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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 1.90 by root, Thu Sep 25 22:58:13 2008 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h>
31 25
32/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 29 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 30#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 31
38static const int con_bonus[MAX_STAT + 1]={ 32static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 33 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 34 22, 25, 30, 40, 50
41}; 35};
42 36
43/* changed the name of this to "sp_bonus" from "int_bonus" 37/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 38 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 39 * advancement. -b.t.
46 */ 40 */
47static const int sp_bonus[MAX_STAT + 1]={ 41static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 42 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 43 30, 40, 50, 70, 100
50}; 44};
51 45
52static const int grace_bonus[MAX_STAT +1] = { 46static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 47 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 48 30, 40, 50, 70, 100
55}; 49};
56 50
57/* 0.92.7 Changed way charisma works. Values now 51/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 52 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 53 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 64 * it is 1-diff
71 */ 65 */
72 66
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 67const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 68 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 69 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 70 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 71 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 72 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 73 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 74};
81 75
82const int dex_bonus[MAX_STAT + 1]={ 76const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 77 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 78};
85 79
86/* speed_bonus uses dex as its stat */ 80/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 81const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 82 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 83 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 84 1.6, 1.8, 2.0, 2.5, 3.0
91}; 85};
92 86
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 87/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 88 * strength.
95 */ 89 */
96const int dam_bonus[MAX_STAT + 1]={ 90const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 91 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 92};
99 93
100const int thaco_bonus[MAX_STAT + 1]={ 94const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 95 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 96};
103 97
104/* Max you can carry before you start getting extra speed penalties */ 98/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 99const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 100 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 101 301, 326, 352, 400, 450, 500, 600, 1000
108}; 102};
109 103
110/* weight_limit - the absolute most a character can carry - a character can't 104/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 105 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 106 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 107 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 108 * before, you need to start someplace.
115 */ 109 */
116 110
117const uint32 weight_limit[MAX_STAT+ 1] = { 111const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 112 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 113 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 114 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 119};
126 120
127const int learn_spell[MAX_STAT + 1]={ 121const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 122 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 123 100, 100, 100, 100, 100, 100
130}; 124};
131 125
132const int cleric_chance[MAX_STAT + 1]={ 126const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 127 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 128};
135 129
136const int turn_bonus[MAX_STAT + 1]={ 130const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 131 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 132};
139 133
140const int fear_bonus[MAX_STAT + 1]={ 134const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 135 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 136};
143 137
144/* 138/*
145 Since this is nowhere defined ... 139 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 140 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 155 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 156 * if more levels are desired, this should be fixed.
163 * -b.t. 157 * -b.t.
164 */ 158 */
165 159
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 161
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 162extern sint64 *levels;
172#endif
173 163
174#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
165
175/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 168 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 169 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 170 * and instead did_make_save should be used instead.
180 */ 171 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 172static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 173 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 174 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 175 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 176 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 177 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 178 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 180};
190 181
191const char *const attacks[NROFATTACKS] = { 182const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 183 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 187 "life stealing"
197}; 188};
198 189
199static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 192 "You're feeling clumsy!",
202 "You feel less healthy", 193 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
204 "Your face gets distorted!", 197 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 198};
208const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 200 "You feel your strength return.",
210 "You feel your agility return.", 201 "You feel your agility return.",
211 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
213 "You feel your charisma return.", 206 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 207};
217const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 209 "You feel stronger.",
219 "You feel more agile.", 210 "You feel more agile.",
220 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
221 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
222 "You seem to look better.", 215 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 216};
226const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 218 "You feel weaker!",
228 "You feel clumsy!", 219 "You feel clumsy!",
229 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 223 "You feel less potent!",
224 "You look ugly!",
234}; 225};
235 226
236const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 229};
239 230
240const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 233};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 234
276/* 235/*
277 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 237 * is added to the specified stat.
279 */ 238 */
280
281void 239void
282change_attr_value(living *stats,int attr,sint8 value) { 240change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 241{
284 switch(attr) { 242 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 243}
335 244
336/* 245/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 247 * 1-30 stat limit.
339 */ 248 */
340 249void
341void check_stat_bounds(living *stats) { 250check_stat_bounds (living *stats)
342 int i,v; 251{
343 for(i=0;i<NUM_STATS;i++) 252 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 253 {
345 set_attr_value(stats,i,MAX_STAT); 254 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 256 }
348} 257}
349 258
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 260
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 264 */
356#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 267
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
360/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 271 * the object.
362 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 273 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 279 * that gives them that ability.
370 */ 280 */
281int
371int change_abil(object *op, object *tmp) { 282change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 283{
284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
373 char message[MAX_BUF]; 286 char message[MAX_BUF];
374 int potion_max=0; 287 int potion_max = 0;
375
376 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop = *op;
381 288
289 // keep some stats for comparison purposes
290 object::flags_t prev_flag = op->flag;
291 MoveType prev_move_type = op->move_type;
292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295
382 if(op->type==PLAYER) { 296 if (op->type == PLAYER)
297 {
383 if (tmp->type==POTION) { 298 if (tmp->type == POTION)
299 {
384 potion_max=1; 300 potion_max = 1;
301
385 for(j=0;j<NUM_STATS;j++) { 302 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 303 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 304 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 305 int i = tmp->stats.stat (j);
390 306
391 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 308 int nstat = flag * i + ostat;
393 309
394 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
395 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
397 * to allow for that. 312 * to allow for that.
398 */ 313 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 316 else if (nstat > 20 + op->arch->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 nstat = 20 + op->arch->stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
402 } 323 }
403 if (nstat != ostat) { 324 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 } 325 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 327 potion_max = 1;
410 } 328 }
411 } 329 }
330
412 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 333 * recalculates this anyway.
415 */ 334 */
416 for(j=0;j<NUM_STATS;j++) 335 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
418 check_stat_bounds(&(op->stats)); 338 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 339 } /* end of potion handling code */
420 } 340 }
421 341
422 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 343 * everything to set
424 */ 344 */
425 if(flag == -1) { 345 if (flag == -1)
346 {
426 op->attacktype&=~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 352 * and not the other move_ fields.
432 */ 353 */
433 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
434 } 355 }
435 356
436 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
439 */ 360 */
440 fix_player(op); 361 op->update_stats ();
441 362
442 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 364 * print out message if this is a bow.
444 */ 365 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
446 success=1; 368 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red."); 370 }
371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
449 } 373 {
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
451 success=1; 374 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore."); 376 }
377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
454 } 379 {
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
456 success=1; 380 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away."); 382 }
383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
459 } 385 {
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
461 success=1; 386 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 388 }
389
465 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 394 * from fly high)
470 */ 395 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 396 if (tmp->move_type && op->move_type != prev_move_type)
397 {
472 success=1; 398 success = 1;
473 399
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
476 */ 402 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
479 } 406 }
480 407
481 if (tmp->move_type & MOVE_FLY_HIGH) { 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
482 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 411 * in that case, you don't actually land
484 */ 412 */
485 DIFF_MSG(flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 415 }
416
489 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 419
492 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 421 check_move_on (op, op);
494 } 422 }
495 423
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 425 * originally undead may change their status
498 */ 426 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 {
501 success=1; 430 success = 1;
502 if(flag>0) { 431 if (flag > 0)
432 {
503 op->race = "undead"; 433 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 }
505 } else { 436 else
437 {
506 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
441 }
442
443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 {
445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 }
448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 {
451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 }
454
455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision
457 */
458 if (tmp->flag [FLAG_BLIND])
459 {
460 success = 1;
461 if (flag > 0)
462 {
463 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else
466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND);
469 if (op->type == PLAYER)
470 op->contr->do_los = 1;
508 } 471 }
509 } 472 }
510 473 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 474 {
512 success=1; 475 if (op->flag [FLAG_WIZ])
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 477 else
478 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 481 if (op->type == PLAYER)
531 op->contr->do_los=1; 482 op->contr->do_los = 1;
532 } 483 }
533 } else { 484 }
534 if(QUERY_FLAG(op,FLAG_WIZ)) 485 }
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 486
487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 {
489 success = 1;
490 if (op->type == PLAYER)
491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 }
494
495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 {
497 success = 1;
498 if (flag > 0)
499 {
500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 502 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 503 {
538 CLEAR_FLAG(op,FLAG_BLIND); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 505 if (op->type == PLAYER)
540 op->contr->do_los=1; 506 op->contr->do_los = 1;
541 } 507 }
542 } 508 }
543 } 509 else
544 510 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 511 if (op->flag [FLAG_WIZ])
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 513 else
514 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 516 if (op->type == PLAYER)
560 op->contr->do_los=1; 517 op->contr->do_los = 1;
561 } 518 }
562 } else {
563 if(QUERY_FLAG(op,FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
565 else {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
567 if(op->type==PLAYER)
568 op->contr->do_los=1;
569 } 519 }
570 }
571 } 520 }
572 521
573 if(tmp->stats.luck) { 522 if (tmp->stats.luck)
523 {
574 success=1; 524 success = 1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 } 526 }
577 527
578 if(tmp->stats.hp && op->type==PLAYER) { 528 if (tmp->stats.hp && op->type == PLAYER)
529 {
579 success=1; 530 success = 1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
581 "You feel much less healthy!");
582 } 532 }
583 533
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535 {
585 success=1; 536 success = 1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
587 "You suddenly feel very mundane.");
588 } 538 }
589 539
590 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) { 541 if (tmp->stats.grace && op->type == PLAYER)
542 {
592 success=1; 543 success = 1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
594 "You suddenly feel less holy.");
595 } 545 }
596 546
597 if(tmp->stats.food && op->type==PLAYER) { 547 if (tmp->stats.food && op->type == PLAYER)
548 {
598 success=1; 549 success = 1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
600 "You feel your digestion speeding up.");
601 } 551 }
602 552
603 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
607 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist [i] != prev_resist [i])
560 {
608 success=1; 561 success = 1;
562
609 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
611 change_resist_msg[i], op->resist[i]);
612 else 565 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
614 change_resist_msg[i], op->resist[i]); 567
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
617 } 575 {
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; 576 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 } 578 }
626 } 579
627 }
628 return success; 580 return success;
629} 581}
630 582
631/* 583/*
632 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 586 */
635 587void
636void drain_stat(object *op) { 588object::drain_stat ()
589{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
638} 591}
639 592
593void
640void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
641 object *tmp; 596 object *tmp;
642 archetype *at; 597 archetype *at;
643 598
644 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 600 if (!at)
601 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 603 return;
604 }
648 } else { 605 else
606 {
649 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
650 if (!tmp) { 609 if (!tmp)
610 {
651 tmp = arch_to_object(at); 611 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 613 SET_FLAG (tmp, FLAG_APPLIED);
654 } 614 }
655 } 615 }
656 616
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 619 update_stats ();
660} 620}
661 621
662/* 622/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 624 * via an applied bad_luck object.
665 */ 625 */
666 626void
667void change_luck(object *op, int value) { 627object::change_luck (int value)
668 object *tmp; 628{
669 archetype *at; 629 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 630 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 632 else
633 {
676 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
677 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = arch_to_object (at);
642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED);
644 }
645
678 if (!value) 646 if (value)
679 return; 647 {
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 648 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 650 * in op itself).
688 */ 651 */
689 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
690 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
691 op->stats.luck+=value; 656 stats.luck += value;
692 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
693 } 659 }
694 } else { 660 else
661 {
695 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
696 return; 663 return;
697 } 664
698 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
700 */ 667 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
702 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
703 op->stats.luck += diff; 672 stats.luck += diff;
704 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
705 } 675 }
706 }
707 } 676 }
708} 677}
709 678
710/* 679/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 681 */
713 682void
714void remove_statbonus(object *op) { 683object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 684{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 686 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 690 }
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} 691}
730 692
731/* 693/*
732 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 695 */
734 696void
735void add_statbonus(object *op) { 697object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 698{
737 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 700 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 704 }
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} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
751 746
752/* 747/*
753 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
758 */ 753 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
761 */ 756 */
762 757void
763void fix_player(object *op) { 758object::update_stats ()
764 int i,j; 759{
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 761 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
770 767
771 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 769 if (type == PLAYER)
770 {
773 for(i=0;i<NUM_STATS;i++) { 771 for (int i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
775 } 773
776 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 775 contr->encumbrance = 0;
778 776
779 op->attacktype=0; 777 attacktype = 0;
778
780 op->contr->digestion = 0; 779 contr->digestion = 0;
781 op->contr->gen_hp = 0; 780 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 781 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 782 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 784 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 } 785 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 786
787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
789
798 op->slaying = 0; 790 slaying = 0;
799 791
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 792 if (!QUERY_FLAG (this, FLAG_WIZ))
793 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 794 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 796 }
804 797
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 800 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);
816 801
817 op->path_attuned=op->arch->clone.path_attuned; 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type; 806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
822 op->chosen_skill = NULL; 813 chosen_skill = 0;
823 814
824 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
825 * archetype clone 816 * archetype clone
826 */ 817 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
828 819
829 for (i=0;i<NROFATTACKS;i++) { 820 for (int i = 0; i < NROFATTACKS; i++)
821 {
830 if (op->resist[i] > 0) 822 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 823 prot[i] = resist[i], vuln[i] = 0;
832 else 824 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
834 potion_resist[i]=0; 827 potion_resist[i] = 0;
835 } 828 }
836
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 829
830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam;
832
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * 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, 836 * 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 837 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 838 * that their protection from physical goes down
846 */ 839 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 841 {
842 ac = max (-10, arch->stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 844 }
851 else 845 else
852 ac=op->arch->clone.stats.ac; 846 ac = arch->stats.ac;
853 847
854 op->stats.luck=op->arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
855 op->speed = op->arch->clone.speed; 849 speed = arch->speed;
856 850
857 /* OK - we've reset most all the objects attributes to sane values. 851 /* 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. 852 * now go through and make adjustments for what the player has equipped.
859 */ 853 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 854 for (tmp = inv; tmp; tmp = tmp->below)
862 /* See note in map.c:update_position about making this additive 855 {
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 856 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
869 * then calls this function. 858 * then calls this function.
870 */ 859 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 861 continue;
862
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
873 } 865 */
866 glow_radius = max (glow_radius, tmp->glow_radius);
874 867
875 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 869 if (tmp->type == SKILL)
870 {
877 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 872 if (IS_MANA_SKILL (tmp->subtype))
873 {
879 if (!mana_obj) mana_obj=tmp; 874 if (!mana_obj)
875 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 876 else if (tmp->level > mana_obj->level)
877 mana_obj = tmp;
881 } 878 }
879
882 if (IS_GRACE_SKILL(tmp->subtype)) { 880 if (IS_GRACE_SKILL (tmp->subtype))
881 {
883 if (!grace_obj) grace_obj=tmp; 882 if (!grace_obj)
883 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 884 else if (tmp->level > grace_obj->level)
885 grace_obj = tmp;
885 } 886 }
886 } 887 }
887 888
888 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments. 890 * objects need to make adjustments.
890 * This block should handle all player specific changes 891 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used 895 * because the skill shouldn't count against body positions being used
895 * up, etc. 896 * up, etc.
896 */ 897 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING))
903 {
904 if (type == PLAYER)
905 {
906 contr->item_power += tmp->item_power;
907
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
899 if(op->type==PLAYER) { 911 && !tmp->flag [FLAG_CURSED]
900 if (tmp->type == BOW) 912 && !tmp->flag [FLAG_DAMNED])
901 op->contr->ranges[range_bow] = tmp; 913 continue;
902 914
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++) 915 for (int i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
908 917
909 /* these are the items that currently can change digestion, regeneration, 918 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 */ 919 {
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; 920 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
923 op->contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 } 926 }
928 } /* if this is a player */ 927 } /* if this is a player */
929 928 else
930 /* Update slots used for items */ 929 {
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 930 if (tmp->type == WEAPON)
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 931 current_weapon = tmp;
933 op->body_used[i] += tmp->body_info[i];
934 } 932 }
935 933
934 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info;
938
936 if(tmp->type==SYMPTOM) { 939 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 941 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 }
940 942
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 947 */
946 if (tmp->type != POTION) { 948 if (tmp->type != POTION)
949 {
947 for (i=0; i<NROFATTACKS; i++) { 950 for (int i = 0; i < NROFATTACKS; i++)
951 {
948 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
950 */ 954 */
951 if (tmp->type==POTION_EFFECT) { 955 if (tmp->type == POTION_EFFECT)
956 {
952 if (potion_resist[i]) 957 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
954 else 959 else
955 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
956 } 961 }
957 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 964 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 966 }
962 } 967 }
963 968
964 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
966 op->attacktype|=tmp->attacktype; 972 attacktype |= tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 975 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type; 976 move_type |= tmp->move_type;
973 977 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 } 978 }
989 979
990 if(tmp->stats.exp && tmp->type!=SKILL) { 980 flag |= tmp->flag & copy_flags;
991 if(tmp->stats.exp > 0) { 981
992 added_speed+=(float)tmp->stats.exp/3.0; 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 983 SET_FLAG (this, FLAG_UNDEAD);
994 } else 984
995 added_speed+=(float)tmp->stats.exp; 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 {
987 SET_FLAG (this, FLAG_MAKE_INVIS);
988 invisible = 1;
996 } 989 }
997 990
991 if (tmp->stats.exp && tmp->type != SKILL)
992 {
993 if (tmp->stats.exp > 0)
994 {
995 added_speed += tmp->stats.exp / 3.f;
996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
997 }
998 else
999 added_speed += tmp->stats.exp;
1000 }
1001
998 switch(tmp->type) { 1002 switch (tmp->type)
1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
999 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1001 case SKILL: 1015 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1018 break;
1003 1019
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) { 1020 if (chosen_skill)
1021 {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1008 } 1028 }
1029 else
1009 op->chosen_skill = tmp; 1030 chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1031
1032 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1036
1037 if (weapon_speed < 0)
1013 if(weapon_speed<0) weapon_speed = 0; 1038 weapon_speed = 0;
1039
1014 weapon_weight=tmp->weight; 1040 weapon_weight = tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042
1043 if (tmp->magic)
1016 if(tmp->magic) op->stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1017 } 1045 }
1046
1018 if(tmp->stats.wc) 1047 if (tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1020 1049
1021 if (tmp->slaying!=NULL) 1050 if (tmp->slaying)
1022 op->slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1023 1052
1024 if(tmp->stats.ac) 1053 if (tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1055
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1028 if (op->type == PLAYER) 1058 }
1029 op->contr->ranges[range_skill] = op; 1059
1030 break; 1060 break;
1031 1061
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: 1062 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1044 case RING: 1065 case RING:
1045 case AMULET: 1066 case AMULET:
1046 case GIRDLE: 1067 case GIRDLE:
1047 case HELMET: 1068 case HELMET:
1048 case BOOTS: 1069 case BOOTS:
1049 case GLOVES: 1070 case GLOVES:
1050 case CLOAK: 1071 case CLOAK:
1051 if(tmp->stats.wc) 1072 if (tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic); 1073 wc -= tmp->stats.wc + tmp->magic;
1074
1053 if(tmp->stats.dam) 1075 if (tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1076 stats.dam += tmp->stats.dam + tmp->magic;
1077
1055 if(tmp->stats.ac) 1078 if (tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic); 1079 ac -= tmp->stats.ac + tmp->magic;
1080
1057 break; 1081 break;
1058 1082
1083 case BOW:
1059 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1060 wc-=(tmp->stats.wc+tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1088
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1062 ac-=tmp->stats.ac+tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1091
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1092 stats.dam += tmp->stats.dam + tmp->magic;
1064 weapon_weight=tmp->weight; 1093 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095
1066 if(weapon_speed<0) weapon_speed=0; 1096 if (weapon_speed < 0)
1097 weapon_speed = 0;
1098
1067 op->slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1068 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1070 * go. 1103 * go.
1071 */ 1104 */
1072 op->current_weapon = tmp; 1105
1106 if (type == PLAYER)
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1107 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; 1108 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 } 1109 }
1090 if(tmp->stats.ac) { 1110
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; 1111 break;
1112
1113 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000;
1116
1117 case BRACERS:
1118 case FORCE:
1119 if (tmp->stats.wc)
1120 {
1121 if (best_wc < tmp->stats.wc + tmp->magic)
1122 {
1123 wc += best_wc;
1124 best_wc = tmp->stats.wc + tmp->magic;
1125 }
1126 else
1127 wc += tmp->stats.wc + tmp->magic;
1128 }
1129
1130 if (tmp->stats.ac)
1131 {
1132 if (best_ac < tmp->stats.ac + tmp->magic)
1133 {
1134 ac += best_ac; /* Remove last bonus */
1135 best_ac = tmp->stats.ac + tmp->magic;
1136 }
1137 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic;
1139 }
1140
1141 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic);
1143
1144 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic);
1146
1147 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149
1150 break;
1103 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1104 } /* item is equipped */ 1152 } /* item is equipped */
1105 } /* for loop of items */ 1153 } /* for loop of items */
1106 1154
1107 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* 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. 1156 * have generated intermediate values which we now need to assign.
1109 */ 1157 */
1110 1158
1111 /* 'total resistance = total protections - total vulnerabilities'. 1159 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1164 */
1117 for (i=0; i<NROFATTACKS; i++) { 1165 for (int i = 0; i < NROFATTACKS; i++)
1166 {
1118 op->resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1168
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1169 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]; 1170 resist[i] = potion_resist[i];
1171 }
1172
1173 if (type == PLAYER)
1122 } 1174 {
1123 1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1124 /* Figure out the players sp/mana/hp totals. */ 1181 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level; 1182 int pl_level;
1127 1183
1128 check_stat_bounds(&(op->stats)); 1184 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1185 pl_level = level;
1130 1186
1187 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1189
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* 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. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1192 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1139 if (con_bonus[op->stats.Con]>0) 1199 if (con_bonus[stats.Con] > 0)
1140 j++; 1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1141 else 1239 else
1142 j--; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1143 } 1243 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1145 } 1258 {
1146 1259 /* store grace in a float - this way, the divisions below don't create
1147 for(i=11;i<=op->level;i++) 1260 * big jumps when you go from level to level - with int's, it then
1148 op->stats.maxhp+=2; 1261 * becomes big jumps when the sums of the bonuses jump to the next
1149 1262 * 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 */ 1263 */
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; 1264 float sp_tmp = 0.f;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1167 float stmp; 1268 float grace_tmp = 0.f;
1168 1269
1169 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1170 if(i<2) { 1271 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1272 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 { 1273 else
1174 stmp=(float)op->contr->levsp[i] 1274 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] + 1275
1176 (float)sp_bonus[op->stats.Int])/12.0; 1276 sp_tmp += max (1.f, grace_tmp);
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 } 1277 }
1181 op->stats.maxsp=(int)sp_tmp;
1182 1278
1183 for(i=11;i<=mana_obj->level;i++) 1279 /* two grace points per level after 10 */
1184 op->stats.maxsp+=2; 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1185 } 1286 {
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1287 ac += 2;
1187 if(op->stats.sp>op->stats.maxsp*2) 1288 wc += 4;
1188 op->stats.sp=op->stats.maxsp*2; 1289 }
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 { 1290 else
1196 /* store grace in a float - this way, the divisions below don't create 1291 ac -= dex_bonus[stats.Dex];
1197 * big jumps when you go from level to level - with int's, it then 1292
1198 * becomes big jumps when the sums of the bonuses jump to the next 1293 /* In new exp/skills system, wc bonuses are related to
1199 * step of 8 - with floats, even fractional ones are useful. 1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1200 */ 1311 {
1201 sp_tmp=0.0; 1312 /* additional wc every 6 levels */
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1313 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 } 1314 wc--;
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1315
1215 sp_tmp+=grace_tmp; 1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1216 } 1319 }
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 } 1320 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 else 1321 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]); 1322 wc -= level + thaco_bonus[stats.Str];
1255 1323
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1257 1325
1258 if(op->stats.dam<1) 1326 if (stats.dam < 1)
1259 op->stats.dam=1; 1327 stats.dam = 1;
1260 1328
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1262 if (settings.search_items && op->contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1332 speed -= 1;
1333
1264 if (op->attacktype==0) 1334 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1335 attacktype = arch->attacktype;
1336 } /* End if player */
1266 1337
1267 } /* End if player */
1268
1269 if(added_speed>=0) 1338 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1339 speed += added_speed / 10.f;
1271 else /* Something wrong here...: */ 1340 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1341 speed /= 1.f - added_speed;
1273 1342
1274 /* Max is determined by armour */ 1343 /* Max is determined by armour */
1275 if(op->speed>max) 1344 speed = min (speed, max_speed);
1276 op->speed=max;
1277 1345
1278 if(op->type == PLAYER) { 1346 if (type == PLAYER)
1347 {
1279 /* f is a number the represents the number of kg above (positive num) 1348 /* 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 1349 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1350 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1351 * much above he is, and what is max carry is
1283 */ 1352 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1353 float f = (carrying / 1000) - max_carry[stats.Str];
1354 if (f > 0.f)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1286 } 1356 }
1287 1357
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1358 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease;
1289 1360
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* 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. 1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1292 */ 1363 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1364 if (speed < 0.04f && type == PLAYER)
1365 speed = 0.04f;
1294 1366
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1367 if (speed != old_speed)
1368 set_speed (speed);
1296 1369
1297 if(op->type == PLAYER) { 1370 if (type == PLAYER)
1298 float M,W,s,D,K,S,M2; 1371 {
1299
1300 /* (This formula was made by vidarl@ifi.uio.no) 1372 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1373 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1374 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1375 * that would just be a real pain to read.
1304 */ 1376 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1377 float M = (max_carry[stats.Str] - 121) / 121.f;
1306 M2=max_carry[op->stats.Str]/100.0; 1378 float M2 = max_carry[stats.Str] / 100.f;
1307 W=weapon_weight/20000.0; 1379 float W = weapon_weight / 20000.f;
1308 s=2-weapon_speed/10.0; 1380 float s = (20 - weapon_speed) / 10.f;
1309 D=(op->stats.Dex-14)/14.0; 1381 float D = (stats.Dex - 14) / 14.f;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1382 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; 1383
1312 if(K<=0) K=0.01; 1384 K *= (4 + level) * 1.2f / (6 + level);
1313 S=op->speed/(K*s); 1385
1314 op->contr->weapon_sp=S; 1386 if (K <= 0.01f)
1387 K = 0.01f;
1388
1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1315 } 1390 }
1391
1316 /* I want to limit the power of small monsters with big weapons: */ 1392 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3) 1394 stats.dam = arch->stats.dam * 3;
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320 1395
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1322 * should be more than enough - remember, AC is also in 8 bits, 1397 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 1398
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, 1399 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1400 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1401 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1402 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1403 * one or the other.
1338 */ 1404 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1405 if (move_type == 0)
1406 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK;
1341 1409
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1411 * so we will check that now.
1346 */ 1412 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1413 if (type == PLAYER)
1414 {
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418
1419 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0;
1348} 1422}
1349 1423
1350/* 1424/*
1351 * Returns true if the given player is a legal class. 1425 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1426 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1427 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1428 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1429 * false otherwise.
1356 */ 1430 */
1357 1431int
1358int allowed_class(const object *op) { 1432allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1433{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1434 return op->stats.Dex > 0
1435 && op->stats.Str > 0
1436 && op->stats.Con > 0
1437 && op->stats.Int > 0
1438 && op->stats.Wis > 0
1439 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1440 && op->stats.Cha > 0;
1362} 1441}
1363 1442
1364/* 1443/*
1365 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1367 * eventually change the player's face and animation) 1446 * eventually change the player's face and animation)
1368 * 1447 */
1369 * Note that the title is written to 'own_title' in the 1448void
1370 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'.
1373 */
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1449set_dragon_name (object *pl, const object *abil, const object *skin)
1450{
1375 int atnr=-1; /* attacknumber of highest level */ 1451 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1452 int level = 0; /* highest level */
1377 int i; 1453 int i;
1378 1454
1379 /* Perhaps do something more clever? */ 1455 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1456 if (!abil || !skin)
1381 1457 return;
1458
1382 /* first, look for the highest level */ 1459 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1460 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1461 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1462 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1463 {
1386 level = abil->resist[i]; 1464 level = abil->resist[i];
1387 atnr = i; 1465 atnr = i;
1388 } 1466 }
1389 } 1467 }
1390 1468
1391 /* now if there are equals at highest level, pick the one with focus, 1469 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1470 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1471 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; 1472 atnr = abil->stats.exp;
1396 1473
1397 level = (int)(level/5.);
1398
1399 /* now set the new title */ 1474 /* now set the new title */
1400 if (pl->contr != NULL) {
1401 if(level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1475 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1476 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1405 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1477 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1407 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1478 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1409 else { 1479 else
1480 {
1410 /* special titles for extra high resistance! */ 1481 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1482 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1483 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1415 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1484 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1417 }
1418 } 1485 }
1419 1486
1420 strcpy(pl->contr->own_title, ""); 1487 strcpy (pl->contr->own_title, "");
1421} 1488}
1422 1489
1423/* 1490/*
1424 * This function is called when a dragon-player gains 1491 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1492 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1493 * or change the ability-focus.
1427 */ 1494 */
1495void
1428void dragon_level_gain(object *who) { 1496dragon_level_gain (object *who)
1497{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1498 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1499 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1500 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1501 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1502
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1503 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1504 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1505 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1506 if (tmp->arch->archname == shstr_dragon_ability_force)
1438 abil = tmp; 1507 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1508 else if (tmp->arch->archname == shstr_dragon_skin_force)
1440 skin = tmp; 1509 skin = tmp;
1441 } 1510
1442 }
1443 /* if the force is missing -> bail out */ 1511 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1512 if (abil == NULL)
1445 1513 return;
1514
1446 /* The ability_force keeps track of maximum level ever achieved. 1515 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1516 * New abilties can only be gained by surpassing this max level
1448 */ 1517 */
1449 if (who->level > abil->level) { 1518 if (who->level > abil->level)
1519 {
1450 /* increase our focused ability */ 1520 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1521 abil->resist[abil->stats.exp]++;
1452
1453 1522
1523
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1524 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1525 {
1455 /* time to hand out a new ability-gift */ 1526 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1527 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 } 1528 }
1459 1529
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1530 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1531 {
1461 /* apply new ability focus */ 1532 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1533 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); 1534 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1535
1466 abil->stats.exp = abil->last_eat; 1536 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1537 abil->last_eat = 0;
1468 } 1538 }
1469 1539
1470 abil->level = who->level; 1540 abil->level = who->level;
1471 } 1541 }
1472 1542
1473 /* last but not least, set the new title for the dragon */ 1543 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1544 set_dragon_name (who, abil, skin);
1475} 1545}
1476 1546
1477/* Handy function - given the skill name skill_name, we find the skill 1547/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1548 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1549 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1550 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1551 * want to do something with it immediately.
1482 */ 1552 */
1553object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1554give_skill_by_name (object *op, const char *skill_name)
1484{ 1555{
1485 object *skill_obj; 1556 object *skill_obj;
1486 1557
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1559 if (!skill_obj)
1560 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1561 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1490 return NULL; 1562 return NULL;
1491 } 1563 }
1564
1492 /* clear the flag - exp goes into this bucket, but player 1565 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1566 * still doesn't know it.
1494 */ 1567 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1569 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1570 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1571 op->insert (skill_obj);
1499 if (op->contr) { 1572
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1573 if (player *pl = op->contr)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1574 pl->link_skills ();
1502 } 1575
1503 return skill_obj; 1576 return skill_obj;
1504} 1577}
1505
1506 1578
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1579/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1580 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1581 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1582 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1583 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1584 * (eg, skill)
1513 */ 1585 */
1586void
1514void player_lvl_adj(object *who, object *op) { 1587player_lvl_adj (object *who, object *op)
1588{
1515 char buf[MAX_BUF]; 1589 char buf[MAX_BUF];
1516 1590 bool changed = false;
1591
1517 if(!op) /* when rolling stats */ 1592 if (!op) /* when rolling stats */
1518 op = who; 1593 op = who;
1519 1594
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1595 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1596 {
1597 changed = true;
1598
1521 op->level++; 1599 op->level++;
1522 1600
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1601 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1602 dragon_level_gain (who);
1525 1603
1526 /* Only roll these if it is the player (who) that gained the level */ 1604 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1605 if (op == who && (who->level < 11) && who->type == PLAYER)
1606 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1607 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); 1608 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; 1609 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1610 }
1611
1612 if (op->level > 1)
1531 } 1613 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1614 if (op->type != PLAYER)
1615 {
1616 who->contr->play_sound (sound_find ("skill_up"));
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1617 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1618 }
1537 else 1619 else
1620 {
1621 who->contr->play_sound (sound_find ("level_up"));
1538 sprintf(buf,"You are now level %d.",op->level); 1622 sprintf (buf, "You are now level %d.", op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 } 1623 }
1541 player_lvl_adj(who,op); /* To increase more levels */ 1624
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1625 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); 1626 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1627 }
1628 }
1629
1630 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1631 {
1632 changed = true;
1633
1634 op->level--;
1635
1636 if (op->type != PLAYER)
1548 } 1637 {
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1638 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640 }
1641 }
1642
1643 if (changed)
1550 } 1644 {
1645 who->update_stats ();
1646 esrv_update_stats (who->contr);
1551 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1552 esrv_update_spells(who->contr); 1648 esrv_update_spells (who->contr);
1649 }
1553} 1650}
1554 1651
1555/* 1652/*
1556 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1558 */ 1655 */
1559 1656
1657sint64
1560sint64 level_exp(int level,double expmul) { 1658level_exp (int level, double expmul)
1659{
1561 if (level > settings.max_level) 1660 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1563 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1564} 1664}
1565 1665
1566/* 1666/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1667 * 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 1668 * 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 1669 * 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, 1670 * 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. 1671 * this can now work on a much larger set of objects.
1572 */ 1672 */
1673void
1573void calc_perm_exp(object *op) 1674calc_perm_exp (object *op)
1574{ 1675{
1575 int p_exp_min; 1676 int p_exp_min;
1576 1677
1577 /* Ensure that our permanent experience minimum is met. 1678 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1679 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1680 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1681 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1682
1582 if (op->perm_exp < p_exp_min) 1683 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1684 op->perm_exp = p_exp_min;
1584 1685
1585 /* Cap permanent experience. */ 1686 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1687 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1688 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1689 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1690 op->perm_exp = MAX_EXPERIENCE;
1590} 1691}
1591
1592 1692
1593/* Add experience to a player - exp should only be positive. 1693/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1694 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1695 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1696 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1697 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1599 */ 1699 */
1600 1700static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1702{
1603 object *skill_obj = NULL; 1703 object *skill_obj;
1604 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1605 int i; 1705 int i;
1606 1706
1607 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1708 if (op->contr->braced)
1609 exp = exp / 5; 1709 exp /= 5;
1610 1710
1611 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1714 * the players inventory.
1615 */ 1715 */
1716 skill_obj = 0;
1717
1616 if (skill_name) 1718 if (skill_name)
1617 { 1719 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1720 skill_obj = op->contr->find_skill (skill_name);
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill;
1621 else
1622 {
1623 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 {
1627 skill_obj = op->contr->last_skill_ob[i];
1628 break;
1629 }
1630 1721
1631 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1632 * it to the player if necessary 1723 * it to the player if necessary
1633 */ 1724 */
1634 if (!skill_obj) 1725 if (!skill_obj)
1635 { 1726 {
1636 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1637 return; 1728 return;
1729
1638 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1639 give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1640 }
1641 } 1732 }
1642 } 1733 }
1643 1734
1644 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1645 { 1736 {
1649 exp_to_add = exp; 1740 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1741 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1742 if (exp_to_add > limit)
1652 exp_to_add = limit; 1743 exp_to_add = limit;
1653 1744
1654 ADD_EXP (op->stats.exp, 1745 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) 1746 if (settings.permanent_exp_ratio)
1658 { 1747 {
1659 ADD_EXP (op->perm_exp, 1748 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); 1749 calc_perm_exp (op);
1663 } 1750 }
1664 1751
1665 player_lvl_adj (op, NULL); 1752 player_lvl_adj (op, NULL);
1666 } 1753 }
1673 exp_to_add = limit; 1760 exp_to_add = limit;
1674 1761
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1762 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1763 if (settings.permanent_exp_ratio)
1677 { 1764 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1765 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1766 calc_perm_exp (skill_obj);
1681 } 1767 }
1682 1768
1683 player_lvl_adj (op, skill_obj); 1769 player_lvl_adj (op, skill_obj);
1684 } 1770 }
1690 * adjustments based on permanent exp and the like. 1776 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1777 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1778 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1779 * amount that should get subtract from the player.
1694 */ 1780 */
1781sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1782check_exp_loss (const object *op, sint64 exp)
1696{ 1783{
1697 sint64 del_exp; 1784 sint64 del_exp;
1698 1785
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1786 if (exp > op->stats.exp)
1787 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1788 if (settings.permanent_exp_ratio)
1789 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1791 if (del_exp < 0)
1792 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1793 if (exp > del_exp)
1794 exp = del_exp;
1704 } 1795 }
1705 return exp; 1796 return exp;
1706} 1797}
1707 1798
1799sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1800check_exp_adjust (const object *op, sint64 exp)
1709{ 1801{
1802 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1803 return check_exp_loss (op, exp);
1804 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1805 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1806}
1713
1714 1807
1715/* Subtracts experience from player. 1808/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1809 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1810 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1811 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1815 * 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. 1816 * 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 1817 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1818 * a postive number.
1726 */ 1819 */
1820static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1821subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1822{
1729 float fraction = (float) exp/(float) op->stats.exp; 1823 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1824 object *tmp;
1731 sint64 del_exp; 1825 sint64 del_exp;
1732 1826
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1827 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1828 if (tmp->type == SKILL && tmp->stats.exp)
1829 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1830 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1831 {
1736 del_exp = check_exp_loss(tmp, exp); 1832 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1833 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1834 player_lvl_adj (op, tmp);
1835 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1836 else if (flag != SK_SUBTRACT_SKILL_EXP)
1837 {
1740 /* only want to process other skills if we are not trying 1838 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1839 * to match a specific skill.
1742 */ 1840 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1841 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1842 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1843 player_lvl_adj (op, tmp);
1746 } 1844 }
1747 } 1845 }
1846
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1847 if (flag != SK_SUBTRACT_SKILL_EXP)
1848 {
1749 del_exp = check_exp_loss(op, exp); 1849 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1850 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1851 player_lvl_adj (op, NULL);
1752 } 1852 }
1753} 1853}
1754
1755
1756 1854
1757/* change_exp() - changes experience to a player/monster. This 1855/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1856 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1857 *
1760 * The exp passed is typically not modified much by this function - 1858 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1859 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1860 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1861 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1862 * these last two values are only used for players.
1765 */ 1863 */
1766 1864void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1865change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1866{
1769#ifdef EXP_DEBUG 1867#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); 1868 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1869#endif
1775#endif
1776 1870
1777 /* safety */ 1871 /* safety */
1778 if(!op) { 1872 if (!op)
1873 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1874 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1875 return;
1781 } 1876 }
1782 1877
1783 /* if no change in exp, just return - most of the below code 1878 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1879 * won't do anything if the value is 0 anyways.
1785 */ 1880 */
1786 if (exp == 0) return; 1881 if (exp == 0)
1882 return;
1787 1883
1788 /* Monsters are easy - we just adjust their exp - we 1884 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1885 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1886 * the exp they have - the monsters exp represents what its
1791 * worth. 1887 * worth.
1792 */ 1888 */
1793 if(op->type != PLAYER) { 1889 if (op->type != PLAYER)
1890 {
1794 /* Sanity check */ 1891 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1892 if (!QUERY_FLAG (op, FLAG_ALIVE))
1893 return;
1796 1894
1797 /* reset exp to max allowed value. We subtract from 1895 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1896 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1897 * more than max exp, just return.
1898 */
1899 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1900 {
1901 exp = MAX_EXPERIENCE - op->stats.exp;
1902 if (exp < 0)
1903 return;
1904 }
1905
1906 op->stats.exp += exp;
1907 }
1908 else
1909 { /* Players only */
1910 if (exp > 0)
1911 add_player_exp (op, exp, skill_name, flag);
1912 else
1913 /* note that when you lose exp, it doesn't go against
1914 * a particular skill, so we don't need to pass that
1915 * along.
1800 */ 1916 */
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); 1917 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1918 }
1819} 1919}
1820 1920
1821/* Applies a death penalty experience, the size of this is defined by the 1921/* 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 1922 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1923 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1924 */
1825 1925void
1826void apply_death_exp_penalty(object *op) { 1926apply_death_exp_penalty (object *op)
1927{
1827 object *tmp; 1928 object *tmp;
1828 sint64 loss; 1929 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1930 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1931 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1932
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1933 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1934 if (tmp->type == SKILL && tmp->stats.exp)
1935 {
1834 1936
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1937 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)]; 1938 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 1939
1838 /* With the revised exp system, you can get cases where 1940 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1941 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1942 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1943 * tables is a lot harder.
1842 */ 1944 */
1843 if (level_loss < 0) level_loss = 0; 1945 if (level_loss < 0)
1946 level_loss = 0;
1844 1947
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1948 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 1949
1847 tmp->stats.exp -= loss; 1950 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1951 player_lvl_adj (op, tmp);
1849 } 1952 }
1850 1953
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1954 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)]; 1955 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1956
1957 if (level_loss < 0)
1958 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1959 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 1960
1856 op->stats.exp -= loss; 1961 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1962 player_lvl_adj (op, NULL);
1858} 1963}
1859 1964
1860/* This function takes an object (monster/player, op), and 1965/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1966 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1967 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1968 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1969 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1970 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1971 */
1972int
1867int did_make_save(const object *op, int level, int bonus) 1973did_make_save (const object *op, int level, int bonus)
1868{ 1974{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1975 if (level > MAX_SAVE_LEVEL)
1976 level = MAX_SAVE_LEVEL;
1870 1977
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1978 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1979 return 0;
1980
1981 return 1;
1874} 1982}
1875

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