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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 1.19 by root, Fri Dec 22 16:34:00 2006 UTC

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

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