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Comparing deliantra/server/common/living.C (file contents):
Revision 1.10 by root, Tue Sep 12 02:06:19 2006 UTC vs.
Revision 1.23 by pippijn, Wed Jan 3 00:21:35 2007 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 163extern sint64 *levels;
167#endif
168 164
169#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
170 166
171/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
228 "You feel stupid!", 224 "You feel stupid!",
229 "You feel less potent!" 225 "You feel less potent!"
230}; 226};
231 227
232const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 230};
235 231
236const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 234};
239 235
240/* 236/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW). 238 * what attr is (STR to POW).
243 */ 239 */
244
245void 240void
246set_attr_value (living * stats, int attr, sint8 value) 241set_attr_value (living *stats, int attr, sint8 value)
247{ 242{
248 switch (attr) 243 switch (attr)
249 { 244 {
250 case STR: 245 case STR:
251 stats->Str = value; 246 stats->Str = value;
273 268
274/* 269/*
275 * Like set_attr_value(), but instead the value (which can be negative) 270 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 271 * is added to the specified stat.
277 */ 272 */
278
279void 273void
280change_attr_value (living * stats, int attr, sint8 value) 274change_attr_value (living *stats, int attr, sint8 value)
281{ 275{
282 if (value == 0) 276 if (value == 0)
283 return; 277 return;
278
284 switch (attr) 279 switch (attr)
285 { 280 {
286 case STR: 281 case STR:
287 stats->Str += value; 282 stats->Str += value;
288 break; 283 break;
312/* 307/*
313 * returns the specified stat. See also set_attr_value(). 308 * returns the specified stat. See also set_attr_value().
314 */ 309 */
315 310
316sint8 311sint8
317get_attr_value (const living * stats, int attr) 312get_attr_value (const living *stats, int attr)
318{ 313{
319 switch (attr) 314 switch (attr)
320 { 315 {
321 case STR:
322 return (stats->Str); 316 case STR: return stats->Str;
323 case DEX:
324 return (stats->Dex); 317 case DEX: return stats->Dex;
325 case CON:
326 return (stats->Con); 318 case CON: return stats->Con;
327 case WIS:
328 return (stats->Wis); 319 case WIS: return stats->Wis;
329 case CHA:
330 return (stats->Cha); 320 case CHA: return stats->Cha;
331 case INT:
332 return (stats->Int); 321 case INT: return stats->Int;
333 case POW:
334 return (stats->Pow); 322 case POW: return stats->Pow;
335 } 323 }
324
336 return 0; 325 return 0;
337} 326}
338 327
339/* 328/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 330 * 1-30 stat limit.
342 */ 331 */
343 332
344void 333void
345check_stat_bounds (living * stats) 334check_stat_bounds (living *stats)
346{ 335{
347 int i, v; 336 int i, v;
348 337
349 for (i = 0; i < NUM_STATS; i++) 338 for (i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 339 if ((v = get_attr_value (stats, i)) > MAX_STAT)
382 char message[MAX_BUF]; 371 char message[MAX_BUF];
383 int potion_max = 0; 372 int potion_max = 0;
384 373
385 /* remember what object was like before it was changed. note that 374 /* 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 375 * 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 376 * found by update_stats. refop is not a real object
388 */ 377 */
389 object_pod refop = *op; 378 object_copy refop = *op;
390 379
391 if (op->type == PLAYER) 380 if (op->type == PLAYER)
392 { 381 {
393 if (tmp->type == POTION) 382 if (tmp->type == POTION)
394 { 383 {
412 nstat = 1; 401 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
414 { 403 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
416 } 405 }
406
417 if (nstat != ostat) 407 if (nstat != ostat)
418 { 408 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 409 set_attr_value (&(op->contr->orig_stats), j, nstat);
420 potion_max = 0; 410 potion_max = 0;
421 } 411 }
423 { 413 {
424 /* potion is useless - player has already hit the natural maximum */ 414 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 415 potion_max = 1;
426 } 416 }
427 } 417 }
418
428 /* This section of code ups the characters normal stats also. I am not 419 /* 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 420 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 421 * recalculates this anyway.
431 */ 422 */
432 for (j = 0; j < NUM_STATS; j++) 423 for (j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
425
434 check_stat_bounds (&(op->stats)); 426 check_stat_bounds (&(op->stats));
435 } /* end of potion handling code */ 427 } /* end of potion handling code */
436 } 428 }
437 429
438 /* reset attributes that fix_player doesn't reset since it doesn't search 430 /* reset attributes that fix_player doesn't reset since it doesn't search
452 444
453 /* call fix_player since op object could have whatever attribute due 445 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 446 * to multiple items. if fix_player always has to be called after
455 * change_ability then might as well call it from here 447 * change_ability then might as well call it from here
456 */ 448 */
457 fix_player (op); 449 op->update_stats ();
458 450
459 /* Fix player won't add the bows ability to the player, so don't 451 /* Fix player won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 452 * print out message if this is a bow.
461 */ 453 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 455 {
464 success = 1; 456 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 458 }
459
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 461 {
469 success = 1; 462 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 464 }
465
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 { 467 {
474 success = 1; 468 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 470 }
471
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 { 473 {
479 success = 1; 474 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 476 }
477
482 /* movement type has changed. We don't care about cases where 478 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 479 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 480 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 481 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 482 * from fly high)
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 531 {
536 success = 1; 532 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 534 }
535
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 { 537 {
541 success = 1; 538 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 540 }
541
544 /* blinded you can tell if more blinded since blinded player has minimal 542 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 543 * vision
546 */ 544 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 545 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 546 {
655 653
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 655 }
658 } 656 }
659 657
660 if (tmp->type != EXPERIENCE && !potion_max) 658 if (!potion_max)
661 { 659 {
662 for (j = 0; j < NUM_STATS; j++) 660 for (j = 0; j < NUM_STATS; j++)
663 { 661 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 663 {
666 success = 1; 664 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 666 }
669 } 667 }
670 } 668 }
669
671 return success; 670 return success;
672} 671}
673 672
674/* 673/*
675 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 676 */
678 677
679void 678void
680drain_stat (object *op) 679object::drain_stat ()
681{ 680{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 681 drain_specific_stat (RANDOM () % NUM_STATS);
683} 682}
684 683
685void 684void
686drain_specific_stat (object *op, int deplete_stats) 685object::drain_specific_stat (int deplete_stats)
687{ 686{
688 object *tmp; 687 object *tmp;
689 archetype *at; 688 archetype *at;
690 689
691 at = find_archetype (ARCH_DEPLETION); 690 at = archetype::find (ARCH_DEPLETION);
692 if (!at) 691 if (!at)
693 { 692 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 693 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 694 return;
696 } 695 }
697 else 696 else
698 { 697 {
699 tmp = present_arch_in_ob (at, op); 698 tmp = present_arch_in_ob (at, this);
699
700 if (!tmp) 700 if (!tmp)
701 { 701 {
702 tmp = arch_to_object (at); 702 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 703 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 704 SET_FLAG (tmp, FLAG_APPLIED);
705 } 705 }
706 } 706 }
707 707
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 709 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 710 update_stats ();
711} 711}
712 712
713/* 713/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 714 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 715 * via an applied bad_luck object.
716 */ 716 */
717
718void 717void
719change_luck (object *op, int value) 718object::change_luck (int value)
720{ 719{
721 object *tmp; 720 archetype *at = archetype::find ("luck");
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("luck");
726 if (!at) 721 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 722 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 723 else
729 { 724 {
730 tmp = present_arch_in_ob (at, op); 725 object *tmp = present_arch_in_ob (at, this);
726
731 if (!tmp) 727 if (!tmp)
732 { 728 {
733 if (!value) 729 if (!value)
734 return; 730 return;
731
735 tmp = arch_to_object (at); 732 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 733 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 734 SET_FLAG (tmp, FLAG_APPLIED);
738 } 735 }
736
739 if (value) 737 if (value)
740 { 738 {
741 /* Limit the luck value of the bad luck object to +/-100. This 739 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 740 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 741 * in op itself).
744 */ 742 */
745 new_luck = tmp->stats.luck + value; 743 int new_luck = tmp->stats.luck + value;
744
746 if (new_luck >= -100 && new_luck <= 100) 745 if (new_luck >= -100 && new_luck <= 100)
747 { 746 {
748 op->stats.luck += value; 747 stats.luck += value;
749 tmp->stats.luck = new_luck; 748 tmp->stats.luck = new_luck;
750 } 749 }
751 } 750 }
752 else 751 else
753 { 752 {
754 if (!tmp->stats.luck) 753 if (!tmp->stats.luck)
755 {
756 return; 754 return;
757 } 755
758 /* Randomly change the players luck. Basically, we move it 756 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 757 * back neutral (if greater>0, subtract, otherwise add)
760 */ 758 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
762 { 760 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 761 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 762
765 op->stats.luck += diff; 763 stats.luck += diff;
766 tmp->stats.luck += diff; 764 tmp->stats.luck += diff;
767 } 765 }
768 } 766 }
769 } 767 }
770} 768}
771 769
772/* 770/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 771 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 772 */
775
776void 773void
777remove_statbonus (object *op) 774object::remove_statbonus ()
778{ 775{
779 op->stats.Str -= op->arch->clone.stats.Str; 776 stats.Str -= arch->clone.stats.Str;
780 op->stats.Dex -= op->arch->clone.stats.Dex; 777 stats.Dex -= arch->clone.stats.Dex;
781 op->stats.Con -= op->arch->clone.stats.Con; 778 stats.Con -= arch->clone.stats.Con;
782 op->stats.Wis -= op->arch->clone.stats.Wis; 779 stats.Wis -= arch->clone.stats.Wis;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 780 stats.Pow -= arch->clone.stats.Pow;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 781 stats.Cha -= arch->clone.stats.Cha;
785 op->stats.Int -= op->arch->clone.stats.Int; 782 stats.Int -= arch->clone.stats.Int;
783
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 784 contr->orig_stats.Str -= arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 786 contr->orig_stats.Con -= arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 790 contr->orig_stats.Int -= arch->clone.stats.Int;
793} 791}
794 792
795/* 793/*
796 * Adds stat-bonuses given by the class which the player has chosen. 794 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 795 */
798
799void 796void
800add_statbonus (object *op) 797object::add_statbonus ()
801{ 798{
802 op->stats.Str += op->arch->clone.stats.Str; 799 stats.Str += arch->clone.stats.Str;
803 op->stats.Dex += op->arch->clone.stats.Dex; 800 stats.Dex += arch->clone.stats.Dex;
804 op->stats.Con += op->arch->clone.stats.Con; 801 stats.Con += arch->clone.stats.Con;
805 op->stats.Wis += op->arch->clone.stats.Wis; 802 stats.Wis += arch->clone.stats.Wis;
806 op->stats.Pow += op->arch->clone.stats.Pow; 803 stats.Pow += arch->clone.stats.Pow;
807 op->stats.Cha += op->arch->clone.stats.Cha; 804 stats.Cha += arch->clone.stats.Cha;
808 op->stats.Int += op->arch->clone.stats.Int; 805 stats.Int += arch->clone.stats.Int;
806
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 807 contr->orig_stats.Str += arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 808 contr->orig_stats.Dex += arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 809 contr->orig_stats.Con += arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 810 contr->orig_stats.Wis += arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 811 contr->orig_stats.Pow += arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 812 contr->orig_stats.Cha += arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 813 contr->orig_stats.Int += arch->clone.stats.Int;
816} 814}
817 815
818/* 816/*
819 * Updates all abilities given by applied objects in the inventory 817 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 818 * of the given object. Note: This function works for both monsters
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 */
829 827
830void 828void
831fix_player (object *op) 829object::update_stats ()
832{ 830{
833 int i, j; 831 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 832 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; 833 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
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;
851 op->contr->digestion = 0; 848 contr->digestion = 0;
852 op->contr->gen_hp = 0; 849 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 850 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 851 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 852 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 853 contr->item_power = 0;
857 854
858 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
862 */ 859 */
863 op->contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = NULL;
866 } 863 }
864
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
868 866
869 op->slaying = 0; 867 slaying = 0;
870 868
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 869 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 870 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 871 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 873 }
876 874
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 875 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 876 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 877 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);
888 878
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883
889 op->path_attuned = op->arch->clone.path_attuned; 884 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 885 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 886 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 887 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 888 move_type = arch->clone.move_type;
894 op->chosen_skill = NULL; 889 chosen_skill = NULL;
895 890
896 /* initializing resistances from the values in player/monster's 891 /* initializing resistances from the values in player/monster's
897 * archetype clone 892 * archetype clone
898 */ 893 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 895
901 for (i = 0; i < NROFATTACKS; i++) 896 for (i = 0; i < NROFATTACKS; i++)
902 { 897 {
903 if (op->resist[i] > 0) 898 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 899 prot[i] = resist[i], vuln[i] = 0;
905 else 900 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 901 vuln[i] = -(resist[i]), prot[i] = 0;
907 potion_resist[i] = 0; 902 potion_resist[i] = 0;
908 } 903 }
909 904
910 wc = op->arch->clone.stats.wc; 905 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 906 stats.dam = arch->clone.stats.dam;
912 907
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 908 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 909 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 910 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 911 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 912 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 913 * that their protection from physical goes down
919 */ 914 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 916 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 919 }
925 else 920 else
926 ac = op->arch->clone.stats.ac; 921 ac = arch->clone.stats.ac;
927 922
928 op->stats.luck = op->arch->clone.stats.luck; 923 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 924 speed = arch->clone.speed;
930 925
931 /* OK - we've reset most all the objects attributes to sane values. 926 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 927 * now go through and make adjustments for what the player has equipped.
933 */ 928 */
934 929
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 930 for (tmp = inv; tmp; tmp = tmp->below)
936 { 931 {
937 /* See note in map.c:update_position about making this additive 932 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 933 * since light sources are never applied, need to put check here.
939 */ 934 */
940 if (tmp->glow_radius > op->glow_radius) 935 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 936 glow_radius = tmp->glow_radius;
942 937
943 /* This happens because apply_potion calls change_abil with the potion 938 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 939 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function. 940 * then calls this function.
946 */ 941 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 943 continue;
950 }
951 944
952 /* For some things, we don't care what is equipped */ 945 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 946 if (tmp->type == SKILL)
954 { 947 {
955 /* Want to take the highest skill here. */ 948 /* Want to take the highest skill here. */
958 if (!mana_obj) 951 if (!mana_obj)
959 mana_obj = tmp; 952 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 953 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 954 mana_obj = tmp;
962 } 955 }
956
963 if (IS_GRACE_SKILL (tmp->subtype)) 957 if (IS_GRACE_SKILL (tmp->subtype))
964 { 958 {
965 if (!grace_obj) 959 if (!grace_obj)
966 grace_obj = tmp; 960 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 961 else if (tmp->level > grace_obj->level)
979 * up, etc. 973 * up, etc.
980 */ 974 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 977 {
984 if (op->type == PLAYER) 978 if (type == PLAYER)
985 { 979 {
986 if (tmp->type == BOW) 980 if (tmp->type == BOW)
987 op->contr->ranges[range_bow] = tmp; 981 contr->ranges[range_bow] = tmp;
988 982
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp; 984 contr->ranges[range_misc] = tmp;
991 985
992 for (i = 0; i < NUM_STATS; i++) 986 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
994 988
995 /* these are the items that currently can change digestion, regeneration, 989 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 990 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 991 * list, but other items store other info into stats array.
998 */ 992 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 993 if ((tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 994 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 995 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 996 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 997 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 998 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 (tmp->type == SKILL))
1005 { 1001 {
1006 op->contr->digestion += tmp->stats.food; 1002 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 1003 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 1004 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 1005 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1006 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 1007 contr->item_power += tmp->item_power;
1012 } 1008 }
1013 } /* if this is a player */ 1009 } /* if this is a player */
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 body_used[i] += tmp->body_info[i];
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 / 100.0;
1025 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1034 if (tmp->type != POTION) 1028 if (tmp->type != POTION)
1035 { 1029 {
1036 for (i = 0; i < NROFATTACKS; i++) 1030 for (i = 0; i < NROFATTACKS; i++)
1037 { 1031 {
1038 /* Potential for cursed potions, in which case we just can use 1032 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 1033 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 1034 */
1041 if (tmp->type == POTION_EFFECT) 1035 if (tmp->type == POTION_EFFECT)
1042 { 1036 {
1043 if (potion_resist[i]) 1037 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1052 } 1046 }
1053 } 1047 }
1054 1048
1055 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype; 1051 attacktype |= tmp->attacktype;
1058 1052
1059 op->path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck; 1056 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 1057 move_type |= tmp->move_type;
1064 1058
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1063 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 1064 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1065 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 1066
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 1068 SET_FLAG (this, FLAG_UNDEAD);
1082 1069
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1071 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1072 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1073 invisible = 1;
1087 } 1074 }
1088 1075
1089 if (tmp->stats.exp && tmp->type != SKILL) 1076 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1077 {
1091 if (tmp->stats.exp > 0) 1078 if (tmp->stats.exp > 0)
1106 break; 1093 break;
1107 1094
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1095 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1096 wc_obj = tmp;
1110 1097
1111 if (op->chosen_skill) 1098 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1100
1114 op->chosen_skill = tmp; 1101 chosen_skill = tmp;
1115 1102
1116 if (tmp->stats.dam > 0) 1103 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1104 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1106 weapon_speed = (int) WEAPON_SPEED (tmp);
1107
1120 if (weapon_speed < 0) 1108 if (weapon_speed < 0)
1121 weapon_speed = 0; 1109 weapon_speed = 0;
1110
1122 weapon_weight = tmp->weight; 1111 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1113
1124 if (tmp->magic) 1114 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1115 stats.dam += tmp->magic;
1126 } 1116 }
1127 1117
1128 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1119 wc -= (tmp->stats.wc + tmp->magic);
1130 1120
1131 if (tmp->slaying != NULL) 1121 if (tmp->slaying != NULL)
1132 op->slaying = tmp->slaying; 1122 slaying = tmp->slaying;
1133 1123
1134 if (tmp->stats.ac) 1124 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1125 ac -= (tmp->stats.ac + tmp->magic);
1126
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1129
1139 if (op->type == PLAYER) 1130 if (type == PLAYER)
1140 op->contr->ranges[range_skill] = op; 1131 contr->ranges[range_skill] = this;
1132
1141 break; 1133 break;
1142 1134
1143 case SKILL_TOOL: 1135 case SKILL_TOOL:
1144 if (op->chosen_skill) 1136 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1138
1148 op->chosen_skill = tmp; 1139 chosen_skill = tmp;
1140
1149 if (op->type == PLAYER) 1141 if (type == PLAYER)
1150 op->contr->ranges[range_skill] = op; 1142 contr->ranges[range_skill] = this;
1151 break; 1143 break;
1152 1144
1153 case SHIELD: 1145 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1146 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1147 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1148 case RING:
1157 case AMULET: 1149 case AMULET:
1158 case GIRDLE: 1150 case GIRDLE:
1159 case HELMET: 1151 case HELMET:
1160 case BOOTS: 1152 case BOOTS:
1161 case GLOVES: 1153 case GLOVES:
1162 case CLOAK: 1154 case CLOAK:
1163 if (tmp->stats.wc) 1155 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1156 wc -= (tmp->stats.wc + tmp->magic);
1157
1165 if (tmp->stats.dam) 1158 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1159 stats.dam += (tmp->stats.dam + tmp->magic);
1160
1167 if (tmp->stats.ac) 1161 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1162 ac -= (tmp->stats.ac + tmp->magic);
1163
1169 break; 1164 break;
1170 1165
1171 case WEAPON: 1166 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1167 wc -= (tmp->stats.wc + tmp->magic);
1168
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1170 ac -= tmp->stats.ac + tmp->magic;
1171
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1172 stats.dam += (tmp->stats.dam + tmp->magic);
1176 weapon_weight = tmp->weight; 1173 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175
1178 if (weapon_speed < 0) 1176 if (weapon_speed < 0)
1179 weapon_speed = 0; 1177 weapon_speed = 0;
1178
1180 op->slaying = tmp->slaying; 1179 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do 1180 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1181 * extra strength damage, this is where the code should
1183 * go. 1182 * go.
1184 */ 1183 */
1185 op->current_weapon = tmp; 1184 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1185 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1186 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188 1187
1189 break; 1188 break;
1190 1189
1191 case ARMOUR: /* Only the best of these three are used: */ 1190 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1191 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1192 contr->encumbrance += (int) tmp->weight / 1000;
1194 1193
1195 case BRACERS: 1194 case BRACERS:
1196 case FORCE: 1195 case FORCE:
1197 if (tmp->stats.wc) 1196 if (tmp->stats.wc)
1198 { 1197 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1201 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1202 }
1204 else 1203 else
1205 wc += tmp->stats.wc + tmp->magic; 1204 wc += tmp->stats.wc + tmp->magic;
1206 } 1205 }
1206
1207 if (tmp->stats.ac) 1207 if (tmp->stats.ac)
1208 { 1208 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1209 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1210 {
1211 ac += best_ac; /* Remove last bonus */ 1211 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1212 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1213 }
1214 else /* To nullify the below effect */ 1214 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1215 ac += tmp->stats.ac + tmp->magic;
1216 } 1216 }
1217
1217 if (tmp->stats.wc) 1218 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1219 wc -= (tmp->stats.wc + tmp->magic);
1220
1219 if (tmp->stats.ac) 1221 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1222 ac -= (tmp->stats.ac + tmp->magic);
1223
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1225 max = ARMOUR_SPEED (tmp) / 10.0;
1226
1223 break; 1227 break;
1224 } /* switch tmp->type */ 1228 } /* switch tmp->type */
1225 } /* item is equipped */ 1229 } /* item is equipped */
1226 } /* for loop of items */ 1230 } /* for loop of items */
1227 1231
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1239 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1240 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1241 */
1238 for (i = 0; i < NROFATTACKS; i++) 1242 for (i = 0; i < NROFATTACKS; i++)
1239 { 1243 {
1240 op->resist[i] = prot[i] - vuln[i]; 1244 resist[i] = prot[i] - vuln[i];
1245
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1247 resist[i] = potion_resist[i];
1243 } 1248 }
1244 1249
1245 /* Figure out the players sp/mana/hp totals. */ 1250 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1251 if (type == PLAYER)
1247 { 1252 {
1248 int pl_level; 1253 int pl_level;
1249 1254
1250 check_stat_bounds (&(op->stats)); 1255 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1256 pl_level = level;
1252 1257
1253 if (pl_level < 1) 1258 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1260
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1261 /* 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. 1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1263 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1265 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1268 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1269 {
1264 if (con_bonus[op->stats.Con] > 0) 1270 if (con_bonus[stats.Con] > 0)
1265 j++; 1271 j++;
1266 else 1272 else
1267 j--; 1273 j--;
1268 } 1274 }
1275
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1277 }
1271 1278
1272 for (i = 11; i <= op->level; i++) 1279 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1280 stats.maxhp += 2;
1274 1281
1275 if (op->stats.hp > op->stats.maxhp) 1282 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1283 stats.hp = stats.maxhp;
1277 1284
1278 /* Sp gain is controlled by the level of the player's 1285 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1286 * relevant experience object (mana_obj, see above)
1280 */ 1287 */
1281 /* following happen when skills system is not used */ 1288 /* following happen when skills system is not used */
1282 if (!mana_obj) 1289 if (!mana_obj)
1283 mana_obj = op; 1290 mana_obj = this;
1291
1284 if (!grace_obj) 1292 if (!grace_obj)
1285 grace_obj = op; 1293 grace_obj = this;
1294
1286 /* set maxsp */ 1295 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1296 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1297 mana_obj = this;
1289 1298
1290 if (mana_obj == op && op->type == PLAYER) 1299 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1300 stats.maxsp = 1;
1293 }
1294 else 1301 else
1295 { 1302 {
1296 sp_tmp = 0.0; 1303 sp_tmp = 0.0;
1304
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1305 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1306 {
1299 float stmp; 1307 float stmp;
1300 1308
1301 /* Got some extra bonus at first level */ 1309 /* Got some extra bonus at first level */
1302 if (i < 2) 1310 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); 1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1305 }
1306 else 1312 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; 1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1309 } 1314
1310 if (stmp < 1.0) 1315 if (stmp < 1.0)
1311 stmp = 1.0; 1316 stmp = 1.0;
1317
1312 sp_tmp += stmp; 1318 sp_tmp += stmp;
1313 } 1319 }
1320
1314 op->stats.maxsp = (int) sp_tmp; 1321 stats.maxsp = (int) sp_tmp;
1315 1322
1316 for (i = 11; i <= mana_obj->level; i++) 1323 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1324 stats.maxsp += 2;
1318 } 1325 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1326 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1327 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1328 stats.sp = stats.maxsp * 2;
1322 1329
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1331 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1332 grace_obj = this;
1326 1333
1327 if (grace_obj == op && op->type == PLAYER) 1334 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1335 stats.maxgrace = 1;
1330 }
1331 else 1336 else
1332 { 1337 {
1333 /* store grace in a float - this way, the divisions below don't create 1338 /* 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 1339 * 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 1340 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1341 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1342 */
1338 sp_tmp = 0.0; 1343 sp_tmp = 0.0;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1345 {
1341 float grace_tmp = 0.0; 1346 float grace_tmp = 0.0;
1342 1347
1343 /* Got some extra bonus at first level */ 1348 /* Got some extra bonus at first level */
1344 if (i < 2) 1349 if (i < 2)
1345 {
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1348 }
1349 else 1352 else
1350 {
1351 grace_tmp = (float) op->contr->levgrace[i] 1353 grace_tmp = (float) contr->levgrace[i]
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1353 } 1355
1354 if (grace_tmp < 1.0) 1356 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0; 1357 grace_tmp = 1.0;
1358
1356 sp_tmp += grace_tmp; 1359 sp_tmp += grace_tmp;
1357 } 1360 }
1361
1358 op->stats.maxgrace = (int) sp_tmp; 1362 stats.maxgrace = (int) sp_tmp;
1359 1363
1360 /* two grace points per level after 11 */ 1364 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1365 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1366 stats.maxgrace += 2;
1363 } 1367 }
1364 /* No limit on grace vs maxgrace */ 1368 /* No limit on grace vs maxgrace */
1365 1369
1366 if (op->contr->braced) 1370 if (contr->braced)
1367 { 1371 {
1368 ac += 2; 1372 ac += 2;
1369 wc += 4; 1373 wc += 4;
1370 } 1374 }
1371 else 1375 else
1372 ac -= dex_bonus[op->stats.Dex]; 1376 ac -= dex_bonus[stats.Dex];
1373 1377
1374 /* In new exp/skills system, wc bonuses are related to 1378 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1379 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1380 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1381 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1385 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1386 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1387 * monster bonus the same as before. -b.t.
1384 */ 1388 */
1385 1389
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1390 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1391 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1389 for (i = 1; i < wc_obj->level; i++) 1393 for (i = 1; i < wc_obj->level; i++)
1390 { 1394 {
1391 /* addtional wc every 6 levels */ 1395 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1396 if (!(i % 6))
1393 wc--; 1397 wc--;
1394 /* addtional dam every 4 levels. */ 1398 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1397 } 1401 }
1398 } 1402 }
1399 else 1403 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1404 wc -= (level + thaco_bonus[stats.Str]);
1401 1405
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1406 stats.dam += dam_bonus[stats.Str];
1403 1407
1404 if (op->stats.dam < 1) 1408 if (stats.dam < 1)
1405 op->stats.dam = 1; 1409 stats.dam = 1;
1406 1410
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1411 speed = 1.0 + speed_bonus[stats.Dex];
1412
1408 if (settings.search_items && op->contr->search_str[0]) 1413 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1414 speed -= 1;
1415
1410 if (op->attacktype == 0) 1416 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1417 attacktype = arch->clone.attacktype;
1412 1418
1413 } /* End if player */ 1419 } /* End if player */
1414 1420
1415 if (added_speed >= 0) 1421 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1422 speed += added_speed / 10.0;
1417 else /* Something wrong here...: */ 1423 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1424 speed /= (float) (1.0 - added_speed);
1419 1425
1420 /* Max is determined by armour */ 1426 /* Max is determined by armour */
1421 if (op->speed > max) 1427 if (speed > max)
1422 op->speed = max; 1428 speed = max;
1423 1429
1424 if (op->type == PLAYER) 1430 if (type == PLAYER)
1425 { 1431 {
1426 /* f is a number the represents the number of kg above (positive num) 1432 /* 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 1433 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1434 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1435 * much above he is, and what is max carry is
1430 */ 1436 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1437 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1438 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1439 speed = speed / (1.0 + f / max_carry[stats.Str]);
1434 } 1440 }
1435 1441
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1442 speed += bonus_speed / 10.0; /* Not affected by limits */
1437 1443
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1444 /* 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. 1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1446 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1447 speed = speed * speed_reduce_from_disease;
1442 1448
1443 if (op->speed < 0.01 && op->type == PLAYER) 1449 if (speed < 0.01 && type == PLAYER)
1444 op->speed = 0.01; 1450 speed = 0.01;
1445 1451
1446 if (op->type == PLAYER) 1452 if (type == PLAYER)
1447 { 1453 {
1448 float M, W, s, D, K, S, M2; 1454 float M, W, s, D, K, S, M2;
1449 1455
1450 /* (This formula was made by vidarl@ifi.uio.no) 1456 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1457 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1458 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1459 * that would just be a real pain to read.
1454 */ 1460 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1461 M = (max_carry[stats.Str] - 121) / 121.0;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1462 M2 = max_carry[stats.Str] / 100.0;
1457 W = weapon_weight / 20000.0; 1463 W = weapon_weight / 20000.0;
1458 s = 2 - weapon_speed / 10.0; 1464 s = 2 - weapon_speed / 10.0;
1459 D = (op->stats.Dex - 14) / 14.0; 1465 D = (stats.Dex - 14) / 14.0;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1467 K *= (4 + level) / (float) (6 + level) * 1.2;
1462 if (K <= 0) 1468 if (K <= 0)
1463 K = 0.01; 1469 K = 0.01;
1464 S = op->speed / (K * s); 1470 S = speed / (K * s);
1465 op->contr->weapon_sp = S; 1471 contr->weapon_sp = S;
1466 } 1472 }
1473
1467 /* I want to limit the power of small monsters with big weapons: */ 1474 /* 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) 1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1476 stats.dam = arch->clone.stats.dam * 3;
1470 1477
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1478 /* 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, 1479 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1480 * so its value is the same.
1474 */ 1481 */
1475 if (wc > 120) 1482 if (wc > 120)
1476 wc = 120; 1483 wc = 120;
1477 else if (wc < -120) 1484 else if (wc < -120)
1478 wc = -120; 1485 wc = -120;
1486
1479 op->stats.wc = wc; 1487 stats.wc = wc;
1480 1488
1481 if (ac > 120) 1489 if (ac > 120)
1482 ac = 120; 1490 ac = 120;
1483 else if (ac < -120) 1491 else if (ac < -120)
1484 ac = -120; 1492 ac = -120;
1493
1485 op->stats.ac = ac; 1494 stats.ac = ac;
1486 1495
1487 /* if for some reason the creature doesn't have any move type, 1496 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1497 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1498 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1499 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1500 * one or the other.
1492 */ 1501 */
1493 if (op->move_type == 0) 1502 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1503 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1505 move_type &= ~MOVE_WALK;
1497 1506
1498 update_ob_speed (op); 1507 set_speed (speed);
1499 1508
1500 /* It is quite possible that a player's spell costing might have changed, 1509 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1510 * so we will check that now.
1502 */ 1511 */
1503 if (op->type == PLAYER) 1512 if (type == PLAYER)
1513 {
1514 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1515 esrv_update_spells (contr);
1516 }
1505} 1517}
1506 1518
1507/* 1519/*
1508 * Returns true if the given player is a legal class. 1520 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1521 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1522 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1523 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1524 * false otherwise.
1513 */ 1525 */
1514
1515int 1526int
1516allowed_class (const object *op) 1527allowed_class (const object *op)
1517{ 1528{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1715 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); 1716 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; 1717 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1718 }
1708 1719
1709 fix_player (who); 1720 who->update_stats ();
1710 if (op->level > 1) 1721 if (op->level > 1)
1711 { 1722 {
1712 if (op->type != PLAYER) 1723 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1725 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1730 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1731 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1733 {
1723 op->level--; 1734 op->level--;
1724 fix_player (who); 1735 who->update_stats ();
1725 if (op->type != PLAYER) 1736 if (op->type != PLAYER)
1726 { 1737 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1738 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); 1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1740 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1741 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1742 }
1743
1732 /* check if the spell data has changed */ 1744 /* check if the spell data has changed */
1745 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1746 esrv_update_spells (who->contr);
1734} 1747}
1735 1748
1736/* 1749/*
1737 * Returns how much experience is needed for a player to become 1750 * Returns how much experience is needed for a player to become
1771 op->perm_exp = 0; 1784 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1785 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1786 op->perm_exp = MAX_EXPERIENCE;
1774} 1787}
1775 1788
1776
1777/* Add experience to a player - exp should only be positive. 1789/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1790 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1791 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1792 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1793 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1794 * flag is what to do if the player doesn't have the skill:
1783 */ 1795 */
1784
1785static void 1796static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1797add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1798{
1788 object *skill_obj = NULL; 1799 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1800 sint64 limit, exp_to_add;
1959void 1970void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1971change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1972{
1962 1973
1963#ifdef EXP_DEBUG 1974#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); 1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1976#endif
1970 1977
1971 /* safety */ 1978 /* safety */
1972 if (!op) 1979 if (!op)
1973 { 1980 {
2076 if (level > MAX_SAVE_LEVEL) 2083 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2084 level = MAX_SAVE_LEVEL;
2078 2085
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2086 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2087 return 0;
2088
2081 return 1; 2089 return 1;
2082} 2090}

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