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Comparing deliantra/server/common/living.C (file contents):
Revision 1.16 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC

224 "You feel stupid!", 224 "You feel stupid!",
225 "You feel less potent!" 225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235 235
236/* 236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 238 * what attr is (STR to POW).
239 */ 239 */
240
241void 240void
242set_attr_value (living * stats, int attr, sint8 value) 241set_attr_value (living *stats, int attr, sint8 value)
243{ 242{
244 switch (attr) 243 switch (attr)
245 { 244 {
246 case STR: 245 case STR:
247 stats->Str = value; 246 stats->Str = value;
269 268
270/* 269/*
271 * Like set_attr_value(), but instead the value (which can be negative) 270 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 271 * is added to the specified stat.
273 */ 272 */
274
275void 273void
276change_attr_value (living * stats, int attr, sint8 value) 274change_attr_value (living *stats, int attr, sint8 value)
277{ 275{
278 if (value == 0) 276 if (value == 0)
279 return; 277 return;
278
280 switch (attr) 279 switch (attr)
281 { 280 {
282 case STR: 281 case STR:
283 stats->Str += value; 282 stats->Str += value;
284 break; 283 break;
308/* 307/*
309 * returns the specified stat. See also set_attr_value(). 308 * returns the specified stat. See also set_attr_value().
310 */ 309 */
311 310
312sint8 311sint8
313get_attr_value (const living * stats, int attr) 312get_attr_value (const living *stats, int attr)
314{ 313{
315 switch (attr) 314 switch (attr)
316 { 315 {
317 case STR:
318 return (stats->Str); 316 case STR: return stats->Str;
319 case DEX:
320 return (stats->Dex); 317 case DEX: return stats->Dex;
321 case CON:
322 return (stats->Con); 318 case CON: return stats->Con;
323 case WIS:
324 return (stats->Wis); 319 case WIS: return stats->Wis;
325 case CHA:
326 return (stats->Cha); 320 case CHA: return stats->Cha;
327 case INT:
328 return (stats->Int); 321 case INT: return stats->Int;
329 case POW:
330 return (stats->Pow); 322 case POW: return stats->Pow;
331 } 323 }
324
332 return 0; 325 return 0;
333} 326}
334 327
335/* 328/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 330 * 1-30 stat limit.
338 */ 331 */
339 332
340void 333void
341check_stat_bounds (living * stats) 334check_stat_bounds (living *stats)
342{ 335{
343 int i, v; 336 int i, v;
344 337
345 for (i = 0; i < NUM_STATS; i++) 338 for (i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 339 if ((v = get_attr_value (stats, i)) > MAX_STAT)
378 char message[MAX_BUF]; 371 char message[MAX_BUF];
379 int potion_max = 0; 372 int potion_max = 0;
380 373
381 /* remember what object was like before it was changed. note that 374 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 375 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 376 * found by update_stats. refop is not a real object
384 */ 377 */
385 object_pod refop = *op; 378 object_copy refop = *op;
386 379
387 if (op->type == PLAYER) 380 if (op->type == PLAYER)
388 { 381 {
389 if (tmp->type == POTION) 382 if (tmp->type == POTION)
390 { 383 {
408 nstat = 1; 401 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410 { 403 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
412 } 405 }
406
413 if (nstat != ostat) 407 if (nstat != ostat)
414 { 408 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 409 set_attr_value (&(op->contr->orig_stats), j, nstat);
416 potion_max = 0; 410 potion_max = 0;
417 } 411 }
419 { 413 {
420 /* potion is useless - player has already hit the natural maximum */ 414 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 415 potion_max = 1;
422 } 416 }
423 } 417 }
418
424 /* This section of code ups the characters normal stats also. I am not 419 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 420 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 421 * recalculates this anyway.
427 */ 422 */
428 for (j = 0; j < NUM_STATS; j++) 423 for (j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
425
430 check_stat_bounds (&(op->stats)); 426 check_stat_bounds (&(op->stats));
431 } /* end of potion handling code */ 427 } /* end of potion handling code */
432 } 428 }
433 429
434 /* reset attributes that fix_player doesn't reset since it doesn't search 430 /* reset attributes that fix_player doesn't reset since it doesn't search
448 444
449 /* call fix_player since op object could have whatever attribute due 445 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 446 * to multiple items. if fix_player always has to be called after
451 * change_ability then might as well call it from here 447 * change_ability then might as well call it from here
452 */ 448 */
453 fix_player (op); 449 op->update_stats ();
454 450
455 /* Fix player won't add the bows ability to the player, so don't 451 /* Fix player won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 452 * print out message if this is a bow.
457 */ 453 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 455 {
460 success = 1; 456 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 458 }
459
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 461 {
465 success = 1; 462 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 464 }
465
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 467 {
470 success = 1; 468 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 470 }
471
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 473 {
475 success = 1; 474 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 476 }
477
478 /* movement type has changed. We don't care about cases where 478 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 479 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 480 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 481 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 482 * from fly high)
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 531 {
532 success = 1; 532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 534 }
535
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 537 {
537 success = 1; 538 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 540 }
541
540 /* blinded you can tell if more blinded since blinded player has minimal 542 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 543 * vision
542 */ 544 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 545 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 546 {
651 653
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 655 }
654 } 656 }
655 657
656 if (tmp->type != EXPERIENCE && !potion_max) 658 if (!potion_max)
657 { 659 {
658 for (j = 0; j < NUM_STATS; j++) 660 for (j = 0; j < NUM_STATS; j++)
659 { 661 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 663 {
662 success = 1; 664 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 666 }
665 } 667 }
666 } 668 }
669
667 return success; 670 return success;
668} 671}
669 672
670/* 673/*
671 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 676 */
674 677
675void 678void
676drain_stat (object *op) 679object::drain_stat ()
677{ 680{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 681 drain_specific_stat (RANDOM () % NUM_STATS);
679} 682}
680 683
681void 684void
682drain_specific_stat (object *op, int deplete_stats) 685object::drain_specific_stat (int deplete_stats)
683{ 686{
684 object *tmp; 687 object *tmp;
685 archetype *at; 688 archetype *at;
686 689
687 at = archetype::find (ARCH_DEPLETION); 690 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 693 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 694 return;
692 } 695 }
693 else 696 else
694 { 697 {
695 tmp = present_arch_in_ob (at, op); 698 tmp = present_arch_in_ob (at, this);
699
696 if (!tmp) 700 if (!tmp)
697 { 701 {
698 tmp = arch_to_object (at); 702 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 703 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 704 SET_FLAG (tmp, FLAG_APPLIED);
701 } 705 }
702 } 706 }
703 707
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 709 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 710 update_stats ();
707} 711}
708 712
709/* 713/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 714 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 715 * via an applied bad_luck object.
712 */ 716 */
713
714void 717void
715change_luck (object *op, int value) 718object::change_luck (int value)
716{ 719{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 720 archetype *at = archetype::find ("luck");
722 if (!at) 721 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 722 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 723 else
725 { 724 {
726 tmp = present_arch_in_ob (at, op); 725 object *tmp = present_arch_in_ob (at, this);
726
727 if (!tmp) 727 if (!tmp)
728 { 728 {
729 if (!value) 729 if (!value)
730 return; 730 return;
731
731 tmp = arch_to_object (at); 732 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 733 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 734 SET_FLAG (tmp, FLAG_APPLIED);
734 } 735 }
736
735 if (value) 737 if (value)
736 { 738 {
737 /* Limit the luck value of the bad luck object to +/-100. This 739 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 740 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 741 * in op itself).
740 */ 742 */
741 new_luck = tmp->stats.luck + value; 743 int new_luck = tmp->stats.luck + value;
744
742 if (new_luck >= -100 && new_luck <= 100) 745 if (new_luck >= -100 && new_luck <= 100)
743 { 746 {
744 op->stats.luck += value; 747 stats.luck += value;
745 tmp->stats.luck = new_luck; 748 tmp->stats.luck = new_luck;
746 } 749 }
747 } 750 }
748 else 751 else
749 { 752 {
750 if (!tmp->stats.luck) 753 if (!tmp->stats.luck)
751 {
752 return; 754 return;
753 } 755
754 /* Randomly change the players luck. Basically, we move it 756 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 757 * back neutral (if greater>0, subtract, otherwise add)
756 */ 758 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
758 { 760 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 761 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 762
761 op->stats.luck += diff; 763 stats.luck += diff;
762 tmp->stats.luck += diff; 764 tmp->stats.luck += diff;
763 } 765 }
764 } 766 }
765 } 767 }
766} 768}
767 769
768/* 770/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 771 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 772 */
771
772void 773void
773remove_statbonus (object *op) 774object::remove_statbonus ()
774{ 775{
775 op->stats.Str -= op->arch->clone.stats.Str; 776 stats.Str -= arch->clone.stats.Str;
776 op->stats.Dex -= op->arch->clone.stats.Dex; 777 stats.Dex -= arch->clone.stats.Dex;
777 op->stats.Con -= op->arch->clone.stats.Con; 778 stats.Con -= arch->clone.stats.Con;
778 op->stats.Wis -= op->arch->clone.stats.Wis; 779 stats.Wis -= arch->clone.stats.Wis;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 780 stats.Pow -= arch->clone.stats.Pow;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 781 stats.Cha -= arch->clone.stats.Cha;
781 op->stats.Int -= op->arch->clone.stats.Int; 782 stats.Int -= arch->clone.stats.Int;
783
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 784 contr->orig_stats.Str -= arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 786 contr->orig_stats.Con -= arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 790 contr->orig_stats.Int -= arch->clone.stats.Int;
789} 791}
790 792
791/* 793/*
792 * Adds stat-bonuses given by the class which the player has chosen. 794 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 795 */
794
795void 796void
796add_statbonus (object *op) 797object::add_statbonus ()
797{ 798{
798 op->stats.Str += op->arch->clone.stats.Str; 799 stats.Str += arch->clone.stats.Str;
799 op->stats.Dex += op->arch->clone.stats.Dex; 800 stats.Dex += arch->clone.stats.Dex;
800 op->stats.Con += op->arch->clone.stats.Con; 801 stats.Con += arch->clone.stats.Con;
801 op->stats.Wis += op->arch->clone.stats.Wis; 802 stats.Wis += arch->clone.stats.Wis;
802 op->stats.Pow += op->arch->clone.stats.Pow; 803 stats.Pow += arch->clone.stats.Pow;
803 op->stats.Cha += op->arch->clone.stats.Cha; 804 stats.Cha += arch->clone.stats.Cha;
804 op->stats.Int += op->arch->clone.stats.Int; 805 stats.Int += arch->clone.stats.Int;
806
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 807 contr->orig_stats.Str += arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 808 contr->orig_stats.Dex += arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 809 contr->orig_stats.Con += arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 810 contr->orig_stats.Wis += arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 811 contr->orig_stats.Pow += arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 812 contr->orig_stats.Cha += arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 813 contr->orig_stats.Int += arch->clone.stats.Int;
812} 814}
813 815
814/* 816/*
815 * Updates all abilities given by applied objects in the inventory 817 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 818 * of the given object. Note: This function works for both monsters
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824/* July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 825 spell system split, grace points now added to system --peterm
824 */ 826 */
825 827
826void 828void
827fix_player (object *op) 829object::update_stats ()
828{ 830{
829 int i, j; 831 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 833 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
837 float old_speed = speed;
835 838
836 /* First task is to clear all the values back to their original values */ 839 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 840 if (type == PLAYER)
838 { 841 {
839 for (i = 0; i < NUM_STATS; i++) 842 for (i = 0; i < NUM_STATS; i++)
840 {
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
842 } 844
843 if (settings.spell_encumbrance == TRUE) 845 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 846 contr->encumbrance = 0;
845 847
846 op->attacktype = 0; 848 attacktype = 0;
847 op->contr->digestion = 0; 849 contr->digestion = 0;
848 op->contr->gen_hp = 0; 850 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 851 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 852 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 854 contr->item_power = 0;
853 855
854 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
858 */ 860 */
859 op->contr->ranges[range_bow] = NULL; 861 contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL; 862 contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL; 863 contr->ranges[range_skill] = NULL;
862 } 864 }
865
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 866 memcpy (body_used, body_info, sizeof (body_info));
864 867
865 op->slaying = 0; 868 slaying = 0;
866 869
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 870 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 871 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 872 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 873 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 874 }
872 875
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 876 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 877 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 878 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 879
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884
885 op->path_attuned = op->arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 889 move_type = arch->clone.move_type;
890 op->chosen_skill = NULL; 890 chosen_skill = NULL;
891 891
892 /* initializing resistances from the values in player/monster's 892 /* initializing resistances from the values in player/monster's
893 * archetype clone 893 * archetype clone
894 */ 894 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 895 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 896
897 for (i = 0; i < NROFATTACKS; i++) 897 for (i = 0; i < NROFATTACKS; i++)
898 { 898 {
899 if (op->resist[i] > 0) 899 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 900 prot[i] = resist[i], vuln[i] = 0;
901 else 901 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 902 vuln[i] = -(resist[i]), prot[i] = 0;
903 potion_resist[i] = 0; 903 potion_resist[i] = 0;
904 } 904 }
905 905
906 wc = op->arch->clone.stats.wc; 906 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 907 stats.dam = arch->clone.stats.dam;
908 908
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 909 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 910 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 911 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 912 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 913 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 914 * that their protection from physical goes down
915 */ 915 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 917 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 918 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 920 }
921 else 921 else
922 ac = op->arch->clone.stats.ac; 922 ac = arch->clone.stats.ac;
923 923
924 op->stats.luck = op->arch->clone.stats.luck; 924 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 925 speed = arch->clone.speed;
926 926
927 /* OK - we've reset most all the objects attributes to sane values. 927 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 928 * now go through and make adjustments for what the player has equipped.
929 */ 929 */
930 930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
932 { 932 {
933 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
935 */ 935 */
936 if (tmp->glow_radius > op->glow_radius) 936 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 937 glow_radius = tmp->glow_radius;
938 938
939 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function. 941 * then calls this function.
942 */ 942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 944 continue;
946 }
947 945
948 /* For some things, we don't care what is equipped */ 946 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 947 if (tmp->type == SKILL)
950 { 948 {
951 /* Want to take the highest skill here. */ 949 /* Want to take the highest skill here. */
954 if (!mana_obj) 952 if (!mana_obj)
955 mana_obj = tmp; 953 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 954 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 955 mana_obj = tmp;
958 } 956 }
957
959 if (IS_GRACE_SKILL (tmp->subtype)) 958 if (IS_GRACE_SKILL (tmp->subtype))
960 { 959 {
961 if (!grace_obj) 960 if (!grace_obj)
962 grace_obj = tmp; 961 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 962 else if (tmp->level > grace_obj->level)
975 * up, etc. 974 * up, etc.
976 */ 975 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 978 {
980 if (op->type == PLAYER) 979 if (type == PLAYER)
981 { 980 {
982 if (tmp->type == BOW) 981 if (tmp->type == BOW)
983 op->contr->ranges[range_bow] = tmp; 982 contr->ranges[range_bow] = tmp;
984 983
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp; 985 contr->ranges[range_misc] = tmp;
987 986
988 for (i = 0; i < NUM_STATS; i++) 987 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
990 989
991 /* these are the items that currently can change digestion, regeneration, 990 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 991 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 992 * list, but other items store other info into stats array.
994 */ 993 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 994 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 996 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL)) 1001 (tmp->type == SKILL))
1003 { 1002 {
1004 op->contr->digestion += tmp->stats.food; 1003 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 1004 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 1005 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 1006 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1007 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power; 1008 contr->item_power += tmp->item_power;
1010 } 1009 }
1011 } /* if this is a player */ 1010 } /* if this is a player */
1012 1011
1013 /* Update slots used for items */ 1012 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 1015 body_used[i] += tmp->body_info[i];
1018 }
1019 1016
1020 if (tmp->type == SYMPTOM) 1017 if (tmp->type == SYMPTOM)
1021 { 1018 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1032 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1033 { 1030 {
1034 for (i = 0; i < NROFATTACKS; i++) 1031 for (i = 0; i < NROFATTACKS; i++)
1035 { 1032 {
1036 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 1035 */
1039 if (tmp->type == POTION_EFFECT) 1036 if (tmp->type == POTION_EFFECT)
1040 { 1037 {
1041 if (potion_resist[i]) 1038 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1050 } 1047 }
1051 } 1048 }
1052 1049
1053 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1055 op->attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1056 1053
1057 op->path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1060 op->stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 1058 move_type |= tmp->move_type;
1062 1059
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1064 SET_FLAG (op, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1066 SET_FLAG (op, FLAG_REFL_SPELL); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1068 SET_FLAG (op, FLAG_REFL_MISSILE); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077 1067
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
1080 1070
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 1072 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 1074 invisible = 1;
1085 } 1075 }
1086 1076
1087 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 1078 {
1089 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1104 break; 1094 break;
1105 1095
1106 if (IS_COMBAT_SKILL (tmp->subtype)) 1096 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp; 1097 wc_obj = tmp;
1108 1098
1109 if (op->chosen_skill) 1099 if (chosen_skill)
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1111 1101
1112 op->chosen_skill = tmp; 1102 chosen_skill = tmp;
1113 1103
1114 if (tmp->stats.dam > 0) 1104 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1105 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1107 weapon_speed = (int) WEAPON_SPEED (tmp);
1108
1118 if (weapon_speed < 0) 1109 if (weapon_speed < 0)
1119 weapon_speed = 0; 1110 weapon_speed = 0;
1111
1120 weapon_weight = tmp->weight; 1112 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1114
1122 if (tmp->magic) 1115 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1116 stats.dam += tmp->magic;
1124 } 1117 }
1125 1118
1126 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1120 wc -= (tmp->stats.wc + tmp->magic);
1128 1121
1129 if (tmp->slaying != NULL) 1122 if (tmp->slaying != NULL)
1130 op->slaying = tmp->slaying; 1123 slaying = tmp->slaying;
1131 1124
1132 if (tmp->stats.ac) 1125 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1126 ac -= (tmp->stats.ac + tmp->magic);
1127
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1128 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1129 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1136 1130
1137 if (op->type == PLAYER) 1131 if (type == PLAYER)
1138 op->contr->ranges[range_skill] = op; 1132 contr->ranges[range_skill] = this;
1133
1139 break; 1134 break;
1140 1135
1141 case SKILL_TOOL: 1136 case SKILL_TOOL:
1142 if (op->chosen_skill) 1137 if (chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145 } 1139
1146 op->chosen_skill = tmp; 1140 chosen_skill = tmp;
1141
1147 if (op->type == PLAYER) 1142 if (type == PLAYER)
1148 op->contr->ranges[range_skill] = op; 1143 contr->ranges[range_skill] = this;
1149 break; 1144 break;
1150 1145
1151 case SHIELD: 1146 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1147 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1148 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1149 case RING:
1155 case AMULET: 1150 case AMULET:
1156 case GIRDLE: 1151 case GIRDLE:
1157 case HELMET: 1152 case HELMET:
1158 case BOOTS: 1153 case BOOTS:
1159 case GLOVES: 1154 case GLOVES:
1160 case CLOAK: 1155 case CLOAK:
1161 if (tmp->stats.wc) 1156 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1163 if (tmp->stats.dam) 1159 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1160 stats.dam += (tmp->stats.dam + tmp->magic);
1161
1165 if (tmp->stats.ac) 1162 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1163 ac -= (tmp->stats.ac + tmp->magic);
1164
1167 break; 1165 break;
1168 1166
1169 case WEAPON: 1167 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic); 1168 wc -= (tmp->stats.wc + tmp->magic);
1169
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1171 ac -= tmp->stats.ac + tmp->magic;
1172
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1173 stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight; 1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176
1176 if (weapon_speed < 0) 1177 if (weapon_speed < 0)
1177 weapon_speed = 0; 1178 weapon_speed = 0;
1179
1178 op->slaying = tmp->slaying; 1180 slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do 1181 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1182 * extra strength damage, this is where the code should
1181 * go. 1183 * go.
1182 */ 1184 */
1183 op->current_weapon = tmp; 1185 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1186 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1187 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186 1188
1187 break; 1189 break;
1188 1190
1189 case ARMOUR: /* Only the best of these three are used: */ 1191 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1192 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1193 contr->encumbrance += (int) tmp->weight / 1000;
1192 1194
1193 case BRACERS: 1195 case BRACERS:
1194 case FORCE: 1196 case FORCE:
1195 if (tmp->stats.wc) 1197 if (tmp->stats.wc)
1196 { 1198 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1202 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1203 }
1202 else 1204 else
1203 wc += tmp->stats.wc + tmp->magic; 1205 wc += tmp->stats.wc + tmp->magic;
1204 } 1206 }
1207
1205 if (tmp->stats.ac) 1208 if (tmp->stats.ac)
1206 { 1209 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1210 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1211 {
1209 ac += best_ac; /* Remove last bonus */ 1212 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1213 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1214 }
1212 else /* To nullify the below effect */ 1215 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1216 ac += tmp->stats.ac + tmp->magic;
1214 } 1217 }
1218
1215 if (tmp->stats.wc) 1219 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1220 wc -= (tmp->stats.wc + tmp->magic);
1221
1217 if (tmp->stats.ac) 1222 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1223 ac -= (tmp->stats.ac + tmp->magic);
1224
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1226 max = ARMOUR_SPEED (tmp) / 10.0;
1227
1221 break; 1228 break;
1222 } /* switch tmp->type */ 1229 } /* switch tmp->type */
1223 } /* item is equipped */ 1230 } /* item is equipped */
1224 } /* for loop of items */ 1231 } /* for loop of items */
1225 1232
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1240 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1241 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1242 */
1236 for (i = 0; i < NROFATTACKS; i++) 1243 for (i = 0; i < NROFATTACKS; i++)
1237 { 1244 {
1238 op->resist[i] = prot[i] - vuln[i]; 1245 resist[i] = prot[i] - vuln[i];
1246
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1248 resist[i] = potion_resist[i];
1241 } 1249 }
1242 1250
1243 /* Figure out the players sp/mana/hp totals. */ 1251 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER) 1252 if (type == PLAYER)
1245 { 1253 {
1246 int pl_level; 1254 int pl_level;
1247 1255
1248 check_stat_bounds (&(op->stats)); 1256 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1257 pl_level = level;
1250 1258
1251 if (pl_level < 1) 1259 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1261
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1262 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1264 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 { 1266 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1269 if (i % 2 && con_bonus[stats.Con] % 2)
1261 { 1270 {
1262 if (con_bonus[op->stats.Con] > 0) 1271 if (con_bonus[stats.Con] > 0)
1263 j++; 1272 j++;
1264 else 1273 else
1265 j--; 1274 j--;
1266 } 1275 }
1276
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1278 }
1269 1279
1270 for (i = 11; i <= op->level; i++) 1280 for (i = 11; i <= level; i++)
1271 op->stats.maxhp += 2; 1281 stats.maxhp += 2;
1272 1282
1273 if (op->stats.hp > op->stats.maxhp) 1283 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1284 stats.hp = stats.maxhp;
1275 1285
1276 /* Sp gain is controlled by the level of the player's 1286 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1287 * relevant experience object (mana_obj, see above)
1278 */ 1288 */
1279 /* following happen when skills system is not used */ 1289 /* following happen when skills system is not used */
1280 if (!mana_obj) 1290 if (!mana_obj)
1281 mana_obj = op; 1291 mana_obj = this;
1292
1282 if (!grace_obj) 1293 if (!grace_obj)
1283 grace_obj = op; 1294 grace_obj = this;
1295
1284 /* set maxsp */ 1296 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1297 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1298 mana_obj = this;
1287 1299
1288 if (mana_obj == op && op->type == PLAYER) 1300 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1301 stats.maxsp = 1;
1291 }
1292 else 1302 else
1293 { 1303 {
1294 sp_tmp = 0.0; 1304 sp_tmp = 0.0;
1305
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1306 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1307 {
1297 float stmp; 1308 float stmp;
1298 1309
1299 /* Got some extra bonus at first level */ 1310 /* Got some extra bonus at first level */
1300 if (i < 2) 1311 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1303 }
1304 else 1313 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1307 } 1315
1308 if (stmp < 1.0) 1316 if (stmp < 1.0)
1309 stmp = 1.0; 1317 stmp = 1.0;
1318
1310 sp_tmp += stmp; 1319 sp_tmp += stmp;
1311 } 1320 }
1321
1312 op->stats.maxsp = (int) sp_tmp; 1322 stats.maxsp = (int) sp_tmp;
1313 1323
1314 for (i = 11; i <= mana_obj->level; i++) 1324 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2; 1325 stats.maxsp += 2;
1316 } 1326 }
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1327 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1328 if (stats.sp > stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2; 1329 stats.sp = stats.maxsp * 2;
1320 1330
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1332 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1333 grace_obj = this;
1324 1334
1325 if (grace_obj == op && op->type == PLAYER) 1335 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1336 stats.maxgrace = 1;
1328 }
1329 else 1337 else
1330 { 1338 {
1331 /* store grace in a float - this way, the divisions below don't create 1339 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1340 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1341 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1342 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1343 */
1336 sp_tmp = 0.0; 1344 sp_tmp = 0.0;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 { 1346 {
1339 float grace_tmp = 0.0; 1347 float grace_tmp = 0.0;
1340 1348
1341 /* Got some extra bonus at first level */ 1349 /* Got some extra bonus at first level */
1342 if (i < 2) 1350 if (i < 2)
1343 {
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1346 }
1347 else 1353 else
1348 {
1349 grace_tmp = (float) op->contr->levgrace[i] 1354 grace_tmp = (float) contr->levgrace[i]
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1351 } 1356
1352 if (grace_tmp < 1.0) 1357 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0; 1358 grace_tmp = 1.0;
1359
1354 sp_tmp += grace_tmp; 1360 sp_tmp += grace_tmp;
1355 } 1361 }
1362
1356 op->stats.maxgrace = (int) sp_tmp; 1363 stats.maxgrace = (int) sp_tmp;
1357 1364
1358 /* two grace points per level after 11 */ 1365 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++) 1366 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2; 1367 stats.maxgrace += 2;
1361 } 1368 }
1362 /* No limit on grace vs maxgrace */ 1369 /* No limit on grace vs maxgrace */
1363 1370
1364 if (op->contr->braced) 1371 if (contr->braced)
1365 { 1372 {
1366 ac += 2; 1373 ac += 2;
1367 wc += 4; 1374 wc += 4;
1368 } 1375 }
1369 else 1376 else
1370 ac -= dex_bonus[op->stats.Dex]; 1377 ac -= dex_bonus[stats.Dex];
1371 1378
1372 /* In new exp/skills system, wc bonuses are related to 1379 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1380 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1381 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1382 * I changed this slightly so that wc bonuses are better
1379 * we give the player a bonus here in wc and dam 1386 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1387 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1388 * monster bonus the same as before. -b.t.
1382 */ 1389 */
1383 1390
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1391 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1385 { 1392 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1387 for (i = 1; i < wc_obj->level; i++) 1394 for (i = 1; i < wc_obj->level; i++)
1388 { 1395 {
1389 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1390 if (!(i % 6)) 1397 if (!(i % 6))
1391 wc--; 1398 wc--;
1392 /* addtional dam every 4 levels. */ 1399 /* addtional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1395 } 1402 }
1396 } 1403 }
1397 else 1404 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1405 wc -= (level + thaco_bonus[stats.Str]);
1399 1406
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1407 stats.dam += dam_bonus[stats.Str];
1401 1408
1402 if (op->stats.dam < 1) 1409 if (stats.dam < 1)
1403 op->stats.dam = 1; 1410 stats.dam = 1;
1404 1411
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1412 speed = 1.0 + speed_bonus[stats.Dex];
1413
1406 if (settings.search_items && op->contr->search_str[0]) 1414 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1415 speed -= 1;
1416
1408 if (op->attacktype == 0) 1417 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1418 attacktype = arch->clone.attacktype;
1410 1419
1411 } /* End if player */ 1420 } /* End if player */
1412 1421
1413 if (added_speed >= 0) 1422 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1423 speed += added_speed / 10.0;
1415 else /* Something wrong here...: */ 1424 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1425 speed /= (float) (1.0 - added_speed);
1417 1426
1418 /* Max is determined by armour */ 1427 /* Max is determined by armour */
1419 if (op->speed > max) 1428 if (speed > max)
1420 op->speed = max; 1429 speed = max;
1421 1430
1422 if (op->type == PLAYER) 1431 if (type == PLAYER)
1423 { 1432 {
1424 /* f is a number the represents the number of kg above (positive num) 1433 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1434 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1435 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1436 * much above he is, and what is max carry is
1428 */ 1437 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1438 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1439 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1440 speed = speed / (1.0 + f / max_carry[stats.Str]);
1432 } 1441 }
1433 1442
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1443 speed += bonus_speed / 10.0; /* Not affected by limits */
1435 1444
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1445 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */ 1447 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1448 speed = speed * speed_reduce_from_disease;
1440 1449
1441 if (op->speed < 0.01 && op->type == PLAYER) 1450 if (speed < 0.01 && type == PLAYER)
1442 op->speed = 0.01; 1451 speed = 0.01;
1443 1452
1444 if (op->type == PLAYER) 1453 if (type == PLAYER)
1445 { 1454 {
1446 float M, W, s, D, K, S, M2; 1455 float M, W, s, D, K, S, M2;
1447 1456
1448 /* (This formula was made by vidarl@ifi.uio.no) 1457 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1458 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1459 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1460 * that would just be a real pain to read.
1452 */ 1461 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1462 M = (max_carry[stats.Str] - 121) / 121.0;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1463 M2 = max_carry[stats.Str] / 100.0;
1455 W = weapon_weight / 20000.0; 1464 W = weapon_weight / 20000.0;
1456 s = 2 - weapon_speed / 10.0; 1465 s = 2 - weapon_speed / 10.0;
1457 D = (op->stats.Dex - 14) / 14.0; 1466 D = (stats.Dex - 14) / 14.0;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1468 K *= (4 + level) / (float) (6 + level) * 1.2;
1460 if (K <= 0) 1469 if (K <= 0)
1461 K = 0.01; 1470 K = 0.01;
1462 S = op->speed / (K * s); 1471 S = speed / (K * s);
1463 op->contr->weapon_sp = S; 1472 contr->weapon_sp = S;
1464 } 1473 }
1474
1465 /* I want to limit the power of small monsters with big weapons: */ 1475 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1477 stats.dam = arch->clone.stats.dam * 3;
1468 1478
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1479 /* Prevent overflows of wc - best you can get is ABS(120) - this
1470 * should be more than enough - remember, AC is also in 8 bits, 1480 * should be more than enough - remember, AC is also in 8 bits,
1471 * so its value is the same. 1481 * so its value is the same.
1472 */ 1482 */
1473 if (wc > 120) 1483 if (wc > 120)
1474 wc = 120; 1484 wc = 120;
1475 else if (wc < -120) 1485 else if (wc < -120)
1476 wc = -120; 1486 wc = -120;
1487
1477 op->stats.wc = wc; 1488 stats.wc = wc;
1478 1489
1479 if (ac > 120) 1490 if (ac > 120)
1480 ac = 120; 1491 ac = 120;
1481 else if (ac < -120) 1492 else if (ac < -120)
1482 ac = -120; 1493 ac = -120;
1494
1483 op->stats.ac = ac; 1495 stats.ac = ac;
1484 1496
1485 /* if for some reason the creature doesn't have any move type, 1497 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1498 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1499 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1500 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1501 * one or the other.
1490 */ 1502 */
1491 if (op->move_type == 0) 1503 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1504 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1506 move_type &= ~MOVE_WALK;
1495 1507
1496 update_ob_speed (op); 1508 if (speed != old_speed)
1509 set_speed (speed);
1497 1510
1498 /* It is quite possible that a player's spell costing might have changed, 1511 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1512 * so we will check that now.
1500 */ 1513 */
1501 if (op->type == PLAYER) 1514 if (type == PLAYER)
1515 {
1516 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1517 esrv_update_spells (contr);
1518 }
1503} 1519}
1504 1520
1505/* 1521/*
1506 * Returns true if the given player is a legal class. 1522 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1523 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1524 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1525 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1526 * false otherwise.
1511 */ 1527 */
1512
1513int 1528int
1514allowed_class (const object *op) 1529allowed_class (const object *op)
1515{ 1530{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1717 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1718 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1719 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1720 }
1706 1721
1707 fix_player (who); 1722 who->update_stats ();
1708 if (op->level > 1) 1723 if (op->level > 1)
1709 { 1724 {
1710 if (op->type != PLAYER) 1725 if (op->type != PLAYER)
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else 1727 else
1717 player_lvl_adj (who, op); /* To increase more levels */ 1732 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1733 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1735 {
1721 op->level--; 1736 op->level--;
1722 fix_player (who); 1737 who->update_stats ();
1723 if (op->type != PLAYER) 1738 if (op->type != PLAYER)
1724 { 1739 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1742 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1743 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1744 }
1745
1730 /* check if the spell data has changed */ 1746 /* check if the spell data has changed */
1747 esrv_update_stats (who->contr);
1731 esrv_update_spells (who->contr); 1748 esrv_update_spells (who->contr);
1732} 1749}
1733 1750
1734/* 1751/*
1735 * Returns how much experience is needed for a player to become 1752 * Returns how much experience is needed for a player to become
1769 op->perm_exp = 0; 1786 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1787 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1788 op->perm_exp = MAX_EXPERIENCE;
1772} 1789}
1773 1790
1774
1775/* Add experience to a player - exp should only be positive. 1791/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1792 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1793 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1794 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1795 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1796 * flag is what to do if the player doesn't have the skill:
1781 */ 1797 */
1782
1783static void 1798static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1800{
1786 object *skill_obj = NULL; 1801 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1802 sint64 limit, exp_to_add;
1957void 1972void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1973change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1974{
1960 1975
1961#ifdef EXP_DEBUG 1976#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" I64_PFd "\n", query_name (op), exp); 1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1978#endif
1964 1979
1965 /* safety */ 1980 /* safety */
1966 if (!op) 1981 if (!op)
1967 { 1982 {
2070 if (level > MAX_SAVE_LEVEL) 2085 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 2086 level = MAX_SAVE_LEVEL;
2072 2087
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2088 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 2089 return 0;
2090
2075 return 1; 2091 return 1;
2076} 2092}

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