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Comparing deliantra/server/common/living.C (file contents):
Revision 1.12 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#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)
162 163
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 164extern sint64 *levels;
167#endif
168 165
169#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
170 167
171/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 194 "You're feeling clumsy!",
198 "You feel less healthy", 195 "You feel less healthy",
199 "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!",
200 "Your face gets distorted!", 199 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 200};
204const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 202 "You feel your strength return.",
206 "You feel your agility return.", 203 "You feel your agility return.",
207 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
208 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
209 "You feel your charisma return.", 208 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 209};
213const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 211 "You feel stronger.",
215 "You feel more agile.", 212 "You feel more agile.",
216 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
217 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
218 "You seem to look better.", 217 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 218};
222const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 220 "You feel weaker!",
224 "You feel clumsy!", 221 "You feel clumsy!",
225 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
226 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
227 "You look ugly!", 226 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 227};
231 228
232const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 231};
235 232
236const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 235};
239 236
240/* 237/*
241 * 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
242 * what attr is (STR to POW). 239 * what attr is (STR to POW).
243 */ 240 */
244
245void 241void
246set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
247{ 243{
248 switch (attr) 244 switch (attr)
249 { 245 {
250 case STR: 246 case STR:
251 stats->Str = value; 247 stats->Str = value;
273 269
274/* 270/*
275 * 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)
276 * is added to the specified stat. 272 * is added to the specified stat.
277 */ 273 */
278
279void 274void
280change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
281{ 276{
282 if (value == 0) 277 if (value == 0)
283 return; 278 return;
279
284 switch (attr) 280 switch (attr)
285 { 281 {
286 case STR: 282 case STR:
287 stats->Str += value; 283 stats->Str += value;
288 break; 284 break;
312/* 308/*
313 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
314 */ 310 */
315 311
316sint8 312sint8
317get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
318{ 314{
319 switch (attr) 315 switch (attr)
320 { 316 {
321 case STR:
322 return (stats->Str); 317 case STR: return stats->Str;
323 case DEX:
324 return (stats->Dex); 318 case DEX: return stats->Dex;
325 case CON:
326 return (stats->Con); 319 case CON: return stats->Con;
327 case WIS:
328 return (stats->Wis); 320 case WIS: return stats->Wis;
329 case CHA:
330 return (stats->Cha); 321 case CHA: return stats->Cha;
331 case INT:
332 return (stats->Int); 322 case INT: return stats->Int;
333 case POW:
334 return (stats->Pow); 323 case POW: return stats->Pow;
335 } 324 }
325
336 return 0; 326 return 0;
337} 327}
338 328
339/* 329/*
340 * 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
341 * 1-30 stat limit. 331 * 1-30 stat limit.
342 */ 332 */
343 333
344void 334void
345check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
346{ 336{
347 int i, v; 337 int i, v;
348 338
349 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
382 char message[MAX_BUF]; 372 char message[MAX_BUF];
383 int potion_max = 0; 373 int potion_max = 0;
384 374
385 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
386 * 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
387 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
388 */ 378 */
389 object_pod refop = *op; 379 object_copy refop = *op;
390 380
391 if (op->type == PLAYER) 381 if (op->type == PLAYER)
392 { 382 {
393 if (tmp->type == POTION) 383 if (tmp->type == POTION)
394 { 384 {
412 nstat = 1; 402 nstat = 1;
413 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))
414 { 404 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
416 } 406 }
407
417 if (nstat != ostat) 408 if (nstat != ostat)
418 { 409 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
420 potion_max = 0; 411 potion_max = 0;
421 } 412 }
423 { 414 {
424 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 416 potion_max = 1;
426 } 417 }
427 } 418 }
419
428 /* 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
429 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 422 * recalculates this anyway.
431 */ 423 */
432 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
433 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
434 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
435 } /* end of potion handling code */ 428 } /* end of potion handling code */
436 } 429 }
437 430
438 /* 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
452 445
453 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
454 * 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
455 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
456 */ 449 */
457 fix_player (op); 450 op->update_stats ();
458 451
459 /* 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
460 * print out message if this is a bow. 453 * print out message if this is a bow.
461 */ 454 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 456 {
464 success = 1; 457 success = 1;
465 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.");
466 } 459 }
460
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 462 {
469 success = 1; 463 success = 1;
470 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.");
471 } 465 }
466
472 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))
473 { 468 {
474 success = 1; 469 success = 1;
475 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.");
476 } 471 }
472
477 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))
478 { 474 {
479 success = 1; 475 success = 1;
480 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.");
481 } 477 }
478
482 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
484 * 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
485 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 483 * from fly high)
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 532 {
536 success = 1; 533 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 535 }
536
539 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))
540 { 538 {
541 success = 1; 539 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 541 }
542
544 /* 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
545 * vision 544 * vision
546 */ 545 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 547 {
655 654
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 656 }
658 } 657 }
659 658
660 if (tmp->type != EXPERIENCE && !potion_max) 659 if (!potion_max)
661 { 660 {
662 for (j = 0; j < NUM_STATS; j++) 661 for (j = 0; j < NUM_STATS; j++)
663 { 662 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 664 {
666 success = 1; 665 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 667 }
669 } 668 }
670 } 669 }
670
671 return success; 671 return success;
672} 672}
673 673
674/* 674/*
675 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 677 */
678 678
679void 679void
680drain_stat (object *op) 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686drain_specific_stat (object *op, int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
688 object *tmp; 688 object *tmp;
689 archetype *at; 689 archetype *at;
690 690
691 at = archetype::find (ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 695 return;
696 } 696 }
697 else 697 else
698 { 698 {
699 tmp = present_arch_in_ob (at, op); 699 tmp = present_arch_in_ob (at, this);
700
700 if (!tmp) 701 if (!tmp)
701 { 702 {
702 tmp = arch_to_object (at); 703 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
705 } 706 }
706 } 707 }
707 708
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 711 update_stats ();
711} 712}
712 713
713/* 714/*
714 * 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.
715 * via an applied bad_luck object. 716 * via an applied bad_luck object.
716 */ 717 */
717
718void 718void
719change_luck (object *op, int value) 719object::change_luck (int value)
720{ 720{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 721 archetype *at = archetype::find ("luck");
726 if (!at) 722 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 724 else
729 { 725 {
730 tmp = present_arch_in_ob (at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
731 if (!tmp) 728 if (!tmp)
732 { 729 {
733 if (!value) 730 if (!value)
734 return; 731 return;
732
735 tmp = arch_to_object (at); 733 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 734 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 735 SET_FLAG (tmp, FLAG_APPLIED);
738 } 736 }
737
739 if (value) 738 if (value)
740 { 739 {
741 /* 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
742 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 742 * in op itself).
744 */ 743 */
745 new_luck = tmp->stats.luck + value; 744 int new_luck = tmp->stats.luck + value;
745
746 if (new_luck >= -100 && new_luck <= 100) 746 if (new_luck >= -100 && new_luck <= 100)
747 { 747 {
748 op->stats.luck += value; 748 stats.luck += value;
749 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 } 750 }
751 } 751 }
752 else 752 else
753 { 753 {
754 if (!tmp->stats.luck) 754 if (!tmp->stats.luck)
755 {
756 return; 755 return;
757 } 756
758 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
760 */ 759 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 761 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 763
765 op->stats.luck += diff; 764 stats.luck += diff;
766 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
767 } 766 }
768 } 767 }
769 } 768 }
770} 769}
771 770
772/* 771/*
773 * 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.
774 */ 773 */
775
776void 774void
777remove_statbonus (object *op) 775object::remove_statbonus ()
778{ 776{
779 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
780 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
781 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
782 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
785 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
793} 792}
794 793
795/* 794/*
796 * 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.
797 */ 796 */
798
799void 797void
800add_statbonus (object *op) 798object::add_statbonus ()
801{ 799{
802 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
803 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
804 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
805 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
806 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
807 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
808 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
816} 815}
817 816
818/* 817/*
819 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
821 * 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.
822 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
824 */ 823 *
825
826/* 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.
827 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
828 */ 826 */
829
830void 827void
831fix_player (object *op) 828object::update_stats ()
832{ 829{
833 int i, j; 830 int i, j;
834 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;
835 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 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;
839 837
840 /* 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 */
841 if (op->type == PLAYER) 839 if (type == PLAYER)
842 { 840 {
843 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
844 {
845 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));
846 } 843
847 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 845 contr->encumbrance = 0;
849 846
850 op->attacktype = 0; 847 attacktype = 0;
851 op->contr->digestion = 0; 848 contr->digestion = 0;
852 op->contr->gen_hp = 0; 849 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 850 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 851 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 852 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 853 contr->item_power = 0;
857 854
858 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
862 */ 859 */
863 op->contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
864 op->contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
865 op->contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
866 } 863 }
864
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
868 866
869 op->slaying = 0; 867 slaying = 0;
870 868
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 869 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 870 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 871 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 873 }
876 874
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 875 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 876 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 877 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);
888 878
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883
889 op->path_attuned = op->arch->clone.path_attuned; 884 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 885 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 886 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 887 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 888 move_type = arch->clone.move_type;
894 op->chosen_skill = NULL; 889 chosen_skill = NULL;
895 890
896 /* initializing resistances from the values in player/monster's 891 /* initializing resistances from the values in player/monster's
897 * archetype clone 892 * archetype clone
898 */ 893 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 895
901 for (i = 0; i < NROFATTACKS; i++) 896 for (i = 0; i < NROFATTACKS; i++)
902 { 897 {
903 if (op->resist[i] > 0) 898 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 899 prot[i] = resist[i], vuln[i] = 0;
905 else 900 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 901 vuln[i] = -(resist[i]), prot[i] = 0;
907 potion_resist[i] = 0; 902 potion_resist[i] = 0;
908 } 903 }
909 904
910 wc = op->arch->clone.stats.wc; 905 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 906 stats.dam = arch->clone.stats.dam;
912 907
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 908 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 909 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 910 * 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, 911 * 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 912 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 913 * that their protection from physical goes down
919 */ 914 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 916 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 919 }
925 else 920 else
926 ac = op->arch->clone.stats.ac; 921 ac = arch->clone.stats.ac;
927 922
928 op->stats.luck = op->arch->clone.stats.luck; 923 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 924 speed = arch->clone.speed;
930 925
931 /* OK - we've reset most all the objects attributes to sane values. 926 /* 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. 927 * now go through and make adjustments for what the player has equipped.
933 */ 928 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 929 for (tmp = inv; tmp; tmp = tmp->below)
936 { 930 {
937 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
939 */ 933 */
940 if (tmp->glow_radius > op->glow_radius) 934 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 935 glow_radius = tmp->glow_radius;
942 936
943 /* This happens because apply_potion calls change_abil with the potion 937 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 938 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function. 939 * then calls this function.
946 */ 940 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 942 continue;
950 }
951 943
952 /* For some things, we don't care what is equipped */ 944 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 945 if (tmp->type == SKILL)
954 { 946 {
955 /* Want to take the highest skill here. */ 947 /* Want to take the highest skill here. */
958 if (!mana_obj) 950 if (!mana_obj)
959 mana_obj = tmp; 951 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 952 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 953 mana_obj = tmp;
962 } 954 }
955
963 if (IS_GRACE_SKILL (tmp->subtype)) 956 if (IS_GRACE_SKILL (tmp->subtype))
964 { 957 {
965 if (!grace_obj) 958 if (!grace_obj)
966 grace_obj = tmp; 959 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 960 else if (tmp->level > grace_obj->level)
979 * up, etc. 972 * up, etc.
980 */ 973 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 976 {
984 if (op->type == PLAYER) 977 if (type == PLAYER)
985 { 978 {
986 if (tmp->type == BOW) 979 if (tmp->type == BOW)
987 op->contr->ranges[range_bow] = tmp; 980 contr->ranges[range_bow] = tmp;
988 981
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp; 983 contr->ranges[range_misc] = tmp;
991 984
992 for (i = 0; i < NUM_STATS; i++) 985 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
994 987
995 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
998 */ 991 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 (tmp->type == SKILL))
1005 { 1000 {
1006 op->contr->digestion += tmp->stats.food; 1001 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 1002 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 1003 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 1004 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1005 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 1006 contr->item_power += tmp->item_power;
1012 } 1007 }
1013 } /* if this is a player */ 1008 } /* if this is a player */
1014 1009
1015 /* Update slots used for items */ 1010 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1020 }
1021 1014
1022 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1023 { 1016 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1025 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1027 } 1020 }
1028 1021
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 1026 */
1034 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1035 { 1028 {
1036 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1037 { 1030 {
1038 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 1033 */
1041 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1042 { 1035 {
1043 if (potion_resist[i]) 1036 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 1038 else
1046 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1047 } 1040 }
1048 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 1045 }
1053 } 1046 }
1054 1047
1055 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype; 1050 attacktype |= tmp->attacktype;
1058 1051
1059 op->path_attuned |= tmp->path_attuned; 1052 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 1053 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 1054 path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck; 1055 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
1064 1057
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1064 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 1065
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 1067 SET_FLAG (this, FLAG_UNDEAD);
1082 1068
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1070 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1071 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1072 invisible = 1;
1087 } 1073 }
1088 1074
1089 if (tmp->stats.exp && tmp->type != SKILL) 1075 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1076 {
1091 if (tmp->stats.exp > 0) 1077 if (tmp->stats.exp > 0)
1106 break; 1092 break;
1107 1093
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1094 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1095 wc_obj = tmp;
1110 1096
1111 if (op->chosen_skill) 1097 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1099
1114 op->chosen_skill = tmp; 1100 chosen_skill = tmp;
1115 1101
1116 if (tmp->stats.dam > 0) 1102 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1103 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1105 weapon_speed = (int) WEAPON_SPEED (tmp);
1106
1120 if (weapon_speed < 0) 1107 if (weapon_speed < 0)
1121 weapon_speed = 0; 1108 weapon_speed = 0;
1109
1122 weapon_weight = tmp->weight; 1110 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1112
1124 if (tmp->magic) 1113 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1114 stats.dam += tmp->magic;
1126 } 1115 }
1127 1116
1128 if (tmp->stats.wc) 1117 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1118 wc -= (tmp->stats.wc + tmp->magic);
1130 1119
1131 if (tmp->slaying != NULL) 1120 if (tmp->slaying != NULL)
1132 op->slaying = tmp->slaying; 1121 slaying = tmp->slaying;
1133 1122
1134 if (tmp->stats.ac) 1123 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1124 ac -= (tmp->stats.ac + tmp->magic);
1125
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1126 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1127 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1128
1139 if (op->type == PLAYER) 1129 if (type == PLAYER)
1140 op->contr->ranges[range_skill] = op; 1130 contr->ranges[range_skill] = this;
1131
1141 break; 1132 break;
1142 1133
1143 case SKILL_TOOL: 1134 case SKILL_TOOL:
1144 if (op->chosen_skill) 1135 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1137
1148 op->chosen_skill = tmp; 1138 chosen_skill = tmp;
1139
1149 if (op->type == PLAYER) 1140 if (type == PLAYER)
1150 op->contr->ranges[range_skill] = op; 1141 contr->ranges[range_skill] = this;
1151 break; 1142 break;
1152 1143
1153 case SHIELD: 1144 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1145 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1146 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1147 case RING:
1157 case AMULET: 1148 case AMULET:
1158 case GIRDLE: 1149 case GIRDLE:
1159 case HELMET: 1150 case HELMET:
1160 case BOOTS: 1151 case BOOTS:
1161 case GLOVES: 1152 case GLOVES:
1162 case CLOAK: 1153 case CLOAK:
1163 if (tmp->stats.wc) 1154 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1155 wc -= (tmp->stats.wc + tmp->magic);
1156
1165 if (tmp->stats.dam) 1157 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1158 stats.dam += (tmp->stats.dam + tmp->magic);
1159
1167 if (tmp->stats.ac) 1160 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1161 ac -= (tmp->stats.ac + tmp->magic);
1162
1169 break; 1163 break;
1170 1164
1171 case WEAPON: 1165 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1166 wc -= (tmp->stats.wc + tmp->magic);
1167
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1169 ac -= tmp->stats.ac + tmp->magic;
1170
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1171 stats.dam += (tmp->stats.dam + tmp->magic);
1176 weapon_weight = tmp->weight; 1172 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174
1178 if (weapon_speed < 0) 1175 if (weapon_speed < 0)
1179 weapon_speed = 0; 1176 weapon_speed = 0;
1177
1180 op->slaying = tmp->slaying; 1178 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do 1179 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1180 * extra strength damage, this is where the code should
1183 * go. 1181 * go.
1184 */ 1182 */
1185 op->current_weapon = tmp; 1183 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1184 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1185 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188 1186
1189 break; 1187 break;
1190 1188
1191 case ARMOUR: /* Only the best of these three are used: */ 1189 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1190 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1191 contr->encumbrance += (int) tmp->weight / 1000;
1194 1192
1195 case BRACERS: 1193 case BRACERS:
1196 case FORCE: 1194 case FORCE:
1197 if (tmp->stats.wc) 1195 if (tmp->stats.wc)
1198 { 1196 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1200 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1201 }
1204 else 1202 else
1205 wc += tmp->stats.wc + tmp->magic; 1203 wc += tmp->stats.wc + tmp->magic;
1206 } 1204 }
1205
1207 if (tmp->stats.ac) 1206 if (tmp->stats.ac)
1208 { 1207 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1208 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1209 {
1211 ac += best_ac; /* Remove last bonus */ 1210 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1211 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1212 }
1214 else /* To nullify the below effect */ 1213 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1214 ac += tmp->stats.ac + tmp->magic;
1216 } 1215 }
1216
1217 if (tmp->stats.wc) 1217 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1218 wc -= (tmp->stats.wc + tmp->magic);
1219
1219 if (tmp->stats.ac) 1220 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1221 ac -= (tmp->stats.ac + tmp->magic);
1222
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1224 max = ARMOUR_SPEED (tmp) / 10.0;
1225
1223 break; 1226 break;
1224 } /* switch tmp->type */ 1227 } /* switch tmp->type */
1225 } /* item is equipped */ 1228 } /* item is equipped */
1226 } /* for loop of items */ 1229 } /* for loop of items */
1227 1230
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1238 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1239 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1240 */
1238 for (i = 0; i < NROFATTACKS; i++) 1241 for (i = 0; i < NROFATTACKS; i++)
1239 { 1242 {
1240 op->resist[i] = prot[i] - vuln[i]; 1243 resist[i] = prot[i] - vuln[i];
1244
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1245 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1246 resist[i] = potion_resist[i];
1243 } 1247 }
1244 1248
1245 /* Figure out the players sp/mana/hp totals. */ 1249 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1250 if (type == PLAYER)
1247 { 1251 {
1248 int pl_level; 1252 int pl_level;
1249 1253
1250 check_stat_bounds (&(op->stats)); 1254 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1255 pl_level = level;
1252 1256
1253 if (pl_level < 1) 1257 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1258 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1259
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1260 /* 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. 1261 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1262 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1263 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1264 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1267 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1268 {
1264 if (con_bonus[op->stats.Con] > 0) 1269 if (con_bonus[stats.Con] > 0)
1265 j++; 1270 j++;
1266 else 1271 else
1267 j--; 1272 j--;
1268 } 1273 }
1274
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1275 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1276 }
1271 1277
1272 for (i = 11; i <= op->level; i++) 1278 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1279 stats.maxhp += 2;
1274 1280
1275 if (op->stats.hp > op->stats.maxhp) 1281 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1282 stats.hp = stats.maxhp;
1277 1283
1278 /* Sp gain is controlled by the level of the player's 1284 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1285 * relevant experience object (mana_obj, see above)
1280 */ 1286 */
1281 /* following happen when skills system is not used */ 1287 /* following happen when skills system is not used */
1282 if (!mana_obj) 1288 if (!mana_obj)
1283 mana_obj = op; 1289 mana_obj = this;
1290
1284 if (!grace_obj) 1291 if (!grace_obj)
1285 grace_obj = op; 1292 grace_obj = this;
1293
1286 /* set maxsp */ 1294 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1295 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1296 mana_obj = this;
1289 1297
1290 if (mana_obj == op && op->type == PLAYER) 1298 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1299 stats.maxsp = 1;
1293 }
1294 else 1300 else
1295 { 1301 {
1296 sp_tmp = 0.0; 1302 sp_tmp = 0.0;
1303
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1304 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1305 {
1299 float stmp; 1306 float stmp;
1300 1307
1301 /* Got some extra bonus at first level */ 1308 /* Got some extra bonus at first level */
1302 if (i < 2) 1309 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); 1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1305 }
1306 else 1311 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; 1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1309 } 1313
1310 if (stmp < 1.0) 1314 if (stmp < 1.0)
1311 stmp = 1.0; 1315 stmp = 1.0;
1316
1312 sp_tmp += stmp; 1317 sp_tmp += stmp;
1313 } 1318 }
1319
1314 op->stats.maxsp = (int) sp_tmp; 1320 stats.maxsp = (int) sp_tmp;
1315 1321
1316 for (i = 11; i <= mana_obj->level; i++) 1322 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1323 stats.maxsp += 2;
1318 } 1324 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1325 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1326 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1327 stats.sp = stats.maxsp * 2;
1322 1328
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1329 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1330 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1331 grace_obj = this;
1326 1332
1327 if (grace_obj == op && op->type == PLAYER) 1333 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1334 stats.maxgrace = 1;
1330 }
1331 else 1335 else
1332 { 1336 {
1333 /* store grace in a float - this way, the divisions below don't create 1337 /* 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 1338 * 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 1339 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1340 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1341 */
1338 sp_tmp = 0.0; 1342 sp_tmp = 0.0;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1344 {
1341 float grace_tmp = 0.0; 1345 float grace_tmp = 0.0;
1342 1346
1343 /* Got some extra bonus at first level */ 1347 /* Got some extra bonus at first level */
1344 if (i < 2) 1348 if (i < 2)
1345 {
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1348 }
1349 else 1351 else
1350 {
1351 grace_tmp = (float) op->contr->levgrace[i] 1352 grace_tmp = (float) contr->levgrace[i]
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1353 } 1354
1354 if (grace_tmp < 1.0) 1355 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0; 1356 grace_tmp = 1.0;
1357
1356 sp_tmp += grace_tmp; 1358 sp_tmp += grace_tmp;
1357 } 1359 }
1360
1358 op->stats.maxgrace = (int) sp_tmp; 1361 stats.maxgrace = (int) sp_tmp;
1359 1362
1360 /* two grace points per level after 11 */ 1363 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1364 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1365 stats.maxgrace += 2;
1363 } 1366 }
1364 /* No limit on grace vs maxgrace */ 1367 /* No limit on grace vs maxgrace */
1365 1368
1366 if (op->contr->braced) 1369 if (contr->braced)
1367 { 1370 {
1368 ac += 2; 1371 ac += 2;
1369 wc += 4; 1372 wc += 4;
1370 } 1373 }
1371 else 1374 else
1372 ac -= dex_bonus[op->stats.Dex]; 1375 ac -= dex_bonus[stats.Dex];
1373 1376
1374 /* In new exp/skills system, wc bonuses are related to 1377 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1378 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1379 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1380 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1384 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1385 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1386 * monster bonus the same as before. -b.t.
1384 */ 1387 */
1385 1388
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1389 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1390 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1389 for (i = 1; i < wc_obj->level; i++) 1392 for (i = 1; i < wc_obj->level; i++)
1390 { 1393 {
1391 /* addtional wc every 6 levels */ 1394 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1395 if (!(i % 6))
1393 wc--; 1396 wc--;
1394 /* addtional dam every 4 levels. */ 1397 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1397 } 1400 }
1398 } 1401 }
1399 else 1402 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1403 wc -= (level + thaco_bonus[stats.Str]);
1401 1404
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1405 stats.dam += dam_bonus[stats.Str];
1403 1406
1404 if (op->stats.dam < 1) 1407 if (stats.dam < 1)
1405 op->stats.dam = 1; 1408 stats.dam = 1;
1406 1409
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1410 speed = 1.0 + speed_bonus[stats.Dex];
1411
1408 if (settings.search_items && op->contr->search_str[0]) 1412 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1413 speed -= 1;
1414
1410 if (op->attacktype == 0) 1415 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1416 attacktype = arch->clone.attacktype;
1412 1417
1413 } /* End if player */ 1418 } /* End if player */
1414 1419
1415 if (added_speed >= 0) 1420 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1421 speed += added_speed / 10.0;
1417 else /* Something wrong here...: */ 1422 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1423 speed /= (float) (1.0 - added_speed);
1419 1424
1420 /* Max is determined by armour */ 1425 /* Max is determined by armour */
1421 if (op->speed > max) 1426 if (speed > max)
1422 op->speed = max; 1427 speed = max;
1423 1428
1424 if (op->type == PLAYER) 1429 if (type == PLAYER)
1425 { 1430 {
1426 /* f is a number the represents the number of kg above (positive num) 1431 /* 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 1432 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1433 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1434 * much above he is, and what is max carry is
1430 */ 1435 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1436 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1437 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1438 speed = speed / (1.0 + f / max_carry[stats.Str]);
1434 } 1439 }
1435 1440
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1441 speed += bonus_speed / 10.0; /* Not affected by limits */
1437 1442
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1443 /* 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. 1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1445 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1446 speed = speed * speed_reduce_from_disease;
1442 1447
1443 if (op->speed < 0.01 && op->type == PLAYER) 1448 if (speed < 0.01 && type == PLAYER)
1444 op->speed = 0.01; 1449 speed = 0.01;
1445 1450
1446 if (op->type == PLAYER) 1451 if (type == PLAYER)
1447 { 1452 {
1448 float M, W, s, D, K, S, M2; 1453 float M, W, s, D, K, S, M2;
1449 1454
1450 /* (This formula was made by vidarl@ifi.uio.no) 1455 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1456 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1457 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1458 * that would just be a real pain to read.
1454 */ 1459 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1460 M = (max_carry[stats.Str] - 121) / 121.0;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1461 M2 = max_carry[stats.Str] / 100.0;
1457 W = weapon_weight / 20000.0; 1462 W = weapon_weight / 20000.0;
1458 s = 2 - weapon_speed / 10.0; 1463 s = 2 - weapon_speed / 10.0;
1459 D = (op->stats.Dex - 14) / 14.0; 1464 D = (stats.Dex - 14) / 14.0;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1465 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; 1466 K *= (4 + level) / (float) (6 + level) * 1.2;
1462 if (K <= 0) 1467 if (K <= 0)
1463 K = 0.01; 1468 K = 0.01;
1464 S = op->speed / (K * s); 1469 S = speed / (K * s);
1465 op->contr->weapon_sp = S; 1470 contr->weapon_sp = S;
1466 } 1471 }
1472
1467 /* I want to limit the power of small monsters with big weapons: */ 1473 /* 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) 1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1475 stats.dam = arch->clone.stats.dam * 3;
1470 1476
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1477 /* 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, 1478 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1479 * so its value is the same.
1474 */ 1480 */
1475 if (wc > 120) 1481 if (wc > 120)
1476 wc = 120; 1482 wc = 120;
1477 else if (wc < -120) 1483 else if (wc < -120)
1478 wc = -120; 1484 wc = -120;
1485
1479 op->stats.wc = wc; 1486 stats.wc = wc;
1480 1487
1481 if (ac > 120) 1488 if (ac > 120)
1482 ac = 120; 1489 ac = 120;
1483 else if (ac < -120) 1490 else if (ac < -120)
1484 ac = -120; 1491 ac = -120;
1492
1485 op->stats.ac = ac; 1493 stats.ac = ac;
1486 1494
1487 /* if for some reason the creature doesn't have any move type, 1495 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1496 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1497 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1498 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1499 * one or the other.
1492 */ 1500 */
1493 if (op->move_type == 0) 1501 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1502 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1503 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1504 move_type &= ~MOVE_WALK;
1497 1505
1498 update_ob_speed (op); 1506 if (speed != old_speed)
1507 set_speed (speed);
1499 1508
1500 /* It is quite possible that a player's spell costing might have changed, 1509 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1510 * so we will check that now.
1502 */ 1511 */
1503 if (op->type == PLAYER) 1512 if (type == PLAYER)
1513 {
1514 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1515 esrv_update_spells (contr);
1516 }
1517
1518 // update the mapspace, if we are on a map
1519 if (!flag [FLAG_REMOVED] && map)
1520 map->at (x, y).flags_ = 0;
1505} 1521}
1506 1522
1507/* 1523/*
1508 * Returns true if the given player is a legal class. 1524 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1525 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1526 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1527 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1528 * false otherwise.
1513 */ 1529 */
1514
1515int 1530int
1516allowed_class (const object *op) 1531allowed_class (const object *op)
1517{ 1532{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1533 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; 1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1595 object *skin = NULL; /* pointer to dragon skin force */ 1610 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1611 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1612 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1613
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1614 /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616 shstr_cmp dragon_skin_force ("dragon_skin_force");
1617
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1618 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1619 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1620 if (tmp->arch->name == dragon_ability_force)
1605 abil = tmp; 1621 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1622 else if (tmp->arch->name == dragon_skin_force)
1607 skin = tmp; 1623 skin = tmp;
1608 } 1624
1609 }
1610 /* if the force is missing -> bail out */ 1625 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1626 if (abil == NULL)
1612 return; 1627 return;
1613 1628
1614 /* The ability_force keeps track of maximum level ever achieved. 1629 /* The ability_force keeps track of maximum level ever achieved.
1665 */ 1680 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1682 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1683 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1684 insert_ob_in_ob (skill_obj, op);
1685
1670 if (op->contr) 1686 if (op->contr)
1671 { 1687 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1689 if (op->contr->ns)
1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1691 }
1692
1675 return skill_obj; 1693 return skill_obj;
1676} 1694}
1677 1695
1678 1696
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1697/* player_lvl_adj() - for the new exp system. we are concerned with
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1722 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); 1723 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; 1724 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1725 }
1708 1726
1709 fix_player (who); 1727 who->update_stats ();
1710 if (op->level > 1) 1728 if (op->level > 1)
1711 { 1729 {
1712 if (op->type != PLAYER) 1730 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1732 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1737 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1738 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1740 {
1723 op->level--; 1741 op->level--;
1724 fix_player (who); 1742 who->update_stats ();
1725 if (op->type != PLAYER) 1743 if (op->type != PLAYER)
1726 { 1744 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1745 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); 1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1747 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1748 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1749 }
1750
1732 /* check if the spell data has changed */ 1751 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1753 esrv_update_spells (who->contr);
1734} 1754}
1735 1755
1736/* 1756/*
1737 * Returns how much experience is needed for a player to become 1757 * Returns how much experience is needed for a player to become
1771 op->perm_exp = 0; 1791 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1792 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1793 op->perm_exp = MAX_EXPERIENCE;
1774} 1794}
1775 1795
1776
1777/* Add experience to a player - exp should only be positive. 1796/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1797 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1798 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1799 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1800 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1801 * flag is what to do if the player doesn't have the skill:
1783 */ 1802 */
1784
1785static void 1803static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1804add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1805{
1788 object *skill_obj = NULL; 1806 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1807 sint64 limit, exp_to_add;
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1952 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1953 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1954 player_lvl_adj (op, tmp);
1937 } 1955 }
1938 } 1956 }
1957
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1958 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1959 {
1941 del_exp = check_exp_loss (op, exp); 1960 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1961 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1962 player_lvl_adj (op, NULL);
1944 } 1963 }
1945} 1964}
1946
1947
1948 1965
1949/* change_exp() - changes experience to a player/monster. This 1966/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1967 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1968 *
1952 * The exp passed is typically not modified much by this function - 1969 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1970 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1971 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1972 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1973 * these last two values are only used for players.
1957 */ 1974 */
1958
1959void 1975void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1976change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1977{
1962 1978
1963#ifdef EXP_DEBUG 1979#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); 1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1981#endif
1970 1982
1971 /* safety */ 1983 /* safety */
1972 if (!op) 1984 if (!op)
1973 { 1985 {
2012 else 2024 else
2013 /* note that when you lose exp, it doesn't go against 2025 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 2026 * a particular skill, so we don't need to pass that
2015 * along. 2027 * along.
2016 */ 2028 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 2029 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 2030 }
2020} 2031}
2021 2032
2022/* Applies a death penalty experience, the size of this is defined by the 2033/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 2034 * settings death_penalty_percentage and death_penalty_levels, and by the
2076 if (level > MAX_SAVE_LEVEL) 2087 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2088 level = MAX_SAVE_LEVEL;
2078 2089
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2091 return 0;
2092
2081 return 1; 2093 return 1;
2082} 2094}

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