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Comparing deliantra/server/common/living.C (file contents):
Revision 1.12 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.47 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
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 163
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 164extern sint64 *levels;
167#endif
168 165
169#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
170 167
171/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 194 "You're feeling clumsy!",
198 "You feel less healthy", 195 "You feel less healthy",
199 "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!",
200 "Your face gets distorted!", 199 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 200};
204const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 202 "You feel your strength return.",
206 "You feel your agility return.", 203 "You feel your agility return.",
207 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
208 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
209 "You feel your charisma return.", 208 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 209};
213const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 211 "You feel stronger.",
215 "You feel more agile.", 212 "You feel more agile.",
216 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
217 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
218 "You seem to look better.", 217 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 218};
222const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 220 "You feel weaker!",
224 "You feel clumsy!", 221 "You feel clumsy!",
225 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
226 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
227 "You look ugly!", 226 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 227};
231 228
232const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 231};
235 232
236const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 235};
239 236
240/* 237/*
241 * 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
242 * what attr is (STR to POW). 239 * what attr is (STR to POW).
243 */ 240 */
244
245void 241void
246set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
247{ 243{
248 switch (attr) 244 switch (attr)
249 { 245 {
250 case STR: 246 case STR:
251 stats->Str = value; 247 stats->Str = value;
273 269
274/* 270/*
275 * 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)
276 * is added to the specified stat. 272 * is added to the specified stat.
277 */ 273 */
278
279void 274void
280change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
281{ 276{
282 if (value == 0) 277 if (value == 0)
283 return; 278 return;
279
284 switch (attr) 280 switch (attr)
285 { 281 {
286 case STR: 282 case STR:
287 stats->Str += value; 283 stats->Str += value;
288 break; 284 break;
312/* 308/*
313 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
314 */ 310 */
315 311
316sint8 312sint8
317get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
318{ 314{
319 switch (attr) 315 switch (attr)
320 { 316 {
321 case STR:
322 return (stats->Str); 317 case STR: return stats->Str;
323 case DEX:
324 return (stats->Dex); 318 case DEX: return stats->Dex;
325 case CON:
326 return (stats->Con); 319 case CON: return stats->Con;
327 case WIS:
328 return (stats->Wis); 320 case WIS: return stats->Wis;
329 case CHA:
330 return (stats->Cha); 321 case CHA: return stats->Cha;
331 case INT:
332 return (stats->Int); 322 case INT: return stats->Int;
333 case POW:
334 return (stats->Pow); 323 case POW: return stats->Pow;
335 } 324 }
325
336 return 0; 326 return 0;
337} 327}
338 328
339/* 329/*
340 * 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
341 * 1-30 stat limit. 331 * 1-30 stat limit.
342 */ 332 */
343 333
344void 334void
345check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
346{ 336{
347 int i, v; 337 int i, v;
348 338
349 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
382 char message[MAX_BUF]; 372 char message[MAX_BUF];
383 int potion_max = 0; 373 int potion_max = 0;
384 374
385 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
386 * 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
387 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
388 */ 378 */
389 object_pod refop = *op; 379 object_copy refop = *op;
390 380
391 if (op->type == PLAYER) 381 if (op->type == PLAYER)
392 { 382 {
393 if (tmp->type == POTION) 383 if (tmp->type == POTION)
394 { 384 {
412 nstat = 1; 402 nstat = 1;
413 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))
414 { 404 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
416 } 406 }
407
417 if (nstat != ostat) 408 if (nstat != ostat)
418 { 409 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
420 potion_max = 0; 411 potion_max = 0;
421 } 412 }
423 { 414 {
424 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 416 potion_max = 1;
426 } 417 }
427 } 418 }
419
428 /* 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
429 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 422 * recalculates this anyway.
431 */ 423 */
432 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
433 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
434 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
435 } /* end of potion handling code */ 428 } /* end of potion handling code */
436 } 429 }
437 430
438 /* 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
452 445
453 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
454 * 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
455 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
456 */ 449 */
457 fix_player (op); 450 op->update_stats ();
458 451
459 /* 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
460 * print out message if this is a bow. 453 * print out message if this is a bow.
461 */ 454 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 456 {
464 success = 1; 457 success = 1;
465 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.");
466 } 459 }
460
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 462 {
469 success = 1; 463 success = 1;
470 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.");
471 } 465 }
466
472 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))
473 { 468 {
474 success = 1; 469 success = 1;
475 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.");
476 } 471 }
472
477 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))
478 { 474 {
479 success = 1; 475 success = 1;
480 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.");
481 } 477 }
478
482 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
484 * 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
485 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 483 * from fly high)
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 532 {
536 success = 1; 533 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 535 }
536
539 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))
540 { 538 {
541 success = 1; 539 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 541 }
542
544 /* 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
545 * vision 544 * vision
546 */ 545 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 547 {
655 654
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 656 }
658 } 657 }
659 658
660 if (tmp->type != EXPERIENCE && !potion_max) 659 if (!potion_max)
661 { 660 {
662 for (j = 0; j < NUM_STATS; j++) 661 for (j = 0; j < NUM_STATS; j++)
663 { 662 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 664 {
666 success = 1; 665 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 667 }
669 } 668 }
670 } 669 }
670
671 return success; 671 return success;
672} 672}
673 673
674/* 674/*
675 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 677 */
678 678
679void 679void
680drain_stat (object *op) 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686drain_specific_stat (object *op, int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
688 object *tmp; 688 object *tmp;
689 archetype *at; 689 archetype *at;
690 690
691 at = archetype::find (ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 695 return;
696 } 696 }
697 else 697 else
698 { 698 {
699 tmp = present_arch_in_ob (at, op); 699 tmp = present_arch_in_ob (at, this);
700
700 if (!tmp) 701 if (!tmp)
701 { 702 {
702 tmp = arch_to_object (at); 703 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
705 } 706 }
706 } 707 }
707 708
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 711 update_stats ();
711} 712}
712 713
713/* 714/*
714 * 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.
715 * via an applied bad_luck object. 716 * via an applied bad_luck object.
716 */ 717 */
717
718void 718void
719change_luck (object *op, int value) 719object::change_luck (int value)
720{ 720{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 721 archetype *at = archetype::find ("luck");
726 if (!at) 722 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 724 else
729 { 725 {
730 tmp = present_arch_in_ob (at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
731 if (!tmp) 728 if (!tmp)
732 { 729 {
733 if (!value) 730 if (!value)
734 return; 731 return;
732
735 tmp = arch_to_object (at); 733 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 734 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 735 SET_FLAG (tmp, FLAG_APPLIED);
738 } 736 }
737
739 if (value) 738 if (value)
740 { 739 {
741 /* 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
742 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 742 * in op itself).
744 */ 743 */
745 new_luck = tmp->stats.luck + value; 744 int new_luck = tmp->stats.luck + value;
745
746 if (new_luck >= -100 && new_luck <= 100) 746 if (new_luck >= -100 && new_luck <= 100)
747 { 747 {
748 op->stats.luck += value; 748 stats.luck += value;
749 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 } 750 }
751 } 751 }
752 else 752 else
753 { 753 {
754 if (!tmp->stats.luck) 754 if (!tmp->stats.luck)
755 {
756 return; 755 return;
757 } 756
758 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
760 */ 759 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 761 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 763
765 op->stats.luck += diff; 764 stats.luck += diff;
766 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
767 } 766 }
768 } 767 }
769 } 768 }
770} 769}
771 770
772/* 771/*
773 * 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.
774 */ 773 */
775
776void 774void
777remove_statbonus (object *op) 775object::remove_statbonus ()
778{ 776{
779 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
780 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
781 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
782 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
785 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
793} 792}
794 793
795/* 794/*
796 * 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.
797 */ 796 */
798
799void 797void
800add_statbonus (object *op) 798object::add_statbonus ()
801{ 799{
802 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
803 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
804 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
805 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
806 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
807 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
808 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
816} 815}
817 816
818/* 817/*
819 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
821 * 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.
822 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
824 */ 823 *
825
826/* 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.
827 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
828 */ 826 */
829
830void 827void
831fix_player (object *op) 828object::update_stats ()
832{ 829{
833 int i, j; 830 int i, j;
834 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;
835 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 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;
839 837
840 /* 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 */
841 if (op->type == PLAYER) 839 if (type == PLAYER)
842 { 840 {
843 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
844 {
845 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));
846 } 843
847 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 845 contr->encumbrance = 0;
849 846
850 op->attacktype = 0; 847 attacktype = 0;
848
851 op->contr->digestion = 0; 849 contr->digestion = 0;
852 op->contr->gen_hp = 0; 850 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 851 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 852 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 854 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 855 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 856
857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
859
869 op->slaying = 0; 860 slaying = 0;
870 861
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 863 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 864 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 865 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 866 }
876 867
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 868 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 869 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 870 CLEAR_FLAG (this, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 871
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
889 op->path_attuned = op->arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
894 op->chosen_skill = NULL; 883 chosen_skill = 0;
895 884
896 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
897 * archetype clone 886 * archetype clone
898 */ 887 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 889
901 for (i = 0; i < NROFATTACKS; i++) 890 for (i = 0; i < NROFATTACKS; i++)
902 { 891 {
903 if (op->resist[i] > 0) 892 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
905 else 894 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
907 potion_resist[i] = 0; 897 potion_resist[i] = 0;
908 } 898 }
909 899
910 wc = op->arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
912 902
913 /* 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,
914 * plus a small amount of physical resist, those poor suckers. ;) 904 * plus a small amount of physical resist, those poor suckers. ;)
915 * 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 -
916 * 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,
917 * 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
918 * that their protection from physical goes down 908 * that their protection from physical goes down
919 */ 909 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 910 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 911 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 912 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 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;
924 } 914 }
925 else 915 else
926 ac = op->arch->clone.stats.ac; 916 ac = arch->clone.stats.ac;
927 917
928 op->stats.luck = op->arch->clone.stats.luck; 918 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 919 speed = arch->clone.speed;
930 920
931 /* 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.
932 * 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.
933 */ 923 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 924 for (tmp = inv; tmp; tmp = tmp->below)
936 { 925 {
937 /* See note in map.c:update_position about making this additive 926 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 927 * since light sources are never applied, need to put check here.
939 */ 928 */
940 if (tmp->glow_radius > op->glow_radius) 929 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
942 931
943 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
944 * 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
945 * then calls this function. 934 * then calls this function.
946 */ 935 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 937 continue;
950 }
951 938
952 /* For some things, we don't care what is equipped */ 939 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 940 if (tmp->type == SKILL)
954 { 941 {
955 /* Want to take the highest skill here. */ 942 /* Want to take the highest skill here. */
958 if (!mana_obj) 945 if (!mana_obj)
959 mana_obj = tmp; 946 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 947 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 948 mana_obj = tmp;
962 } 949 }
950
963 if (IS_GRACE_SKILL (tmp->subtype)) 951 if (IS_GRACE_SKILL (tmp->subtype))
964 { 952 {
965 if (!grace_obj) 953 if (!grace_obj)
966 grace_obj = tmp; 954 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 955 else if (tmp->level > grace_obj->level)
976 * in the praying skill, and the player should always get those. 964 * in the praying skill, and the player should always get those.
977 * 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,
978 * because the skill shouldn't count against body positions being used 966 * because the skill shouldn't count against body positions being used
979 * up, etc. 967 * up, etc.
980 */ 968 */
981 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
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
983 { 974 {
984 if (op->type == PLAYER) 975 if (type == PLAYER)
985 { 976 {
986 if (tmp->type == BOW)
987 op->contr->ranges[range_bow] = tmp;
988
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
990 op->contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
991 980
992 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
994 983
995 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
996 * 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
997 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
998 */ 987 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 990 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (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))
1005 { 996 {
1006 op->contr->digestion += tmp->stats.food; 997 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 998 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 999 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1012 } 1003 }
1013 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1014 1010
1015 /* Update slots used for items */ 1011 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1020 }
1021 1015
1022 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1023 { 1017 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
1025 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1027 } 1022 }
1028 1023
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 1028 */
1034 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1035 { 1030 {
1036 for (i = 0; i < NROFATTACKS; i++) 1031 for (i = 0; i < NROFATTACKS; i++)
1037 { 1032 {
1038 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 1035 */
1041 if (tmp->type == POTION_EFFECT) 1036 if (tmp->type == POTION_EFFECT)
1042 { 1037 {
1043 if (potion_resist[i]) 1038 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 1040 else
1046 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1047 } 1042 }
1048 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 1047 }
1053 } 1048 }
1054 1049
1055 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1057 op->attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 1060 }
1064 1061
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1064 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1066 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 1067 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1068 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079 1069
1080 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))
1081 SET_FLAG (op, FLAG_UNDEAD); 1071 SET_FLAG (this, FLAG_UNDEAD);
1082 1072
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1073 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1074 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1075 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1076 invisible = 1;
1087 } 1077 }
1088 1078
1089 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1080 {
1091 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1092 { 1082 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 1085 }
1096 else 1086 else
1097 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1098 } 1088 }
1099 1089
1100 switch (tmp->type) 1090 switch (tmp->type)
1101 { 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
1102 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1104 case SKILL: 1103 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1106 break; 1105 break;
1107 1106
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1107 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1108 wc_obj = tmp;
1110 1109
1111 if (op->chosen_skill) 1110 if (chosen_skill)
1112 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);
1113 1112
1114 op->chosen_skill = tmp; 1113 chosen_skill = tmp;
1115 1114
1116 if (tmp->stats.dam > 0) 1115 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1116 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1118 weapon_speed = WEAPON_SPEED (tmp);
1119
1120 if (weapon_speed < 0) 1120 if (weapon_speed < 0)
1121 weapon_speed = 0; 1121 weapon_speed = 0;
1122
1122 weapon_weight = tmp->weight; 1123 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1124 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1125
1124 if (tmp->magic) 1126 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1127 stats.dam += tmp->magic;
1126 } 1128 }
1127 1129
1128 if (tmp->stats.wc) 1130 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1131 wc -= tmp->stats.wc + tmp->magic;
1130 1132
1131 if (tmp->slaying != NULL) 1133 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1134 slaying = tmp->slaying;
1133 1135
1134 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1137 ac -= tmp->stats.ac + tmp->magic;
1138
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1141
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1142 break;
1142 1143
1143 case SKILL_TOOL: 1144 case SKILL_TOOL:
1144 if (op->chosen_skill) 1145 if (chosen_skill)
1145 {
1146 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);
1147 } 1147
1148 op->chosen_skill = tmp; 1148 chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break; 1149 break;
1152 1150
1153 case SHIELD: 1151 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1154 case RING:
1157 case AMULET: 1155 case AMULET:
1158 case GIRDLE: 1156 case GIRDLE:
1159 case HELMET: 1157 case HELMET:
1160 case BOOTS: 1158 case BOOTS:
1161 case GLOVES: 1159 case GLOVES:
1162 case CLOAK: 1160 case CLOAK:
1163 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1163
1165 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1166
1167 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1169
1169 break; 1170 break;
1170 1171
1172 case BOW:
1171 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1176 wc -= tmp->stats.wc + tmp->magic;
1177
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1180
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1181 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1182 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1184
1178 if (weapon_speed < 0) 1185 if (weapon_speed < 0)
1179 weapon_speed = 0; 1186 weapon_speed = 0;
1187
1180 op->slaying = tmp->slaying; 1188 slaying = tmp->slaying;
1189
1181 /* If there is desire that two handed weapons should do 1190 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1191 * extra strength damage, this is where the code should
1183 * go. 1192 * go.
1184 */ 1193 */
1185 op->current_weapon = tmp; 1194
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1188 1199
1189 break; 1200 break;
1190 1201
1191 case ARMOUR: /* Only the best of these three are used: */ 1202 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight / 1000;
1194 1205
1195 case BRACERS: 1206 case BRACERS:
1196 case FORCE: 1207 case FORCE:
1197 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1198 { 1209 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1213 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1214 }
1204 else 1215 else
1205 wc += tmp->stats.wc + tmp->magic; 1216 wc += tmp->stats.wc + tmp->magic;
1206 } 1217 }
1218
1207 if (tmp->stats.ac) 1219 if (tmp->stats.ac)
1208 { 1220 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1221 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1222 {
1211 ac += best_ac; /* Remove last bonus */ 1223 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1224 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1225 }
1214 else /* To nullify the below effect */ 1226 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1227 ac += tmp->stats.ac + tmp->magic;
1216 } 1228 }
1229
1217 if (tmp->stats.wc) 1230 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1232
1219 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1235
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1238
1223 break; 1239 break;
1224 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1225 } /* item is equipped */ 1241 } /* item is equipped */
1226 } /* for loop of items */ 1242 } /* for loop of items */
1227 1243
1235 * 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
1236 * 'total resistance = vulnerability from cursed potion'. 1252 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1253 */
1238 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1239 { 1255 {
1240 op->resist[i] = prot[i] - vuln[i]; 1256 resist[i] = prot[i] - vuln[i];
1257
1241 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)))
1242 op->resist[i] = potion_resist[i]; 1259 resist[i] = potion_resist[i];
1243 } 1260 }
1244 1261
1245 /* Figure out the players sp/mana/hp totals. */ 1262 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1263 if (type == PLAYER)
1247 { 1264 {
1248 int pl_level; 1265 int pl_level;
1249 1266
1250 check_stat_bounds (&(op->stats)); 1267 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1268 pl_level = level;
1252 1269
1253 if (pl_level < 1) 1270 if (pl_level < 1)
1254 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! */
1255 1272
1256 /* 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,
1257 * 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.
1258 */ 1275 */
1259 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++)
1260 { 1277 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1278 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1279
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1280 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1281 {
1264 if (con_bonus[op->stats.Con] > 0) 1282 if (con_bonus[stats.Con] > 0)
1265 j++; 1283 j++;
1266 else 1284 else
1267 j--; 1285 j--;
1268 } 1286 }
1287
1269 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 */
1270 } 1289 }
1271 1290
1272 for (i = 11; i <= op->level; i++) 1291 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1292 stats.maxhp += 2;
1274 1293
1275 if (op->stats.hp > op->stats.maxhp) 1294 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1295 stats.hp = stats.maxhp;
1277 1296
1278 /* Sp gain is controlled by the level of the player's 1297 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1298 * relevant experience object (mana_obj, see above)
1280 */ 1299 */
1281 /* following happen when skills system is not used */ 1300 /* following happen when skills system is not used */
1282 if (!mana_obj) 1301 if (!mana_obj)
1283 mana_obj = op; 1302 mana_obj = this;
1303
1284 if (!grace_obj) 1304 if (!grace_obj)
1285 grace_obj = op; 1305 grace_obj = this;
1306
1286 /* set maxsp */ 1307 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1308 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1309 mana_obj = this;
1289 1310
1290 if (mana_obj == op && op->type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1312 stats.maxsp = 1;
1293 }
1294 else 1313 else
1295 { 1314 {
1296 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1316
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1318 {
1299 float stmp; 1319 float stmp;
1300 1320
1301 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1302 if (i < 2) 1322 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1324 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1326
1310 if (stmp < 1.0) 1327 if (stmp < 1.f)
1311 stmp = 1.0; 1328 stmp = 1.f;
1329
1312 sp_tmp += stmp; 1330 sp_tmp += stmp;
1313 } 1331 }
1332
1314 op->stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1315 1334
1316 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1336 stats.maxsp += 2;
1318 } 1337 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1339 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1340 stats.sp = stats.maxsp * 2;
1322 1341
1323 /* 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 */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1343 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1344 grace_obj = this;
1326 1345
1327 if (grace_obj == op && op->type == PLAYER) 1346 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1347 stats.maxgrace = 1;
1330 }
1331 else 1348 else
1332 { 1349 {
1333 /* 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
1334 * 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
1335 * 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
1336 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1354 */
1338 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1339 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++)
1340 { 1357 {
1341 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1342 1359
1343 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1344 if (i < 2) 1361 if (i < 2)
1345 { 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1363 else
1350 { 1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1365
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1355 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1368
1356 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1357 } 1370 }
1371
1358 op->stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1359 1373
1360 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1363 } 1377 }
1364 /* No limit on grace vs maxgrace */ 1378 /* No limit on grace vs maxgrace */
1365 1379
1366 if (op->contr->braced) 1380 if (contr->braced)
1367 { 1381 {
1368 ac += 2; 1382 ac += 2;
1369 wc += 4; 1383 wc += 4;
1370 } 1384 }
1371 else 1385 else
1372 ac -= dex_bonus[op->stats.Dex]; 1386 ac -= dex_bonus[stats.Dex];
1373 1387
1374 /* In new exp/skills system, wc bonuses are related to 1388 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1389 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1390 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1391 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1395 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1396 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1397 * monster bonus the same as before. -b.t.
1384 */ 1398 */
1385 1399
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1400 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1401 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1402 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403
1389 for (i = 1; i < wc_obj->level; i++) 1404 for (i = 1; i < wc_obj->level; i++)
1390 { 1405 {
1391 /* addtional wc every 6 levels */ 1406 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1407 if (!(i % 6))
1393 wc--; 1408 wc--;
1409
1394 /* addtional dam every 4 levels. */ 1410 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1412 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1413 }
1398 } 1414 }
1399 else 1415 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1416 wc -= level + thaco_bonus[stats.Str];
1401 1417
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1403 1419
1404 if (op->stats.dam < 1) 1420 if (stats.dam < 1)
1405 op->stats.dam = 1; 1421 stats.dam = 1;
1406 1422
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1424
1408 if (settings.search_items && op->contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1426 speed -= 1;
1427
1410 if (op->attacktype == 0) 1428 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1412 1430
1413 } /* End if player */ 1431 } /* End if player */
1414 1432
1415 if (added_speed >= 0) 1433 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1419 1437
1420 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1421 if (op->speed > max) 1439 if (speed > max)
1422 op->speed = max; 1440 speed = max;
1423 1441
1424 if (op->type == PLAYER) 1442 if (type == PLAYER)
1425 { 1443 {
1426 /* 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)
1427 * or below (negative number) that the player is carrying. If above 1445 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1430 */ 1448 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1450 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1452 }
1435 1453
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1437 1455
1438 /* 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
1439 * 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.
1440 */ 1458 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1442 1460
1443 if (op->speed < 0.01 && op->type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1444 op->speed = 0.01; 1462 speed = 0.01f;
1445 1463
1446 if (op->type == PLAYER) 1464 if (type == PLAYER)
1447 { 1465 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1454 */ 1470 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1460 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;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1477
1478 K *= (4 + level) *1.2f / (6 + level);
1479
1462 if (K <= 0) 1480 if (K <= 0.f)
1463 K = 0.01; 1481 K = 0.01f;
1482
1464 S = op->speed / (K * s); 1483 float S = speed / (K * s);
1484
1465 op->contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1466 } 1486 }
1487
1467 /* 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: */
1468 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)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1470 1491
1471 /* 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
1472 * 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,
1473 * so its value is the same. 1494 * so its value is the same.
1474 */ 1495 */
1475 if (wc > 120) 1496 if (wc > 120)
1476 wc = 120; 1497 wc = 120;
1477 else if (wc < -120) 1498 else if (wc < -120)
1478 wc = -120; 1499 wc = -120;
1500
1479 op->stats.wc = wc; 1501 stats.wc = wc;
1480 1502
1481 if (ac > 120) 1503 if (ac > 120)
1482 ac = 120; 1504 ac = 120;
1483 else if (ac < -120) 1505 else if (ac < -120)
1484 ac = -120; 1506 ac = -120;
1507
1485 op->stats.ac = ac; 1508 stats.ac = ac;
1486 1509
1487 /* 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,
1488 * give them walking as a default. 1511 * give them walking as a default.
1489 * 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
1490 * old behaviour - if your flying, your not walking - just 1513 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1514 * one or the other.
1492 */ 1515 */
1493 if (op->move_type == 0) 1516 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1517 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1518 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1519 move_type &= ~MOVE_WALK;
1497 1520
1498 update_ob_speed (op); 1521 if (speed != old_speed)
1522 set_speed (speed);
1499 1523
1500 /* 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,
1501 * so we will check that now. 1525 * so we will check that now.
1502 */ 1526 */
1503 if (op->type == PLAYER) 1527 if (type == PLAYER)
1528 {
1529 esrv_update_stats (contr);
1504 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;
1505} 1536}
1506 1537
1507/* 1538/*
1508 * Returns true if the given player is a legal class. 1539 * Returns true if the given player is a legal class.
1509 * 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
1510 * check if the stat becomes negative, thus this function 1541 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1542 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1543 * false otherwise.
1513 */ 1544 */
1514
1515int 1545int
1516allowed_class (const object *op) 1546allowed_class (const object *op)
1517{ 1547{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1519 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;
1520} 1555}
1521 1556
1522/* 1557/*
1523 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1595 object *skin = NULL; /* pointer to dragon skin force */ 1630 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1631 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1632 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1633
1599 /* 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
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1639 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1640 if (tmp->arch->name == dragon_ability_force)
1605 abil = tmp; 1641 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1642 else if (tmp->arch->name == dragon_skin_force)
1607 skin = tmp; 1643 skin = tmp;
1608 } 1644
1609 }
1610 /* if the force is missing -> bail out */ 1645 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1646 if (abil == NULL)
1612 return; 1647 return;
1613 1648
1614 /* The ability_force keeps track of maximum level ever achieved. 1649 /* The ability_force keeps track of maximum level ever achieved.
1665 */ 1700 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1701 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1702 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1703 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1704 insert_ob_in_ob (skill_obj, op);
1705
1670 if (op->contr) 1706 if (op->contr)
1671 { 1707 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1708 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 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
1674 } 1711 }
1712
1675 return skill_obj; 1713 return skill_obj;
1676} 1714}
1677 1715
1678 1716
1679/* 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
1704 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;
1705 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);
1706 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;
1707 } 1745 }
1708 1746
1709 fix_player (who); 1747 who->update_stats ();
1710 if (op->level > 1) 1748 if (op->level > 1)
1711 { 1749 {
1712 if (op->type != PLAYER) 1750 if (op->type != PLAYER)
1713 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);
1714 else 1752 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1757 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1758 }
1721 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))
1722 { 1760 {
1723 op->level--; 1761 op->level--;
1724 fix_player (who); 1762 who->update_stats ();
1725 if (op->type != PLAYER) 1763 if (op->type != PLAYER)
1726 { 1764 {
1727 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);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1766 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1767 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1768 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1769 }
1770
1732 /* check if the spell data has changed */ 1771 /* check if the spell data has changed */
1772 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1773 esrv_update_spells (who->contr);
1734} 1774}
1735 1775
1736/* 1776/*
1737 * Returns how much experience is needed for a player to become 1777 * Returns how much experience is needed for a player to become
1741sint64 1781sint64
1742level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1743{ 1783{
1744 if (level > settings.max_level) 1784 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1746 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1747} 1788}
1748 1789
1749/* 1790/*
1750 * 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.
1771 op->perm_exp = 0; 1812 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1813 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1814 op->perm_exp = MAX_EXPERIENCE;
1774} 1815}
1775 1816
1776
1777/* Add experience to a player - exp should only be positive. 1817/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1818 * Updates permanent exp for the skill we are adding to.
1779 * 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
1780 * NULL, in which case exp increases the players general 1820 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1821 * total, but not any particular skill.
1782 * 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:
1783 */ 1823 */
1784
1785static void 1824static void
1786add_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)
1787{ 1826{
1788 object *skill_obj = NULL; 1827 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1790 int i; 1829 int i;
1791 1830
1792 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1832 if (op->contr->braced)
1794 exp = exp / 5; 1833 exp /= 5;
1795 1834
1796 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1797 * 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
1798 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1838 * the players inventory.
1800 */ 1839 */
1801 if (skill_name) 1840 if (skill_name)
1802 { 1841 {
1803 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))
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1974 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1975 player_lvl_adj (op, tmp);
1937 } 1976 }
1938 } 1977 }
1978
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1979 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1980 {
1941 del_exp = check_exp_loss (op, exp); 1981 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1982 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1983 player_lvl_adj (op, NULL);
1944 } 1984 }
1945} 1985}
1946
1947
1948 1986
1949/* change_exp() - changes experience to a player/monster. This 1987/* change_exp() - changes experience to a player/monster. This
1950 * 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.
1951 * 1989 *
1952 * The exp passed is typically not modified much by this function - 1990 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1991 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1992 * skill_name is the skill that should get the exp added.
1955 * 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.
1956 * these last two values are only used for players. 1994 * these last two values are only used for players.
1957 */ 1995 */
1958
1959void 1996void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1997change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1998{
1962
1963#ifdef EXP_DEBUG 1999#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 2001#endif
1970 2002
1971 /* safety */ 2003 /* safety */
1972 if (!op) 2004 if (!op)
1973 { 2005 {
2012 else 2044 else
2013 /* note that when you lose exp, it doesn't go against 2045 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 2046 * a particular skill, so we don't need to pass that
2015 * along. 2047 * along.
2016 */ 2048 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 2049 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 2050 }
2020} 2051}
2021 2052
2022/* 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
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 2054 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 2055 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 2056 */
2026
2027void 2057void
2028apply_death_exp_penalty (object *op) 2058apply_death_exp_penalty (object *op)
2029{ 2059{
2030 object *tmp; 2060 object *tmp;
2031 sint64 loss; 2061 sint64 loss;
2076 if (level > MAX_SAVE_LEVEL) 2106 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2107 level = MAX_SAVE_LEVEL;
2078 2108
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2109 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2110 return 0;
2111
2081 return 1; 2112 return 1;
2082} 2113}

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