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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 1.80 by root, Thu Nov 8 19:43:23 2007 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 $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
284{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 char message[MAX_BUF]; 286 char message[MAX_BUF];
374 int potion_max=0; 287 int potion_max = 0;
375 288
376 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
379 */ 292 */
380 object_pod refop = *op; 293 object_copy refop = *op;
381 294
382 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
383 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
384 potion_max=1; 299 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 300 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 301 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 302 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 303 int i = tmp->stats.stat (j);
390 304
391 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 306 int nstat = flag * i + ostat;
393 307
394 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
397 * to allow for that. 311 * to allow for that.
398 */ 312 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 else if (nstat > 20 + op->arch->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
402 } 322 }
403 if (nstat != ostat) { 323 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 } 324 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 326 potion_max = 1;
410 } 327 }
411 } 328 }
329
412 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 332 * recalculates this anyway.
415 */ 333 */
416 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
418 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 338 } /* end of potion handling code */
420 } 339 }
421 340
422 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 342 * everything to set
424 */ 343 */
425 if(flag == -1) { 344 if (flag == -1)
345 {
426 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 351 * and not the other move_ fields.
432 */ 352 */
433 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
434 } 354 }
435 355
436 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
439 */ 359 */
440 fix_player(op); 360 op->update_stats ();
441 361
442 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 363 * print out message if this is a bow.
444 */ 364 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
446 success=1; 367 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 369 }
370
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
372 {
451 success=1; 373 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 375 }
376
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
378 {
456 success=1; 379 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 381 }
382
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
384 {
461 success=1; 385 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 387 }
388
465 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 393 * from fly high)
470 */ 394 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != refop.move_type)
396 {
472 success=1; 397 success = 1;
473 398
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
476 */ 401 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
479 } 405 }
480 406
481 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
482 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 410 * in that case, you don't actually land
484 */ 411 */
485 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 414 }
415
489 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 418
492 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 420 check_move_on (op, op);
494 } 421 }
495 422
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 424 * originally undead may change their status
498 */ 425 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
428 {
501 success=1; 429 success = 1;
502 if(flag>0) { 430 if (flag > 0)
431 {
503 op->race = "undead"; 432 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
434 }
505 } else { 435 else
436 {
506 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 }
440 }
441
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
443 {
444 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 }
447
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
449 {
450 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 }
453
454 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision
456 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND))
458 {
459 success = 1;
460 if (flag > 0)
461 {
462 if (QUERY_FLAG (op, FLAG_WIZ))
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else
465 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND);
468 if (op->type == PLAYER)
469 op->contr->do_los = 1;
508 } 470 }
509 } 471 }
510 472 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 473 {
512 success=1;
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)) 474 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 476 else
477 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 479 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 480 if (op->type == PLAYER)
531 op->contr->do_los=1; 481 op->contr->do_los = 1;
532 } 482 }
533 } else { 483 }
484 }
485
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
487 {
488 success = 1;
489 if (op->type == PLAYER)
490 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 }
493
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
495 {
496 success = 1;
497 if (flag > 0)
498 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 499 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 501 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 502 {
538 CLEAR_FLAG(op,FLAG_BLIND); 503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 504 if (op->type == PLAYER)
540 op->contr->do_los=1; 505 op->contr->do_los = 1;
541 } 506 }
542 } 507 }
543 } 508 else
544 509 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
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)) 510 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 512 else
513 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 515 if (op->type == PLAYER)
560 op->contr->do_los=1; 516 op->contr->do_los = 1;
561 } 517 }
562 } else { 518 }
563 if(QUERY_FLAG(op,FLAG_WIZ)) 519 }
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 520
521 if (tmp->stats.luck)
522 {
523 success = 1;
524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
525 }
526
527 if (tmp->stats.hp && op->type == PLAYER)
528 {
529 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 }
532
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
534 {
535 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 }
538
539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER)
541 {
542 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 }
545
546 if (tmp->stats.food && op->type == PLAYER)
547 {
548 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551
552 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++)
554 {
555 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */
557
558 if (op->resist[i] != refop.resist[i])
559 {
560 success = 1;
561 if (op->resist[i] > refop.resist[i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
565 else { 563 else
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
567 if(op->type==PLAYER) 565
568 op->contr->do_los=1; 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j))
575 {
576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
569 } 578 }
570 } 579 }
571 } 580 }
572 581
573 if(tmp->stats.luck) {
574 success=1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 }
577
578 if(tmp->stats.hp && op->type==PLAYER) {
579 success=1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
581 "You feel much less healthy!");
582 }
583
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
587 "You suddenly feel very mundane.");
588 }
589
590 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) {
592 success=1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
594 "You suddenly feel less holy.");
595 }
596
597 if(tmp->stats.food && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
600 "You feel your digestion speeding up.");
601 }
602
603 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) {
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606
607 if (op->resist[i] != refop.resist[i]) {
608 success=1;
609 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.",
611 change_resist_msg[i], op->resist[i]);
612 else
613 sprintf(message, "Your resistance to %s drops to %d%%.",
614 change_resist_msg[i], op->resist[i]);
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
617 }
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;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
625 }
626 }
627 }
628 return success; 582 return success;
629} 583}
630 584
631/* 585/*
632 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 588 */
635 589void
636void drain_stat(object *op) { 590object::drain_stat ()
591{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
638} 593}
639 594
595void
640void drain_specific_stat(object *op, int deplete_stats) { 596object::drain_specific_stat (int deplete_stats)
597{
641 object *tmp; 598 object *tmp;
642 archetype *at; 599 archetype *at;
643 600
644 at = find_archetype(ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 602 if (!at)
603 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 605 return;
606 }
648 } else { 607 else
608 {
649 tmp = present_arch_in_ob(at, op); 609 tmp = present_arch_in_ob (at, this);
610
650 if (!tmp) { 611 if (!tmp)
612 {
651 tmp = arch_to_object(at); 613 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
654 } 616 }
655 } 617 }
656 618
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 621 update_stats ();
660} 622}
661 623
662/* 624/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 626 * via an applied bad_luck object.
665 */ 627 */
666 628void
667void change_luck(object *op, int value) { 629object::change_luck (int value)
668 object *tmp; 630{
669 archetype *at; 631 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 632 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 634 else
635 {
676 tmp = present_arch_in_ob(at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
677 if (!tmp) { 638 if (!tmp)
639 {
640 if (!value)
641 return;
642
643 tmp = arch_to_object (at);
644 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED);
646 }
647
678 if (!value) 648 if (value)
679 return; 649 {
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 650 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 652 * in op itself).
688 */ 653 */
689 new_luck = tmp->stats.luck+value; 654 int new_luck = tmp->stats.luck + value;
655
690 if (new_luck >= -100 && new_luck <= 100) { 656 if (new_luck >= -100 && new_luck <= 100)
657 {
691 op->stats.luck+=value; 658 stats.luck += value;
692 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
660 }
693 } 661 }
694 } else { 662 else
663 {
695 if (!tmp->stats.luck) { 664 if (!tmp->stats.luck)
696 return; 665 return;
697 } 666
698 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
700 */ 669 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 {
702 int diff = tmp->stats.luck>0?-1:1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
673
703 op->stats.luck += diff; 674 stats.luck += diff;
704 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
676 }
705 } 677 }
706 }
707 } 678 }
708} 679}
709 680
710/* 681/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 683 */
713 684void
714void remove_statbonus(object *op) { 685object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 686{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 687 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 688 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 689 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 690 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 691 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 692 }
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} 693}
730 694
731/* 695/*
732 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 697 */
734 698void
735void add_statbonus(object *op) { 699object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 700{
737 op->stats.Dex += op->arch->clone.stats.Dex; 701 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 702 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 703 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 704 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 705 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 706 }
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} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
751 748
752/* 749/*
753 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
758 */ 755 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
761 */ 758 */
762 759void
763void fix_player(object *op) { 760object::update_stats ()
764 int i,j; 761{
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 763 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
770 769
771 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 771 if (type == PLAYER)
772 {
773 for(i=0;i<NUM_STATS;i++) { 773 for (int i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
775 } 775
776 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
778 778
779 op->attacktype=0; 779 attacktype = 0;
780
780 op->contr->digestion = 0; 781 contr->digestion = 0;
781 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 786 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 } 787 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
798 op->slaying = 0; 792 slaying = 0;
799 793
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 798 }
804 799
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 802 CLEAR_FLAG (this, 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);
816 803
817 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type; 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
822 op->chosen_skill = NULL; 815 chosen_skill = 0;
823 816
824 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
825 * archetype clone 818 * archetype clone
826 */ 819 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
828 821
829 for (i=0;i<NROFATTACKS;i++) { 822 for (int i = 0; i < NROFATTACKS; i++)
823 {
830 if (op->resist[i] > 0) 824 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 825 prot[i] = resist[i], vuln[i] = 0;
832 else 826 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
834 potion_resist[i]=0; 829 potion_resist[i] = 0;
835 } 830 }
836
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * 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, 838 * 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 839 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 840 * that their protection from physical goes down
846 */ 841 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 843 {
844 ac = max (-10, arch->stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 846 }
851 else 847 else
852 ac=op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
853 849
854 op->stats.luck=op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
855 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
856 852
857 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
859 */ 855 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 856 for (tmp = inv; tmp; tmp = tmp->below)
862 /* See note in map.c:update_position about making this additive 857 {
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 858 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
869 * then calls this function. 860 * then calls this function.
870 */ 861 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 863 continue;
864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
873 } 867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius;
874 870
875 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 872 if (tmp->type == SKILL)
873 {
877 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 875 if (IS_MANA_SKILL (tmp->subtype))
876 {
879 if (!mana_obj) mana_obj=tmp; 877 if (!mana_obj)
878 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 879 else if (tmp->level > mana_obj->level)
880 mana_obj = tmp;
881 } 881 }
882
882 if (IS_GRACE_SKILL(tmp->subtype)) { 883 if (IS_GRACE_SKILL (tmp->subtype))
884 {
883 if (!grace_obj) grace_obj=tmp; 885 if (!grace_obj)
886 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 887 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp;
885 } 889 }
886 } 890 }
887 891
888 /* Container objects are not meant to adjust a players, but other applied 892 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 893 * objects need to make adjustments.
890 * This block should handle all player specific changes 894 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 895 * 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. 896 * 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, 897 * 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 898 * because the skill shouldn't count against body positions being used
895 * up, etc. 899 * up, etc.
896 */ 900 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
905 && tmp->subtype == SK_PRAYING))
906 {
907 if (type == PLAYER)
908 {
909 contr->item_power += tmp->item_power;
910
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
899 if(op->type==PLAYER) { 914 && !tmp->flag [FLAG_CURSED]
900 if (tmp->type == BOW) 915 && !tmp->flag [FLAG_DAMNED])
901 op->contr->ranges[range_bow] = tmp; 916 continue;
902 917
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++) 918 for (int i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
908 920
909 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
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 */ 922 {
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; 923 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 } 928 }
928 } /* if this is a player */ 929 } /* if this is a player */
929 930 else
930 /* Update slots used for items */ 931 {
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 932 if (tmp->type == WEAPON)
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 933 current_weapon = tmp;
933 op->body_used[i] += tmp->body_info[i];
934 } 934 }
935 935
936 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info;
940
936 if(tmp->type==SYMPTOM) { 941 if (tmp->type == SYMPTOM)
942 speed_reduce_from_disease =
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940 944
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 949 */
946 if (tmp->type != POTION) { 950 if (tmp->type != POTION)
951 {
947 for (i=0; i<NROFATTACKS; i++) { 952 for (int i = 0; i < NROFATTACKS; i++)
953 {
948 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
950 */ 956 */
951 if (tmp->type==POTION_EFFECT) { 957 if (tmp->type == POTION_EFFECT)
958 {
952 if (potion_resist[i]) 959 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
954 else 961 else
955 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
956 } 963 }
957 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 966 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 968 }
962 } 969 }
963 970
964 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
973 {
966 op->attacktype|=tmp->attacktype; 974 attacktype |= tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 977 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type; 978 move_type |= tmp->move_type;
973 979 stats.luck += tmp->stats.luck;
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 } 980 }
989 981
990 if(tmp->stats.exp && tmp->type!=SKILL) { 982 flag |= tmp->flag & copy_flags;
991 if(tmp->stats.exp > 0) { 983
992 added_speed+=(float)tmp->stats.exp/3.0; 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 985 SET_FLAG (this, FLAG_UNDEAD);
994 } else 986
995 added_speed+=(float)tmp->stats.exp; 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
988 {
989 SET_FLAG (this, FLAG_MAKE_INVIS);
990 invisible = 1;
996 } 991 }
997 992
993 if (tmp->stats.exp && tmp->type != SKILL)
994 {
995 if (tmp->stats.exp > 0)
996 {
997 added_speed += tmp->stats.exp / 3.f;
998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
999 }
1000 else
1001 added_speed += tmp->stats.exp;
1002 }
1003
998 switch(tmp->type) { 1004 switch (tmp->type)
1005 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
999 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1001 case SKILL: 1017 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1020 break;
1003 1021
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) { 1022 if (chosen_skill)
1023 {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1008 } 1030 }
1031 else
1009 op->chosen_skill = tmp; 1032 chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1033
1034 if (tmp->stats.dam > 0)
1035 { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1038
1039 if (weapon_speed < 0)
1013 if(weapon_speed<0) weapon_speed = 0; 1040 weapon_speed = 0;
1041
1014 weapon_weight=tmp->weight; 1042 weapon_weight = tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1044
1045 if (tmp->magic)
1016 if(tmp->magic) op->stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1017 } 1047 }
1048
1018 if(tmp->stats.wc) 1049 if (tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic); 1050 wc -= tmp->stats.wc + tmp->magic;
1020 1051
1021 if (tmp->slaying!=NULL) 1052 if (tmp->slaying)
1022 op->slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1023 1054
1024 if(tmp->stats.ac) 1055 if (tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic); 1056 ac -= tmp->stats.ac + tmp->magic;
1057
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1028 if (op->type == PLAYER) 1060 }
1029 op->contr->ranges[range_skill] = op; 1061
1030 break; 1062 break;
1031 1063
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: 1064 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1044 case RING: 1067 case RING:
1045 case AMULET: 1068 case AMULET:
1046 case GIRDLE: 1069 case GIRDLE:
1047 case HELMET: 1070 case HELMET:
1048 case BOOTS: 1071 case BOOTS:
1049 case GLOVES: 1072 case GLOVES:
1050 case CLOAK: 1073 case CLOAK:
1051 if(tmp->stats.wc) 1074 if (tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1076
1053 if(tmp->stats.dam) 1077 if (tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1078 stats.dam += tmp->stats.dam + tmp->magic;
1079
1055 if(tmp->stats.ac) 1080 if (tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic); 1081 ac -= tmp->stats.ac + tmp->magic;
1082
1057 break; 1083 break;
1058 1084
1085 case BOW:
1059 case WEAPON: 1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1060 wc-=(tmp->stats.wc+tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1090
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1062 ac-=tmp->stats.ac+tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1093
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1094 stats.dam += tmp->stats.dam + tmp->magic;
1064 weapon_weight=tmp->weight; 1095 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1097
1066 if(weapon_speed<0) weapon_speed=0; 1098 if (weapon_speed < 0)
1099 weapon_speed = 0;
1100
1067 op->slaying = tmp->slaying; 1101 slaying = tmp->slaying;
1102
1068 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1070 * go. 1105 * go.
1071 */ 1106 */
1072 op->current_weapon = tmp; 1107
1108 if (type == PLAYER)
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1109 if (settings.spell_encumbrance)
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; 1110 contr->encumbrance += tmp->weight * 3 / 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 } 1111 }
1090 if(tmp->stats.ac) { 1112
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; 1113 break;
1114
1115 case ARMOUR: /* Only the best of these three are used: */
1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1117 contr->encumbrance += tmp->weight / 1000;
1118
1119 case BRACERS:
1120 case FORCE:
1121 if (tmp->stats.wc)
1122 {
1123 if (best_wc < tmp->stats.wc + tmp->magic)
1124 {
1125 wc += best_wc;
1126 best_wc = tmp->stats.wc + tmp->magic;
1127 }
1128 else
1129 wc += tmp->stats.wc + tmp->magic;
1130 }
1131
1132 if (tmp->stats.ac)
1133 {
1134 if (best_ac < tmp->stats.ac + tmp->magic)
1135 {
1136 ac += best_ac; /* Remove last bonus */
1137 best_ac = tmp->stats.ac + tmp->magic;
1138 }
1139 else /* To nullify the below effect */
1140 ac += tmp->stats.ac + tmp->magic;
1141 }
1142
1143 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic);
1145
1146 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic);
1148
1149 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151
1152 break;
1103 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1104 } /* item is equipped */ 1154 } /* item is equipped */
1105 } /* for loop of items */ 1155 } /* for loop of items */
1106 1156
1107 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* 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. 1158 * have generated intermediate values which we now need to assign.
1109 */ 1159 */
1110 1160
1111 /* 'total resistance = total protections - total vulnerabilities'. 1161 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1166 */
1117 for (i=0; i<NROFATTACKS; i++) { 1167 for (int i = 0; i < NROFATTACKS; i++)
1168 {
1118 op->resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1170
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1122 } 1176 {
1123 1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1124 /* Figure out the players sp/mana/hp totals. */ 1183 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level; 1184 int pl_level;
1127 1185
1128 check_stat_bounds(&(op->stats)); 1186 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1187 pl_level = level;
1130 1188
1189 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1191
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* 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. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1194 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1197 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1199
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1139 if (con_bonus[op->stats.Con]>0) 1201 if (con_bonus[stats.Con] > 0)
1140 j++; 1202 j++;
1203 else
1204 j--;
1205
1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1207 }
1208
1209 stats.maxhp += 2 * max (0, level - 10);
1210
1211 if (stats.hp > stats.maxhp)
1212 stats.hp = stats.maxhp;
1213
1214 /* Sp gain is controlled by the level of the player's
1215 * relevant experience object (mana_obj, see above)
1216 */
1217 /* following happen when skills system is not used */
1218 if (!mana_obj)
1219 mana_obj = this;
1220
1221 if (!grace_obj)
1222 grace_obj = this;
1223
1224 /* set maxsp */
1225 if (!mana_obj || !mana_obj->level || type != PLAYER)
1226 mana_obj = this;
1227
1228 if (mana_obj == this && type == PLAYER)
1229 stats.maxsp = 1;
1230 else
1231 {
1232 float sp_tmp = 0.f;
1233
1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1235 {
1236 float stmp;
1237
1238 /* Got some extra bonus at first level */
1239 if (i < 2)
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1141 else 1241 else
1142 j--; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1243
1244 sp_tmp += max (1.f, stmp);
1143 } 1245 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1246
1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1248 }
1249
1250 /* Characters can get their sp supercharged via rune of transferrance */
1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1252
1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1255 grace_obj = this;
1256
1257 if (grace_obj == this && type == PLAYER)
1258 stats.maxgrace = 1;
1259 else
1145 } 1260 {
1146 1261 /* store grace in a float - this way, the divisions below don't create
1147 for(i=11;i<=op->level;i++) 1262 * big jumps when you go from level to level - with int's, it then
1148 op->stats.maxhp+=2; 1263 * becomes big jumps when the sums of the bonuses jump to the next
1149 1264 * step of 8 - with floats, even fractional ones are useful.
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 */ 1265 */
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; 1266 float sp_tmp = 0.f;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1269 {
1167 float stmp; 1270 float grace_tmp = 0.f;
1168 1271
1169 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1170 if(i<2) { 1273 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1275 else
1174 stmp=(float)op->contr->levsp[i] 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1277
1176 (float)sp_bonus[op->stats.Int])/12.0; 1278 sp_tmp += max (1.f, grace_tmp);
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 } 1279 }
1181 op->stats.maxsp=(int)sp_tmp;
1182 1280
1183 for(i=11;i<=mana_obj->level;i++) 1281 /* two grace points per level after 10 */
1184 op->stats.maxsp+=2; 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1283 }
1284
1285 /* No limit on grace vs maxgrace */
1286
1287 if (contr->braced)
1185 } 1288 {
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1289 ac += 2;
1187 if(op->stats.sp>op->stats.maxsp*2) 1290 wc += 4;
1188 op->stats.sp=op->stats.maxsp*2; 1291 }
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 { 1292 else
1196 /* store grace in a float - this way, the divisions below don't create 1293 ac -= dex_bonus[stats.Dex];
1197 * big jumps when you go from level to level - with int's, it then 1294
1198 * becomes big jumps when the sums of the bonuses jump to the next 1295 /* In new exp/skills system, wc bonuses are related to
1199 * step of 8 - with floats, even fractional ones are useful. 1296 * the players level in a relevant exp object (wc_obj)
1297 * not the general player level -b.t.
1298 * I changed this slightly so that wc bonuses are better
1299 * than before. This is to balance out the fact that
1300 * the player no longer gets a personal weapon w/ 1
1301 * improvement every level, now its fighterlevel/5. So
1302 * we give the player a bonus here in wc and dam
1303 * to make up for the change. Note that I left the
1304 * monster bonus the same as before. -b.t.
1305 */
1306 object *wc_obj = chosen_skill;
1307
1308 if (contr && wc_obj && wc_obj->level > 1)
1309 {
1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1312 for (int i = 1; i < wc_obj->level; i++)
1200 */ 1313 {
1201 sp_tmp=0.0; 1314 /* additional wc every 6 levels */
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1315 if (!(i % 6))
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 } 1316 wc--;
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1317
1215 sp_tmp+=grace_tmp; 1318 /* additional dam every 4 levels. */
1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1216 } 1321 }
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 } 1322 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 else 1323 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]); 1324 wc -= level + thaco_bonus[stats.Str];
1255 1325
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1257 1327
1258 if(op->stats.dam<1) 1328 if (stats.dam < 1)
1259 op->stats.dam=1; 1329 stats.dam = 1;
1260 1330
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1332
1262 if (settings.search_items && op->contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1334 speed -= 1;
1335
1264 if (op->attacktype==0) 1336 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1338 } /* End if player */
1266 1339
1267 } /* End if player */
1268
1269 if(added_speed>=0) 1340 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1341 speed += added_speed / 10.f;
1271 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1343 speed /= 1.f - added_speed;
1273 1344
1274 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1275 if(op->speed>max) 1346 speed = min (speed, max_speed);
1276 op->speed=max;
1277 1347
1278 if(op->type == PLAYER) { 1348 if (type == PLAYER)
1349 {
1279 /* f is a number the represents the number of kg above (positive num) 1350 /* 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 1351 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1283 */ 1354 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1356 if (f > 0.f)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1286 } 1358 }
1287 1359
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1289 1362
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* 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. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1292 */ 1365 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1366 if (speed < 0.04f && type == PLAYER)
1367 speed = 0.04f;
1294 1368
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1369 if (speed != old_speed)
1370 set_speed (speed);
1296 1371
1297 if(op->type == PLAYER) { 1372 if (type == PLAYER)
1298 float M,W,s,D,K,S,M2; 1373 {
1299
1300 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1376 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1377 * that would just be a real pain to read.
1304 */ 1378 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1379 float M = (max_carry[stats.Str] - 121) / 121.f;
1306 M2=max_carry[op->stats.Str]/100.0; 1380 float M2 = max_carry[stats.Str] / 100.f;
1307 W=weapon_weight/20000.0; 1381 float W = weapon_weight / 20000.f;
1308 s=2-weapon_speed/10.0; 1382 float s = (20 - weapon_speed) / 10.f;
1309 D=(op->stats.Dex-14)/14.0; 1383 float D = (stats.Dex - 14) / 14.f;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1384 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1385
1312 if(K<=0) K=0.01; 1386 K *= (4 + level) * 1.2f / (6 + level);
1313 S=op->speed/(K*s); 1387
1314 op->contr->weapon_sp=S; 1388 if (K <= 0.01f)
1389 K = 0.01f;
1390
1391 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1315 } 1392 }
1393
1316 /* I want to limit the power of small monsters with big weapons: */ 1394 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1395 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3) 1396 stats.dam = arch->stats.dam * 3;
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320 1397
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1398 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1322 * should be more than enough - remember, AC is also in 8 bits, 1399 stats.ac = clamp (ac, MIN_AC, MAX_AC);
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 1400
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, 1401 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1402 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1403 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1404 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1405 * one or the other.
1338 */ 1406 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1407 if (move_type == 0)
1408 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1410 move_type &= ~MOVE_WALK;
1341 1411
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1413 * so we will check that now.
1346 */ 1414 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1415 if (type == PLAYER)
1416 {
1417 esrv_update_stats (contr);
1418 esrv_update_spells (contr);
1419 }
1420
1421 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0;
1348} 1424}
1349 1425
1350/* 1426/*
1351 * Returns true if the given player is a legal class. 1427 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1428 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1429 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1430 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1431 * false otherwise.
1356 */ 1432 */
1357 1433int
1358int allowed_class(const object *op) { 1434allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1435{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1436 return op->stats.Dex > 0
1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1442 && op->stats.Cha > 0;
1362} 1443}
1363 1444
1364/* 1445/*
1365 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1450 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1451 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1452 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1453 * Please, anyone, write support for 'ext_title'.
1373 */ 1454 */
1455void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1456set_dragon_name (object *pl, const object *abil, const object *skin)
1457{
1375 int atnr=-1; /* attacknumber of highest level */ 1458 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1459 int level = 0; /* highest level */
1377 int i; 1460 int i;
1378 1461
1379 /* Perhaps do something more clever? */ 1462 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1463 if (!abil || !skin)
1381 1464 return;
1465
1382 /* first, look for the highest level */ 1466 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1467 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1468 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1469 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1470 {
1386 level = abil->resist[i]; 1471 level = abil->resist[i];
1387 atnr = i; 1472 atnr = i;
1388 } 1473 }
1389 } 1474 }
1390 1475
1391 /* now if there are equals at highest level, pick the one with focus, 1476 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1477 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1478 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; 1479 atnr = abil->stats.exp;
1396 1480
1397 level = (int)(level/5.); 1481 level = (int) (level / 5.);
1398 1482
1399 /* now set the new title */ 1483 /* now set the new title */
1400 if (pl->contr != NULL) { 1484 if (pl->contr)
1485 {
1401 if(level == 0) 1486 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1488 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1490 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1491 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1492 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1493 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 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]);
1415 else 1494 else
1495 {
1496 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499 else if (skin->resist[atnr] > 50)
1500 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1501 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1502 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1503 }
1418 } 1504 }
1419 1505
1420 strcpy(pl->contr->own_title, ""); 1506 strcpy (pl->contr->own_title, "");
1421} 1507}
1422 1508
1423/* 1509/*
1424 * This function is called when a dragon-player gains 1510 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1511 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1512 * or change the ability-focus.
1427 */ 1513 */
1514void
1428void dragon_level_gain(object *who) { 1515dragon_level_gain (object *who)
1516{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1517 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1518 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1521
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1524 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1438 abil = tmp; 1526 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1440 skin = tmp; 1528 skin = tmp;
1441 } 1529
1442 }
1443 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1531 if (abil == NULL)
1445 1532 return;
1533
1446 /* The ability_force keeps track of maximum level ever achieved. 1534 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1535 * New abilties can only be gained by surpassing this max level
1448 */ 1536 */
1449 if (who->level > abil->level) { 1537 if (who->level > abil->level)
1538 {
1450 /* increase our focused ability */ 1539 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1540 abil->resist[abil->stats.exp]++;
1452
1453 1541
1542
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1543 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1544 {
1455 /* time to hand out a new ability-gift */ 1545 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1546 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 } 1547 }
1459 1548
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1549 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1550 {
1461 /* apply new ability focus */ 1551 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1552 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); 1553 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1554
1466 abil->stats.exp = abil->last_eat; 1555 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1556 abil->last_eat = 0;
1468 } 1557 }
1469 1558
1470 abil->level = who->level; 1559 abil->level = who->level;
1471 } 1560 }
1472 1561
1473 /* last but not least, set the new title for the dragon */ 1562 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1563 set_dragon_name (who, abil, skin);
1475} 1564}
1476 1565
1477/* Handy function - given the skill name skill_name, we find the skill 1566/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1567 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1568 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1569 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1570 * want to do something with it immediately.
1482 */ 1571 */
1572object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1573give_skill_by_name (object *op, const char *skill_name)
1484{ 1574{
1485 object *skill_obj; 1575 object *skill_obj;
1486 1576
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1578 if (!skill_obj)
1579 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1581 return NULL;
1491 } 1582 }
1583
1492 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1585 * still doesn't know it.
1494 */ 1586 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1589 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1499 if (op->contr) { 1591
1592 if (player *pl = op->contr)
1593 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1502 } 1597 }
1598
1503 return skill_obj; 1599 return skill_obj;
1504} 1600}
1505
1506 1601
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1605 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1606 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1607 * (eg, skill)
1513 */ 1608 */
1609void
1514void player_lvl_adj(object *who, object *op) { 1610player_lvl_adj (object *who, object *op)
1611{
1515 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1516 1613 bool changed = false;
1614
1517 if(!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1518 op = who; 1616 op = who;
1519 1617
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1619 {
1620 changed = true;
1621
1521 op->level++; 1622 op->level++;
1522 1623
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1625 dragon_level_gain (who);
1525 1626
1526 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1629 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1630 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); 1631 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; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1633 }
1634
1635 if (op->level > 1)
1531 } 1636 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1537 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1538 sprintf(buf,"You are now level %d.",op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 } 1646 }
1541 player_lvl_adj(who,op); /* To increase more levels */ 1647
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1648 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); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1650 }
1651 }
1652
1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1654 {
1655 changed = true;
1656
1657 op->level--;
1658
1659 if (op->type != PLAYER)
1548 } 1660 {
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1663 }
1664 }
1665
1666 if (changed)
1550 } 1667 {
1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1551 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1552 esrv_update_spells(who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1553} 1673}
1554 1674
1555/* 1675/*
1556 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1558 */ 1678 */
1559 1679
1680sint64
1560sint64 level_exp(int level,double expmul) { 1681level_exp (int level, double expmul)
1682{
1561 if (level > settings.max_level) 1683 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1563 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1564} 1687}
1565 1688
1566/* 1689/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1690 * 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 1691 * 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 1692 * 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, 1693 * 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. 1694 * this can now work on a much larger set of objects.
1572 */ 1695 */
1696void
1573void calc_perm_exp(object *op) 1697calc_perm_exp (object *op)
1574{ 1698{
1575 int p_exp_min; 1699 int p_exp_min;
1576 1700
1577 /* Ensure that our permanent experience minimum is met. 1701 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1702 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1703 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1704 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1705
1582 if (op->perm_exp < p_exp_min) 1706 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1707 op->perm_exp = p_exp_min;
1584 1708
1585 /* Cap permanent experience. */ 1709 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1710 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1711 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1712 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1713 op->perm_exp = MAX_EXPERIENCE;
1590} 1714}
1591
1592 1715
1593/* Add experience to a player - exp should only be positive. 1716/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1717 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1718 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1719 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1720 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1721 * flag is what to do if the player doesn't have the skill:
1599 */ 1722 */
1600 1723static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1725{
1603 object *skill_obj = NULL; 1726 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1605 int i; 1728 int i;
1606 1729
1607 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1731 if (op->contr->braced)
1609 exp = exp / 5; 1732 exp /= 5;
1610 1733
1611 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1737 * the players inventory.
1615 */ 1738 */
1616 if (skill_name) 1739 if (skill_name)
1617 { 1740 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill; 1742 skill_obj = op->chosen_skill;
1621 else 1743 else
1622 { 1744 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1745 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)) 1746 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1747 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1748 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1749 break;
1629 } 1750 }
1630 1751
1649 exp_to_add = exp; 1770 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1771 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1772 if (exp_to_add > limit)
1652 exp_to_add = limit; 1773 exp_to_add = limit;
1653 1774
1654 ADD_EXP (op->stats.exp, 1775 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) 1776 if (settings.permanent_exp_ratio)
1658 { 1777 {
1659 ADD_EXP (op->perm_exp, 1778 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); 1779 calc_perm_exp (op);
1663 } 1780 }
1664 1781
1665 player_lvl_adj (op, NULL); 1782 player_lvl_adj (op, NULL);
1666 } 1783 }
1673 exp_to_add = limit; 1790 exp_to_add = limit;
1674 1791
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1792 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1793 if (settings.permanent_exp_ratio)
1677 { 1794 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1795 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1796 calc_perm_exp (skill_obj);
1681 } 1797 }
1682 1798
1683 player_lvl_adj (op, skill_obj); 1799 player_lvl_adj (op, skill_obj);
1684 } 1800 }
1690 * adjustments based on permanent exp and the like. 1806 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1807 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1808 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1809 * amount that should get subtract from the player.
1694 */ 1810 */
1811sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1812check_exp_loss (const object *op, sint64 exp)
1696{ 1813{
1697 sint64 del_exp; 1814 sint64 del_exp;
1698 1815
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1816 if (exp > op->stats.exp)
1817 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1818 if (settings.permanent_exp_ratio)
1819 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1820 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1821 if (del_exp < 0)
1822 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1823 if (exp > del_exp)
1824 exp = del_exp;
1704 } 1825 }
1705 return exp; 1826 return exp;
1706} 1827}
1707 1828
1829sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1830check_exp_adjust (const object *op, sint64 exp)
1709{ 1831{
1832 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1833 return check_exp_loss (op, exp);
1834 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1836}
1713 1837
1714 1838
1715/* Subtracts experience from player. 1839/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1846 * 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. 1847 * 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 1848 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1849 * a postive number.
1726 */ 1850 */
1851static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1852subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1853{
1729 float fraction = (float) exp/(float) op->stats.exp; 1854 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1855 object *tmp;
1731 sint64 del_exp; 1856 sint64 del_exp;
1732 1857
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1858 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1859 if (tmp->type == SKILL && tmp->stats.exp)
1860 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1862 {
1736 del_exp = check_exp_loss(tmp, exp); 1863 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1864 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1865 player_lvl_adj (op, tmp);
1866 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1867 else if (flag != SK_SUBTRACT_SKILL_EXP)
1868 {
1740 /* only want to process other skills if we are not trying 1869 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1870 * to match a specific skill.
1742 */ 1871 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1872 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1873 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1874 player_lvl_adj (op, tmp);
1746 } 1875 }
1747 } 1876 }
1877
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1878 if (flag != SK_SUBTRACT_SKILL_EXP)
1879 {
1749 del_exp = check_exp_loss(op, exp); 1880 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1881 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1882 player_lvl_adj (op, NULL);
1752 } 1883 }
1753} 1884}
1754
1755
1756 1885
1757/* change_exp() - changes experience to a player/monster. This 1886/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1887 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1888 *
1760 * The exp passed is typically not modified much by this function - 1889 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1890 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1891 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1892 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1893 * these last two values are only used for players.
1765 */ 1894 */
1766 1895void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1896change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1897{
1769#ifdef EXP_DEBUG 1898#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); 1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1900#endif
1775#endif
1776 1901
1777 /* safety */ 1902 /* safety */
1778 if(!op) { 1903 if (!op)
1904 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1905 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1906 return;
1781 } 1907 }
1782 1908
1783 /* if no change in exp, just return - most of the below code 1909 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1910 * won't do anything if the value is 0 anyways.
1785 */ 1911 */
1786 if (exp == 0) return; 1912 if (exp == 0)
1913 return;
1787 1914
1788 /* Monsters are easy - we just adjust their exp - we 1915 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1916 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1917 * the exp they have - the monsters exp represents what its
1791 * worth. 1918 * worth.
1792 */ 1919 */
1793 if(op->type != PLAYER) { 1920 if (op->type != PLAYER)
1921 {
1794 /* Sanity check */ 1922 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1923 if (!QUERY_FLAG (op, FLAG_ALIVE))
1924 return;
1796 1925
1797 /* reset exp to max allowed value. We subtract from 1926 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1927 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1928 * more than max exp, just return.
1929 */
1930 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1931 {
1932 exp = MAX_EXPERIENCE - op->stats.exp;
1933 if (exp < 0)
1934 return;
1935 }
1936
1937 op->stats.exp += exp;
1938 }
1939 else
1940 { /* Players only */
1941 if (exp > 0)
1942 add_player_exp (op, exp, skill_name, flag);
1943 else
1944 /* note that when you lose exp, it doesn't go against
1945 * a particular skill, so we don't need to pass that
1946 * along.
1800 */ 1947 */
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); 1948 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1949 }
1819} 1950}
1820 1951
1821/* Applies a death penalty experience, the size of this is defined by the 1952/* 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 1953 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1954 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1955 */
1825 1956void
1826void apply_death_exp_penalty(object *op) { 1957apply_death_exp_penalty (object *op)
1958{
1827 object *tmp; 1959 object *tmp;
1828 sint64 loss; 1960 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1961 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1962 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1963
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1964 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1965 if (tmp->type == SKILL && tmp->stats.exp)
1966 {
1834 1967
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1968 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)]; 1969 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 1970
1838 /* With the revised exp system, you can get cases where 1971 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1972 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1973 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1974 * tables is a lot harder.
1842 */ 1975 */
1843 if (level_loss < 0) level_loss = 0; 1976 if (level_loss < 0)
1977 level_loss = 0;
1844 1978
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1979 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 1980
1847 tmp->stats.exp -= loss; 1981 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1982 player_lvl_adj (op, tmp);
1849 } 1983 }
1850 1984
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1985 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)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1987
1988 if (level_loss < 0)
1989 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 1991
1856 op->stats.exp -= loss; 1992 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1993 player_lvl_adj (op, NULL);
1858} 1994}
1859 1995
1860/* This function takes an object (monster/player, op), and 1996/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1997 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1998 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1999 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2000 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2001 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2002 */
2003int
1867int did_make_save(const object *op, int level, int bonus) 2004did_make_save (const object *op, int level, int bonus)
1868{ 2005{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2006 if (level > MAX_SAVE_LEVEL)
2007 level = MAX_SAVE_LEVEL;
1870 2008
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2009 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2010 return 0;
2011
2012 return 1;
1874} 2013}
1875

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