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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 1.47 by root, Mon May 7 03:05:57 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
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
827 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
830 */ 823 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
834 */ 826 */
835
836void 827void
837fix_player (object *op) 828object::update_stats ()
838{ 829{
839 int i, j; 830 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
845 837
846 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 839 if (type == PLAYER)
848 { 840 {
849 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
850 {
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
852 } 843
853 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 845 contr->encumbrance = 0;
855 846
856 op->attacktype = 0; 847 attacktype = 0;
848
857 op->contr->digestion = 0; 849 contr->digestion = 0;
858 op->contr->gen_hp = 0; 850 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 851 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 852 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 854 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 855 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 856
857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
859
875 op->slaying = 0; 860 slaying = 0;
876 861
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 863 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 864 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 865 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 866 }
882 867
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 868 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 869 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 870 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);
894 871
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
873 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
874 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
876
895 op->path_attuned = op->arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
896 op->path_repelled = op->arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
897 op->path_denied = op->arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
898 op->glow_radius = op->arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
899 op->move_type = op->arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
900 op->chosen_skill = NULL; 883 chosen_skill = 0;
901 884
902 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
903 * archetype clone 886 * archetype clone
904 */ 887 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
906 889
907 for (i = 0; i < NROFATTACKS; i++) 890 for (i = 0; i < NROFATTACKS; i++)
908 { 891 {
909 if (op->resist[i] > 0) 892 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
911 else 894 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
913 potion_resist[i] = 0; 897 potion_resist[i] = 0;
914 } 898 }
915 899
916 wc = op->arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
918 902
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 903 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 904 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 905 * 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, 906 * 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 907 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 908 * that their protection from physical goes down
925 */ 909 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 910 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 911 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 912 ac = MAX (-10, arch->clone.stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 913 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 914 }
931 else 915 else
932 ac = op->arch->clone.stats.ac; 916 ac = arch->clone.stats.ac;
933 917
934 op->stats.luck = op->arch->clone.stats.luck; 918 stats.luck = arch->clone.stats.luck;
935 op->speed = op->arch->clone.speed; 919 speed = arch->clone.speed;
936 920
937 /* OK - we've reset most all the objects attributes to sane values. 921 /* 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. 922 * now go through and make adjustments for what the player has equipped.
939 */ 923 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 924 for (tmp = inv; tmp; tmp = tmp->below)
942 { 925 {
943 /* See note in map.c:update_position about making this additive 926 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 927 * since light sources are never applied, need to put check here.
945 */ 928 */
946 if (tmp->glow_radius > op->glow_radius) 929 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
948 931
949 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 933 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 934 * then calls this function.
952 */ 935 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 937 continue;
956 }
957 938
958 /* For some things, we don't care what is equipped */ 939 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 940 if (tmp->type == SKILL)
960 { 941 {
961 /* Want to take the highest skill here. */ 942 /* Want to take the highest skill here. */
964 if (!mana_obj) 945 if (!mana_obj)
965 mana_obj = tmp; 946 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 947 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 948 mana_obj = tmp;
968 } 949 }
950
969 if (IS_GRACE_SKILL (tmp->subtype)) 951 if (IS_GRACE_SKILL (tmp->subtype))
970 { 952 {
971 if (!grace_obj) 953 if (!grace_obj)
972 grace_obj = tmp; 954 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 955 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 964 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 965 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 966 * because the skill shouldn't count against body positions being used
985 * up, etc. 967 * up, etc.
986 */ 968 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 969 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
970 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON)
972 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
989 { 974 {
990 if (op->type == PLAYER) 975 if (type == PLAYER)
991 { 976 {
992 if (tmp->type == BOW)
993 op->contr->ranges[range_bow] = tmp;
994
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
996 op->contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
997 980
998 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
1000 983
1001 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 985 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
1004 */ 987 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 990 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
994 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
995 (tmp->type == SKILL))
1011 { 996 {
1012 op->contr->digestion += tmp->stats.food; 997 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 998 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 999 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1018 } 1003 }
1019 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1020 1010
1021 /* Update slots used for items */ 1011 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1026 }
1027 1015
1028 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1029 { 1017 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
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 != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1063 op->attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 1060 }
1070 1061
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1064 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1066 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 1067 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1068 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 1069
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1070 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 1071 SET_FLAG (this, FLAG_UNDEAD);
1088 1072
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1073 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 1074 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 1075 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 1076 invisible = 1;
1093 } 1077 }
1094 1078
1095 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 1080 {
1097 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1098 { 1082 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 1085 }
1102 else 1086 else
1103 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1104 } 1088 }
1105 1089
1106 switch (tmp->type) 1090 switch (tmp->type)
1107 { 1091 {
1092#if 0
1093 case WAND:
1094 case ROD:
1095 case HORN:
1096 if (type != PLAYER || current_weapon == tmp)
1097 chosen_skill = tmp;
1098 break;
1099#endif
1100
1108 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1110 case SKILL: 1103 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 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; 1105 break;
1147 1106
1148 case SKILL_TOOL: 1107 if (IS_COMBAT_SKILL (tmp->subtype))
1108 wc_obj = tmp;
1109
1149 if (op->chosen_skill) 1110 if (chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1111 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1112
1113 chosen_skill = tmp;
1114
1115 if (tmp->stats.dam > 0)
1116 { /* skill is a 'weapon' */
1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1118 weapon_speed = WEAPON_SPEED (tmp);
1119
1120 if (weapon_speed < 0)
1121 weapon_speed = 0;
1122
1123 weapon_weight = tmp->weight;
1124 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1125
1126 if (tmp->magic)
1127 stats.dam += tmp->magic;
1152 } 1128 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157 1129
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) 1130 if (tmp->stats.wc)
1131 wc -= tmp->stats.wc + tmp->magic;
1132
1133 if (tmp->slaying)
1134 slaying = tmp->slaying;
1135
1136 if (tmp->stats.ac)
1137 ac -= tmp->stats.ac + tmp->magic;
1138
1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1141
1142 break;
1143
1144 case SKILL_TOOL:
1145 if (chosen_skill)
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147
1148 chosen_skill = tmp;
1149 break;
1150
1151 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING:
1155 case AMULET:
1156 case GIRDLE:
1157 case HELMET:
1158 case BOOTS:
1159 case GLOVES:
1160 case CLOAK:
1161 if (tmp->stats.wc)
1162 wc -= tmp->stats.wc + tmp->magic;
1163
1164 if (tmp->stats.dam)
1165 stats.dam += tmp->stats.dam + tmp->magic;
1166
1167 if (tmp->stats.ac)
1168 ac -= tmp->stats.ac + tmp->magic;
1169
1170 break;
1171
1172 case BOW:
1173 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1176 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1177
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1181 stats.dam += tmp->stats.dam + tmp->magic;
1182 weapon_weight = tmp->weight;
1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1184
1185 if (weapon_speed < 0)
1186 weapon_speed = 0;
1187
1188 slaying = tmp->slaying;
1189
1190 /* If there is desire that two handed weapons should do
1191 * extra strength damage, this is where the code should
1192 * go.
1193 */
1194
1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1199
1200 break;
1201
1202 case ARMOUR: /* Only the best of these three are used: */
1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1204 contr->encumbrance += tmp->weight / 1000;
1205
1206 case BRACERS:
1207 case FORCE:
1208 if (tmp->stats.wc)
1209 {
1210 if (best_wc < tmp->stats.wc + tmp->magic)
1211 {
1212 wc += best_wc;
1213 best_wc = tmp->stats.wc + tmp->magic;
1214 }
1215 else
1216 wc += tmp->stats.wc + tmp->magic;
1217 }
1218
1172 if (tmp->stats.ac) 1219 if (tmp->stats.ac)
1220 {
1221 if (best_ac < tmp->stats.ac + tmp->magic)
1222 {
1223 ac += best_ac; /* Remove last bonus */
1224 best_ac = tmp->stats.ac + tmp->magic;
1225 }
1226 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1227 ac += tmp->stats.ac + tmp->magic;
1174 break; 1228 }
1175 1229
1176 case WEAPON: 1230 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1232
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1235
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1238
1228 break; 1239 break;
1229 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1230 } /* item is equipped */ 1241 } /* item is equipped */
1231 } /* for loop of items */ 1242 } /* for loop of items */
1232 1243
1233 /* We've gone through all the objects the player has equipped. For many things, we 1244 /* 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 1251 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1252 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1253 */
1243 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1244 { 1255 {
1245 op->resist[i] = prot[i] - vuln[i]; 1256 resist[i] = prot[i] - vuln[i];
1257
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1258 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1259 resist[i] = potion_resist[i];
1248 } 1260 }
1249 1261
1250 /* Figure out the players sp/mana/hp totals. */ 1262 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1263 if (type == PLAYER)
1252 { 1264 {
1253 int pl_level; 1265 int pl_level;
1254 1266
1255 check_stat_bounds (&(op->stats)); 1267 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1268 pl_level = level;
1257 1269
1258 if (pl_level < 1) 1270 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1271 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1272
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1273 /* 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. 1274 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1275 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1276 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1277 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1278 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1279
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1280 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1281 {
1269 if (con_bonus[op->stats.Con] > 0) 1282 if (con_bonus[stats.Con] > 0)
1270 j++; 1283 j++;
1271 else 1284 else
1272 j--; 1285 j--;
1273 } 1286 }
1287
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1288 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1289 }
1276 1290
1277 for (i = 11; i <= op->level; i++) 1291 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1292 stats.maxhp += 2;
1279 1293
1280 if (op->stats.hp > op->stats.maxhp) 1294 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1295 stats.hp = stats.maxhp;
1282 1296
1283 /* Sp gain is controlled by the level of the player's 1297 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1298 * relevant experience object (mana_obj, see above)
1285 */ 1299 */
1286 /* following happen when skills system is not used */ 1300 /* following happen when skills system is not used */
1287 if (!mana_obj) 1301 if (!mana_obj)
1288 mana_obj = op; 1302 mana_obj = this;
1303
1289 if (!grace_obj) 1304 if (!grace_obj)
1290 grace_obj = op; 1305 grace_obj = this;
1306
1291 /* set maxsp */ 1307 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1308 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1309 mana_obj = this;
1294 1310
1295 if (mana_obj == op && op->type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1312 stats.maxsp = 1;
1298 }
1299 else 1313 else
1300 { 1314 {
1301 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1316
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1318 {
1304 float stmp; 1319 float stmp;
1305 1320
1306 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1307 if (i < 2) 1322 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); 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1324 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; 1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1326
1315 if (stmp < 1.0) 1327 if (stmp < 1.f)
1316 stmp = 1.0; 1328 stmp = 1.f;
1329
1317 sp_tmp += stmp; 1330 sp_tmp += stmp;
1318 } 1331 }
1332
1319 op->stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1320 1334
1321 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1336 stats.maxsp += 2;
1323 } 1337 }
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1339 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1340 stats.sp = stats.maxsp * 2;
1327 1341
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1342 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1343 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1344 grace_obj = this;
1331 1345
1332 if (grace_obj == op && op->type == PLAYER) 1346 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1347 stats.maxgrace = 1;
1335 }
1336 else 1348 else
1337 { 1349 {
1338 /* store grace in a float - this way, the divisions below don't create 1350 /* 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 1351 * 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 1352 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1354 */
1343 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1357 {
1346 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1347 1359
1348 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1349 if (i < 2) 1361 if (i < 2)
1350 { 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1363 else
1355 { 1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1365
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1360 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1368
1361 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1362 } 1370 }
1371
1363 op->stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1364 1373
1365 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1368 } 1377 }
1369 /* No limit on grace vs maxgrace */ 1378 /* No limit on grace vs maxgrace */
1370 1379
1371 if (op->contr->braced) 1380 if (contr->braced)
1372 { 1381 {
1373 ac += 2; 1382 ac += 2;
1374 wc += 4; 1383 wc += 4;
1375 } 1384 }
1376 else 1385 else
1377 ac -= dex_bonus[op->stats.Dex]; 1386 ac -= dex_bonus[stats.Dex];
1378 1387
1379 /* In new exp/skills system, wc bonuses are related to 1388 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1389 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1390 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1391 * I changed this slightly so that wc bonuses are better
1386 * we give the player a bonus here in wc and dam 1395 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1396 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1397 * monster bonus the same as before. -b.t.
1389 */ 1398 */
1390 1399
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1400 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1401 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1402 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403
1394 for (i = 1; i < wc_obj->level; i++) 1404 for (i = 1; i < wc_obj->level; i++)
1395 { 1405 {
1396 /* addtional wc every 6 levels */ 1406 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1407 if (!(i % 6))
1398 wc--; 1408 wc--;
1409
1399 /* addtional dam every 4 levels. */ 1410 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1412 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1413 }
1403 } 1414 }
1404 else 1415 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1416 wc -= level + thaco_bonus[stats.Str];
1406 1417
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1408 1419
1409 if (op->stats.dam < 1) 1420 if (stats.dam < 1)
1410 op->stats.dam = 1; 1421 stats.dam = 1;
1411 1422
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1424
1413 if (settings.search_items && op->contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1426 speed -= 1;
1427
1415 if (op->attacktype == 0) 1428 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1417 1430
1418 } /* End if player */ 1431 } /* End if player */
1419 1432
1420 if (added_speed >= 0) 1433 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1424 1437
1425 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1426 if (op->speed > max) 1439 if (speed > max)
1427 op->speed = max; 1440 speed = max;
1428 1441
1429 if (op->type == PLAYER) 1442 if (type == PLAYER)
1430 { 1443 {
1431 /* f is a number the represents the number of kg above (positive num) 1444 /* 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 1445 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1435 */ 1448 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1450 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1452 }
1440 1453
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1455
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1456 /* 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. 1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1458 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1447 1460
1448 if (op->speed < 0.01 && op->type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1462 speed = 0.01f;
1450 1463
1451 if (op->type == PLAYER) 1464 if (type == PLAYER)
1452 { 1465 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1459 */ 1470 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1476 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1477
1478 K *= (4 + level) *1.2f / (6 + level);
1479
1467 if (K <= 0) 1480 if (K <= 0.f)
1468 K = 0.01; 1481 K = 0.01f;
1482
1469 S = op->speed / (K * s); 1483 float S = speed / (K * s);
1484
1470 op->contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1471 } 1486 }
1487
1472 /* I want to limit the power of small monsters with big weapons: */ 1488 /* 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) 1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1475 1491
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1492 /* 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, 1493 * should be more than enough - remember, AC is also in 8 bits,
1478 * so its value is the same. 1494 * so its value is the same.
1479 */ 1495 */
1480 if (wc > 120) 1496 if (wc > 120)
1481 wc = 120; 1497 wc = 120;
1482 else if (wc < -120) 1498 else if (wc < -120)
1483 wc = -120; 1499 wc = -120;
1500
1484 op->stats.wc = wc; 1501 stats.wc = wc;
1485 1502
1486 if (ac > 120) 1503 if (ac > 120)
1487 ac = 120; 1504 ac = 120;
1488 else if (ac < -120) 1505 else if (ac < -120)
1489 ac = -120; 1506 ac = -120;
1507
1490 op->stats.ac = ac; 1508 stats.ac = ac;
1491 1509
1492 /* if for some reason the creature doesn't have any move type, 1510 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1511 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1512 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1513 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1514 * one or the other.
1497 */ 1515 */
1498 if (op->move_type == 0) 1516 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1517 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1518 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1519 move_type &= ~MOVE_WALK;
1502 1520
1503 update_ob_speed (op); 1521 if (speed != old_speed)
1522 set_speed (speed);
1504 1523
1505 /* It is quite possible that a player's spell costing might have changed, 1524 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1525 * so we will check that now.
1507 */ 1526 */
1508 if (op->type == PLAYER) 1527 if (type == PLAYER)
1528 {
1529 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1530 esrv_update_spells (contr);
1531 }
1532
1533 // update the mapspace, if we are on a map
1534 if (!flag [FLAG_REMOVED] && map)
1535 map->at (x, y).flags_ = 0;
1510} 1536}
1511 1537
1512/* 1538/*
1513 * Returns true if the given player is a legal class. 1539 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1540 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1541 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1542 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1543 * false otherwise.
1518 */ 1544 */
1519
1520int 1545int
1521allowed_class (const object *op) 1546allowed_class (const object *op)
1522{ 1547{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1549 && op->stats.Str > 0
1550 && op->stats.Con > 0
1551 && op->stats.Int > 0
1552 && op->stats.Wis > 0
1553 && op->stats.Pow > 0
1554 && op->stats.Cha > 0;
1525} 1555}
1526 1556
1527/* 1557/*
1528 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1630 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1631 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1632 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1633
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1634 /* now grab the 'dragon_ability'-forces from the player's inventory */
1635 shstr_cmp dragon_ability_force ("dragon_ability_force");
1636 shstr_cmp dragon_skin_force ("dragon_skin_force");
1637
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1639 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1640 if (tmp->arch->name == dragon_ability_force)
1610 abil = tmp; 1641 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1642 else if (tmp->arch->name == dragon_skin_force)
1612 skin = tmp; 1643 skin = tmp;
1613 } 1644
1614 }
1615 /* if the force is missing -> bail out */ 1645 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1646 if (abil == NULL)
1617 return; 1647 return;
1618 1648
1619 /* The ability_force keeps track of maximum level ever achieved. 1649 /* The ability_force keeps track of maximum level ever achieved.
1670 */ 1700 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1701 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1702 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1703 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1704 insert_ob_in_ob (skill_obj, op);
1705
1675 if (op->contr) 1706 if (op->contr)
1676 { 1707 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1708 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1709 if (op->contr->ns)
1710 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1711 }
1712
1680 return skill_obj; 1713 return skill_obj;
1681} 1714}
1682 1715
1683 1716
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1717/* 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; 1742 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); 1743 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; 1744 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1745 }
1713 1746
1714 fix_player (who); 1747 who->update_stats ();
1715 if (op->level > 1) 1748 if (op->level > 1)
1716 { 1749 {
1717 if (op->type != PLAYER) 1750 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1751 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1752 else
1724 player_lvl_adj (who, op); /* To increase more levels */ 1757 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1758 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1759 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1760 {
1728 op->level--; 1761 op->level--;
1729 fix_player (who); 1762 who->update_stats ();
1730 if (op->type != PLAYER) 1763 if (op->type != PLAYER)
1731 { 1764 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1765 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); 1766 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1767 }
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1768 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1769 }
1770
1737 /* check if the spell data has changed */ 1771 /* check if the spell data has changed */
1772 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1773 esrv_update_spells (who->contr);
1739} 1774}
1740 1775
1741/* 1776/*
1742 * Returns how much experience is needed for a player to become 1777 * Returns how much experience is needed for a player to become
1746sint64 1781sint64
1747level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1748{ 1783{
1749 if (level > settings.max_level) 1784 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1751 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1752} 1788}
1753 1789
1754/* 1790/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1791 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1812 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1813 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1814 op->perm_exp = MAX_EXPERIENCE;
1779} 1815}
1780 1816
1781
1782/* Add experience to a player - exp should only be positive. 1817/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1818 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1819 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1820 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1821 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1822 * flag is what to do if the player doesn't have the skill:
1788 */ 1823 */
1789
1790static void 1824static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1825add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1826{
1793 object *skill_obj = NULL; 1827 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1795 int i; 1829 int i;
1796 1830
1797 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1832 if (op->contr->braced)
1799 exp = exp / 5; 1833 exp /= 5;
1800 1834
1801 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1836 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1838 * the players inventory.
1805 */ 1839 */
1806 if (skill_name) 1840 if (skill_name)
1807 { 1841 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1842 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1974 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1975 player_lvl_adj (op, tmp);
1942 } 1976 }
1943 } 1977 }
1978
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1979 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1980 {
1946 del_exp = check_exp_loss (op, exp); 1981 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1982 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1983 player_lvl_adj (op, NULL);
1949 } 1984 }
1950} 1985}
1951
1952
1953 1986
1954/* change_exp() - changes experience to a player/monster. This 1987/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1988 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1989 *
1957 * The exp passed is typically not modified much by this function - 1990 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1991 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1992 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1993 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1994 * these last two values are only used for players.
1962 */ 1995 */
1963
1964void 1996void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1997change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1998{
1967
1968#ifdef EXP_DEBUG 1999#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); 2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 2001#endif
1975 2002
1976 /* safety */ 2003 /* safety */
1977 if (!op) 2004 if (!op)
1978 { 2005 {
2017 else 2044 else
2018 /* note that when you lose exp, it doesn't go against 2045 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 2046 * a particular skill, so we don't need to pass that
2020 * along. 2047 * along.
2021 */ 2048 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 2049 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 2050 }
2025} 2051}
2026 2052
2027/* Applies a death penalty experience, the size of this is defined by the 2053/* 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 2054 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 2055 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 2056 */
2031
2032void 2057void
2033apply_death_exp_penalty (object *op) 2058apply_death_exp_penalty (object *op)
2034{ 2059{
2035 object *tmp; 2060 object *tmp;
2036 sint64 loss; 2061 sint64 loss;
2081 if (level > MAX_SAVE_LEVEL) 2106 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2107 level = MAX_SAVE_LEVEL;
2083 2108
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2109 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2110 return 0;
2111
2086 return 1; 2112 return 1;
2087} 2113}

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