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Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235 236
236/* 237/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 239 * what attr is (STR to POW).
239 */ 240 */
240
241void 241void
242set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
243{ 243{
244 switch (attr) 244 switch (attr)
245 { 245 {
246 case STR: 246 case STR:
247 stats->Str = value; 247 stats->Str = value;
269 269
270/* 270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 272 * is added to the specified stat.
273 */ 273 */
274
275void 274void
276change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
277{ 276{
278 if (value == 0) 277 if (value == 0)
279 return; 278 return;
279
280 switch (attr) 280 switch (attr)
281 { 281 {
282 case STR: 282 case STR:
283 stats->Str += value; 283 stats->Str += value;
284 break; 284 break;
308/* 308/*
309 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
310 */ 310 */
311 311
312sint8 312sint8
313get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
314{ 314{
315 switch (attr) 315 switch (attr)
316 { 316 {
317 case STR:
318 return (stats->Str); 317 case STR: return stats->Str;
319 case DEX:
320 return (stats->Dex); 318 case DEX: return stats->Dex;
321 case CON:
322 return (stats->Con); 319 case CON: return stats->Con;
323 case WIS:
324 return (stats->Wis); 320 case WIS: return stats->Wis;
325 case CHA:
326 return (stats->Cha); 321 case CHA: return stats->Cha;
327 case INT:
328 return (stats->Int); 322 case INT: return stats->Int;
329 case POW:
330 return (stats->Pow); 323 case POW: return stats->Pow;
331 } 324 }
325
332 return 0; 326 return 0;
333} 327}
334 328
335/* 329/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 331 * 1-30 stat limit.
338 */ 332 */
339 333
340void 334void
341check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
342{ 336{
343 int i, v; 337 int i, v;
344 338
345 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
378 char message[MAX_BUF]; 372 char message[MAX_BUF];
379 int potion_max = 0; 373 int potion_max = 0;
380 374
381 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
384 */ 378 */
385 object_pod refop = *op; 379 object_copy refop = *op;
386 380
387 if (op->type == PLAYER) 381 if (op->type == PLAYER)
388 { 382 {
389 if (tmp->type == POTION) 383 if (tmp->type == POTION)
390 { 384 {
408 nstat = 1; 402 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410 { 404 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
412 } 406 }
407
413 if (nstat != ostat) 408 if (nstat != ostat)
414 { 409 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
416 potion_max = 0; 411 potion_max = 0;
417 } 412 }
419 { 414 {
420 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 416 potion_max = 1;
422 } 417 }
423 } 418 }
419
424 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 422 * recalculates this anyway.
427 */ 423 */
428 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
430 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
431 } /* end of potion handling code */ 428 } /* end of potion handling code */
432 } 429 }
433 430
434 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
448 445
449 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
451 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
452 */ 449 */
453 fix_player (op); 450 op->update_stats ();
454 451
455 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 453 * print out message if this is a bow.
457 */ 454 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 456 {
460 success = 1; 457 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 459 }
460
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 462 {
465 success = 1; 463 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 465 }
466
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 468 {
470 success = 1; 469 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 471 }
472
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 474 {
475 success = 1; 475 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 477 }
478
478 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 483 * from fly high)
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 532 {
532 success = 1; 533 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 535 }
536
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 538 {
537 success = 1; 539 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 541 }
542
540 /* blinded you can tell if more blinded since blinded player has minimal 543 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 544 * vision
542 */ 545 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 547 {
651 654
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 656 }
654 } 657 }
655 658
656 if (tmp->type != EXPERIENCE && !potion_max) 659 if (!potion_max)
657 { 660 {
658 for (j = 0; j < NUM_STATS; j++) 661 for (j = 0; j < NUM_STATS; j++)
659 { 662 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 664 {
662 success = 1; 665 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 667 }
665 } 668 }
666 } 669 }
670
667 return success; 671 return success;
668} 672}
669 673
670/* 674/*
671 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 677 */
674 678
675void 679void
676drain_stat (object *op) 680object::drain_stat ()
677{ 681{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
679} 683}
680 684
681void 685void
682drain_specific_stat (object *op, int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
683{ 687{
684 object *tmp; 688 object *tmp;
685 archetype *at; 689 archetype *at;
686 690
687 at = archetype::find (ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 695 return;
692 } 696 }
693 else 697 else
694 { 698 {
695 tmp = present_arch_in_ob (at, op); 699 tmp = present_arch_in_ob (at, this);
700
696 if (!tmp) 701 if (!tmp)
697 { 702 {
698 tmp = arch_to_object (at); 703 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
701 } 706 }
702 } 707 }
703 708
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 711 update_stats ();
707} 712}
708 713
709/* 714/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 715 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 716 * via an applied bad_luck object.
712 */ 717 */
713
714void 718void
715change_luck (object *op, int value) 719object::change_luck (int value)
716{ 720{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 721 archetype *at = archetype::find ("luck");
722 if (!at) 722 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 724 else
725 { 725 {
726 tmp = present_arch_in_ob (at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
727 if (!tmp) 728 if (!tmp)
728 { 729 {
729 if (!value) 730 if (!value)
730 return; 731 return;
732
731 tmp = arch_to_object (at); 733 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 734 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 735 SET_FLAG (tmp, FLAG_APPLIED);
734 } 736 }
737
735 if (value) 738 if (value)
736 { 739 {
737 /* Limit the luck value of the bad luck object to +/-100. This 740 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 742 * in op itself).
740 */ 743 */
741 new_luck = tmp->stats.luck + value; 744 int new_luck = tmp->stats.luck + value;
745
742 if (new_luck >= -100 && new_luck <= 100) 746 if (new_luck >= -100 && new_luck <= 100)
743 { 747 {
744 op->stats.luck += value; 748 stats.luck += value;
745 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
746 } 750 }
747 } 751 }
748 else 752 else
749 { 753 {
750 if (!tmp->stats.luck) 754 if (!tmp->stats.luck)
751 {
752 return; 755 return;
753 } 756
754 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
756 */ 759 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 761 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 763
761 op->stats.luck += diff; 764 stats.luck += diff;
762 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
763 } 766 }
764 } 767 }
765 } 768 }
766} 769}
767 770
768/* 771/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 772 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 773 */
771
772void 774void
773remove_statbonus (object *op) 775object::remove_statbonus ()
774{ 776{
775 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
776 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
777 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
778 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
781 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
789} 792}
790 793
791/* 794/*
792 * Adds stat-bonuses given by the class which the player has chosen. 795 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 796 */
794
795void 797void
796add_statbonus (object *op) 798object::add_statbonus ()
797{ 799{
798 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
799 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
800 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
801 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
802 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
803 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
804 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
812} 815}
813 816
814/* 817/*
815 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
820 */ 823 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
824 */ 826 */
825
826void 827void
827fix_player (object *op) 828object::update_stats ()
828{ 829{
829 int i, j; 830 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
835 837
836 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 839 if (type == PLAYER)
838 { 840 {
839 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
840 {
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
842 } 843
843 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 845 contr->encumbrance = 0;
845 846
846 op->attacktype = 0; 847 attacktype = 0;
848
847 op->contr->digestion = 0; 849 contr->digestion = 0;
848 op->contr->gen_hp = 0; 850 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 851 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 852 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 854 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 855 }
856
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
864 858
865 op->slaying = 0; 859 slaying = 0;
866 860
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 861 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 862 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 863 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 864 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 865 }
872 866
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 867 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 868 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 869 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 870
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
875
885 op->path_attuned = op->arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
890 op->chosen_skill = NULL; 882 chosen_skill = 0;
891 883
892 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
893 * archetype clone 885 * archetype clone
894 */ 886 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 888
897 for (i = 0; i < NROFATTACKS; i++) 889 for (i = 0; i < NROFATTACKS; i++)
898 { 890 {
899 if (op->resist[i] > 0) 891 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
901 else 893 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
903 potion_resist[i] = 0; 896 potion_resist[i] = 0;
904 } 897 }
905 898
906 wc = op->arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
908 901
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 902 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 903 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 904 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 905 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 906 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 907 * that their protection from physical goes down
915 */ 908 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 909 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 910 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 911 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 912 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 913 }
921 else 914 else
922 ac = op->arch->clone.stats.ac; 915 ac = arch->clone.stats.ac;
923 916
924 op->stats.luck = op->arch->clone.stats.luck; 917 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 918 speed = arch->clone.speed;
926 919
927 /* OK - we've reset most all the objects attributes to sane values. 920 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 921 * now go through and make adjustments for what the player has equipped.
929 */ 922 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 923 for (tmp = inv; tmp; tmp = tmp->below)
932 { 924 {
933 /* See note in map.c:update_position about making this additive 925 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 926 * since light sources are never applied, need to put check here.
935 */ 927 */
936 if (tmp->glow_radius > op->glow_radius) 928 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 929 glow_radius = tmp->glow_radius;
938 930
939 /* This happens because apply_potion calls change_abil with the potion 931 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 932 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 933 * then calls this function.
942 */ 934 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 936 continue;
946 }
947 937
948 /* For some things, we don't care what is equipped */ 938 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 939 if (tmp->type == SKILL)
950 { 940 {
951 /* Want to take the highest skill here. */ 941 /* Want to take the highest skill here. */
954 if (!mana_obj) 944 if (!mana_obj)
955 mana_obj = tmp; 945 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 946 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 947 mana_obj = tmp;
958 } 948 }
949
959 if (IS_GRACE_SKILL (tmp->subtype)) 950 if (IS_GRACE_SKILL (tmp->subtype))
960 { 951 {
961 if (!grace_obj) 952 if (!grace_obj)
962 grace_obj = tmp; 953 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 954 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 963 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 964 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 965 * because the skill shouldn't count against body positions being used
975 * up, etc. 966 * up, etc.
976 */ 967 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 968 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
969 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON)
971 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
979 { 973 {
980 if (op->type == PLAYER) 974 if (type == PLAYER)
981 { 975 {
982 if (tmp->type == BOW)
983 op->contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
986 op->contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
987 979
988 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 982
991 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 984 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 985 * list, but other items store other info into stats array.
994 */ 986 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 989 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
993 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
994 (tmp->type == SKILL))
1001 { 995 {
1002 op->contr->digestion += tmp->stats.food; 996 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 997 contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp; 998 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
1008 } 1002 }
1009 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1010 1009
1011 /* Update slots used for items */ 1010 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1016 }
1017 1014
1018 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1019 { 1016 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018
1021 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1020 speed_reduce_from_disease = 1;
1023 } 1021 }
1024 1022
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1024 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1025 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1026 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1027 */
1030 if (tmp->type != POTION) 1028 if (tmp->type != POTION)
1031 { 1029 {
1032 for (i = 0; i < NROFATTACKS; i++) 1030 for (i = 0; i < NROFATTACKS; i++)
1033 { 1031 {
1034 /* Potential for cursed potions, in which case we just can use 1032 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 1033 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 1034 */
1037 if (tmp->type == POTION_EFFECT) 1035 if (tmp->type == POTION_EFFECT)
1038 { 1036 {
1039 if (potion_resist[i]) 1037 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1039 else
1042 potion_resist[i] = tmp->resist[i]; 1040 potion_resist[i] = tmp->resist[i];
1043 } 1041 }
1044 else if (tmp->resist[i] > 0) 1042 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1044 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1046 }
1049 } 1047 }
1050 1048
1051 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1053 op->attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 1059 }
1060 1060
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 SET_FLAG (op, FLAG_LIFESAVE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 SET_FLAG (op, FLAG_REFL_SPELL); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 SET_FLAG (op, FLAG_REFL_MISSILE); 1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075 1068
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 1070 SET_FLAG (this, FLAG_UNDEAD);
1078 1071
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 1073 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 1074 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 1075 invisible = 1;
1083 } 1076 }
1084 1077
1085 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 1079 {
1087 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1088 { 1081 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 1082 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1083 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 1084 }
1092 else 1085 else
1093 added_speed += (float) tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1094 } 1087 }
1095 1088
1096 switch (tmp->type) 1089 switch (tmp->type)
1097 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1098 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1100 case SKILL: 1102 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1102 break; 1104 break;
1103 1105
1104 if (IS_COMBAT_SKILL (tmp->subtype)) 1106 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp; 1107 wc_obj = tmp;
1106 1108
1107 if (op->chosen_skill) 1109 if (chosen_skill)
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1109 1111
1110 op->chosen_skill = tmp; 1112 chosen_skill = tmp;
1111 1113
1112 if (tmp->stats.dam > 0) 1114 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1115 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1117 weapon_speed = WEAPON_SPEED (tmp);
1118
1116 if (weapon_speed < 0) 1119 if (weapon_speed < 0)
1117 weapon_speed = 0; 1120 weapon_speed = 0;
1121
1118 weapon_weight = tmp->weight; 1122 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1123 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1124
1120 if (tmp->magic) 1125 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1122 } 1127 }
1123 1128
1124 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1126 1131
1127 if (tmp->slaying != NULL) 1132 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1129 1134
1130 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1137
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134 1140
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1141 break;
1138 1142
1139 case SKILL_TOOL: 1143 case SKILL_TOOL:
1140 if (op->chosen_skill) 1144 if (chosen_skill)
1141 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 } 1146
1144 op->chosen_skill = tmp; 1147 chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break; 1148 break;
1148 1149
1149 case SHIELD: 1150 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1153 case RING:
1153 case AMULET: 1154 case AMULET:
1154 case GIRDLE: 1155 case GIRDLE:
1155 case HELMET: 1156 case HELMET:
1156 case BOOTS: 1157 case BOOTS:
1157 case GLOVES: 1158 case GLOVES:
1158 case CLOAK: 1159 case CLOAK:
1159 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1162
1161 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1165
1163 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1168
1165 break; 1169 break;
1166 1170
1171 case BOW:
1167 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1175 wc -= tmp->stats.wc + tmp->magic;
1176
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1179
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1180 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183
1174 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1175 weapon_speed = 0; 1185 weapon_speed = 0;
1186
1176 op->slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1188
1177 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1179 * go. 1191 * go.
1180 */ 1192 */
1181 op->current_weapon = tmp; 1193
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1194 if (type == PLAYER)
1195 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1184 1198
1185 break; 1199 break;
1186 1200
1187 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1203 contr->encumbrance += tmp->weight / 1000;
1190 1204
1191 case BRACERS: 1205 case BRACERS:
1192 case FORCE: 1206 case FORCE:
1193 if (tmp->stats.wc) 1207 if (tmp->stats.wc)
1194 { 1208 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1212 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1213 }
1200 else 1214 else
1201 wc += tmp->stats.wc + tmp->magic; 1215 wc += tmp->stats.wc + tmp->magic;
1202 } 1216 }
1217
1203 if (tmp->stats.ac) 1218 if (tmp->stats.ac)
1204 { 1219 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1220 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1221 {
1207 ac += best_ac; /* Remove last bonus */ 1222 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1223 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1224 }
1210 else /* To nullify the below effect */ 1225 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1226 ac += tmp->stats.ac + tmp->magic;
1212 } 1227 }
1228
1213 if (tmp->stats.wc) 1229 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1230 wc -= (tmp->stats.wc + tmp->magic);
1231
1215 if (tmp->stats.ac) 1232 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1233 ac -= (tmp->stats.ac + tmp->magic);
1234
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1236 max = ARMOUR_SPEED (tmp) / 10.f;
1237
1219 break; 1238 break;
1220 } /* switch tmp->type */ 1239 } /* switch tmp->type */
1221 } /* item is equipped */ 1240 } /* item is equipped */
1222 } /* for loop of items */ 1241 } /* for loop of items */
1223 1242
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1250 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1251 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1252 */
1234 for (i = 0; i < NROFATTACKS; i++) 1253 for (i = 0; i < NROFATTACKS; i++)
1235 { 1254 {
1236 op->resist[i] = prot[i] - vuln[i]; 1255 resist[i] = prot[i] - vuln[i];
1256
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1257 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1258 resist[i] = potion_resist[i];
1239 } 1259 }
1240 1260
1241 /* Figure out the players sp/mana/hp totals. */ 1261 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER) 1262 if (type == PLAYER)
1243 { 1263 {
1244 int pl_level; 1264 int pl_level;
1245 1265
1246 check_stat_bounds (&(op->stats)); 1266 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1267 pl_level = level;
1248 1268
1249 if (pl_level < 1) 1269 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1270 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1271
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1272 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1273 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1274 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1275 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256 { 1276 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1277 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1278
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1279 if (i % 2 && con_bonus[stats.Con] % 2)
1259 { 1280 {
1260 if (con_bonus[op->stats.Con] > 0) 1281 if (con_bonus[stats.Con] > 0)
1261 j++; 1282 j++;
1262 else 1283 else
1263 j--; 1284 j--;
1264 } 1285 }
1286
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1287 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1288 }
1267 1289
1268 for (i = 11; i <= op->level; i++) 1290 for (i = 11; i <= level; i++)
1269 op->stats.maxhp += 2; 1291 stats.maxhp += 2;
1270 1292
1271 if (op->stats.hp > op->stats.maxhp) 1293 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1294 stats.hp = stats.maxhp;
1273 1295
1274 /* Sp gain is controlled by the level of the player's 1296 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1297 * relevant experience object (mana_obj, see above)
1276 */ 1298 */
1277 /* following happen when skills system is not used */ 1299 /* following happen when skills system is not used */
1278 if (!mana_obj) 1300 if (!mana_obj)
1279 mana_obj = op; 1301 mana_obj = this;
1302
1280 if (!grace_obj) 1303 if (!grace_obj)
1281 grace_obj = op; 1304 grace_obj = this;
1305
1282 /* set maxsp */ 1306 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1307 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1308 mana_obj = this;
1285 1309
1286 if (mana_obj == op && op->type == PLAYER) 1310 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1311 stats.maxsp = 1;
1289 }
1290 else 1312 else
1291 { 1313 {
1292 sp_tmp = 0.0; 1314 sp_tmp = 0.f;
1315
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1316 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294 { 1317 {
1295 float stmp; 1318 float stmp;
1296 1319
1297 /* Got some extra bonus at first level */ 1320 /* Got some extra bonus at first level */
1298 if (i < 2) 1321 if (i < 2)
1299 {
1300 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1323 else
1303 {
1304 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1325
1306 if (stmp < 1.0) 1326 if (stmp < 1.f)
1307 stmp = 1.0; 1327 stmp = 1.f;
1328
1308 sp_tmp += stmp; 1329 sp_tmp += stmp;
1309 } 1330 }
1331
1310 op->stats.maxsp = (int) sp_tmp; 1332 stats.maxsp = (sint16)sp_tmp;
1311 1333
1312 for (i = 11; i <= mana_obj->level; i++) 1334 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2; 1335 stats.maxsp += 2;
1314 } 1336 }
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1337 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1338 if (stats.sp > stats.maxsp * 2)
1317 op->stats.sp = op->stats.maxsp * 2; 1339 stats.sp = stats.maxsp * 2;
1318 1340
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1341 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1342 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1343 grace_obj = this;
1322 1344
1323 if (grace_obj == op && op->type == PLAYER) 1345 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1346 stats.maxgrace = 1;
1326 }
1327 else 1347 else
1328 { 1348 {
1329 /* store grace in a float - this way, the divisions below don't create 1349 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then 1350 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next 1351 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1352 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1353 */
1334 sp_tmp = 0.0; 1354 sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1336 { 1356 {
1337 float grace_tmp = 0.0; 1357 float grace_tmp = 0.f;
1338 1358
1339 /* Got some extra bonus at first level */ 1359 /* Got some extra bonus at first level */
1340 if (i < 2) 1360 if (i < 2)
1341 { 1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else 1362 else
1346 { 1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1347 grace_tmp = (float) op->contr->levgrace[i] 1364
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0) 1365 if (grace_tmp < 1.f)
1351 grace_tmp = 1.0; 1366 grace_tmp = 1.f;
1367
1352 sp_tmp += grace_tmp; 1368 sp_tmp += grace_tmp;
1353 } 1369 }
1370
1354 op->stats.maxgrace = (int) sp_tmp; 1371 stats.maxgrace = (sint16)sp_tmp;
1355 1372
1356 /* two grace points per level after 11 */ 1373 /* two grace points per level after 11 */
1357 for (i = 11; i <= grace_obj->level; i++) 1374 for (i = 11; i <= grace_obj->level; i++)
1358 op->stats.maxgrace += 2; 1375 stats.maxgrace += 2;
1359 } 1376 }
1360 /* No limit on grace vs maxgrace */ 1377 /* No limit on grace vs maxgrace */
1361 1378
1362 if (op->contr->braced) 1379 if (contr->braced)
1363 { 1380 {
1364 ac += 2; 1381 ac += 2;
1365 wc += 4; 1382 wc += 4;
1366 } 1383 }
1367 else 1384 else
1368 ac -= dex_bonus[op->stats.Dex]; 1385 ac -= dex_bonus[stats.Dex];
1369 1386
1370 /* In new exp/skills system, wc bonuses are related to 1387 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1388 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1389 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1390 * I changed this slightly so that wc bonuses are better
1377 * we give the player a bonus here in wc and dam 1394 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1395 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1396 * monster bonus the same as before. -b.t.
1380 */ 1397 */
1381 1398
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1399 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1383 { 1400 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1401 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402
1385 for (i = 1; i < wc_obj->level; i++) 1403 for (i = 1; i < wc_obj->level; i++)
1386 { 1404 {
1387 /* addtional wc every 6 levels */ 1405 /* addtional wc every 6 levels */
1388 if (!(i % 6)) 1406 if (!(i % 6))
1389 wc--; 1407 wc--;
1408
1390 /* addtional dam every 4 levels. */ 1409 /* addtional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1411 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1412 }
1394 } 1413 }
1395 else 1414 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1415 wc -= level + thaco_bonus[stats.Str];
1397 1416
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1417 stats.dam += dam_bonus[stats.Str];
1399 1418
1400 if (op->stats.dam < 1) 1419 if (stats.dam < 1)
1401 op->stats.dam = 1; 1420 stats.dam = 1;
1402 1421
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1422 speed = 1.f + speed_bonus[stats.Dex];
1423
1404 if (settings.search_items && op->contr->search_str[0]) 1424 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1425 speed -= 1;
1426
1406 if (op->attacktype == 0) 1427 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1428 attacktype = arch->clone.attacktype;
1408 1429
1409 } /* End if player */ 1430 } /* End if player */
1410 1431
1411 if (added_speed >= 0) 1432 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1433 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1434 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1435 speed /= 1.f - added_speed;
1415 1436
1416 /* Max is determined by armour */ 1437 /* Max is determined by armour */
1417 if (op->speed > max) 1438 if (speed > max)
1418 op->speed = max; 1439 speed = max;
1419 1440
1420 if (op->type == PLAYER) 1441 if (type == PLAYER)
1421 { 1442 {
1422 /* f is a number the represents the number of kg above (positive num) 1443 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1444 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1445 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1446 * much above he is, and what is max carry is
1426 */ 1447 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1448 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1449 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1450 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1451 }
1431 1452
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1453 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1454
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1455 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1457 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1458 speed = speed * speed_reduce_from_disease;
1438 1459
1439 if (op->speed < 0.01 && op->type == PLAYER) 1460 if (speed < 0.01f && type == PLAYER)
1440 op->speed = 0.01; 1461 speed = 0.01f;
1441 1462
1442 if (op->type == PLAYER) 1463 if (type == PLAYER)
1443 { 1464 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1465 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1466 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1467 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1468 * that would just be a real pain to read.
1450 */ 1469 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1470 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1471 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1472 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1473 float s = 2 - weapon_speed / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1474 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1476
1477 K *= (4 + level) *1.2f / (6 + level);
1478
1458 if (K <= 0) 1479 if (K <= 0.f)
1459 K = 0.01; 1480 K = 0.01f;
1481
1460 S = op->speed / (K * s); 1482 float S = speed / (K * s);
1483
1461 op->contr->weapon_sp = S; 1484 contr->weapon_sp = S;
1462 } 1485 }
1486
1463 /* I want to limit the power of small monsters with big weapons: */ 1487 /* I want to limit the power of small monsters with big weapons: */
1464 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1489 stats.dam = arch->clone.stats.dam * 3;
1466 1490
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1491 /* Prevent overflows of wc - best you can get is ABS(120) - this
1468 * should be more than enough - remember, AC is also in 8 bits, 1492 * should be more than enough - remember, AC is also in 8 bits,
1469 * so its value is the same. 1493 * so its value is the same.
1470 */ 1494 */
1471 if (wc > 120) 1495 if (wc > 120)
1472 wc = 120; 1496 wc = 120;
1473 else if (wc < -120) 1497 else if (wc < -120)
1474 wc = -120; 1498 wc = -120;
1499
1475 op->stats.wc = wc; 1500 stats.wc = wc;
1476 1501
1477 if (ac > 120) 1502 if (ac > 120)
1478 ac = 120; 1503 ac = 120;
1479 else if (ac < -120) 1504 else if (ac < -120)
1480 ac = -120; 1505 ac = -120;
1506
1481 op->stats.ac = ac; 1507 stats.ac = ac;
1482 1508
1483 /* if for some reason the creature doesn't have any move type, 1509 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1510 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1511 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1512 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1513 * one or the other.
1488 */ 1514 */
1489 if (op->move_type == 0) 1515 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1516 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1517 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1518 move_type &= ~MOVE_WALK;
1493 1519
1494 update_ob_speed (op); 1520 if (speed != old_speed)
1521 set_speed (speed);
1495 1522
1496 /* It is quite possible that a player's spell costing might have changed, 1523 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1524 * so we will check that now.
1498 */ 1525 */
1499 if (op->type == PLAYER) 1526 if (type == PLAYER)
1527 {
1528 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1529 esrv_update_spells (contr);
1530 }
1531
1532 // update the mapspace, if we are on a map
1533 if (!flag [FLAG_REMOVED] && map)
1534 map->at (x, y).flags_ = 0;
1501} 1535}
1502 1536
1503/* 1537/*
1504 * Returns true if the given player is a legal class. 1538 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1539 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1540 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1541 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1542 * false otherwise.
1509 */ 1543 */
1510
1511int 1544int
1512allowed_class (const object *op) 1545allowed_class (const object *op)
1513{ 1546{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1547 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1548 && op->stats.Str > 0
1549 && op->stats.Con > 0
1550 && op->stats.Int > 0
1551 && op->stats.Wis > 0
1552 && op->stats.Pow > 0
1553 && op->stats.Cha > 0;
1516} 1554}
1517 1555
1518/* 1556/*
1519 * set the new dragon name after gaining levels or 1557 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1558 * changing ability focus (later this can be extended to
1591 object *skin = NULL; /* pointer to dragon skin force */ 1629 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1630 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1631 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1632
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1633 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1638 if (tmp->type == FORCE)
1599 {
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1639 if (tmp->arch->name == dragon_ability_force)
1601 abil = tmp; 1640 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1641 else if (tmp->arch->name == dragon_skin_force)
1603 skin = tmp; 1642 skin = tmp;
1604 } 1643
1605 }
1606 /* if the force is missing -> bail out */ 1644 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1645 if (abil == NULL)
1608 return; 1646 return;
1609 1647
1610 /* The ability_force keeps track of maximum level ever achieved. 1648 /* The ability_force keeps track of maximum level ever achieved.
1661 */ 1699 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1700 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1701 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1702 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1703 insert_ob_in_ob (skill_obj, op);
1704
1666 if (op->contr) 1705 if (op->contr)
1667 { 1706 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1707 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1708 if (op->contr->ns)
1709 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1670 } 1710 }
1711
1671 return skill_obj; 1712 return skill_obj;
1672} 1713}
1673 1714
1674 1715
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1716/* player_lvl_adj() - for the new exp system. we are concerned with
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1741 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1742 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1743 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1744 }
1704 1745
1705 fix_player (who); 1746 who->update_stats ();
1706 if (op->level > 1) 1747 if (op->level > 1)
1707 { 1748 {
1708 if (op->type != PLAYER) 1749 if (op->type != PLAYER)
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1750 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1710 else 1751 else
1715 player_lvl_adj (who, op); /* To increase more levels */ 1756 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1757 }
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1758 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1759 {
1719 op->level--; 1760 op->level--;
1720 fix_player (who); 1761 who->update_stats ();
1721 if (op->type != PLAYER) 1762 if (op->type != PLAYER)
1722 { 1763 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1764 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1765 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1766 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1767 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1768 }
1769
1728 /* check if the spell data has changed */ 1770 /* check if the spell data has changed */
1771 esrv_update_stats (who->contr);
1729 esrv_update_spells (who->contr); 1772 esrv_update_spells (who->contr);
1730} 1773}
1731 1774
1732/* 1775/*
1733 * Returns how much experience is needed for a player to become 1776 * Returns how much experience is needed for a player to become
1737sint64 1780sint64
1738level_exp (int level, double expmul) 1781level_exp (int level, double expmul)
1739{ 1782{
1740 if (level > settings.max_level) 1783 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1742 return (sint64) (expmul * levels[level]); 1786 return (sint64) (expmul * levels[level]);
1743} 1787}
1744 1788
1745/* 1789/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1790 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1811 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1812 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1813 op->perm_exp = MAX_EXPERIENCE;
1770} 1814}
1771 1815
1772
1773/* Add experience to a player - exp should only be positive. 1816/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1817 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1818 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1819 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1820 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1821 * flag is what to do if the player doesn't have the skill:
1779 */ 1822 */
1780
1781static void 1823static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1824add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1825{
1784 object *skill_obj = NULL; 1826 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1786 int i; 1828 int i;
1787 1829
1788 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1831 if (op->contr->braced)
1790 exp = exp / 5; 1832 exp /= 5;
1791 1833
1792 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1837 * the players inventory.
1796 */ 1838 */
1797 if (skill_name) 1839 if (skill_name)
1798 { 1840 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1972 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1973 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1974 player_lvl_adj (op, tmp);
1933 } 1975 }
1934 } 1976 }
1977
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1978 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1979 {
1937 del_exp = check_exp_loss (op, exp); 1980 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1981 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1982 player_lvl_adj (op, NULL);
1940 } 1983 }
1941} 1984}
1942
1943
1944 1985
1945/* change_exp() - changes experience to a player/monster. This 1986/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1987 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1988 *
1948 * The exp passed is typically not modified much by this function - 1989 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1990 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1991 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1992 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1993 * these last two values are only used for players.
1953 */ 1994 */
1954
1955void 1995void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1996change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1997{
1958
1959#ifdef EXP_DEBUG 1998#ifdef EXP_DEBUG
1960# ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962# else
1963 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1999 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 2000#endif
1966 2001
1967 /* safety */ 2002 /* safety */
1968 if (!op) 2003 if (!op)
1969 { 2004 {
2008 else 2043 else
2009 /* note that when you lose exp, it doesn't go against 2044 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 2045 * a particular skill, so we don't need to pass that
2011 * along. 2046 * along.
2012 */ 2047 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 2048 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 2049 }
2016} 2050}
2017 2051
2018/* Applies a death penalty experience, the size of this is defined by the 2052/* Applies a death penalty experience, the size of this is defined by the
2019 * settings death_penalty_percentage and death_penalty_levels, and by the 2053 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 2054 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 2055 */
2022
2023void 2056void
2024apply_death_exp_penalty (object *op) 2057apply_death_exp_penalty (object *op)
2025{ 2058{
2026 object *tmp; 2059 object *tmp;
2027 sint64 loss; 2060 sint64 loss;
2072 if (level > MAX_SAVE_LEVEL) 2105 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 2106 level = MAX_SAVE_LEVEL;
2074 2107
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2108 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 2109 return 0;
2110
2077 return 1; 2111 return 1;
2078} 2112}

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