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Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.45 by root, Mon Apr 30 04:25:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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;
848
847 op->contr->digestion = 0; 849 contr->digestion = 0;
848 op->contr->gen_hp = 0; 850 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 851 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 852 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 854 contr->item_power = 0;
853
854 /* 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 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 855 }
856
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
864 858
865 op->slaying = 0; 859 slaying = 0;
866 860
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 861 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 862 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 863 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 864 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 865 }
872 866
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 867 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 868 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 869 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);
884 870
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
875
885 op->path_attuned = op->arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
890 op->chosen_skill = NULL; 882 chosen_skill = NULL;
891 883
892 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
893 * archetype clone 885 * archetype clone
894 */ 886 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 888
897 for (i = 0; i < NROFATTACKS; i++) 889 for (i = 0; i < NROFATTACKS; i++)
898 { 890 {
899 if (op->resist[i] > 0) 891 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
901 else 893 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
903 potion_resist[i] = 0; 895 potion_resist[i] = 0;
904 } 896 }
905 897
906 wc = op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
908 900
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 903 * 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, 904 * 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 905 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 906 * that their protection from physical goes down
915 */ 907 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 909 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 912 }
921 else 913 else
922 ac = op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
923 915
924 op->stats.luck = op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
926 918
927 /* OK - we've reset most all the objects attributes to sane values. 919 /* 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. 920 * now go through and make adjustments for what the player has equipped.
929 */ 921 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
932 { 923 {
933 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
935 */ 926 */
936 if (tmp->glow_radius > op->glow_radius) 927 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
938 929
939 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 932 * then calls this function.
942 */ 933 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 935 continue;
946 }
947 936
948 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 938 if (tmp->type == SKILL)
950 { 939 {
951 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
954 if (!mana_obj) 943 if (!mana_obj)
955 mana_obj = tmp; 944 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 945 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 946 mana_obj = tmp;
958 } 947 }
948
959 if (IS_GRACE_SKILL (tmp->subtype)) 949 if (IS_GRACE_SKILL (tmp->subtype))
960 { 950 {
961 if (!grace_obj) 951 if (!grace_obj)
962 grace_obj = tmp; 952 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 953 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
975 * up, etc. 965 * up, etc.
976 */ 966 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
979 { 972 {
980 if (op->type == PLAYER) 973 if (type == PLAYER)
981 { 974 {
982 if (tmp->type == BOW)
983 op->contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++) 975 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 977
991 /* these are the items that currently can change digestion, regeneration, 978 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 979 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 980 * list, but other items store other info into stats array.
994 */ 981 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 982 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 983 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 984 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 985 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 986 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 987 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
988 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
989 (tmp->type == SKILL))
1001 { 990 {
1002 op->contr->digestion += tmp->stats.food; 991 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 992 contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp; 993 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 994 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 995 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power; 996 contr->item_power += tmp->item_power;
1008 } 997 }
1009 } /* if this is a player */ 998 } /* if this is a player */
1010 999
1011 /* Update slots used for items */ 1000 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1001 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 1003 body_used[i] += tmp->body_info[i];
1016 }
1017 1004
1018 if (tmp->type == SYMPTOM) 1005 if (tmp->type == SYMPTOM)
1019 { 1006 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
1008
1021 if (speed_reduce_from_disease == 0) 1009 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1010 speed_reduce_from_disease = 1;
1023 } 1011 }
1024 1012
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1017 */
1030 if (tmp->type != POTION) 1018 if (tmp->type != POTION)
1031 { 1019 {
1032 for (i = 0; i < NROFATTACKS; i++) 1020 for (i = 0; i < NROFATTACKS; i++)
1033 { 1021 {
1034 /* Potential for cursed potions, in which case we just can use 1022 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 1023 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 1024 */
1037 if (tmp->type == POTION_EFFECT) 1025 if (tmp->type == POTION_EFFECT)
1038 { 1026 {
1039 if (potion_resist[i]) 1027 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1029 else
1042 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
1043 } 1031 }
1044 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1035 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1036 }
1049 } 1037 }
1050 1038
1051 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 op->attacktype |= tmp->attacktype; 1041 attacktype |= tmp->attacktype;
1054 1042
1055 op->path_attuned |= tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 1045 path_denied |= tmp->path_denied;
1046 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 1047 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type;
1060 1048
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 SET_FLAG (op, FLAG_LIFESAVE); 1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 SET_FLAG (op, FLAG_REFL_SPELL); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 SET_FLAG (op, FLAG_REFL_MISSILE); 1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075 1056
1076 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))
1077 SET_FLAG (op, FLAG_UNDEAD); 1058 SET_FLAG (this, FLAG_UNDEAD);
1078 1059
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 1061 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 1062 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 1063 invisible = 1;
1083 } 1064 }
1084 1065
1085 if (tmp->stats.exp && tmp->type != SKILL) 1066 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 1067 {
1087 if (tmp->stats.exp > 0) 1068 if (tmp->stats.exp > 0)
1088 { 1069 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 1070 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 1072 }
1092 else 1073 else
1093 added_speed += (float) tmp->stats.exp; 1074 added_speed += tmp->stats.exp;
1094 } 1075 }
1095 1076
1096 switch (tmp->type) 1077 switch (tmp->type)
1097 { 1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1098 /* skills modifying the character -b.t. */ 1089 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1090 /* for all skills and skill granting objects */
1100 case SKILL: 1091 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1102 break; 1093 break;
1103 1094
1104 if (IS_COMBAT_SKILL (tmp->subtype)) 1095 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp; 1096 wc_obj = tmp;
1106 1097
1107 if (op->chosen_skill) 1098 if (chosen_skill)
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1109 1100
1110 op->chosen_skill = tmp; 1101 chosen_skill = tmp;
1111 1102
1112 if (tmp->stats.dam > 0) 1103 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1104 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1106 weapon_speed = WEAPON_SPEED (tmp);
1107
1116 if (weapon_speed < 0) 1108 if (weapon_speed < 0)
1117 weapon_speed = 0; 1109 weapon_speed = 0;
1110
1118 weapon_weight = tmp->weight; 1111 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1113
1120 if (tmp->magic) 1114 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1115 stats.dam += tmp->magic;
1122 } 1116 }
1123 1117
1124 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1119 wc -= tmp->stats.wc + tmp->magic;
1126 1120
1127 if (tmp->slaying != NULL) 1121 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1122 slaying = tmp->slaying;
1129 1123
1130 if (tmp->stats.ac) 1124 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1125 ac -= tmp->stats.ac + tmp->magic;
1126
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134 1129
1135 if (op->type == PLAYER) 1130 if (type == PLAYER)
1131 {
1136 op->contr->ranges[range_skill] = op; 1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1135
1137 break; 1136 break;
1138 1137
1139 case SKILL_TOOL: 1138 case SKILL_TOOL:
1140 if (op->chosen_skill) 1139 if (chosen_skill)
1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1141
1142 chosen_skill = tmp;
1143
1144 if (type == PLAYER)
1141 { 1145 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1143 } 1148 }
1144 op->chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break; 1149 break;
1148 1150
1149 case SHIELD: 1151 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1154 case RING:
1153 case AMULET: 1155 case AMULET:
1154 case GIRDLE: 1156 case GIRDLE:
1155 case HELMET: 1157 case HELMET:
1156 case BOOTS: 1158 case BOOTS:
1157 case GLOVES: 1159 case GLOVES:
1158 case CLOAK: 1160 case CLOAK:
1159 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1163
1161 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1166
1163 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1169
1165 break; 1170 break;
1166 1171
1172 case BOW:
1167 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1178 wc -= tmp->stats.wc + tmp->magic;
1179
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1181 ac -= tmp->stats.ac + tmp->magic;
1182
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1183 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1184 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1186
1174 if (weapon_speed < 0) 1187 if (weapon_speed < 0)
1175 weapon_speed = 0; 1188 weapon_speed = 0;
1189
1176 op->slaying = tmp->slaying; 1190 slaying = tmp->slaying;
1191
1177 /* If there is desire that two handed weapons should do 1192 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1193 * extra strength damage, this is where the code should
1179 * go. 1194 * go.
1180 */ 1195 */
1196
1181 op->current_weapon = tmp; 1197 current_weapon = tmp;
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1184 1207
1185 break; 1208 break;
1186 1209
1187 case ARMOUR: /* Only the best of these three are used: */ 1210 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1212 contr->encumbrance += tmp->weight / 1000;
1190 1213
1191 case BRACERS: 1214 case BRACERS:
1192 case FORCE: 1215 case FORCE:
1193 if (tmp->stats.wc) 1216 if (tmp->stats.wc)
1194 { 1217 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1221 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1222 }
1200 else 1223 else
1201 wc += tmp->stats.wc + tmp->magic; 1224 wc += tmp->stats.wc + tmp->magic;
1202 } 1225 }
1226
1203 if (tmp->stats.ac) 1227 if (tmp->stats.ac)
1204 { 1228 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1229 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1230 {
1207 ac += best_ac; /* Remove last bonus */ 1231 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1232 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1233 }
1210 else /* To nullify the below effect */ 1234 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1235 ac += tmp->stats.ac + tmp->magic;
1212 } 1236 }
1237
1213 if (tmp->stats.wc) 1238 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1239 wc -= (tmp->stats.wc + tmp->magic);
1240
1215 if (tmp->stats.ac) 1241 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1242 ac -= (tmp->stats.ac + tmp->magic);
1243
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1245 max = ARMOUR_SPEED (tmp) / 10.f;
1246
1219 break; 1247 break;
1220 } /* switch tmp->type */ 1248 } /* switch tmp->type */
1221 } /* item is equipped */ 1249 } /* item is equipped */
1222 } /* for loop of items */ 1250 } /* for loop of items */
1223 1251
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1259 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1260 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1261 */
1234 for (i = 0; i < NROFATTACKS; i++) 1262 for (i = 0; i < NROFATTACKS; i++)
1235 { 1263 {
1236 op->resist[i] = prot[i] - vuln[i]; 1264 resist[i] = prot[i] - vuln[i];
1265
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1266 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1267 resist[i] = potion_resist[i];
1239 } 1268 }
1240 1269
1241 /* Figure out the players sp/mana/hp totals. */ 1270 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER) 1271 if (type == PLAYER)
1243 { 1272 {
1244 int pl_level; 1273 int pl_level;
1245 1274
1246 check_stat_bounds (&(op->stats)); 1275 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1276 pl_level = level;
1248 1277
1249 if (pl_level < 1) 1278 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1279 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1280
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1281 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1282 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1283 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1284 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256 { 1285 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1286 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1287
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1288 if (i % 2 && con_bonus[stats.Con] % 2)
1259 { 1289 {
1260 if (con_bonus[op->stats.Con] > 0) 1290 if (con_bonus[stats.Con] > 0)
1261 j++; 1291 j++;
1262 else 1292 else
1263 j--; 1293 j--;
1264 } 1294 }
1295
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1296 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1297 }
1267 1298
1268 for (i = 11; i <= op->level; i++) 1299 for (i = 11; i <= level; i++)
1269 op->stats.maxhp += 2; 1300 stats.maxhp += 2;
1270 1301
1271 if (op->stats.hp > op->stats.maxhp) 1302 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1303 stats.hp = stats.maxhp;
1273 1304
1274 /* Sp gain is controlled by the level of the player's 1305 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1306 * relevant experience object (mana_obj, see above)
1276 */ 1307 */
1277 /* following happen when skills system is not used */ 1308 /* following happen when skills system is not used */
1278 if (!mana_obj) 1309 if (!mana_obj)
1279 mana_obj = op; 1310 mana_obj = this;
1311
1280 if (!grace_obj) 1312 if (!grace_obj)
1281 grace_obj = op; 1313 grace_obj = this;
1314
1282 /* set maxsp */ 1315 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1316 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1317 mana_obj = this;
1285 1318
1286 if (mana_obj == op && op->type == PLAYER) 1319 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1320 stats.maxsp = 1;
1289 }
1290 else 1321 else
1291 { 1322 {
1292 sp_tmp = 0.0; 1323 sp_tmp = 0.f;
1324
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294 { 1326 {
1295 float stmp; 1327 float stmp;
1296 1328
1297 /* Got some extra bonus at first level */ 1329 /* Got some extra bonus at first level */
1298 if (i < 2) 1330 if (i < 2)
1299 {
1300 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1332 else
1303 {
1304 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1334
1306 if (stmp < 1.0) 1335 if (stmp < 1.f)
1307 stmp = 1.0; 1336 stmp = 1.f;
1337
1308 sp_tmp += stmp; 1338 sp_tmp += stmp;
1309 } 1339 }
1340
1310 op->stats.maxsp = (int) sp_tmp; 1341 stats.maxsp = (sint16)sp_tmp;
1311 1342
1312 for (i = 11; i <= mana_obj->level; i++) 1343 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2; 1344 stats.maxsp += 2;
1314 } 1345 }
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1346 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1347 if (stats.sp > stats.maxsp * 2)
1317 op->stats.sp = op->stats.maxsp * 2; 1348 stats.sp = stats.maxsp * 2;
1318 1349
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1350 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1351 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1352 grace_obj = this;
1322 1353
1323 if (grace_obj == op && op->type == PLAYER) 1354 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1355 stats.maxgrace = 1;
1326 }
1327 else 1356 else
1328 { 1357 {
1329 /* store grace in a float - this way, the divisions below don't create 1358 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then 1359 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next 1360 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1361 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1362 */
1334 sp_tmp = 0.0; 1363 sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1336 { 1365 {
1337 float grace_tmp = 0.0; 1366 float grace_tmp = 0.f;
1338 1367
1339 /* Got some extra bonus at first level */ 1368 /* Got some extra bonus at first level */
1340 if (i < 2) 1369 if (i < 2)
1341 { 1370 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else 1371 else
1346 { 1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1347 grace_tmp = (float) op->contr->levgrace[i] 1373
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0) 1374 if (grace_tmp < 1.f)
1351 grace_tmp = 1.0; 1375 grace_tmp = 1.f;
1376
1352 sp_tmp += grace_tmp; 1377 sp_tmp += grace_tmp;
1353 } 1378 }
1379
1354 op->stats.maxgrace = (int) sp_tmp; 1380 stats.maxgrace = (sint16)sp_tmp;
1355 1381
1356 /* two grace points per level after 11 */ 1382 /* two grace points per level after 11 */
1357 for (i = 11; i <= grace_obj->level; i++) 1383 for (i = 11; i <= grace_obj->level; i++)
1358 op->stats.maxgrace += 2; 1384 stats.maxgrace += 2;
1359 } 1385 }
1360 /* No limit on grace vs maxgrace */ 1386 /* No limit on grace vs maxgrace */
1361 1387
1362 if (op->contr->braced) 1388 if (contr->braced)
1363 { 1389 {
1364 ac += 2; 1390 ac += 2;
1365 wc += 4; 1391 wc += 4;
1366 } 1392 }
1367 else 1393 else
1368 ac -= dex_bonus[op->stats.Dex]; 1394 ac -= dex_bonus[stats.Dex];
1369 1395
1370 /* In new exp/skills system, wc bonuses are related to 1396 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1397 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1398 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1399 * I changed this slightly so that wc bonuses are better
1377 * we give the player a bonus here in wc and dam 1403 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1404 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1405 * monster bonus the same as before. -b.t.
1380 */ 1406 */
1381 1407
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1408 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1383 { 1409 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1410 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411
1385 for (i = 1; i < wc_obj->level; i++) 1412 for (i = 1; i < wc_obj->level; i++)
1386 { 1413 {
1387 /* addtional wc every 6 levels */ 1414 /* addtional wc every 6 levels */
1388 if (!(i % 6)) 1415 if (!(i % 6))
1389 wc--; 1416 wc--;
1417
1390 /* addtional dam every 4 levels. */ 1418 /* addtional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1419 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1420 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1421 }
1394 } 1422 }
1395 else 1423 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1424 wc -= level + thaco_bonus[stats.Str];
1397 1425
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1426 stats.dam += dam_bonus[stats.Str];
1399 1427
1400 if (op->stats.dam < 1) 1428 if (stats.dam < 1)
1401 op->stats.dam = 1; 1429 stats.dam = 1;
1402 1430
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1431 speed = 1.f + speed_bonus[stats.Dex];
1432
1404 if (settings.search_items && op->contr->search_str[0]) 1433 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1434 speed -= 1;
1435
1406 if (op->attacktype == 0) 1436 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1437 attacktype = arch->clone.attacktype;
1408 1438
1409 } /* End if player */ 1439 } /* End if player */
1410 1440
1411 if (added_speed >= 0) 1441 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1442 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1443 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1444 speed /= 1.f - added_speed;
1415 1445
1416 /* Max is determined by armour */ 1446 /* Max is determined by armour */
1417 if (op->speed > max) 1447 if (speed > max)
1418 op->speed = max; 1448 speed = max;
1419 1449
1420 if (op->type == PLAYER) 1450 if (type == PLAYER)
1421 { 1451 {
1422 /* f is a number the represents the number of kg above (positive num) 1452 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1453 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1454 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1455 * much above he is, and what is max carry is
1426 */ 1456 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1457 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1458 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1460 }
1431 1461
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1463
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1464 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1466 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1467 speed = speed * speed_reduce_from_disease;
1438 1468
1439 if (op->speed < 0.01 && op->type == PLAYER) 1469 if (speed < 0.01f && type == PLAYER)
1440 op->speed = 0.01; 1470 speed = 0.01f;
1441 1471
1442 if (op->type == PLAYER) 1472 if (type == PLAYER)
1443 { 1473 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1474 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1475 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1476 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1477 * that would just be a real pain to read.
1450 */ 1478 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1480 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1481 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1482 float s = 2 - weapon_speed / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1483 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1485
1486 K *= (4 + level) *1.2f / (6 + level);
1487
1458 if (K <= 0) 1488 if (K <= 0.f)
1459 K = 0.01; 1489 K = 0.01f;
1490
1460 S = op->speed / (K * s); 1491 float S = speed / (K * s);
1492
1461 op->contr->weapon_sp = S; 1493 contr->weapon_sp = S;
1462 } 1494 }
1495
1463 /* I want to limit the power of small monsters with big weapons: */ 1496 /* I want to limit the power of small monsters with big weapons: */
1464 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1498 stats.dam = arch->clone.stats.dam * 3;
1466 1499
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1500 /* Prevent overflows of wc - best you can get is ABS(120) - this
1468 * should be more than enough - remember, AC is also in 8 bits, 1501 * should be more than enough - remember, AC is also in 8 bits,
1469 * so its value is the same. 1502 * so its value is the same.
1470 */ 1503 */
1471 if (wc > 120) 1504 if (wc > 120)
1472 wc = 120; 1505 wc = 120;
1473 else if (wc < -120) 1506 else if (wc < -120)
1474 wc = -120; 1507 wc = -120;
1508
1475 op->stats.wc = wc; 1509 stats.wc = wc;
1476 1510
1477 if (ac > 120) 1511 if (ac > 120)
1478 ac = 120; 1512 ac = 120;
1479 else if (ac < -120) 1513 else if (ac < -120)
1480 ac = -120; 1514 ac = -120;
1515
1481 op->stats.ac = ac; 1516 stats.ac = ac;
1482 1517
1483 /* if for some reason the creature doesn't have any move type, 1518 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1519 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1520 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1521 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1522 * one or the other.
1488 */ 1523 */
1489 if (op->move_type == 0) 1524 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1525 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1526 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1527 move_type &= ~MOVE_WALK;
1493 1528
1494 update_ob_speed (op); 1529 if (speed != old_speed)
1530 set_speed (speed);
1495 1531
1496 /* It is quite possible that a player's spell costing might have changed, 1532 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1533 * so we will check that now.
1498 */ 1534 */
1499 if (op->type == PLAYER) 1535 if (type == PLAYER)
1536 {
1537 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1538 esrv_update_spells (contr);
1539 }
1540
1541 // update the mapspace, if we are on a map
1542 if (!flag [FLAG_REMOVED] && map)
1543 map->at (x, y).flags_ = 0;
1501} 1544}
1502 1545
1503/* 1546/*
1504 * Returns true if the given player is a legal class. 1547 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1548 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1549 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1550 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1551 * false otherwise.
1509 */ 1552 */
1510
1511int 1553int
1512allowed_class (const object *op) 1554allowed_class (const object *op)
1513{ 1555{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1556 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1562 && op->stats.Cha > 0;
1516} 1563}
1517 1564
1518/* 1565/*
1519 * set the new dragon name after gaining levels or 1566 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1567 * changing ability focus (later this can be extended to
1591 object *skin = NULL; /* pointer to dragon skin force */ 1638 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1639 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1640 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1641
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1642 /* now grab the 'dragon_ability'-forces from the player's inventory */
1643 shstr_cmp dragon_ability_force ("dragon_ability_force");
1644 shstr_cmp dragon_skin_force ("dragon_skin_force");
1645
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1646 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1647 if (tmp->type == FORCE)
1599 {
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1648 if (tmp->arch->name == dragon_ability_force)
1601 abil = tmp; 1649 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1650 else if (tmp->arch->name == dragon_skin_force)
1603 skin = tmp; 1651 skin = tmp;
1604 } 1652
1605 }
1606 /* if the force is missing -> bail out */ 1653 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1654 if (abil == NULL)
1608 return; 1655 return;
1609 1656
1610 /* The ability_force keeps track of maximum level ever achieved. 1657 /* The ability_force keeps track of maximum level ever achieved.
1661 */ 1708 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1709 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1710 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1711 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1712 insert_ob_in_ob (skill_obj, op);
1713
1666 if (op->contr) 1714 if (op->contr)
1667 { 1715 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1716 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1717 if (op->contr->ns)
1718 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1670 } 1719 }
1720
1671 return skill_obj; 1721 return skill_obj;
1672} 1722}
1673 1723
1674 1724
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1725/* player_lvl_adj() - for the new exp system. we are concerned with
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1750 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1751 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1752 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1753 }
1704 1754
1705 fix_player (who); 1755 who->update_stats ();
1706 if (op->level > 1) 1756 if (op->level > 1)
1707 { 1757 {
1708 if (op->type != PLAYER) 1758 if (op->type != PLAYER)
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1759 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1710 else 1760 else
1715 player_lvl_adj (who, op); /* To increase more levels */ 1765 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1766 }
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1767 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1768 {
1719 op->level--; 1769 op->level--;
1720 fix_player (who); 1770 who->update_stats ();
1721 if (op->type != PLAYER) 1771 if (op->type != PLAYER)
1722 { 1772 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1773 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1774 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1775 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1776 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1777 }
1778
1728 /* check if the spell data has changed */ 1779 /* check if the spell data has changed */
1780 esrv_update_stats (who->contr);
1729 esrv_update_spells (who->contr); 1781 esrv_update_spells (who->contr);
1730} 1782}
1731 1783
1732/* 1784/*
1733 * Returns how much experience is needed for a player to become 1785 * Returns how much experience is needed for a player to become
1737sint64 1789sint64
1738level_exp (int level, double expmul) 1790level_exp (int level, double expmul)
1739{ 1791{
1740 if (level > settings.max_level) 1792 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1742 return (sint64) (expmul * levels[level]); 1795 return (sint64) (expmul * levels[level]);
1743} 1796}
1744 1797
1745/* 1798/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1799 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1820 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1821 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1822 op->perm_exp = MAX_EXPERIENCE;
1770} 1823}
1771 1824
1772
1773/* Add experience to a player - exp should only be positive. 1825/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1826 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1827 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1828 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1829 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1830 * flag is what to do if the player doesn't have the skill:
1779 */ 1831 */
1780
1781static void 1832static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1833add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1834{
1784 object *skill_obj = NULL; 1835 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1836 sint64 limit, exp_to_add;
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1981 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1982 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1983 player_lvl_adj (op, tmp);
1933 } 1984 }
1934 } 1985 }
1986
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1987 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1988 {
1937 del_exp = check_exp_loss (op, exp); 1989 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1990 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1991 player_lvl_adj (op, NULL);
1940 } 1992 }
1941} 1993}
1942
1943
1944 1994
1945/* change_exp() - changes experience to a player/monster. This 1995/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1996 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1997 *
1948 * The exp passed is typically not modified much by this function - 1998 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1999 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 2000 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 2001 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 2002 * these last two values are only used for players.
1953 */ 2003 */
1954
1955void 2004void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 2005change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 2006{
1958
1959#ifdef EXP_DEBUG 2007#ifdef EXP_DEBUG
1960# ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962# else
1963 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 2008 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 2009#endif
1966 2010
1967 /* safety */ 2011 /* safety */
1968 if (!op) 2012 if (!op)
1969 { 2013 {
2008 else 2052 else
2009 /* note that when you lose exp, it doesn't go against 2053 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 2054 * a particular skill, so we don't need to pass that
2011 * along. 2055 * along.
2012 */ 2056 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 2057 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 2058 }
2016} 2059}
2017 2060
2018/* Applies a death penalty experience, the size of this is defined by the 2061/* Applies a death penalty experience, the size of this is defined by the
2019 * settings death_penalty_percentage and death_penalty_levels, and by the 2062 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 2063 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 2064 */
2022
2023void 2065void
2024apply_death_exp_penalty (object *op) 2066apply_death_exp_penalty (object *op)
2025{ 2067{
2026 object *tmp; 2068 object *tmp;
2027 sint64 loss; 2069 sint64 loss;
2072 if (level > MAX_SAVE_LEVEL) 2114 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 2115 level = MAX_SAVE_LEVEL;
2074 2116
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2117 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 2118 return 0;
2119
2077 return 1; 2120 return 1;
2078} 2121}

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