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Comparing deliantra/server/common/living.C (file contents):
Revision 1.14 by elmex, Mon Dec 11 12:49:03 2006 UTC vs.
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235 236
236/* 237/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 239 * what attr is (STR to POW).
239 */ 240 */
240
241void 241void
242set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
243{ 243{
244 switch (attr) 244 switch (attr)
245 { 245 {
246 case STR: 246 case STR:
247 stats->Str = value; 247 stats->Str = value;
269 269
270/* 270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 272 * is added to the specified stat.
273 */ 273 */
274
275void 274void
276change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
277{ 276{
278 if (value == 0) 277 if (value == 0)
279 return; 278 return;
279
280 switch (attr) 280 switch (attr)
281 { 281 {
282 case STR: 282 case STR:
283 stats->Str += value; 283 stats->Str += value;
284 break; 284 break;
308/* 308/*
309 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
310 */ 310 */
311 311
312sint8 312sint8
313get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
314{ 314{
315 switch (attr) 315 switch (attr)
316 { 316 {
317 case STR:
318 return (stats->Str); 317 case STR: return stats->Str;
319 case DEX:
320 return (stats->Dex); 318 case DEX: return stats->Dex;
321 case CON:
322 return (stats->Con); 319 case CON: return stats->Con;
323 case WIS:
324 return (stats->Wis); 320 case WIS: return stats->Wis;
325 case CHA:
326 return (stats->Cha); 321 case CHA: return stats->Cha;
327 case INT:
328 return (stats->Int); 322 case INT: return stats->Int;
329 case POW:
330 return (stats->Pow); 323 case POW: return stats->Pow;
331 } 324 }
325
332 return 0; 326 return 0;
333} 327}
334 328
335/* 329/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 331 * 1-30 stat limit.
338 */ 332 */
339 333
340void 334void
341check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
342{ 336{
343 int i, v; 337 int i, v;
344 338
345 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
378 char message[MAX_BUF]; 372 char message[MAX_BUF];
379 int potion_max = 0; 373 int potion_max = 0;
380 374
381 /* remember what object was like before it was changed. note that 375 /* 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 376 * 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 377 * found by update_stats. refop is not a real object
384 */ 378 */
385 object_pod refop = *op; 379 object_copy refop = *op;
386 380
387 if (op->type == PLAYER) 381 if (op->type == PLAYER)
388 { 382 {
389 if (tmp->type == POTION) 383 if (tmp->type == POTION)
390 { 384 {
408 nstat = 1; 402 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410 { 404 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
412 } 406 }
407
413 if (nstat != ostat) 408 if (nstat != ostat)
414 { 409 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
416 potion_max = 0; 411 potion_max = 0;
417 } 412 }
419 { 414 {
420 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 416 potion_max = 1;
422 } 417 }
423 } 418 }
419
424 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 422 * recalculates this anyway.
427 */ 423 */
428 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
430 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
431 } /* end of potion handling code */ 428 } /* end of potion handling code */
432 } 429 }
433 430
434 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
448 445
449 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
451 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
452 */ 449 */
453 fix_player (op); 450 op->update_stats ();
454 451
455 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 453 * print out message if this is a bow.
457 */ 454 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 456 {
460 success = 1; 457 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 459 }
460
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 462 {
465 success = 1; 463 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 465 }
466
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 468 {
470 success = 1; 469 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 471 }
472
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 474 {
475 success = 1; 475 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 477 }
478
478 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 483 * from fly high)
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 532 {
532 success = 1; 533 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 535 }
536
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 538 {
537 success = 1; 539 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 541 }
542
540 /* blinded you can tell if more blinded since blinded player has minimal 543 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 544 * vision
542 */ 545 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 547 {
651 654
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 656 }
654 } 657 }
655 658
656 if (tmp->type != EXPERIENCE && !potion_max) 659 if (!potion_max)
657 { 660 {
658 for (j = 0; j < NUM_STATS; j++) 661 for (j = 0; j < NUM_STATS; j++)
659 { 662 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 664 {
662 success = 1; 665 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 667 }
665 } 668 }
666 } 669 }
670
667 return success; 671 return success;
668} 672}
669 673
670/* 674/*
671 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 677 */
674 678
675void 679void
676drain_stat (object *op) 680object::drain_stat ()
677{ 681{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
679} 683}
680 684
681void 685void
682drain_specific_stat (object *op, int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
683{ 687{
684 object *tmp; 688 object *tmp;
685 archetype *at; 689 archetype *at;
686 690
687 at = archetype::find (ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 695 return;
692 } 696 }
693 else 697 else
694 { 698 {
695 tmp = present_arch_in_ob (at, op); 699 tmp = present_arch_in_ob (at, this);
700
696 if (!tmp) 701 if (!tmp)
697 { 702 {
698 tmp = arch_to_object (at); 703 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
701 } 706 }
702 } 707 }
703 708
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 711 update_stats ();
707} 712}
708 713
709/* 714/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 715 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 716 * via an applied bad_luck object.
712 */ 717 */
713
714void 718void
715change_luck (object *op, int value) 719object::change_luck (int value)
716{ 720{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 721 archetype *at = archetype::find ("luck");
722 if (!at) 722 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 724 else
725 { 725 {
726 tmp = present_arch_in_ob (at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
727 if (!tmp) 728 if (!tmp)
728 { 729 {
729 if (!value) 730 if (!value)
730 return; 731 return;
732
731 tmp = arch_to_object (at); 733 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 734 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 735 SET_FLAG (tmp, FLAG_APPLIED);
734 } 736 }
737
735 if (value) 738 if (value)
736 { 739 {
737 /* Limit the luck value of the bad luck object to +/-100. This 740 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 742 * in op itself).
740 */ 743 */
741 new_luck = tmp->stats.luck + value; 744 int new_luck = tmp->stats.luck + value;
745
742 if (new_luck >= -100 && new_luck <= 100) 746 if (new_luck >= -100 && new_luck <= 100)
743 { 747 {
744 op->stats.luck += value; 748 stats.luck += value;
745 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
746 } 750 }
747 } 751 }
748 else 752 else
749 { 753 {
750 if (!tmp->stats.luck) 754 if (!tmp->stats.luck)
751 {
752 return; 755 return;
753 } 756
754 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
756 */ 759 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 761 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 763
761 op->stats.luck += diff; 764 stats.luck += diff;
762 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
763 } 766 }
764 } 767 }
765 } 768 }
766} 769}
767 770
768/* 771/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 772 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 773 */
771
772void 774void
773remove_statbonus (object *op) 775object::remove_statbonus ()
774{ 776{
775 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
776 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
777 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
778 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
781 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
789} 792}
790 793
791/* 794/*
792 * Adds stat-bonuses given by the class which the player has chosen. 795 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 796 */
794
795void 797void
796add_statbonus (object *op) 798object::add_statbonus ()
797{ 799{
798 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
799 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
800 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
801 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
802 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
803 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
804 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
812} 815}
813 816
814/* 817/*
815 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
820 */ 823 *
821
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
826void 827void
827fix_player (object *op) 828object::update_stats ()
828{ 829{
829 int i, j; 830 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
835 837
836 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 839 if (type == PLAYER)
838 { 840 {
839 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
840 {
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
842 } 843
843 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 845 contr->encumbrance = 0;
845 846
846 op->attacktype = 0; 847 attacktype = 0;
847 op->contr->digestion = 0; 848 contr->digestion = 0;
848 op->contr->gen_hp = 0; 849 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 850 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 851 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 852 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 853 contr->item_power = 0;
853 854
854 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
858 */ 859 */
859 op->contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
860 op->contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
861 op->contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
862 } 863 }
864
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
864 866
865 op->slaying = 0; 867 slaying = 0;
866 868
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 869 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 870 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 871 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 873 }
872 874
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 875 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 876 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 877 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);
884 878
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883
885 op->path_attuned = op->arch->clone.path_attuned; 884 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 885 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 886 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 887 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 888 move_type = arch->clone.move_type;
890 op->chosen_skill = NULL; 889 chosen_skill = NULL;
891 890
892 /* initializing resistances from the values in player/monster's 891 /* initializing resistances from the values in player/monster's
893 * archetype clone 892 * archetype clone
894 */ 893 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 895
897 for (i = 0; i < NROFATTACKS; i++) 896 for (i = 0; i < NROFATTACKS; i++)
898 { 897 {
899 if (op->resist[i] > 0) 898 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 899 prot[i] = resist[i], vuln[i] = 0;
901 else 900 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 901 vuln[i] = -(resist[i]), prot[i] = 0;
903 potion_resist[i] = 0; 902 potion_resist[i] = 0;
904 } 903 }
905 904
906 wc = op->arch->clone.stats.wc; 905 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 906 stats.dam = arch->clone.stats.dam;
908 907
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 908 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 909 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 910 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 911 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 912 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 913 * that their protection from physical goes down
915 */ 914 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 916 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 919 }
921 else 920 else
922 ac = op->arch->clone.stats.ac; 921 ac = arch->clone.stats.ac;
923 922
924 op->stats.luck = op->arch->clone.stats.luck; 923 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 924 speed = arch->clone.speed;
926 925
927 /* OK - we've reset most all the objects attributes to sane values. 926 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 927 * now go through and make adjustments for what the player has equipped.
929 */ 928 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 929 for (tmp = inv; tmp; tmp = tmp->below)
932 { 930 {
933 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
935 */ 933 */
936 if (tmp->glow_radius > op->glow_radius) 934 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 935 glow_radius = tmp->glow_radius;
938 936
939 /* This happens because apply_potion calls change_abil with the potion 937 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 938 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function. 939 * then calls this function.
942 */ 940 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 942 continue;
946 }
947 943
948 /* For some things, we don't care what is equipped */ 944 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 945 if (tmp->type == SKILL)
950 { 946 {
951 /* Want to take the highest skill here. */ 947 /* Want to take the highest skill here. */
954 if (!mana_obj) 950 if (!mana_obj)
955 mana_obj = tmp; 951 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 952 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 953 mana_obj = tmp;
958 } 954 }
955
959 if (IS_GRACE_SKILL (tmp->subtype)) 956 if (IS_GRACE_SKILL (tmp->subtype))
960 { 957 {
961 if (!grace_obj) 958 if (!grace_obj)
962 grace_obj = tmp; 959 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 960 else if (tmp->level > grace_obj->level)
975 * up, etc. 972 * up, etc.
976 */ 973 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 976 {
980 if (op->type == PLAYER) 977 if (type == PLAYER)
981 { 978 {
982 if (tmp->type == BOW) 979 if (tmp->type == BOW)
983 op->contr->ranges[range_bow] = tmp; 980 contr->ranges[range_bow] = tmp;
984 981
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp; 983 contr->ranges[range_misc] = tmp;
987 984
988 for (i = 0; i < NUM_STATS; i++) 985 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
990 987
991 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
994 */ 991 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL)) 999 (tmp->type == SKILL))
1003 { 1000 {
1004 op->contr->digestion += tmp->stats.food; 1001 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 1002 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 1003 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 1004 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1005 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power; 1006 contr->item_power += tmp->item_power;
1010 } 1007 }
1011 } /* if this is a player */ 1008 } /* if this is a player */
1012 1009
1013 /* Update slots used for items */ 1010 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1018 }
1019 1014
1020 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1021 { 1016 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1025 } 1020 }
1026 1021
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 1026 */
1032 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1033 { 1028 {
1034 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1035 { 1030 {
1036 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 1033 */
1039 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1040 { 1035 {
1041 if (potion_resist[i]) 1036 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else 1038 else
1044 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1045 } 1040 }
1046 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 1045 }
1051 } 1046 }
1052 1047
1053 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1055 op->attacktype |= tmp->attacktype; 1050 attacktype |= tmp->attacktype;
1056 1051
1057 op->path_attuned |= tmp->path_attuned; 1052 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 1053 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 1054 path_denied |= tmp->path_denied;
1060 op->stats.luck += tmp->stats.luck; 1055 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
1062 1057
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1064 SET_FLAG (op, FLAG_LIFESAVE); 1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1066 SET_FLAG (op, FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1068 SET_FLAG (op, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1064 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 1065
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 1067 SET_FLAG (this, FLAG_UNDEAD);
1080 1068
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 1070 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 1071 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 1072 invisible = 1;
1085 } 1073 }
1086 1074
1087 if (tmp->stats.exp && tmp->type != SKILL) 1075 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 1076 {
1089 if (tmp->stats.exp > 0) 1077 if (tmp->stats.exp > 0)
1104 break; 1092 break;
1105 1093
1106 if (IS_COMBAT_SKILL (tmp->subtype)) 1094 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp; 1095 wc_obj = tmp;
1108 1096
1109 if (op->chosen_skill) 1097 if (chosen_skill)
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1111 1099
1112 op->chosen_skill = tmp; 1100 chosen_skill = tmp;
1113 1101
1114 if (tmp->stats.dam > 0) 1102 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1103 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1105 weapon_speed = (int) WEAPON_SPEED (tmp);
1106
1118 if (weapon_speed < 0) 1107 if (weapon_speed < 0)
1119 weapon_speed = 0; 1108 weapon_speed = 0;
1109
1120 weapon_weight = tmp->weight; 1110 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1112
1122 if (tmp->magic) 1113 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1114 stats.dam += tmp->magic;
1124 } 1115 }
1125 1116
1126 if (tmp->stats.wc) 1117 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1118 wc -= (tmp->stats.wc + tmp->magic);
1128 1119
1129 if (tmp->slaying != NULL) 1120 if (tmp->slaying != NULL)
1130 op->slaying = tmp->slaying; 1121 slaying = tmp->slaying;
1131 1122
1132 if (tmp->stats.ac) 1123 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1124 ac -= (tmp->stats.ac + tmp->magic);
1125
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1126 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1127 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1136 1128
1137 if (op->type == PLAYER) 1129 if (type == PLAYER)
1138 op->contr->ranges[range_skill] = op; 1130 contr->ranges[range_skill] = this;
1131
1139 break; 1132 break;
1140 1133
1141 case SKILL_TOOL: 1134 case SKILL_TOOL:
1142 if (op->chosen_skill) 1135 if (chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145 } 1137
1146 op->chosen_skill = tmp; 1138 chosen_skill = tmp;
1139
1147 if (op->type == PLAYER) 1140 if (type == PLAYER)
1148 op->contr->ranges[range_skill] = op; 1141 contr->ranges[range_skill] = this;
1149 break; 1142 break;
1150 1143
1151 case SHIELD: 1144 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1145 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1146 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1147 case RING:
1155 case AMULET: 1148 case AMULET:
1156 case GIRDLE: 1149 case GIRDLE:
1157 case HELMET: 1150 case HELMET:
1158 case BOOTS: 1151 case BOOTS:
1159 case GLOVES: 1152 case GLOVES:
1160 case CLOAK: 1153 case CLOAK:
1161 if (tmp->stats.wc) 1154 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1155 wc -= (tmp->stats.wc + tmp->magic);
1156
1163 if (tmp->stats.dam) 1157 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1158 stats.dam += (tmp->stats.dam + tmp->magic);
1159
1165 if (tmp->stats.ac) 1160 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1161 ac -= (tmp->stats.ac + tmp->magic);
1162
1167 break; 1163 break;
1168 1164
1169 case WEAPON: 1165 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic); 1166 wc -= (tmp->stats.wc + tmp->magic);
1167
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1169 ac -= tmp->stats.ac + tmp->magic;
1170
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1171 stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight; 1172 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174
1176 if (weapon_speed < 0) 1175 if (weapon_speed < 0)
1177 weapon_speed = 0; 1176 weapon_speed = 0;
1177
1178 op->slaying = tmp->slaying; 1178 slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do 1179 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1180 * extra strength damage, this is where the code should
1181 * go. 1181 * go.
1182 */ 1182 */
1183 op->current_weapon = tmp; 1183 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1184 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1185 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186 1186
1187 break; 1187 break;
1188 1188
1189 case ARMOUR: /* Only the best of these three are used: */ 1189 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1190 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1191 contr->encumbrance += (int) tmp->weight / 1000;
1192 1192
1193 case BRACERS: 1193 case BRACERS:
1194 case FORCE: 1194 case FORCE:
1195 if (tmp->stats.wc) 1195 if (tmp->stats.wc)
1196 { 1196 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1200 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1201 }
1202 else 1202 else
1203 wc += tmp->stats.wc + tmp->magic; 1203 wc += tmp->stats.wc + tmp->magic;
1204 } 1204 }
1205
1205 if (tmp->stats.ac) 1206 if (tmp->stats.ac)
1206 { 1207 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1208 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1209 {
1209 ac += best_ac; /* Remove last bonus */ 1210 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1211 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1212 }
1212 else /* To nullify the below effect */ 1213 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1214 ac += tmp->stats.ac + tmp->magic;
1214 } 1215 }
1216
1215 if (tmp->stats.wc) 1217 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1218 wc -= (tmp->stats.wc + tmp->magic);
1219
1217 if (tmp->stats.ac) 1220 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1221 ac -= (tmp->stats.ac + tmp->magic);
1222
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1224 max = ARMOUR_SPEED (tmp) / 10.0;
1225
1221 break; 1226 break;
1222 } /* switch tmp->type */ 1227 } /* switch tmp->type */
1223 } /* item is equipped */ 1228 } /* item is equipped */
1224 } /* for loop of items */ 1229 } /* for loop of items */
1225 1230
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1238 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1239 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1240 */
1236 for (i = 0; i < NROFATTACKS; i++) 1241 for (i = 0; i < NROFATTACKS; i++)
1237 { 1242 {
1238 op->resist[i] = prot[i] - vuln[i]; 1243 resist[i] = prot[i] - vuln[i];
1244
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1245 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1246 resist[i] = potion_resist[i];
1241 } 1247 }
1242 1248
1243 /* Figure out the players sp/mana/hp totals. */ 1249 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER) 1250 if (type == PLAYER)
1245 { 1251 {
1246 int pl_level; 1252 int pl_level;
1247 1253
1248 check_stat_bounds (&(op->stats)); 1254 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1255 pl_level = level;
1250 1256
1251 if (pl_level < 1) 1257 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1258 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1259
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1260 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1261 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1262 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1263 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 { 1264 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1267 if (i % 2 && con_bonus[stats.Con] % 2)
1261 { 1268 {
1262 if (con_bonus[op->stats.Con] > 0) 1269 if (con_bonus[stats.Con] > 0)
1263 j++; 1270 j++;
1264 else 1271 else
1265 j--; 1272 j--;
1266 } 1273 }
1274
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1275 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1276 }
1269 1277
1270 for (i = 11; i <= op->level; i++) 1278 for (i = 11; i <= level; i++)
1271 op->stats.maxhp += 2; 1279 stats.maxhp += 2;
1272 1280
1273 if (op->stats.hp > op->stats.maxhp) 1281 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1282 stats.hp = stats.maxhp;
1275 1283
1276 /* Sp gain is controlled by the level of the player's 1284 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1285 * relevant experience object (mana_obj, see above)
1278 */ 1286 */
1279 /* following happen when skills system is not used */ 1287 /* following happen when skills system is not used */
1280 if (!mana_obj) 1288 if (!mana_obj)
1281 mana_obj = op; 1289 mana_obj = this;
1290
1282 if (!grace_obj) 1291 if (!grace_obj)
1283 grace_obj = op; 1292 grace_obj = this;
1293
1284 /* set maxsp */ 1294 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1295 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1296 mana_obj = this;
1287 1297
1288 if (mana_obj == op && op->type == PLAYER) 1298 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1299 stats.maxsp = 1;
1291 }
1292 else 1300 else
1293 { 1301 {
1294 sp_tmp = 0.0; 1302 sp_tmp = 0.0;
1303
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1304 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1305 {
1297 float stmp; 1306 float stmp;
1298 1307
1299 /* Got some extra bonus at first level */ 1308 /* Got some extra bonus at first level */
1300 if (i < 2) 1309 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); 1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1303 }
1304 else 1311 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; 1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1307 } 1313
1308 if (stmp < 1.0) 1314 if (stmp < 1.0)
1309 stmp = 1.0; 1315 stmp = 1.0;
1316
1310 sp_tmp += stmp; 1317 sp_tmp += stmp;
1311 } 1318 }
1319
1312 op->stats.maxsp = (int) sp_tmp; 1320 stats.maxsp = (int) sp_tmp;
1313 1321
1314 for (i = 11; i <= mana_obj->level; i++) 1322 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2; 1323 stats.maxsp += 2;
1316 } 1324 }
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1325 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1326 if (stats.sp > stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2; 1327 stats.sp = stats.maxsp * 2;
1320 1328
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1329 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1330 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1331 grace_obj = this;
1324 1332
1325 if (grace_obj == op && op->type == PLAYER) 1333 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1334 stats.maxgrace = 1;
1328 }
1329 else 1335 else
1330 { 1336 {
1331 /* store grace in a float - this way, the divisions below don't create 1337 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1338 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1339 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1340 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1341 */
1336 sp_tmp = 0.0; 1342 sp_tmp = 0.0;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 { 1344 {
1339 float grace_tmp = 0.0; 1345 float grace_tmp = 0.0;
1340 1346
1341 /* Got some extra bonus at first level */ 1347 /* Got some extra bonus at first level */
1342 if (i < 2) 1348 if (i < 2)
1343 {
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1346 }
1347 else 1351 else
1348 {
1349 grace_tmp = (float) op->contr->levgrace[i] 1352 grace_tmp = (float) contr->levgrace[i]
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1351 } 1354
1352 if (grace_tmp < 1.0) 1355 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0; 1356 grace_tmp = 1.0;
1357
1354 sp_tmp += grace_tmp; 1358 sp_tmp += grace_tmp;
1355 } 1359 }
1360
1356 op->stats.maxgrace = (int) sp_tmp; 1361 stats.maxgrace = (int) sp_tmp;
1357 1362
1358 /* two grace points per level after 11 */ 1363 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++) 1364 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2; 1365 stats.maxgrace += 2;
1361 } 1366 }
1362 /* No limit on grace vs maxgrace */ 1367 /* No limit on grace vs maxgrace */
1363 1368
1364 if (op->contr->braced) 1369 if (contr->braced)
1365 { 1370 {
1366 ac += 2; 1371 ac += 2;
1367 wc += 4; 1372 wc += 4;
1368 } 1373 }
1369 else 1374 else
1370 ac -= dex_bonus[op->stats.Dex]; 1375 ac -= dex_bonus[stats.Dex];
1371 1376
1372 /* In new exp/skills system, wc bonuses are related to 1377 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1378 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1379 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1380 * I changed this slightly so that wc bonuses are better
1379 * we give the player a bonus here in wc and dam 1384 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1385 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1386 * monster bonus the same as before. -b.t.
1382 */ 1387 */
1383 1388
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1389 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1385 { 1390 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1387 for (i = 1; i < wc_obj->level; i++) 1392 for (i = 1; i < wc_obj->level; i++)
1388 { 1393 {
1389 /* addtional wc every 6 levels */ 1394 /* addtional wc every 6 levels */
1390 if (!(i % 6)) 1395 if (!(i % 6))
1391 wc--; 1396 wc--;
1392 /* addtional dam every 4 levels. */ 1397 /* addtional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1395 } 1400 }
1396 } 1401 }
1397 else 1402 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1403 wc -= (level + thaco_bonus[stats.Str]);
1399 1404
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1405 stats.dam += dam_bonus[stats.Str];
1401 1406
1402 if (op->stats.dam < 1) 1407 if (stats.dam < 1)
1403 op->stats.dam = 1; 1408 stats.dam = 1;
1404 1409
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1410 speed = 1.0 + speed_bonus[stats.Dex];
1411
1406 if (settings.search_items && op->contr->search_str[0]) 1412 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1413 speed -= 1;
1414
1408 if (op->attacktype == 0) 1415 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1416 attacktype = arch->clone.attacktype;
1410 1417
1411 } /* End if player */ 1418 } /* End if player */
1412 1419
1413 if (added_speed >= 0) 1420 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1421 speed += added_speed / 10.0;
1415 else /* Something wrong here...: */ 1422 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1423 speed /= (float) (1.0 - added_speed);
1417 1424
1418 /* Max is determined by armour */ 1425 /* Max is determined by armour */
1419 if (op->speed > max) 1426 if (speed > max)
1420 op->speed = max; 1427 speed = max;
1421 1428
1422 if (op->type == PLAYER) 1429 if (type == PLAYER)
1423 { 1430 {
1424 /* f is a number the represents the number of kg above (positive num) 1431 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1432 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1433 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1434 * much above he is, and what is max carry is
1428 */ 1435 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1436 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1437 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1438 speed = speed / (1.0 + f / max_carry[stats.Str]);
1432 } 1439 }
1433 1440
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1441 speed += bonus_speed / 10.0; /* Not affected by limits */
1435 1442
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1443 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */ 1445 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1446 speed = speed * speed_reduce_from_disease;
1440 1447
1441 if (op->speed < 0.01 && op->type == PLAYER) 1448 if (speed < 0.01 && type == PLAYER)
1442 op->speed = 0.01; 1449 speed = 0.01;
1443 1450
1444 if (op->type == PLAYER) 1451 if (type == PLAYER)
1445 { 1452 {
1446 float M, W, s, D, K, S, M2; 1453 float M, W, s, D, K, S, M2;
1447 1454
1448 /* (This formula was made by vidarl@ifi.uio.no) 1455 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1456 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1457 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1458 * that would just be a real pain to read.
1452 */ 1459 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1460 M = (max_carry[stats.Str] - 121) / 121.0;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1461 M2 = max_carry[stats.Str] / 100.0;
1455 W = weapon_weight / 20000.0; 1462 W = weapon_weight / 20000.0;
1456 s = 2 - weapon_speed / 10.0; 1463 s = 2 - weapon_speed / 10.0;
1457 D = (op->stats.Dex - 14) / 14.0; 1464 D = (stats.Dex - 14) / 14.0;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1466 K *= (4 + level) / (float) (6 + level) * 1.2;
1460 if (K <= 0) 1467 if (K <= 0)
1461 K = 0.01; 1468 K = 0.01;
1462 S = op->speed / (K * s); 1469 S = speed / (K * s);
1463 op->contr->weapon_sp = S; 1470 contr->weapon_sp = S;
1464 } 1471 }
1472
1465 /* I want to limit the power of small monsters with big weapons: */ 1473 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1475 stats.dam = arch->clone.stats.dam * 3;
1468 1476
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1477 /* Prevent overflows of wc - best you can get is ABS(120) - this
1470 * should be more than enough - remember, AC is also in 8 bits, 1478 * should be more than enough - remember, AC is also in 8 bits,
1471 * so its value is the same. 1479 * so its value is the same.
1472 */ 1480 */
1473 if (wc > 120) 1481 if (wc > 120)
1474 wc = 120; 1482 wc = 120;
1475 else if (wc < -120) 1483 else if (wc < -120)
1476 wc = -120; 1484 wc = -120;
1485
1477 op->stats.wc = wc; 1486 stats.wc = wc;
1478 1487
1479 if (ac > 120) 1488 if (ac > 120)
1480 ac = 120; 1489 ac = 120;
1481 else if (ac < -120) 1490 else if (ac < -120)
1482 ac = -120; 1491 ac = -120;
1492
1483 op->stats.ac = ac; 1493 stats.ac = ac;
1484 1494
1485 /* if for some reason the creature doesn't have any move type, 1495 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1496 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1497 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1498 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1499 * one or the other.
1490 */ 1500 */
1491 if (op->move_type == 0) 1501 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1502 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1503 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1504 move_type &= ~MOVE_WALK;
1495 1505
1496 update_ob_speed (op); 1506 if (speed != old_speed)
1507 set_speed (speed);
1497 1508
1498 /* It is quite possible that a player's spell costing might have changed, 1509 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1510 * so we will check that now.
1500 */ 1511 */
1501 if (op->type == PLAYER) 1512 if (type == PLAYER)
1513 {
1514 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1515 esrv_update_spells (contr);
1516 }
1517
1518 // update the mapspace, if we are on a map
1519 if (!flag [FLAG_REMOVED] && map)
1520 map->at (x, y).flags_ = 0;
1503} 1521}
1504 1522
1505/* 1523/*
1506 * Returns true if the given player is a legal class. 1524 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1525 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1526 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1527 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1528 * false otherwise.
1511 */ 1529 */
1512
1513int 1530int
1514allowed_class (const object *op) 1531allowed_class (const object *op)
1515{ 1532{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1593 object *skin = NULL; /* pointer to dragon skin force */ 1610 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1611 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1612 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1613
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1614 /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616 shstr_cmp dragon_skin_force ("dragon_skin_force");
1617
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1618 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1619 if (tmp->type == FORCE)
1601 {
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1620 if (tmp->arch->name == dragon_ability_force)
1603 abil = tmp; 1621 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1622 else if (tmp->arch->name == dragon_skin_force)
1605 skin = tmp; 1623 skin = tmp;
1606 } 1624
1607 }
1608 /* if the force is missing -> bail out */ 1625 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1626 if (abil == NULL)
1610 return; 1627 return;
1611 1628
1612 /* The ability_force keeps track of maximum level ever achieved. 1629 /* The ability_force keeps track of maximum level ever achieved.
1663 */ 1680 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1682 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1683 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1684 insert_ob_in_ob (skill_obj, op);
1685
1668 if (op->contr) 1686 if (op->contr)
1669 { 1687 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1689 if (op->contr->ns)
1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1691 }
1692
1673 return skill_obj; 1693 return skill_obj;
1674} 1694}
1675 1695
1676 1696
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1697/* player_lvl_adj() - for the new exp system. we are concerned with
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1722 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1723 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1724 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1725 }
1706 1726
1707 fix_player (who); 1727 who->update_stats ();
1708 if (op->level > 1) 1728 if (op->level > 1)
1709 { 1729 {
1710 if (op->type != PLAYER) 1730 if (op->type != PLAYER)
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else 1732 else
1717 player_lvl_adj (who, op); /* To increase more levels */ 1737 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1738 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1740 {
1721 op->level--; 1741 op->level--;
1722 fix_player (who); 1742 who->update_stats ();
1723 if (op->type != PLAYER) 1743 if (op->type != PLAYER)
1724 { 1744 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1745 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1747 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1748 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1749 }
1750
1730 /* check if the spell data has changed */ 1751 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr);
1731 esrv_update_spells (who->contr); 1753 esrv_update_spells (who->contr);
1732} 1754}
1733 1755
1734/* 1756/*
1735 * Returns how much experience is needed for a player to become 1757 * Returns how much experience is needed for a player to become
1769 op->perm_exp = 0; 1791 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1792 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1793 op->perm_exp = MAX_EXPERIENCE;
1772} 1794}
1773 1795
1774
1775/* Add experience to a player - exp should only be positive. 1796/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1797 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1798 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1799 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1800 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1801 * flag is what to do if the player doesn't have the skill:
1781 */ 1802 */
1782
1783static void 1803static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1804add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1805{
1786 object *skill_obj = NULL; 1806 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1807 sint64 limit, exp_to_add;
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1952 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1953 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1954 player_lvl_adj (op, tmp);
1935 } 1955 }
1936 } 1956 }
1957
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1958 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1959 {
1939 del_exp = check_exp_loss (op, exp); 1960 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1961 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1962 player_lvl_adj (op, NULL);
1942 } 1963 }
1943} 1964}
1944
1945
1946 1965
1947/* change_exp() - changes experience to a player/monster. This 1966/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1967 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1968 *
1950 * The exp passed is typically not modified much by this function - 1969 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1970 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1971 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1972 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1973 * these last two values are only used for players.
1955 */ 1974 */
1956
1957void 1975void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1976change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1977{
1960 1978
1961#ifdef EXP_DEBUG 1979#ifdef EXP_DEBUG
1962# ifndef WIN32
1963 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1964# else
1965 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966# endif
1967#endif 1981#endif
1968 1982
1969 /* safety */ 1983 /* safety */
1970 if (!op) 1984 if (!op)
1971 { 1985 {
2010 else 2024 else
2011 /* note that when you lose exp, it doesn't go against 2025 /* note that when you lose exp, it doesn't go against
2012 * a particular skill, so we don't need to pass that 2026 * a particular skill, so we don't need to pass that
2013 * along. 2027 * along.
2014 */ 2028 */
2015 subtract_player_exp (op, FABS (exp), skill_name, flag); 2029 subtract_player_exp (op, abs (exp), skill_name, flag);
2016
2017 } 2030 }
2018} 2031}
2019 2032
2020/* Applies a death penalty experience, the size of this is defined by the 2033/* Applies a death penalty experience, the size of this is defined by the
2021 * settings death_penalty_percentage and death_penalty_levels, and by the 2034 * settings death_penalty_percentage and death_penalty_levels, and by the
2074 if (level > MAX_SAVE_LEVEL) 2087 if (level > MAX_SAVE_LEVEL)
2075 level = MAX_SAVE_LEVEL; 2088 level = MAX_SAVE_LEVEL;
2076 2089
2077 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2078 return 0; 2091 return 0;
2092
2079 return 1; 2093 return 1;
2080} 2094}

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