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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 1.47 by root, Mon May 7 03:05:57 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 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 856
857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
859
865 op->slaying = 0; 860 slaying = 0;
866 861
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 863 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 864 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 865 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 866 }
872 867
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 868 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 869 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 870 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);
884 871
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
873 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
874 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
876
885 op->path_attuned = op->arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
890 op->chosen_skill = NULL; 883 chosen_skill = 0;
891 884
892 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
893 * archetype clone 886 * archetype clone
894 */ 887 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 889
897 for (i = 0; i < NROFATTACKS; i++) 890 for (i = 0; i < NROFATTACKS; i++)
898 { 891 {
899 if (op->resist[i] > 0) 892 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
901 else 894 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
903 potion_resist[i] = 0; 897 potion_resist[i] = 0;
904 } 898 }
905 899
906 wc = op->arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
908 902
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 903 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 904 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 905 * 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, 906 * 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 907 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 908 * that their protection from physical goes down
915 */ 909 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 910 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 911 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 912 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 913 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 914 }
921 else 915 else
922 ac = op->arch->clone.stats.ac; 916 ac = arch->clone.stats.ac;
923 917
924 op->stats.luck = op->arch->clone.stats.luck; 918 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 919 speed = arch->clone.speed;
926 920
927 /* OK - we've reset most all the objects attributes to sane values. 921 /* 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. 922 * now go through and make adjustments for what the player has equipped.
929 */ 923 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 924 for (tmp = inv; tmp; tmp = tmp->below)
932 { 925 {
933 /* See note in map.c:update_position about making this additive 926 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 927 * since light sources are never applied, need to put check here.
935 */ 928 */
936 if (tmp->glow_radius > op->glow_radius) 929 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
938 931
939 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 933 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 934 * then calls this function.
942 */ 935 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 937 continue;
946 }
947 938
948 /* For some things, we don't care what is equipped */ 939 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 940 if (tmp->type == SKILL)
950 { 941 {
951 /* Want to take the highest skill here. */ 942 /* Want to take the highest skill here. */
954 if (!mana_obj) 945 if (!mana_obj)
955 mana_obj = tmp; 946 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 947 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 948 mana_obj = tmp;
958 } 949 }
950
959 if (IS_GRACE_SKILL (tmp->subtype)) 951 if (IS_GRACE_SKILL (tmp->subtype))
960 { 952 {
961 if (!grace_obj) 953 if (!grace_obj)
962 grace_obj = tmp; 954 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 955 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 964 * 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, 965 * 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 966 * because the skill shouldn't count against body positions being used
975 * up, etc. 967 * up, etc.
976 */ 968 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 969 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
970 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON)
972 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
979 { 974 {
980 if (op->type == PLAYER) 975 if (type == PLAYER)
981 { 976 {
982 if (tmp->type == BOW)
983 op->contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
986 op->contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
987 980
988 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 983
991 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 985 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
994 */ 987 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 990 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
994 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
995 (tmp->type == SKILL))
1001 { 996 {
1002 op->contr->digestion += tmp->stats.food; 997 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 998 contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp; 999 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1008 } 1003 }
1009 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1010 1010
1011 /* Update slots used for items */ 1011 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1016 }
1017 1015
1018 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1019 { 1017 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
1021 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1023 } 1022 }
1024 1023
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1028 */
1030 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1031 { 1030 {
1032 for (i = 0; i < NROFATTACKS; i++) 1031 for (i = 0; i < NROFATTACKS; i++)
1033 { 1032 {
1034 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 1035 */
1037 if (tmp->type == POTION_EFFECT) 1036 if (tmp->type == POTION_EFFECT)
1038 { 1037 {
1039 if (potion_resist[i]) 1038 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1040 else
1042 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1043 } 1042 }
1044 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1047 }
1049 } 1048 }
1050 1049
1051 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1053 op->attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 1060 }
1060 1061
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 SET_FLAG (op, FLAG_LIFESAVE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1064 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 SET_FLAG (op, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1066 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 SET_FLAG (op, FLAG_REFL_MISSILE); 1067 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1068 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 1069
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1070 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 1071 SET_FLAG (this, FLAG_UNDEAD);
1078 1072
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1073 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 1074 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 1075 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 1076 invisible = 1;
1083 } 1077 }
1084 1078
1085 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 1080 {
1087 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1088 { 1082 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 1085 }
1092 else 1086 else
1093 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1094 } 1088 }
1095 1089
1096 switch (tmp->type) 1090 switch (tmp->type)
1097 { 1091 {
1092#if 0
1093 case WAND:
1094 case ROD:
1095 case HORN:
1096 if (type != PLAYER || current_weapon == tmp)
1097 chosen_skill = tmp;
1098 break;
1099#endif
1100
1098 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1100 case SKILL: 1103 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1102 break; 1105 break;
1103 1106
1104 if (IS_COMBAT_SKILL (tmp->subtype)) 1107 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp; 1108 wc_obj = tmp;
1106 1109
1107 if (op->chosen_skill) 1110 if (chosen_skill)
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1111 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1109 1112
1110 op->chosen_skill = tmp; 1113 chosen_skill = tmp;
1111 1114
1112 if (tmp->stats.dam > 0) 1115 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1116 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1118 weapon_speed = WEAPON_SPEED (tmp);
1119
1116 if (weapon_speed < 0) 1120 if (weapon_speed < 0)
1117 weapon_speed = 0; 1121 weapon_speed = 0;
1122
1118 weapon_weight = tmp->weight; 1123 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1124 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1125
1120 if (tmp->magic) 1126 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1127 stats.dam += tmp->magic;
1122 } 1128 }
1123 1129
1124 if (tmp->stats.wc) 1130 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1131 wc -= tmp->stats.wc + tmp->magic;
1126 1132
1127 if (tmp->slaying != NULL) 1133 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1134 slaying = tmp->slaying;
1129 1135
1130 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1137 ac -= tmp->stats.ac + tmp->magic;
1138
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134 1141
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1142 break;
1138 1143
1139 case SKILL_TOOL: 1144 case SKILL_TOOL:
1140 if (op->chosen_skill) 1145 if (chosen_skill)
1141 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 } 1147
1144 op->chosen_skill = tmp; 1148 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 || current_weapon == tmp)
1175 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1176 wc -= tmp->stats.wc + tmp->magic;
1177
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1180
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1181 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1182 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1184
1174 if (weapon_speed < 0) 1185 if (weapon_speed < 0)
1175 weapon_speed = 0; 1186 weapon_speed = 0;
1187
1176 op->slaying = tmp->slaying; 1188 slaying = tmp->slaying;
1189
1177 /* If there is desire that two handed weapons should do 1190 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1191 * extra strength damage, this is where the code should
1179 * go. 1192 * go.
1180 */ 1193 */
1181 op->current_weapon = tmp; 1194
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1184 1199
1185 break; 1200 break;
1186 1201
1187 case ARMOUR: /* Only the best of these three are used: */ 1202 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight / 1000;
1190 1205
1191 case BRACERS: 1206 case BRACERS:
1192 case FORCE: 1207 case FORCE:
1193 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1194 { 1209 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1213 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1214 }
1200 else 1215 else
1201 wc += tmp->stats.wc + tmp->magic; 1216 wc += tmp->stats.wc + tmp->magic;
1202 } 1217 }
1218
1203 if (tmp->stats.ac) 1219 if (tmp->stats.ac)
1204 { 1220 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1221 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1222 {
1207 ac += best_ac; /* Remove last bonus */ 1223 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1224 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1225 }
1210 else /* To nullify the below effect */ 1226 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1227 ac += tmp->stats.ac + tmp->magic;
1212 } 1228 }
1229
1213 if (tmp->stats.wc) 1230 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1232
1215 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1235
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1238
1219 break; 1239 break;
1220 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1221 } /* item is equipped */ 1241 } /* item is equipped */
1222 } /* for loop of items */ 1242 } /* for loop of items */
1223 1243
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1251 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1252 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1253 */
1234 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1235 { 1255 {
1236 op->resist[i] = prot[i] - vuln[i]; 1256 resist[i] = prot[i] - vuln[i];
1257
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1258 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1259 resist[i] = potion_resist[i];
1239 } 1260 }
1240 1261
1241 /* Figure out the players sp/mana/hp totals. */ 1262 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER) 1263 if (type == PLAYER)
1243 { 1264 {
1244 int pl_level; 1265 int pl_level;
1245 1266
1246 check_stat_bounds (&(op->stats)); 1267 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1268 pl_level = level;
1248 1269
1249 if (pl_level < 1) 1270 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1271 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1272
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1273 /* 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. 1274 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1275 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1276 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256 { 1277 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1278 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1279
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1280 if (i % 2 && con_bonus[stats.Con] % 2)
1259 { 1281 {
1260 if (con_bonus[op->stats.Con] > 0) 1282 if (con_bonus[stats.Con] > 0)
1261 j++; 1283 j++;
1262 else 1284 else
1263 j--; 1285 j--;
1264 } 1286 }
1287
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1288 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1289 }
1267 1290
1268 for (i = 11; i <= op->level; i++) 1291 for (i = 11; i <= level; i++)
1269 op->stats.maxhp += 2; 1292 stats.maxhp += 2;
1270 1293
1271 if (op->stats.hp > op->stats.maxhp) 1294 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1295 stats.hp = stats.maxhp;
1273 1296
1274 /* Sp gain is controlled by the level of the player's 1297 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1298 * relevant experience object (mana_obj, see above)
1276 */ 1299 */
1277 /* following happen when skills system is not used */ 1300 /* following happen when skills system is not used */
1278 if (!mana_obj) 1301 if (!mana_obj)
1279 mana_obj = op; 1302 mana_obj = this;
1303
1280 if (!grace_obj) 1304 if (!grace_obj)
1281 grace_obj = op; 1305 grace_obj = this;
1306
1282 /* set maxsp */ 1307 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1308 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1309 mana_obj = this;
1285 1310
1286 if (mana_obj == op && op->type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1312 stats.maxsp = 1;
1289 }
1290 else 1313 else
1291 { 1314 {
1292 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1316
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294 { 1318 {
1295 float stmp; 1319 float stmp;
1296 1320
1297 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1298 if (i < 2) 1322 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); 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1324 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; 1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1326
1306 if (stmp < 1.0) 1327 if (stmp < 1.f)
1307 stmp = 1.0; 1328 stmp = 1.f;
1329
1308 sp_tmp += stmp; 1330 sp_tmp += stmp;
1309 } 1331 }
1332
1310 op->stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1311 1334
1312 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2; 1336 stats.maxsp += 2;
1314 } 1337 }
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1339 if (stats.sp > stats.maxsp * 2)
1317 op->stats.sp = op->stats.maxsp * 2; 1340 stats.sp = stats.maxsp * 2;
1318 1341
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1342 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1343 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1344 grace_obj = this;
1322 1345
1323 if (grace_obj == op && op->type == PLAYER) 1346 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1347 stats.maxgrace = 1;
1326 }
1327 else 1348 else
1328 { 1349 {
1329 /* store grace in a float - this way, the divisions below don't create 1350 /* 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 1351 * 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 1352 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1354 */
1334 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1336 { 1357 {
1337 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1338 1359
1339 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1340 if (i < 2) 1361 if (i < 2)
1341 { 1362 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 1363 else
1346 { 1364 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] 1365
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1351 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1368
1352 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1353 } 1370 }
1371
1354 op->stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1355 1373
1356 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1357 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1358 op->stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1359 } 1377 }
1360 /* No limit on grace vs maxgrace */ 1378 /* No limit on grace vs maxgrace */
1361 1379
1362 if (op->contr->braced) 1380 if (contr->braced)
1363 { 1381 {
1364 ac += 2; 1382 ac += 2;
1365 wc += 4; 1383 wc += 4;
1366 } 1384 }
1367 else 1385 else
1368 ac -= dex_bonus[op->stats.Dex]; 1386 ac -= dex_bonus[stats.Dex];
1369 1387
1370 /* In new exp/skills system, wc bonuses are related to 1388 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1389 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1390 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1391 * I changed this slightly so that wc bonuses are better
1377 * we give the player a bonus here in wc and dam 1395 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1396 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1397 * monster bonus the same as before. -b.t.
1380 */ 1398 */
1381 1399
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1400 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1383 { 1401 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1402 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403
1385 for (i = 1; i < wc_obj->level; i++) 1404 for (i = 1; i < wc_obj->level; i++)
1386 { 1405 {
1387 /* addtional wc every 6 levels */ 1406 /* addtional wc every 6 levels */
1388 if (!(i % 6)) 1407 if (!(i % 6))
1389 wc--; 1408 wc--;
1409
1390 /* addtional dam every 4 levels. */ 1410 /* addtional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1412 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1413 }
1394 } 1414 }
1395 else 1415 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1416 wc -= level + thaco_bonus[stats.Str];
1397 1417
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1399 1419
1400 if (op->stats.dam < 1) 1420 if (stats.dam < 1)
1401 op->stats.dam = 1; 1421 stats.dam = 1;
1402 1422
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1424
1404 if (settings.search_items && op->contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1426 speed -= 1;
1427
1406 if (op->attacktype == 0) 1428 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1408 1430
1409 } /* End if player */ 1431 } /* End if player */
1410 1432
1411 if (added_speed >= 0) 1433 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1415 1437
1416 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1417 if (op->speed > max) 1439 if (speed > max)
1418 op->speed = max; 1440 speed = max;
1419 1441
1420 if (op->type == PLAYER) 1442 if (type == PLAYER)
1421 { 1443 {
1422 /* f is a number the represents the number of kg above (positive num) 1444 /* 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 1445 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1426 */ 1448 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1450 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1452 }
1431 1453
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1455
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1456 /* 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. 1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1458 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1438 1460
1439 if (op->speed < 0.01 && op->type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1440 op->speed = 0.01; 1462 speed = 0.01f;
1441 1463
1442 if (op->type == PLAYER) 1464 if (type == PLAYER)
1443 { 1465 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1450 */ 1470 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1476 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; 1477
1478 K *= (4 + level) *1.2f / (6 + level);
1479
1458 if (K <= 0) 1480 if (K <= 0.f)
1459 K = 0.01; 1481 K = 0.01f;
1482
1460 S = op->speed / (K * s); 1483 float S = speed / (K * s);
1484
1461 op->contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1462 } 1486 }
1487
1463 /* I want to limit the power of small monsters with big weapons: */ 1488 /* 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) 1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1466 1491
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1492 /* 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, 1493 * should be more than enough - remember, AC is also in 8 bits,
1469 * so its value is the same. 1494 * so its value is the same.
1470 */ 1495 */
1471 if (wc > 120) 1496 if (wc > 120)
1472 wc = 120; 1497 wc = 120;
1473 else if (wc < -120) 1498 else if (wc < -120)
1474 wc = -120; 1499 wc = -120;
1500
1475 op->stats.wc = wc; 1501 stats.wc = wc;
1476 1502
1477 if (ac > 120) 1503 if (ac > 120)
1478 ac = 120; 1504 ac = 120;
1479 else if (ac < -120) 1505 else if (ac < -120)
1480 ac = -120; 1506 ac = -120;
1507
1481 op->stats.ac = ac; 1508 stats.ac = ac;
1482 1509
1483 /* if for some reason the creature doesn't have any move type, 1510 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1511 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1512 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1513 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1514 * one or the other.
1488 */ 1515 */
1489 if (op->move_type == 0) 1516 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1517 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1518 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1519 move_type &= ~MOVE_WALK;
1493 1520
1494 update_ob_speed (op); 1521 if (speed != old_speed)
1522 set_speed (speed);
1495 1523
1496 /* It is quite possible that a player's spell costing might have changed, 1524 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1525 * so we will check that now.
1498 */ 1526 */
1499 if (op->type == PLAYER) 1527 if (type == PLAYER)
1528 {
1529 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1530 esrv_update_spells (contr);
1531 }
1532
1533 // update the mapspace, if we are on a map
1534 if (!flag [FLAG_REMOVED] && map)
1535 map->at (x, y).flags_ = 0;
1501} 1536}
1502 1537
1503/* 1538/*
1504 * Returns true if the given player is a legal class. 1539 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1540 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1541 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1542 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1543 * false otherwise.
1509 */ 1544 */
1510
1511int 1545int
1512allowed_class (const object *op) 1546allowed_class (const object *op)
1513{ 1547{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1549 && op->stats.Str > 0
1550 && op->stats.Con > 0
1551 && op->stats.Int > 0
1552 && op->stats.Wis > 0
1553 && op->stats.Pow > 0
1554 && op->stats.Cha > 0;
1516} 1555}
1517 1556
1518/* 1557/*
1519 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1591 object *skin = NULL; /* pointer to dragon skin force */ 1630 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1631 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1632 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1633
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1634 /* now grab the 'dragon_ability'-forces from the player's inventory */
1635 shstr_cmp dragon_ability_force ("dragon_ability_force");
1636 shstr_cmp dragon_skin_force ("dragon_skin_force");
1637
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1639 if (tmp->type == FORCE)
1599 {
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1640 if (tmp->arch->name == dragon_ability_force)
1601 abil = tmp; 1641 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1642 else if (tmp->arch->name == dragon_skin_force)
1603 skin = tmp; 1643 skin = tmp;
1604 } 1644
1605 }
1606 /* if the force is missing -> bail out */ 1645 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1646 if (abil == NULL)
1608 return; 1647 return;
1609 1648
1610 /* The ability_force keeps track of maximum level ever achieved. 1649 /* The ability_force keeps track of maximum level ever achieved.
1661 */ 1700 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1701 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1702 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1703 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1704 insert_ob_in_ob (skill_obj, op);
1705
1666 if (op->contr) 1706 if (op->contr)
1667 { 1707 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1708 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1709 if (op->contr->ns)
1710 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1670 } 1711 }
1712
1671 return skill_obj; 1713 return skill_obj;
1672} 1714}
1673 1715
1674 1716
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1717/* 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; 1742 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); 1743 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; 1744 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1745 }
1704 1746
1705 fix_player (who); 1747 who->update_stats ();
1706 if (op->level > 1) 1748 if (op->level > 1)
1707 { 1749 {
1708 if (op->type != PLAYER) 1750 if (op->type != PLAYER)
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1751 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1710 else 1752 else
1715 player_lvl_adj (who, op); /* To increase more levels */ 1757 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1758 }
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1759 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1760 {
1719 op->level--; 1761 op->level--;
1720 fix_player (who); 1762 who->update_stats ();
1721 if (op->type != PLAYER) 1763 if (op->type != PLAYER)
1722 { 1764 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1765 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); 1766 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1767 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1768 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1769 }
1770
1728 /* check if the spell data has changed */ 1771 /* check if the spell data has changed */
1772 esrv_update_stats (who->contr);
1729 esrv_update_spells (who->contr); 1773 esrv_update_spells (who->contr);
1730} 1774}
1731 1775
1732/* 1776/*
1733 * Returns how much experience is needed for a player to become 1777 * Returns how much experience is needed for a player to become
1737sint64 1781sint64
1738level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1739{ 1783{
1740 if (level > settings.max_level) 1784 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1742 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1743} 1788}
1744 1789
1745/* 1790/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1791 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1812 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1813 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1814 op->perm_exp = MAX_EXPERIENCE;
1770} 1815}
1771 1816
1772
1773/* Add experience to a player - exp should only be positive. 1817/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1818 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1819 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1820 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1821 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1822 * flag is what to do if the player doesn't have the skill:
1779 */ 1823 */
1780
1781static void 1824static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1825add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1826{
1784 object *skill_obj = NULL; 1827 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1786 int i; 1829 int i;
1787 1830
1788 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1832 if (op->contr->braced)
1790 exp = exp / 5; 1833 exp /= 5;
1791 1834
1792 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1836 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1838 * the players inventory.
1796 */ 1839 */
1797 if (skill_name) 1840 if (skill_name)
1798 { 1841 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1842 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1974 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1975 player_lvl_adj (op, tmp);
1933 } 1976 }
1934 } 1977 }
1978
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1979 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1980 {
1937 del_exp = check_exp_loss (op, exp); 1981 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1982 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1983 player_lvl_adj (op, NULL);
1940 } 1984 }
1941} 1985}
1942
1943
1944 1986
1945/* change_exp() - changes experience to a player/monster. This 1987/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1988 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1989 *
1948 * The exp passed is typically not modified much by this function - 1990 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1991 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1992 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1993 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1994 * these last two values are only used for players.
1953 */ 1995 */
1954
1955void 1996void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1997change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1998{
1958
1959#ifdef EXP_DEBUG 1999#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); 2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 2001#endif
1966 2002
1967 /* safety */ 2003 /* safety */
1968 if (!op) 2004 if (!op)
1969 { 2005 {
2008 else 2044 else
2009 /* note that when you lose exp, it doesn't go against 2045 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 2046 * a particular skill, so we don't need to pass that
2011 * along. 2047 * along.
2012 */ 2048 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 2049 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 2050 }
2016} 2051}
2017 2052
2018/* Applies a death penalty experience, the size of this is defined by the 2053/* 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 2054 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 2055 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 2056 */
2022
2023void 2057void
2024apply_death_exp_penalty (object *op) 2058apply_death_exp_penalty (object *op)
2025{ 2059{
2026 object *tmp; 2060 object *tmp;
2027 sint64 loss; 2061 sint64 loss;
2072 if (level > MAX_SAVE_LEVEL) 2106 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 2107 level = MAX_SAVE_LEVEL;
2074 2108
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2109 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 2110 return 0;
2111
2077 return 1; 2112 return 1;
2078} 2113}

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