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Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.35 by root, Wed Mar 14 04:12:27 2007 UTC

1
2/* 1/*
3 * static char *rcsid_living_c =
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33/* 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
164 * -b.t. 159 * -b.t.
165 */ 160 */
166 161
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 163
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 164extern sint64 *levels;
173#endif
174 165
175#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
176 167
177/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 194 "You're feeling clumsy!",
204 "You feel less healthy", 195 "You feel less healthy",
205 "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!",
206 "Your face gets distorted!", 199 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 200};
210const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 202 "You feel your strength return.",
212 "You feel your agility return.", 203 "You feel your agility return.",
213 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
214 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
215 "You feel your charisma return.", 208 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 209};
219const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 211 "You feel stronger.",
221 "You feel more agile.", 212 "You feel more agile.",
222 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
223 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
224 "You seem to look better.", 217 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 218};
228const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 220 "You feel weaker!",
230 "You feel clumsy!", 221 "You feel clumsy!",
231 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
232 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
233 "You look ugly!", 226 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 227};
237 228
238const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 231};
241 232
242const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 235};
245 236
246/* 237/*
247 * 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
248 * what attr is (STR to POW). 239 * what attr is (STR to POW).
249 */ 240 */
250
251void 241void
252set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
253{ 243{
254 switch (attr) 244 switch (attr)
255 { 245 {
256 case STR: 246 case STR:
257 stats->Str = value; 247 stats->Str = value;
258 break; 248 break;
259 case DEX: 249 case DEX:
260 stats->Dex = value; 250 stats->Dex = value;
261 break; 251 break;
262 case CON: 252 case CON:
263 stats->Con = value; 253 stats->Con = value;
264 break; 254 break;
265 case WIS: 255 case WIS:
266 stats->Wis = value; 256 stats->Wis = value;
267 break; 257 break;
268 case POW: 258 case POW:
269 stats->Pow = value; 259 stats->Pow = value;
270 break; 260 break;
271 case CHA: 261 case CHA:
272 stats->Cha = value; 262 stats->Cha = value;
273 break; 263 break;
274 case INT: 264 case INT:
275 stats->Int = value; 265 stats->Int = value;
276 break; 266 break;
277 } 267 }
278} 268}
279 269
280/* 270/*
281 * 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)
282 * is added to the specified stat. 272 * is added to the specified stat.
283 */ 273 */
284
285void 274void
286change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
287{ 276{
288 if (value == 0) 277 if (value == 0)
289 return; 278 return;
279
290 switch (attr) 280 switch (attr)
291 { 281 {
292 case STR: 282 case STR:
293 stats->Str += value; 283 stats->Str += value;
294 break; 284 break;
295 case DEX: 285 case DEX:
296 stats->Dex += value; 286 stats->Dex += value;
297 break; 287 break;
298 case CON: 288 case CON:
299 stats->Con += value; 289 stats->Con += value;
300 break; 290 break;
301 case WIS: 291 case WIS:
302 stats->Wis += value; 292 stats->Wis += value;
303 break; 293 break;
304 case POW: 294 case POW:
305 stats->Pow += value; 295 stats->Pow += value;
306 break; 296 break;
307 case CHA: 297 case CHA:
308 stats->Cha += value; 298 stats->Cha += value;
309 break; 299 break;
310 case INT: 300 case INT:
311 stats->Int += value; 301 stats->Int += value;
312 break; 302 break;
313 default: 303 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 } 305 }
316} 306}
317 307
318/* 308/*
319 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
320 */ 310 */
321 311
322sint8 312sint8
323get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
324{ 314{
325 switch (attr) 315 switch (attr)
326 { 316 {
327 case STR:
328 return (stats->Str); 317 case STR: return stats->Str;
329 case DEX:
330 return (stats->Dex); 318 case DEX: return stats->Dex;
331 case CON:
332 return (stats->Con); 319 case CON: return stats->Con;
333 case WIS:
334 return (stats->Wis); 320 case WIS: return stats->Wis;
335 case CHA:
336 return (stats->Cha); 321 case CHA: return stats->Cha;
337 case INT:
338 return (stats->Int); 322 case INT: return stats->Int;
339 case POW:
340 return (stats->Pow); 323 case POW: return stats->Pow;
341 } 324 }
325
342 return 0; 326 return 0;
343} 327}
344 328
345/* 329/*
346 * 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
347 * 1-30 stat limit. 331 * 1-30 stat limit.
348 */ 332 */
349 333
350void 334void
351check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
352{ 336{
353 int i, v; 337 int i, v;
354 338
355 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
388 char message[MAX_BUF]; 372 char message[MAX_BUF];
389 int potion_max = 0; 373 int potion_max = 0;
390 374
391 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
392 * 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
393 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
394 */ 378 */
395 object_pod refop = *op; 379 object_copy refop = *op;
396 380
397 if (op->type == PLAYER) 381 if (op->type == PLAYER)
398 { 382 {
399 if (tmp->type == POTION) 383 if (tmp->type == POTION)
400 { 384 {
418 nstat = 1; 402 nstat = 1;
419 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))
420 { 404 {
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
422 } 406 }
407
423 if (nstat != ostat) 408 if (nstat != ostat)
424 { 409 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
426 potion_max = 0; 411 potion_max = 0;
427 } 412 }
429 { 414 {
430 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 416 potion_max = 1;
432 } 417 }
433 } 418 }
419
434 /* 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
435 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 422 * recalculates this anyway.
437 */ 423 */
438 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
439 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
440 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
441 } /* end of potion handling code */ 428 } /* end of potion handling code */
442 } 429 }
443 430
444 /* 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
458 445
459 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
460 * 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
461 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
462 */ 449 */
463 fix_player (op); 450 op->update_stats ();
464 451
465 /* 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
466 * print out message if this is a bow. 453 * print out message if this is a bow.
467 */ 454 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 456 {
470 success = 1; 457 success = 1;
471 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.");
472 } 459 }
460
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 462 {
475 success = 1; 463 success = 1;
476 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.");
477 } 465 }
466
478 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))
479 { 468 {
480 success = 1; 469 success = 1;
481 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.");
482 } 471 }
472
483 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))
484 { 474 {
485 success = 1; 475 success = 1;
486 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.");
487 } 477 }
478
488 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
490 * 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
491 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 483 * from fly high)
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 532 {
542 success = 1; 533 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 535 }
536
545 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))
546 { 538 {
547 success = 1; 539 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 541 }
542
550 /* 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
551 * vision 544 * vision
552 */ 545 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 547 {
661 654
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 656 }
664 } 657 }
665 658
666 if (tmp->type != EXPERIENCE && !potion_max) 659 if (!potion_max)
667 { 660 {
668 for (j = 0; j < NUM_STATS; j++) 661 for (j = 0; j < NUM_STATS; j++)
669 { 662 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 { 664 {
672 success = 1; 665 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 667 }
675 } 668 }
676 } 669 }
670
677 return success; 671 return success;
678} 672}
679 673
680/* 674/*
681 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 677 */
684 678
685void 679void
686drain_stat (object *op) 680object::drain_stat ()
687{ 681{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
689} 683}
690 684
691void 685void
692drain_specific_stat (object *op, int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
693{ 687{
694 object *tmp; 688 object *tmp;
695 archetype *at; 689 archetype *at;
696 690
697 at = find_archetype (ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 692 if (!at)
699 { 693 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 695 return;
702 } 696 }
703 else 697 else
704 { 698 {
705 tmp = present_arch_in_ob (at, op); 699 tmp = present_arch_in_ob (at, this);
700
706 if (!tmp) 701 if (!tmp)
707 { 702 {
708 tmp = arch_to_object (at); 703 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
711 } 706 }
712 } 707 }
713 708
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 711 update_stats ();
717} 712}
718 713
719/* 714/*
720 * 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.
721 * via an applied bad_luck object. 716 * via an applied bad_luck object.
722 */ 717 */
723
724void 718void
725change_luck (object *op, int value) 719object::change_luck (int value)
726{ 720{
727 object *tmp; 721 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 722 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 724 else
735 { 725 {
736 tmp = present_arch_in_ob (at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
737 if (!tmp) 728 if (!tmp)
738 { 729 {
739 if (!value) 730 if (!value)
740 return; 731 return;
732
741 tmp = arch_to_object (at); 733 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 734 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 735 SET_FLAG (tmp, FLAG_APPLIED);
744 } 736 }
737
745 if (value) 738 if (value)
746 { 739 {
747 /* 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
748 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 742 * in op itself).
750 */ 743 */
751 new_luck = tmp->stats.luck + value; 744 int new_luck = tmp->stats.luck + value;
745
752 if (new_luck >= -100 && new_luck <= 100) 746 if (new_luck >= -100 && new_luck <= 100)
753 { 747 {
754 op->stats.luck += value; 748 stats.luck += value;
755 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
756 } 750 }
757 } 751 }
758 else 752 else
759 { 753 {
760 if (!tmp->stats.luck) 754 if (!tmp->stats.luck)
761 {
762 return; 755 return;
763 } 756
764 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
766 */ 759 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 761 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 763
771 op->stats.luck += diff; 764 stats.luck += diff;
772 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
773 } 766 }
774 } 767 }
775 } 768 }
776} 769}
777 770
778/* 771/*
779 * 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.
780 */ 773 */
781
782void 774void
783remove_statbonus (object *op) 775object::remove_statbonus ()
784{ 776{
785 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
786 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
787 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
788 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
791 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
799} 792}
800 793
801/* 794/*
802 * 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.
803 */ 796 */
804
805void 797void
806add_statbonus (object *op) 798object::add_statbonus ()
807{ 799{
808 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
809 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
810 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
811 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
812 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
813 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
814 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
822} 815}
823 816
824/* 817/*
825 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 825/* July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 826 spell system split, grace points now added to system --peterm
834 */ 827 */
835 828
836void 829void
837fix_player (object *op) 830object::update_stats ()
838{ 831{
839 int i, j; 832 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 834 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
838 float old_speed = speed;
845 839
846 /* First task is to clear all the values back to their original values */ 840 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 841 if (type == PLAYER)
848 { 842 {
849 for (i = 0; i < NUM_STATS; i++) 843 for (i = 0; i < NUM_STATS; i++)
850 {
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
852 } 845
853 if (settings.spell_encumbrance == TRUE) 846 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 847 contr->encumbrance = 0;
855 848
856 op->attacktype = 0; 849 attacktype = 0;
857 op->contr->digestion = 0; 850 contr->digestion = 0;
858 op->contr->gen_hp = 0; 851 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 852 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 853 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 854 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 855 contr->item_power = 0;
863 856
864 /* Don't clobber all the range_ values. range_golem otherwise 857 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset 858 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below 859 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped. 860 * well get filled in based on what the player has equipped.
868 */ 861 */
869 op->contr->ranges[range_bow] = NULL; 862 contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL; 863 contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL; 864 contr->ranges[range_skill] = NULL;
872 } 865 }
866
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 867 memcpy (body_used, body_info, sizeof (body_info));
874 868
875 op->slaying = 0; 869 slaying = 0;
876 870
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 871 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 872 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 873 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 874 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 875 }
882 876
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 877 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 878 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 879 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 880
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885
895 op->path_attuned = op->arch->clone.path_attuned; 886 path_attuned = arch->clone.path_attuned;
896 op->path_repelled = op->arch->clone.path_repelled; 887 path_repelled = arch->clone.path_repelled;
897 op->path_denied = op->arch->clone.path_denied; 888 path_denied = arch->clone.path_denied;
898 op->glow_radius = op->arch->clone.glow_radius; 889 glow_radius = arch->clone.glow_radius;
899 op->move_type = op->arch->clone.move_type; 890 move_type = arch->clone.move_type;
900 op->chosen_skill = NULL; 891 chosen_skill = NULL;
901 892
902 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
903 * archetype clone 894 * archetype clone
904 */ 895 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 896 memcpy (&resist, &arch->clone.resist, sizeof (resist));
906 897
907 for (i = 0; i < NROFATTACKS; i++) 898 for (i = 0; i < NROFATTACKS; i++)
908 { 899 {
909 if (op->resist[i] > 0) 900 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 901 prot[i] = resist[i], vuln[i] = 0;
911 else 902 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 903 vuln[i] = -(resist[i]), prot[i] = 0;
913 potion_resist[i] = 0; 904 potion_resist[i] = 0;
914 } 905 }
915 906
916 wc = op->arch->clone.stats.wc; 907 wc = arch->clone.stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 908 stats.dam = arch->clone.stats.dam;
918 909
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 910 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 911 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 912 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 913 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 914 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 915 * that their protection from physical goes down
925 */ 916 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 918 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 919 ac = MAX (-10, arch->clone.stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 921 }
931 else 922 else
932 ac = op->arch->clone.stats.ac; 923 ac = arch->clone.stats.ac;
933 924
934 op->stats.luck = op->arch->clone.stats.luck; 925 stats.luck = arch->clone.stats.luck;
935 op->speed = op->arch->clone.speed; 926 speed = arch->clone.speed;
936 927
937 /* OK - we've reset most all the objects attributes to sane values. 928 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 929 * now go through and make adjustments for what the player has equipped.
939 */ 930 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
942 { 932 {
943 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
945 */ 935 */
946 if (tmp->glow_radius > op->glow_radius) 936 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 937 glow_radius = tmp->glow_radius;
948 938
949 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what chagned. But change_abil
951 * then calls this function. 941 * then calls this function.
952 */ 942 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 944 continue;
956 }
957 945
958 /* For some things, we don't care what is equipped */ 946 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 947 if (tmp->type == SKILL)
960 { 948 {
961 /* Want to take the highest skill here. */ 949 /* Want to take the highest skill here. */
964 if (!mana_obj) 952 if (!mana_obj)
965 mana_obj = tmp; 953 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 954 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 955 mana_obj = tmp;
968 } 956 }
957
969 if (IS_GRACE_SKILL (tmp->subtype)) 958 if (IS_GRACE_SKILL (tmp->subtype))
970 { 959 {
971 if (!grace_obj) 960 if (!grace_obj)
972 grace_obj = tmp; 961 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 962 else if (tmp->level > grace_obj->level)
985 * up, etc. 974 * up, etc.
986 */ 975 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989 { 978 {
990 if (op->type == PLAYER) 979 if (type == PLAYER)
991 { 980 {
992 if (tmp->type == BOW) 981 if (tmp->type == BOW)
993 op->contr->ranges[range_bow] = tmp; 982 contr->ranges[range_bow] = tmp;
994 983
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp; 985 contr->ranges[range_misc] = tmp;
997 986
998 for (i = 0; i < NUM_STATS; i++) 987 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
1000 989
1001 /* these are the items that currently can change digestion, regeneration, 990 /* these are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 991 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 992 * list, but other items store other info into stats array.
1004 */ 993 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 994 if ((tmp->type == WEAPON) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 996 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1011 { 1002 {
1012 op->contr->digestion += tmp->stats.food; 1003 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 1004 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 1005 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 1006 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1007 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power; 1008 contr->item_power += tmp->item_power;
1018 } 1009 }
1019 } /* if this is a player */ 1010 } /* if this is a player */
1020 1011
1021 /* Update slots used for items */ 1012 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 1015 body_used[i] += tmp->body_info[i];
1026 }
1027 1016
1028 if (tmp->type == SYMPTOM) 1017 if (tmp->type == SYMPTOM)
1029 { 1018 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1031 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1033 } 1022 }
1034 1023
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 1028 */
1040 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1041 { 1030 {
1042 for (i = 0; i < NROFATTACKS; i++) 1031 for (i = 0; i < NROFATTACKS; i++)
1043 { 1032 {
1044 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 1035 */
1047 if (tmp->type == POTION_EFFECT) 1036 if (tmp->type == POTION_EFFECT)
1048 { 1037 {
1049 if (potion_resist[i]) 1038 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else 1040 else
1052 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1053 } 1042 }
1054 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 1047 }
1059 } 1048 }
1060 1049
1061 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1063 op->attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1064 1053
1065 op->path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1068 op->stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 1058 move_type |= tmp->move_type;
1070 1059
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085 1067
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
1088 1070
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 1072 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 1074 invisible = 1;
1093 } 1075 }
1094 1076
1095 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 1078 {
1097 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1103 added_speed += (float) tmp->stats.exp; 1085 added_speed += (float) tmp->stats.exp;
1104 } 1086 }
1105 1087
1106 switch (tmp->type) 1088 switch (tmp->type)
1107 { 1089 {
1108 /* skills modifying the character -b.t. */ 1090 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1091 /* for all skills and skill granting objects */
1110 case SKILL: 1092 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112 break;
1113
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill)
1118 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1120 }
1121 op->chosen_skill = tmp;
1122 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp);
1126 if (weapon_speed < 0)
1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1130 if (tmp->magic)
1131 op->stats.dam += tmp->magic;
1132 }
1133 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic);
1135
1136 if (tmp->slaying != NULL)
1137 op->slaying = tmp->slaying;
1138
1139 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic);
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break; 1094 break;
1147 1095
1148 case SKILL_TOOL: 1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1149 if (op->chosen_skill) 1099 if (chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1101
1102 chosen_skill = tmp;
1103
1104 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp);
1108
1109 if (weapon_speed < 0)
1110 weapon_speed = 0;
1111
1112 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1114
1115 if (tmp->magic)
1116 stats.dam += tmp->magic;
1152 } 1117 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157 1118
1158 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING:
1162 case AMULET:
1163 case GIRDLE:
1164 case HELMET:
1165 case BOOTS:
1166 case GLOVES:
1167 case CLOAK:
1168 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1169 wc -= (tmp->stats.wc + tmp->magic);
1170 if (tmp->stats.dam)
1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1172 if (tmp->stats.ac)
1173 ac -= (tmp->stats.ac + tmp->magic);
1174 break;
1175
1176 case WEAPON:
1177 wc -= (tmp->stats.wc + tmp->magic); 1120 wc -= (tmp->stats.wc + tmp->magic);
1121
1122 if (tmp->slaying != NULL)
1123 slaying = tmp->slaying;
1124
1125 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic);
1127
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break;
1135
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break;
1145
1146 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000;
1149 case RING:
1150 case AMULET:
1151 case GIRDLE:
1152 case HELMET:
1153 case BOOTS:
1154 case GLOVES:
1155 case CLOAK:
1156 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1159 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic);
1161
1162 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic);
1164
1165 break;
1166
1167 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic);
1169
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic; 1171 ac -= tmp->stats.ac + tmp->magic;
1172
1180 op->stats.dam += (tmp->stats.dam + tmp->magic); 1173 stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight; 1174 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176
1183 if (weapon_speed < 0) 1177 if (weapon_speed < 0)
1184 weapon_speed = 0; 1178 weapon_speed = 0;
1179
1185 op->slaying = tmp->slaying; 1180 slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do 1181 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1182 * extra strength damage, this is where the code should
1188 * go. 1183 * go.
1189 */ 1184 */
1190 op->current_weapon = tmp; 1185 current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1186 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1187 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1188
1194 break; 1189 break;
1195 1190
1196 case ARMOUR: /* Only the best of these three are used: */ 1191 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1192 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000; 1193 contr->encumbrance += (int) tmp->weight / 1000;
1199 1194
1200 case BRACERS: 1195 case BRACERS:
1201 case FORCE: 1196 case FORCE:
1202 if (tmp->stats.wc) 1197 if (tmp->stats.wc)
1203 { 1198 {
1204 if (best_wc < tmp->stats.wc + tmp->magic) 1199 if (best_wc < tmp->stats.wc + tmp->magic)
1205 { 1200 {
1206 wc += best_wc; 1201 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic; 1202 best_wc = tmp->stats.wc + tmp->magic;
1208 } 1203 }
1209 else 1204 else
1210 wc += tmp->stats.wc + tmp->magic; 1205 wc += tmp->stats.wc + tmp->magic;
1211 } 1206 }
1207
1212 if (tmp->stats.ac) 1208 if (tmp->stats.ac)
1213 { 1209 {
1214 if (best_ac < tmp->stats.ac + tmp->magic) 1210 if (best_ac < tmp->stats.ac + tmp->magic)
1215 { 1211 {
1216 ac += best_ac; /* Remove last bonus */ 1212 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic; 1213 best_ac = tmp->stats.ac + tmp->magic;
1218 } 1214 }
1219 else /* To nullify the below effect */ 1215 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic; 1216 ac += tmp->stats.ac + tmp->magic;
1221 } 1217 }
1218
1222 if (tmp->stats.wc) 1219 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic); 1220 wc -= (tmp->stats.wc + tmp->magic);
1221
1224 if (tmp->stats.ac) 1222 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1223 ac -= (tmp->stats.ac + tmp->magic);
1224
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1226 max = ARMOUR_SPEED (tmp) / 10.0;
1227
1228 break; 1228 break;
1229 } /* switch tmp->type */ 1229 } /* switch tmp->type */
1230 } /* item is equipped */ 1230 } /* item is equipped */
1231 } /* for loop of items */ 1231 } /* for loop of items */
1232 1232
1233 /* We've gone through all the objects the player has equipped. For many things, we 1233 /* We've gone through all the objects the player has equipped. For many things, we
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1240 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1241 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1242 */
1243 for (i = 0; i < NROFATTACKS; i++) 1243 for (i = 0; i < NROFATTACKS; i++)
1244 { 1244 {
1245 op->resist[i] = prot[i] - vuln[i]; 1245 resist[i] = prot[i] - vuln[i];
1246
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1248 resist[i] = potion_resist[i];
1248 } 1249 }
1249 1250
1250 /* Figure out the players sp/mana/hp totals. */ 1251 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1252 if (type == PLAYER)
1252 { 1253 {
1253 int pl_level; 1254 int pl_level;
1254 1255
1255 check_stat_bounds (&(op->stats)); 1256 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1257 pl_level = level;
1257 1258
1258 if (pl_level < 1) 1259 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1261
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1262 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1264 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1266 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1269 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1270 {
1269 if (con_bonus[op->stats.Con] > 0) 1271 if (con_bonus[stats.Con] > 0)
1270 j++; 1272 j++;
1271 else 1273 else
1272 j--; 1274 j--;
1273 } 1275 }
1276
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1278 }
1276 1279
1277 for (i = 11; i <= op->level; i++) 1280 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1281 stats.maxhp += 2;
1279 1282
1280 if (op->stats.hp > op->stats.maxhp) 1283 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1284 stats.hp = stats.maxhp;
1282 1285
1283 /* Sp gain is controlled by the level of the player's 1286 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1287 * relevant experience object (mana_obj, see above)
1285 */ 1288 */
1286 /* following happen when skills system is not used */ 1289 /* following happen when skills system is not used */
1287 if (!mana_obj) 1290 if (!mana_obj)
1288 mana_obj = op; 1291 mana_obj = this;
1292
1289 if (!grace_obj) 1293 if (!grace_obj)
1290 grace_obj = op; 1294 grace_obj = this;
1295
1291 /* set maxsp */ 1296 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1297 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1298 mana_obj = this;
1294 1299
1295 if (mana_obj == op && op->type == PLAYER) 1300 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1301 stats.maxsp = 1;
1298 }
1299 else 1302 else
1300 { 1303 {
1301 sp_tmp = 0.0; 1304 sp_tmp = 0.0;
1305
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1306 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1307 {
1304 float stmp; 1308 float stmp;
1305 1309
1306 /* Got some extra bonus at first level */ 1310 /* Got some extra bonus at first level */
1307 if (i < 2) 1311 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1310 }
1311 else 1313 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1314 } 1315
1315 if (stmp < 1.0) 1316 if (stmp < 1.0)
1316 stmp = 1.0; 1317 stmp = 1.0;
1318
1317 sp_tmp += stmp; 1319 sp_tmp += stmp;
1318 } 1320 }
1321
1319 op->stats.maxsp = (int) sp_tmp; 1322 stats.maxsp = (int) sp_tmp;
1320 1323
1321 for (i = 11; i <= mana_obj->level; i++) 1324 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1325 stats.maxsp += 2;
1323 } 1326 }
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1327 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1328 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1329 stats.sp = stats.maxsp * 2;
1327 1330
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1332 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1333 grace_obj = this;
1331 1334
1332 if (grace_obj == op && op->type == PLAYER) 1335 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1336 stats.maxgrace = 1;
1335 }
1336 else 1337 else
1337 { 1338 {
1338 /* store grace in a float - this way, the divisions below don't create 1339 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1340 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1341 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1342 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1343 */
1343 sp_tmp = 0.0; 1344 sp_tmp = 0.0;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1346 {
1346 float grace_tmp = 0.0; 1347 float grace_tmp = 0.0;
1347 1348
1348 /* Got some extra bonus at first level */ 1349 /* Got some extra bonus at first level */
1349 if (i < 2) 1350 if (i < 2)
1350 {
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 }
1354 else 1353 else
1355 {
1356 grace_tmp = (float) op->contr->levgrace[i] 1354 grace_tmp = (float) contr->levgrace[i]
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1358 } 1356
1359 if (grace_tmp < 1.0) 1357 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0; 1358 grace_tmp = 1.0;
1359
1361 sp_tmp += grace_tmp; 1360 sp_tmp += grace_tmp;
1362 } 1361 }
1362
1363 op->stats.maxgrace = (int) sp_tmp; 1363 stats.maxgrace = (int) sp_tmp;
1364 1364
1365 /* two grace points per level after 11 */ 1365 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1366 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1367 stats.maxgrace += 2;
1368 } 1368 }
1369 /* No limit on grace vs maxgrace */ 1369 /* No limit on grace vs maxgrace */
1370 1370
1371 if (op->contr->braced) 1371 if (contr->braced)
1372 { 1372 {
1373 ac += 2; 1373 ac += 2;
1374 wc += 4; 1374 wc += 4;
1375 } 1375 }
1376 else 1376 else
1377 ac -= dex_bonus[op->stats.Dex]; 1377 ac -= dex_bonus[stats.Dex];
1378 1378
1379 /* In new exp/skills system, wc bonuses are related to 1379 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1380 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1381 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1382 * I changed this slightly so that wc bonuses are better
1386 * we give the player a bonus here in wc and dam 1386 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1387 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1388 * monster bonus the same as before. -b.t.
1389 */ 1389 */
1390 1390
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1391 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1392 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1394 for (i = 1; i < wc_obj->level; i++) 1394 for (i = 1; i < wc_obj->level; i++)
1395 { 1395 {
1396 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1397 if (!(i % 6))
1398 wc--; 1398 wc--;
1399 /* addtional dam every 4 levels. */ 1399 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1402 } 1402 }
1403 } 1403 }
1404 else 1404 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1405 wc -= (level + thaco_bonus[stats.Str]);
1406 1406
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1407 stats.dam += dam_bonus[stats.Str];
1408 1408
1409 if (op->stats.dam < 1) 1409 if (stats.dam < 1)
1410 op->stats.dam = 1; 1410 stats.dam = 1;
1411 1411
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1412 speed = 1.0 + speed_bonus[stats.Dex];
1413
1413 if (settings.search_items && op->contr->search_str[0]) 1414 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1415 speed -= 1;
1416
1415 if (op->attacktype == 0) 1417 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1418 attacktype = arch->clone.attacktype;
1417 1419
1418 } /* End if player */ 1420 } /* End if player */
1419 1421
1420 if (added_speed >= 0) 1422 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1423 speed += added_speed / 10.0;
1422 else /* Something wrong here...: */ 1424 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1425 speed /= (float) (1.0 - added_speed);
1424 1426
1425 /* Max is determined by armour */ 1427 /* Max is determined by armour */
1426 if (op->speed > max) 1428 if (speed > max)
1427 op->speed = max; 1429 speed = max;
1428 1430
1429 if (op->type == PLAYER) 1431 if (type == PLAYER)
1430 { 1432 {
1431 /* f is a number the represents the number of kg above (positive num) 1433 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1434 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1435 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1436 * much above he is, and what is max carry is
1435 */ 1437 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1438 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1439 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1440 speed = speed / (1.0 + f / max_carry[stats.Str]);
1439 } 1441 }
1440 1442
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1443 speed += bonus_speed / 10.0; /* Not affected by limits */
1442 1444
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1445 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1447 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1448 speed = speed * speed_reduce_from_disease;
1447 1449
1448 if (op->speed < 0.01 && op->type == PLAYER) 1450 if (speed < 0.01 && type == PLAYER)
1449 op->speed = 0.01; 1451 speed = 0.01;
1450 1452
1451 if (op->type == PLAYER) 1453 if (type == PLAYER)
1452 { 1454 {
1453 float M, W, s, D, K, S, M2; 1455 float M, W, s, D, K, S, M2;
1454 1456
1455 /* (This formula was made by vidarl@ifi.uio.no) 1457 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1458 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1459 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1460 * that would just be a real pain to read.
1459 */ 1461 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1462 M = (max_carry[stats.Str] - 121) / 121.0;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1463 M2 = max_carry[stats.Str] / 100.0;
1462 W = weapon_weight / 20000.0; 1464 W = weapon_weight / 20000.0;
1463 s = 2 - weapon_speed / 10.0; 1465 s = 2 - weapon_speed / 10.0;
1464 D = (op->stats.Dex - 14) / 14.0; 1466 D = (stats.Dex - 14) / 14.0;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1468 K *= (4 + level) / (float) (6 + level) * 1.2;
1467 if (K <= 0) 1469 if (K <= 0)
1468 K = 0.01; 1470 K = 0.01;
1469 S = op->speed / (K * s); 1471 S = speed / (K * s);
1470 op->contr->weapon_sp = S; 1472 contr->weapon_sp = S;
1471 } 1473 }
1474
1472 /* I want to limit the power of small monsters with big weapons: */ 1475 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1477 stats.dam = arch->clone.stats.dam * 3;
1475 1478
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1479 /* Prevent overflows of wc - best you can get is ABS(120) - this
1477 * should be more than enough - remember, AC is also in 8 bits, 1480 * should be more than enough - remember, AC is also in 8 bits,
1478 * so its value is the same. 1481 * so its value is the same.
1479 */ 1482 */
1480 if (wc > 120) 1483 if (wc > 120)
1481 wc = 120; 1484 wc = 120;
1482 else if (wc < -120) 1485 else if (wc < -120)
1483 wc = -120; 1486 wc = -120;
1487
1484 op->stats.wc = wc; 1488 stats.wc = wc;
1485 1489
1486 if (ac > 120) 1490 if (ac > 120)
1487 ac = 120; 1491 ac = 120;
1488 else if (ac < -120) 1492 else if (ac < -120)
1489 ac = -120; 1493 ac = -120;
1494
1490 op->stats.ac = ac; 1495 stats.ac = ac;
1491 1496
1492 /* if for some reason the creature doesn't have any move type, 1497 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1498 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1499 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1500 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1501 * one or the other.
1497 */ 1502 */
1498 if (op->move_type == 0) 1503 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1504 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1506 move_type &= ~MOVE_WALK;
1502 1507
1503 update_ob_speed (op); 1508 if (speed != old_speed)
1509 set_speed (speed);
1504 1510
1505 /* It is quite possible that a player's spell costing might have changed, 1511 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1512 * so we will check that now.
1507 */ 1513 */
1508 if (op->type == PLAYER) 1514 if (type == PLAYER)
1515 {
1516 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1517 esrv_update_spells (contr);
1518 }
1519
1520 // update the mapspace, if we are on a map
1521 if (!flag [FLAG_REMOVED] && map)
1522 map->at (x, y).flags_ = 0;
1510} 1523}
1511 1524
1512/* 1525/*
1513 * Returns true if the given player is a legal class. 1526 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1527 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1528 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1529 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1530 * false otherwise.
1518 */ 1531 */
1519
1520int 1532int
1521allowed_class (const object *op) 1533allowed_class (const object *op)
1522{ 1534{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1535 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1536 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1600 object *skin = NULL; /* pointer to dragon skin force */ 1612 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1613 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1614 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1615
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1616 /* now grab the 'dragon_ability'-forces from the player's inventory */
1617 shstr_cmp dragon_ability_force ("dragon_ability_force");
1618 shstr_cmp dragon_skin_force ("dragon_skin_force");
1619
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1621 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1622 if (tmp->arch->name == dragon_ability_force)
1610 abil = tmp; 1623 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1624 else if (tmp->arch->name == dragon_skin_force)
1612 skin = tmp; 1625 skin = tmp;
1613 } 1626
1614 }
1615 /* if the force is missing -> bail out */ 1627 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1628 if (abil == NULL)
1617 return; 1629 return;
1618 1630
1619 /* The ability_force keeps track of maximum level ever achieved. 1631 /* The ability_force keeps track of maximum level ever achieved.
1670 */ 1682 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1683 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1684 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1685 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1686 insert_ob_in_ob (skill_obj, op);
1687
1675 if (op->contr) 1688 if (op->contr)
1676 { 1689 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1690 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1691 if (op->contr->ns)
1692 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1693 }
1694
1680 return skill_obj; 1695 return skill_obj;
1681} 1696}
1682 1697
1683 1698
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1699/* player_lvl_adj() - for the new exp system. we are concerned with
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1724 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1725 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1726 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1727 }
1713 1728
1714 fix_player (who); 1729 who->update_stats ();
1715 if (op->level > 1) 1730 if (op->level > 1)
1716 { 1731 {
1717 if (op->type != PLAYER) 1732 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1733 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1734 else
1724 player_lvl_adj (who, op); /* To increase more levels */ 1739 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1740 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1741 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1742 {
1728 op->level--; 1743 op->level--;
1729 fix_player (who); 1744 who->update_stats ();
1730 if (op->type != PLAYER) 1745 if (op->type != PLAYER)
1731 { 1746 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1747 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1748 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1749 }
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1750 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1751 }
1752
1737 /* check if the spell data has changed */ 1753 /* check if the spell data has changed */
1754 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1755 esrv_update_spells (who->contr);
1739} 1756}
1740 1757
1741/* 1758/*
1742 * Returns how much experience is needed for a player to become 1759 * Returns how much experience is needed for a player to become
1776 op->perm_exp = 0; 1793 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1794 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1795 op->perm_exp = MAX_EXPERIENCE;
1779} 1796}
1780 1797
1781
1782/* Add experience to a player - exp should only be positive. 1798/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1799 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1800 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1801 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1802 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1803 * flag is what to do if the player doesn't have the skill:
1788 */ 1804 */
1789
1790static void 1805static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1806add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1807{
1793 object *skill_obj = NULL; 1808 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1809 sint64 limit, exp_to_add;
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1954 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1955 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1956 player_lvl_adj (op, tmp);
1942 } 1957 }
1943 } 1958 }
1959
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1960 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1961 {
1946 del_exp = check_exp_loss (op, exp); 1962 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1963 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1949 } 1965 }
1950} 1966}
1951
1952
1953 1967
1954/* change_exp() - changes experience to a player/monster. This 1968/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1969 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1970 *
1957 * The exp passed is typically not modified much by this function - 1971 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1972 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1973 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1974 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1975 * these last two values are only used for players.
1962 */ 1976 */
1963
1964void 1977void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1978change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1979{
1967 1980
1968#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1983#endif
1975 1984
1976 /* safety */ 1985 /* safety */
1977 if (!op) 1986 if (!op)
1978 { 1987 {
2017 else 2026 else
2018 /* note that when you lose exp, it doesn't go against 2027 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 2028 * a particular skill, so we don't need to pass that
2020 * along. 2029 * along.
2021 */ 2030 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 2032 }
2025} 2033}
2026 2034
2027/* Applies a death penalty experience, the size of this is defined by the 2035/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the
2081 if (level > MAX_SAVE_LEVEL) 2089 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2090 level = MAX_SAVE_LEVEL;
2083 2091
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2092 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2093 return 0;
2094
2086 return 1; 2095 return 1;
2087} 2096}

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