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Comparing deliantra/server/common/living.C (file contents):
Revision 1.11 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 163extern sint64 *levels;
167#endif
168 164
169#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
170 166
171/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
239 235
240/* 236/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW). 238 * what attr is (STR to POW).
243 */ 239 */
244
245void 240void
246set_attr_value (living * stats, int attr, sint8 value) 241set_attr_value (living *stats, int attr, sint8 value)
247{ 242{
248 switch (attr) 243 switch (attr)
249 { 244 {
250 case STR: 245 case STR:
251 stats->Str = value; 246 stats->Str = value;
273 268
274/* 269/*
275 * Like set_attr_value(), but instead the value (which can be negative) 270 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 271 * is added to the specified stat.
277 */ 272 */
278
279void 273void
280change_attr_value (living * stats, int attr, sint8 value) 274change_attr_value (living *stats, int attr, sint8 value)
281{ 275{
282 if (value == 0) 276 if (value == 0)
283 return; 277 return;
278
284 switch (attr) 279 switch (attr)
285 { 280 {
286 case STR: 281 case STR:
287 stats->Str += value; 282 stats->Str += value;
288 break; 283 break;
312/* 307/*
313 * returns the specified stat. See also set_attr_value(). 308 * returns the specified stat. See also set_attr_value().
314 */ 309 */
315 310
316sint8 311sint8
317get_attr_value (const living * stats, int attr) 312get_attr_value (const living *stats, int attr)
318{ 313{
319 switch (attr) 314 switch (attr)
320 { 315 {
321 case STR:
322 return (stats->Str); 316 case STR: return stats->Str;
323 case DEX:
324 return (stats->Dex); 317 case DEX: return stats->Dex;
325 case CON:
326 return (stats->Con); 318 case CON: return stats->Con;
327 case WIS:
328 return (stats->Wis); 319 case WIS: return stats->Wis;
329 case CHA:
330 return (stats->Cha); 320 case CHA: return stats->Cha;
331 case INT:
332 return (stats->Int); 321 case INT: return stats->Int;
333 case POW:
334 return (stats->Pow); 322 case POW: return stats->Pow;
335 } 323 }
324
336 return 0; 325 return 0;
337} 326}
338 327
339/* 328/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 330 * 1-30 stat limit.
342 */ 331 */
343 332
344void 333void
345check_stat_bounds (living * stats) 334check_stat_bounds (living *stats)
346{ 335{
347 int i, v; 336 int i, v;
348 337
349 for (i = 0; i < NUM_STATS; i++) 338 for (i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 339 if ((v = get_attr_value (stats, i)) > MAX_STAT)
452 441
453 /* call fix_player since op object could have whatever attribute due 442 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 443 * to multiple items. if fix_player always has to be called after
455 * change_ability then might as well call it from here 444 * change_ability then might as well call it from here
456 */ 445 */
457 fix_player (op); 446 op->update_stats ();
458 447
459 /* Fix player won't add the bows ability to the player, so don't 448 /* Fix player won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 449 * print out message if this is a bow.
461 */ 450 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
655 644
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 645 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 646 }
658 } 647 }
659 648
660 if (tmp->type != EXPERIENCE && !potion_max) 649 if (!potion_max)
661 { 650 {
662 for (j = 0; j < NUM_STATS; j++) 651 for (j = 0; j < NUM_STATS; j++)
663 { 652 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 653 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 654 {
675 * Stat draining by Vick 930307 664 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 665 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 666 */
678 667
679void 668void
680drain_stat (object *op) 669object::drain_stat ()
681{ 670{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 671 drain_specific_stat (RANDOM () % NUM_STATS);
683} 672}
684 673
685void 674void
686drain_specific_stat (object *op, int deplete_stats) 675object::drain_specific_stat (int deplete_stats)
687{ 676{
688 object *tmp; 677 object *tmp;
689 archetype *at; 678 archetype *at;
690 679
691 at = archetype::find (ARCH_DEPLETION); 680 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 683 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 684 return;
696 } 685 }
697 else 686 else
698 { 687 {
699 tmp = present_arch_in_ob (at, op); 688 tmp = present_arch_in_ob (at, this);
689
700 if (!tmp) 690 if (!tmp)
701 { 691 {
702 tmp = arch_to_object (at); 692 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 693 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 694 SET_FLAG (tmp, FLAG_APPLIED);
705 } 695 }
706 } 696 }
707 697
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 698 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 699 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 700 update_stats ();
711} 701}
712 702
713/* 703/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 704 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 705 * via an applied bad_luck object.
716 */ 706 */
717
718void 707void
719change_luck (object *op, int value) 708object::change_luck (int value)
720{ 709{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 710 archetype *at = archetype::find ("luck");
726 if (!at) 711 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 712 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 713 else
729 { 714 {
730 tmp = present_arch_in_ob (at, op); 715 object *tmp = present_arch_in_ob (at, this);
716
731 if (!tmp) 717 if (!tmp)
732 { 718 {
733 if (!value) 719 if (!value)
734 return; 720 return;
721
735 tmp = arch_to_object (at); 722 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 723 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 724 SET_FLAG (tmp, FLAG_APPLIED);
738 } 725 }
726
739 if (value) 727 if (value)
740 { 728 {
741 /* Limit the luck value of the bad luck object to +/-100. This 729 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 730 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 731 * in op itself).
744 */ 732 */
745 new_luck = tmp->stats.luck + value; 733 int new_luck = tmp->stats.luck + value;
734
746 if (new_luck >= -100 && new_luck <= 100) 735 if (new_luck >= -100 && new_luck <= 100)
747 { 736 {
748 op->stats.luck += value; 737 stats.luck += value;
749 tmp->stats.luck = new_luck; 738 tmp->stats.luck = new_luck;
750 } 739 }
751 } 740 }
752 else 741 else
753 { 742 {
754 if (!tmp->stats.luck) 743 if (!tmp->stats.luck)
755 {
756 return; 744 return;
757 } 745
758 /* Randomly change the players luck. Basically, we move it 746 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 747 * back neutral (if greater>0, subtract, otherwise add)
760 */ 748 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
762 { 750 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 751 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 752
765 op->stats.luck += diff; 753 stats.luck += diff;
766 tmp->stats.luck += diff; 754 tmp->stats.luck += diff;
767 } 755 }
768 } 756 }
769 } 757 }
770} 758}
771 759
772/* 760/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 761 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 762 */
775
776void 763void
777remove_statbonus (object *op) 764object::remove_statbonus ()
778{ 765{
779 op->stats.Str -= op->arch->clone.stats.Str; 766 stats.Str -= arch->clone.stats.Str;
780 op->stats.Dex -= op->arch->clone.stats.Dex; 767 stats.Dex -= arch->clone.stats.Dex;
781 op->stats.Con -= op->arch->clone.stats.Con; 768 stats.Con -= arch->clone.stats.Con;
782 op->stats.Wis -= op->arch->clone.stats.Wis; 769 stats.Wis -= arch->clone.stats.Wis;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 770 stats.Pow -= arch->clone.stats.Pow;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 771 stats.Cha -= arch->clone.stats.Cha;
785 op->stats.Int -= op->arch->clone.stats.Int; 772 stats.Int -= arch->clone.stats.Int;
773
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 774 contr->orig_stats.Str -= arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 776 contr->orig_stats.Con -= arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 780 contr->orig_stats.Int -= arch->clone.stats.Int;
793} 781}
794 782
795/* 783/*
796 * Adds stat-bonuses given by the class which the player has chosen. 784 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 785 */
798
799void 786void
800add_statbonus (object *op) 787object::add_statbonus ()
801{ 788{
802 op->stats.Str += op->arch->clone.stats.Str; 789 stats.Str += arch->clone.stats.Str;
803 op->stats.Dex += op->arch->clone.stats.Dex; 790 stats.Dex += arch->clone.stats.Dex;
804 op->stats.Con += op->arch->clone.stats.Con; 791 stats.Con += arch->clone.stats.Con;
805 op->stats.Wis += op->arch->clone.stats.Wis; 792 stats.Wis += arch->clone.stats.Wis;
806 op->stats.Pow += op->arch->clone.stats.Pow; 793 stats.Pow += arch->clone.stats.Pow;
807 op->stats.Cha += op->arch->clone.stats.Cha; 794 stats.Cha += arch->clone.stats.Cha;
808 op->stats.Int += op->arch->clone.stats.Int; 795 stats.Int += arch->clone.stats.Int;
796
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 797 contr->orig_stats.Str += arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 798 contr->orig_stats.Dex += arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 799 contr->orig_stats.Con += arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 800 contr->orig_stats.Wis += arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 801 contr->orig_stats.Pow += arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 802 contr->orig_stats.Cha += arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 803 contr->orig_stats.Int += arch->clone.stats.Int;
816} 804}
817 805
818/* 806/*
819 * Updates all abilities given by applied objects in the inventory 807 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 808 * of the given object. Note: This function works for both monsters
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 814/* July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 815 spell system split, grace points now added to system --peterm
828 */ 816 */
829 817
830void 818void
831fix_player (object *op) 819object::update_stats ()
832{ 820{
833 int i, j; 821 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 823 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
839 827
840 /* First task is to clear all the values back to their original values */ 828 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 829 if (type == PLAYER)
842 { 830 {
843 for (i = 0; i < NUM_STATS; i++) 831 for (i = 0; i < NUM_STATS; i++)
844 {
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
846 } 833
847 if (settings.spell_encumbrance == TRUE) 834 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 835 contr->encumbrance = 0;
849 836
850 op->attacktype = 0; 837 attacktype = 0;
851 op->contr->digestion = 0; 838 contr->digestion = 0;
852 op->contr->gen_hp = 0; 839 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 840 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 841 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 842 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 843 contr->item_power = 0;
857 844
858 /* Don't clobber all the range_ values. range_golem otherwise 845 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset 846 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below 847 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped. 848 * well get filled in based on what the player has equipped.
862 */ 849 */
863 op->contr->ranges[range_bow] = NULL; 850 contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL; 851 contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL; 852 contr->ranges[range_skill] = NULL;
866 } 853 }
854
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 855 memcpy (body_used, body_info, sizeof (body_info));
868 856
869 op->slaying = 0; 857 slaying = 0;
870 858
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 859 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 860 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 861 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 862 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 863 }
876 864
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 865 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 866 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 867 CLEAR_FLAG (this, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 868
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873
889 op->path_attuned = op->arch->clone.path_attuned; 874 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 875 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 876 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 877 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 878 move_type = arch->clone.move_type;
894 op->chosen_skill = NULL; 879 chosen_skill = NULL;
895 880
896 /* initializing resistances from the values in player/monster's 881 /* initializing resistances from the values in player/monster's
897 * archetype clone 882 * archetype clone
898 */ 883 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 884 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 885
901 for (i = 0; i < NROFATTACKS; i++) 886 for (i = 0; i < NROFATTACKS; i++)
902 { 887 {
903 if (op->resist[i] > 0) 888 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 889 prot[i] = resist[i], vuln[i] = 0;
905 else 890 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 891 vuln[i] = -(resist[i]), prot[i] = 0;
907 potion_resist[i] = 0; 892 potion_resist[i] = 0;
908 } 893 }
909 894
910 wc = op->arch->clone.stats.wc; 895 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 896 stats.dam = arch->clone.stats.dam;
912 897
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 898 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 899 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 900 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 901 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 902 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 903 * that their protection from physical goes down
919 */ 904 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 906 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 907 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 909 }
925 else 910 else
926 ac = op->arch->clone.stats.ac; 911 ac = arch->clone.stats.ac;
927 912
928 op->stats.luck = op->arch->clone.stats.luck; 913 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 914 speed = arch->clone.speed;
930 915
931 /* OK - we've reset most all the objects attributes to sane values. 916 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 917 * now go through and make adjustments for what the player has equipped.
933 */ 918 */
934 919
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 920 for (tmp = inv; tmp; tmp = tmp->below)
936 { 921 {
937 /* See note in map.c:update_position about making this additive 922 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 923 * since light sources are never applied, need to put check here.
939 */ 924 */
940 if (tmp->glow_radius > op->glow_radius) 925 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 926 glow_radius = tmp->glow_radius;
942 927
943 /* This happens because apply_potion calls change_abil with the potion 928 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 929 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function. 930 * then calls this function.
946 */ 931 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 933 continue;
950 }
951 934
952 /* For some things, we don't care what is equipped */ 935 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 936 if (tmp->type == SKILL)
954 { 937 {
955 /* Want to take the highest skill here. */ 938 /* Want to take the highest skill here. */
958 if (!mana_obj) 941 if (!mana_obj)
959 mana_obj = tmp; 942 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 943 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 944 mana_obj = tmp;
962 } 945 }
946
963 if (IS_GRACE_SKILL (tmp->subtype)) 947 if (IS_GRACE_SKILL (tmp->subtype))
964 { 948 {
965 if (!grace_obj) 949 if (!grace_obj)
966 grace_obj = tmp; 950 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 951 else if (tmp->level > grace_obj->level)
979 * up, etc. 963 * up, etc.
980 */ 964 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 967 {
984 if (op->type == PLAYER) 968 if (type == PLAYER)
985 { 969 {
986 if (tmp->type == BOW) 970 if (tmp->type == BOW)
987 op->contr->ranges[range_bow] = tmp; 971 contr->ranges[range_bow] = tmp;
988 972
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp; 974 contr->ranges[range_misc] = tmp;
991 975
992 for (i = 0; i < NUM_STATS; i++) 976 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
994 978
995 /* these are the items that currently can change digestion, regeneration, 979 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 980 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 981 * list, but other items store other info into stats array.
998 */ 982 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 983 if ((tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 985 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
990 (tmp->type == SKILL))
1005 { 991 {
1006 op->contr->digestion += tmp->stats.food; 992 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 993 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 994 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 995 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 996 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 997 contr->item_power += tmp->item_power;
1012 } 998 }
1013 } /* if this is a player */ 999 } /* if this is a player */
1014 1000
1015 /* Update slots used for items */ 1001 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1002 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 1004 body_used[i] += tmp->body_info[i];
1020 }
1021 1005
1022 if (tmp->type == SYMPTOM) 1006 if (tmp->type == SYMPTOM)
1023 { 1007 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 1008 speed_reduce_from_disease = tmp->last_sp / 100.0;
1025 if (speed_reduce_from_disease == 0) 1009 if (speed_reduce_from_disease == 0)
1052 } 1036 }
1053 } 1037 }
1054 1038
1055 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype; 1041 attacktype |= tmp->attacktype;
1058 1042
1059 op->path_attuned |= tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 1045 path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck; 1046 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 1047 move_type |= tmp->move_type;
1064 1048
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079 1056
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 1058 SET_FLAG (this, FLAG_UNDEAD);
1082 1059
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1061 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1062 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1063 invisible = 1;
1087 } 1064 }
1088 1065
1089 if (tmp->stats.exp && tmp->type != SKILL) 1066 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1067 {
1091 if (tmp->stats.exp > 0) 1068 if (tmp->stats.exp > 0)
1106 break; 1083 break;
1107 1084
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1085 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1086 wc_obj = tmp;
1110 1087
1111 if (op->chosen_skill) 1088 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1090
1114 op->chosen_skill = tmp; 1091 chosen_skill = tmp;
1115 1092
1116 if (tmp->stats.dam > 0) 1093 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1094 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1096 weapon_speed = (int) WEAPON_SPEED (tmp);
1097
1120 if (weapon_speed < 0) 1098 if (weapon_speed < 0)
1121 weapon_speed = 0; 1099 weapon_speed = 0;
1100
1122 weapon_weight = tmp->weight; 1101 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1103
1124 if (tmp->magic) 1104 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1105 stats.dam += tmp->magic;
1126 } 1106 }
1127 1107
1128 if (tmp->stats.wc) 1108 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1109 wc -= (tmp->stats.wc + tmp->magic);
1130 1110
1131 if (tmp->slaying != NULL) 1111 if (tmp->slaying != NULL)
1132 op->slaying = tmp->slaying; 1112 slaying = tmp->slaying;
1133 1113
1134 if (tmp->stats.ac) 1114 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1115 ac -= (tmp->stats.ac + tmp->magic);
1116
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1117 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1118 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1119
1139 if (op->type == PLAYER) 1120 if (type == PLAYER)
1140 op->contr->ranges[range_skill] = op; 1121 contr->ranges[range_skill] = this;
1122
1141 break; 1123 break;
1142 1124
1143 case SKILL_TOOL: 1125 case SKILL_TOOL:
1144 if (op->chosen_skill) 1126 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1128
1148 op->chosen_skill = tmp; 1129 chosen_skill = tmp;
1130
1149 if (op->type == PLAYER) 1131 if (type == PLAYER)
1150 op->contr->ranges[range_skill] = op; 1132 contr->ranges[range_skill] = this;
1151 break; 1133 break;
1152 1134
1153 case SHIELD: 1135 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1136 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1137 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1138 case RING:
1157 case AMULET: 1139 case AMULET:
1158 case GIRDLE: 1140 case GIRDLE:
1159 case HELMET: 1141 case HELMET:
1160 case BOOTS: 1142 case BOOTS:
1161 case GLOVES: 1143 case GLOVES:
1162 case CLOAK: 1144 case CLOAK:
1163 if (tmp->stats.wc) 1145 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1146 wc -= (tmp->stats.wc + tmp->magic);
1147
1165 if (tmp->stats.dam) 1148 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1149 stats.dam += (tmp->stats.dam + tmp->magic);
1150
1167 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1153
1169 break; 1154 break;
1170 1155
1171 case WEAPON: 1156 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1160 ac -= tmp->stats.ac + tmp->magic;
1161
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1162 stats.dam += (tmp->stats.dam + tmp->magic);
1176 weapon_weight = tmp->weight; 1163 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165
1178 if (weapon_speed < 0) 1166 if (weapon_speed < 0)
1179 weapon_speed = 0; 1167 weapon_speed = 0;
1168
1180 op->slaying = tmp->slaying; 1169 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do 1170 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1171 * extra strength damage, this is where the code should
1183 * go. 1172 * go.
1184 */ 1173 */
1185 op->current_weapon = tmp; 1174 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1175 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1176 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188 1177
1189 break; 1178 break;
1190 1179
1191 case ARMOUR: /* Only the best of these three are used: */ 1180 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1181 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1182 contr->encumbrance += (int) tmp->weight / 1000;
1194 1183
1195 case BRACERS: 1184 case BRACERS:
1196 case FORCE: 1185 case FORCE:
1197 if (tmp->stats.wc) 1186 if (tmp->stats.wc)
1198 { 1187 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1191 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1192 }
1204 else 1193 else
1205 wc += tmp->stats.wc + tmp->magic; 1194 wc += tmp->stats.wc + tmp->magic;
1206 } 1195 }
1196
1207 if (tmp->stats.ac) 1197 if (tmp->stats.ac)
1208 { 1198 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1199 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1200 {
1211 ac += best_ac; /* Remove last bonus */ 1201 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1202 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1203 }
1214 else /* To nullify the below effect */ 1204 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1205 ac += tmp->stats.ac + tmp->magic;
1216 } 1206 }
1207
1217 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1209 wc -= (tmp->stats.wc + tmp->magic);
1210
1219 if (tmp->stats.ac) 1211 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1212 ac -= (tmp->stats.ac + tmp->magic);
1213
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1215 max = ARMOUR_SPEED (tmp) / 10.0;
1216
1223 break; 1217 break;
1224 } /* switch tmp->type */ 1218 } /* switch tmp->type */
1225 } /* item is equipped */ 1219 } /* item is equipped */
1226 } /* for loop of items */ 1220 } /* for loop of items */
1227 1221
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1229 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1230 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1231 */
1238 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1239 { 1233 {
1240 op->resist[i] = prot[i] - vuln[i]; 1234 resist[i] = prot[i] - vuln[i];
1235
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1237 resist[i] = potion_resist[i];
1243 } 1238 }
1244 1239
1245 /* Figure out the players sp/mana/hp totals. */ 1240 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1241 if (type == PLAYER)
1247 { 1242 {
1248 int pl_level; 1243 int pl_level;
1249 1244
1250 check_stat_bounds (&(op->stats)); 1245 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1246 pl_level = level;
1252 1247
1253 if (pl_level < 1) 1248 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1250
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1251 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1252 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1253 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1255 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1258 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1259 {
1264 if (con_bonus[op->stats.Con] > 0) 1260 if (con_bonus[stats.Con] > 0)
1265 j++; 1261 j++;
1266 else 1262 else
1267 j--; 1263 j--;
1268 } 1264 }
1265
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1267 }
1271 1268
1272 for (i = 11; i <= op->level; i++) 1269 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1270 stats.maxhp += 2;
1274 1271
1275 if (op->stats.hp > op->stats.maxhp) 1272 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1273 stats.hp = stats.maxhp;
1277 1274
1278 /* Sp gain is controlled by the level of the player's 1275 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1276 * relevant experience object (mana_obj, see above)
1280 */ 1277 */
1281 /* following happen when skills system is not used */ 1278 /* following happen when skills system is not used */
1282 if (!mana_obj) 1279 if (!mana_obj)
1283 mana_obj = op; 1280 mana_obj = this;
1281
1284 if (!grace_obj) 1282 if (!grace_obj)
1285 grace_obj = op; 1283 grace_obj = this;
1284
1286 /* set maxsp */ 1285 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1286 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1287 mana_obj = this;
1289 1288
1290 if (mana_obj == op && op->type == PLAYER) 1289 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1290 stats.maxsp = 1;
1293 }
1294 else 1291 else
1295 { 1292 {
1296 sp_tmp = 0.0; 1293 sp_tmp = 0.0;
1294
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1295 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1296 {
1299 float stmp; 1297 float stmp;
1300 1298
1301 /* Got some extra bonus at first level */ 1299 /* Got some extra bonus at first level */
1302 if (i < 2) 1300 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1305 }
1306 else 1302 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1309 } 1304
1310 if (stmp < 1.0) 1305 if (stmp < 1.0)
1311 stmp = 1.0; 1306 stmp = 1.0;
1307
1312 sp_tmp += stmp; 1308 sp_tmp += stmp;
1313 } 1309 }
1310
1314 op->stats.maxsp = (int) sp_tmp; 1311 stats.maxsp = (int) sp_tmp;
1315 1312
1316 for (i = 11; i <= mana_obj->level; i++) 1313 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1314 stats.maxsp += 2;
1318 } 1315 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1316 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1317 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1318 stats.sp = stats.maxsp * 2;
1322 1319
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1321 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1322 grace_obj = this;
1326 1323
1327 if (grace_obj == op && op->type == PLAYER) 1324 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1325 stats.maxgrace = 1;
1330 }
1331 else 1326 else
1332 { 1327 {
1333 /* store grace in a float - this way, the divisions below don't create 1328 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then 1329 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next 1330 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1331 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1332 */
1338 sp_tmp = 0.0; 1333 sp_tmp = 0.0;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1335 {
1341 float grace_tmp = 0.0; 1336 float grace_tmp = 0.0;
1342 1337
1343 /* Got some extra bonus at first level */ 1338 /* Got some extra bonus at first level */
1344 if (i < 2) 1339 if (i < 2)
1345 {
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1348 }
1349 else 1342 else
1350 {
1351 grace_tmp = (float) op->contr->levgrace[i] 1343 grace_tmp = (float) contr->levgrace[i]
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1353 } 1345
1354 if (grace_tmp < 1.0) 1346 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0; 1347 grace_tmp = 1.0;
1348
1356 sp_tmp += grace_tmp; 1349 sp_tmp += grace_tmp;
1357 } 1350 }
1351
1358 op->stats.maxgrace = (int) sp_tmp; 1352 stats.maxgrace = (int) sp_tmp;
1359 1353
1360 /* two grace points per level after 11 */ 1354 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1355 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1356 stats.maxgrace += 2;
1363 } 1357 }
1364 /* No limit on grace vs maxgrace */ 1358 /* No limit on grace vs maxgrace */
1365 1359
1366 if (op->contr->braced) 1360 if (contr->braced)
1367 { 1361 {
1368 ac += 2; 1362 ac += 2;
1369 wc += 4; 1363 wc += 4;
1370 } 1364 }
1371 else 1365 else
1372 ac -= dex_bonus[op->stats.Dex]; 1366 ac -= dex_bonus[stats.Dex];
1373 1367
1374 /* In new exp/skills system, wc bonuses are related to 1368 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1369 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1370 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1371 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1375 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1376 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1377 * monster bonus the same as before. -b.t.
1384 */ 1378 */
1385 1379
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1380 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1381 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1389 for (i = 1; i < wc_obj->level; i++) 1383 for (i = 1; i < wc_obj->level; i++)
1390 { 1384 {
1391 /* addtional wc every 6 levels */ 1385 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1386 if (!(i % 6))
1393 wc--; 1387 wc--;
1394 /* addtional dam every 4 levels. */ 1388 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1397 } 1391 }
1398 } 1392 }
1399 else 1393 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1394 wc -= (level + thaco_bonus[stats.Str]);
1401 1395
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1396 stats.dam += dam_bonus[stats.Str];
1403 1397
1404 if (op->stats.dam < 1) 1398 if (stats.dam < 1)
1405 op->stats.dam = 1; 1399 stats.dam = 1;
1406 1400
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1401 speed = 1.0 + speed_bonus[stats.Dex];
1402
1408 if (settings.search_items && op->contr->search_str[0]) 1403 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1404 speed -= 1;
1405
1410 if (op->attacktype == 0) 1406 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1407 attacktype = arch->clone.attacktype;
1412 1408
1413 } /* End if player */ 1409 } /* End if player */
1414 1410
1415 if (added_speed >= 0) 1411 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1412 speed += added_speed / 10.0;
1417 else /* Something wrong here...: */ 1413 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1414 speed /= (float) (1.0 - added_speed);
1419 1415
1420 /* Max is determined by armour */ 1416 /* Max is determined by armour */
1421 if (op->speed > max) 1417 if (speed > max)
1422 op->speed = max; 1418 speed = max;
1423 1419
1424 if (op->type == PLAYER) 1420 if (type == PLAYER)
1425 { 1421 {
1426 /* f is a number the represents the number of kg above (positive num) 1422 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above 1423 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1424 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1425 * much above he is, and what is max carry is
1430 */ 1426 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1427 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1428 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1429 speed = speed / (1.0 + f / max_carry[stats.Str]);
1434 } 1430 }
1435 1431
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1432 speed += bonus_speed / 10.0; /* Not affected by limits */
1437 1433
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1434 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1436 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1437 speed = speed * speed_reduce_from_disease;
1442 1438
1443 if (op->speed < 0.01 && op->type == PLAYER) 1439 if (speed < 0.01 && type == PLAYER)
1444 op->speed = 0.01; 1440 speed = 0.01;
1445 1441
1446 if (op->type == PLAYER) 1442 if (type == PLAYER)
1447 { 1443 {
1448 float M, W, s, D, K, S, M2; 1444 float M, W, s, D, K, S, M2;
1449 1445
1450 /* (This formula was made by vidarl@ifi.uio.no) 1446 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1447 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1448 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1449 * that would just be a real pain to read.
1454 */ 1450 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1451 M = (max_carry[stats.Str] - 121) / 121.0;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1452 M2 = max_carry[stats.Str] / 100.0;
1457 W = weapon_weight / 20000.0; 1453 W = weapon_weight / 20000.0;
1458 s = 2 - weapon_speed / 10.0; 1454 s = 2 - weapon_speed / 10.0;
1459 D = (op->stats.Dex - 14) / 14.0; 1455 D = (stats.Dex - 14) / 14.0;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1457 K *= (4 + level) / (float) (6 + level) * 1.2;
1462 if (K <= 0) 1458 if (K <= 0)
1463 K = 0.01; 1459 K = 0.01;
1464 S = op->speed / (K * s); 1460 S = speed / (K * s);
1465 op->contr->weapon_sp = S; 1461 contr->weapon_sp = S;
1466 } 1462 }
1463
1467 /* I want to limit the power of small monsters with big weapons: */ 1464 /* I want to limit the power of small monsters with big weapons: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1466 stats.dam = arch->clone.stats.dam * 3;
1470 1467
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1468 /* Prevent overflows of wc - best you can get is ABS(120) - this
1472 * should be more than enough - remember, AC is also in 8 bits, 1469 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1470 * so its value is the same.
1474 */ 1471 */
1475 if (wc > 120) 1472 if (wc > 120)
1476 wc = 120; 1473 wc = 120;
1477 else if (wc < -120) 1474 else if (wc < -120)
1478 wc = -120; 1475 wc = -120;
1476
1479 op->stats.wc = wc; 1477 stats.wc = wc;
1480 1478
1481 if (ac > 120) 1479 if (ac > 120)
1482 ac = 120; 1480 ac = 120;
1483 else if (ac < -120) 1481 else if (ac < -120)
1484 ac = -120; 1482 ac = -120;
1483
1485 op->stats.ac = ac; 1484 stats.ac = ac;
1486 1485
1487 /* if for some reason the creature doesn't have any move type, 1486 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1487 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1488 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1489 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1490 * one or the other.
1492 */ 1491 */
1493 if (op->move_type == 0) 1492 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1493 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1495 move_type &= ~MOVE_WALK;
1497 1496
1498 update_ob_speed (op); 1497 update_ob_speed (this);
1499 1498
1500 /* It is quite possible that a player's spell costing might have changed, 1499 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1500 * so we will check that now.
1502 */ 1501 */
1503 if (op->type == PLAYER) 1502 if (type == PLAYER)
1503 {
1504 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1505 esrv_update_spells (contr);
1506 }
1505} 1507}
1506 1508
1507/* 1509/*
1508 * Returns true if the given player is a legal class. 1510 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1511 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1512 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1513 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1514 * false otherwise.
1513 */ 1515 */
1514
1515int 1516int
1516allowed_class (const object *op) 1517allowed_class (const object *op)
1517{ 1518{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1705 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1706 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1707 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1708 }
1708 1709
1709 fix_player (who); 1710 who->update_stats ();
1710 if (op->level > 1) 1711 if (op->level > 1)
1711 { 1712 {
1712 if (op->type != PLAYER) 1713 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1715 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1720 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1721 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1723 {
1723 op->level--; 1724 op->level--;
1724 fix_player (who); 1725 who->update_stats ();
1725 if (op->type != PLAYER) 1726 if (op->type != PLAYER)
1726 { 1727 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1730 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1731 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1732 }
1733
1732 /* check if the spell data has changed */ 1734 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1736 esrv_update_spells (who->contr);
1734} 1737}
1735 1738
1736/* 1739/*
1737 * Returns how much experience is needed for a player to become 1740 * Returns how much experience is needed for a player to become
1771 op->perm_exp = 0; 1774 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1775 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1776 op->perm_exp = MAX_EXPERIENCE;
1774} 1777}
1775 1778
1776
1777/* Add experience to a player - exp should only be positive. 1779/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1780 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1781 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1782 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1783 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1784 * flag is what to do if the player doesn't have the skill:
1783 */ 1785 */
1784
1785static void 1786static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1787add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1788{
1788 object *skill_obj = NULL; 1789 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1790 sint64 limit, exp_to_add;
1959void 1960void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1961change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1962{
1962 1963
1963#ifdef EXP_DEBUG 1964#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1966#endif
1970 1967
1971 /* safety */ 1968 /* safety */
1972 if (!op) 1969 if (!op)
1973 { 1970 {
2076 if (level > MAX_SAVE_LEVEL) 2073 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2074 level = MAX_SAVE_LEVEL;
2078 2075
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2076 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2077 return 0;
2078
2081 return 1; 2079 return 1;
2082} 2080}

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