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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 1.29 by root, Mon Jan 15 15:41:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
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-devel@real-time.com 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
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 (RANDOM () % 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 = find_archetype (ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
692 if (!at) 692 if (!at)
693 { 693 {
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; 721 archetype *at = archetype::find ("luck");
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("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 (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 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
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 825/* July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 826 spell system split, grace points now added to system --peterm
828 */ 827 */
829 828
830void 829void
831fix_player (object *op) 830object::update_stats ()
832{ 831{
833 int i, j; 832 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 833 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; 834 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
838 float old_speed = speed;
839 839
840 /* First task is to clear all the values back to their original values */ 840 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 841 if (type == PLAYER)
842 { 842 {
843 for (i = 0; i < NUM_STATS; i++) 843 for (i = 0; i < NUM_STATS; i++)
844 {
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
846 } 845
847 if (settings.spell_encumbrance == TRUE) 846 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 847 contr->encumbrance = 0;
849 848
850 op->attacktype = 0; 849 attacktype = 0;
851 op->contr->digestion = 0; 850 contr->digestion = 0;
852 op->contr->gen_hp = 0; 851 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 852 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 853 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 854 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 855 contr->item_power = 0;
857 856
858 /* Don't clobber all the range_ values. range_golem otherwise 857 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset 858 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below 859 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped. 860 * well get filled in based on what the player has equipped.
862 */ 861 */
863 op->contr->ranges[range_bow] = NULL; 862 contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL; 863 contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL; 864 contr->ranges[range_skill] = NULL;
866 } 865 }
866
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 867 memcpy (body_used, body_info, sizeof (body_info));
868 868
869 op->slaying = 0; 869 slaying = 0;
870 870
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 871 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 872 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 873 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 874 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 875 }
876 876
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 877 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 878 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 879 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);
888 880
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885
889 op->path_attuned = op->arch->clone.path_attuned; 886 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 887 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 888 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 889 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 890 move_type = arch->clone.move_type;
894 op->chosen_skill = NULL; 891 chosen_skill = NULL;
895 892
896 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
897 * archetype clone 894 * archetype clone
898 */ 895 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 896 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 897
901 for (i = 0; i < NROFATTACKS; i++) 898 for (i = 0; i < NROFATTACKS; i++)
902 { 899 {
903 if (op->resist[i] > 0) 900 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 901 prot[i] = resist[i], vuln[i] = 0;
905 else 902 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 903 vuln[i] = -(resist[i]), prot[i] = 0;
907 potion_resist[i] = 0; 904 potion_resist[i] = 0;
908 } 905 }
909 906
910 wc = op->arch->clone.stats.wc; 907 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 908 stats.dam = arch->clone.stats.dam;
912 909
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 910 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 911 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 912 * 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, 913 * 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 914 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 915 * that their protection from physical goes down
919 */ 916 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 918 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 919 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 921 }
925 else 922 else
926 ac = op->arch->clone.stats.ac; 923 ac = arch->clone.stats.ac;
927 924
928 op->stats.luck = op->arch->clone.stats.luck; 925 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 926 speed = arch->clone.speed;
930 927
931 /* OK - we've reset most all the objects attributes to sane values. 928 /* 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. 929 * now go through and make adjustments for what the player has equipped.
933 */ 930 */
934 931
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 932 for (tmp = inv; tmp; tmp = tmp->below)
936 { 933 {
937 /* See note in map.c:update_position about making this additive 934 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 935 * since light sources are never applied, need to put check here.
939 */ 936 */
940 if (tmp->glow_radius > op->glow_radius) 937 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 938 glow_radius = tmp->glow_radius;
942 939
943 /* This happens because apply_potion calls change_abil with the potion 940 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 941 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function. 942 * then calls this function.
946 */ 943 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 945 continue;
950 }
951 946
952 /* For some things, we don't care what is equipped */ 947 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 948 if (tmp->type == SKILL)
954 { 949 {
955 /* Want to take the highest skill here. */ 950 /* Want to take the highest skill here. */
958 if (!mana_obj) 953 if (!mana_obj)
959 mana_obj = tmp; 954 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 955 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 956 mana_obj = tmp;
962 } 957 }
958
963 if (IS_GRACE_SKILL (tmp->subtype)) 959 if (IS_GRACE_SKILL (tmp->subtype))
964 { 960 {
965 if (!grace_obj) 961 if (!grace_obj)
966 grace_obj = tmp; 962 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 963 else if (tmp->level > grace_obj->level)
979 * up, etc. 975 * up, etc.
980 */ 976 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 979 {
984 if (op->type == PLAYER) 980 if (type == PLAYER)
985 { 981 {
986 if (tmp->type == BOW) 982 if (tmp->type == BOW)
987 op->contr->ranges[range_bow] = tmp; 983 contr->ranges[range_bow] = tmp;
988 984
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp; 986 contr->ranges[range_misc] = tmp;
991 987
992 for (i = 0; i < NUM_STATS; i++) 988 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
994 990
995 /* these are the items that currently can change digestion, regeneration, 991 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 992 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 993 * list, but other items store other info into stats array.
998 */ 994 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 995 if ((tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 997 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1005 { 1003 {
1006 op->contr->digestion += tmp->stats.food; 1004 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 1005 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 1006 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 1007 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1008 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 1009 contr->item_power += tmp->item_power;
1012 } 1010 }
1013 } /* if this is a player */ 1011 } /* if this is a player */
1014 1012
1015 /* Update slots used for items */ 1013 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1014 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 1016 body_used[i] += tmp->body_info[i];
1020 }
1021 1017
1022 if (tmp->type == SYMPTOM) 1018 if (tmp->type == SYMPTOM)
1023 { 1019 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1025 if (speed_reduce_from_disease == 0) 1021 if (speed_reduce_from_disease == 0)
1034 if (tmp->type != POTION) 1030 if (tmp->type != POTION)
1035 { 1031 {
1036 for (i = 0; i < NROFATTACKS; i++) 1032 for (i = 0; i < NROFATTACKS; i++)
1037 { 1033 {
1038 /* Potential for cursed potions, in which case we just can use 1034 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 1035 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 1036 */
1041 if (tmp->type == POTION_EFFECT) 1037 if (tmp->type == POTION_EFFECT)
1042 { 1038 {
1043 if (potion_resist[i]) 1039 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1052 } 1048 }
1053 } 1049 }
1054 1050
1055 /* There may be other things that should not adjust the attacktype */ 1051 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1058 1054
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;
1062 op->stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 1059 move_type |= tmp->move_type;
1064 1060
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1067 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 1068
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 1070 SET_FLAG (this, FLAG_UNDEAD);
1082 1071
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1073 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1074 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1075 invisible = 1;
1087 } 1076 }
1088 1077
1089 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1079 {
1091 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1106 break; 1095 break;
1107 1096
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1097 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1098 wc_obj = tmp;
1110 1099
1111 if (op->chosen_skill) 1100 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1102
1114 op->chosen_skill = tmp; 1103 chosen_skill = tmp;
1115 1104
1116 if (tmp->stats.dam > 0) 1105 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1106 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1108 weapon_speed = (int) WEAPON_SPEED (tmp);
1109
1120 if (weapon_speed < 0) 1110 if (weapon_speed < 0)
1121 weapon_speed = 0; 1111 weapon_speed = 0;
1112
1122 weapon_weight = tmp->weight; 1113 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1115
1124 if (tmp->magic) 1116 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1117 stats.dam += tmp->magic;
1126 } 1118 }
1127 1119
1128 if (tmp->stats.wc) 1120 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1121 wc -= (tmp->stats.wc + tmp->magic);
1130 1122
1131 if (tmp->slaying != NULL) 1123 if (tmp->slaying != NULL)
1132 op->slaying = tmp->slaying; 1124 slaying = tmp->slaying;
1133 1125
1134 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1129 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1130 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1131
1139 if (op->type == PLAYER) 1132 if (type == PLAYER)
1140 op->contr->ranges[range_skill] = op; 1133 contr->ranges[range_skill] = this;
1134
1141 break; 1135 break;
1142 1136
1143 case SKILL_TOOL: 1137 case SKILL_TOOL:
1144 if (op->chosen_skill) 1138 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1140
1148 op->chosen_skill = tmp; 1141 chosen_skill = tmp;
1142
1149 if (op->type == PLAYER) 1143 if (type == PLAYER)
1150 op->contr->ranges[range_skill] = op; 1144 contr->ranges[range_skill] = this;
1151 break; 1145 break;
1152 1146
1153 case SHIELD: 1147 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1148 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1149 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1150 case RING:
1157 case AMULET: 1151 case AMULET:
1158 case GIRDLE: 1152 case GIRDLE:
1159 case HELMET: 1153 case HELMET:
1160 case BOOTS: 1154 case BOOTS:
1161 case GLOVES: 1155 case GLOVES:
1162 case CLOAK: 1156 case CLOAK:
1163 if (tmp->stats.wc) 1157 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1158 wc -= (tmp->stats.wc + tmp->magic);
1159
1165 if (tmp->stats.dam) 1160 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1161 stats.dam += (tmp->stats.dam + tmp->magic);
1162
1167 if (tmp->stats.ac) 1163 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1164 ac -= (tmp->stats.ac + tmp->magic);
1165
1169 break; 1166 break;
1170 1167
1171 case WEAPON: 1168 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1169 wc -= (tmp->stats.wc + tmp->magic);
1170
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1172 ac -= tmp->stats.ac + tmp->magic;
1173
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1174 stats.dam += (tmp->stats.dam + tmp->magic);
1176 weapon_weight = tmp->weight; 1175 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177
1178 if (weapon_speed < 0) 1178 if (weapon_speed < 0)
1179 weapon_speed = 0; 1179 weapon_speed = 0;
1180
1180 op->slaying = tmp->slaying; 1181 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do 1182 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1183 * extra strength damage, this is where the code should
1183 * go. 1184 * go.
1184 */ 1185 */
1185 op->current_weapon = tmp; 1186 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1187 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1188 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188 1189
1189 break; 1190 break;
1190 1191
1191 case ARMOUR: /* Only the best of these three are used: */ 1192 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1193 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1194 contr->encumbrance += (int) tmp->weight / 1000;
1194 1195
1195 case BRACERS: 1196 case BRACERS:
1196 case FORCE: 1197 case FORCE:
1197 if (tmp->stats.wc) 1198 if (tmp->stats.wc)
1198 { 1199 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1203 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1204 }
1204 else 1205 else
1205 wc += tmp->stats.wc + tmp->magic; 1206 wc += tmp->stats.wc + tmp->magic;
1206 } 1207 }
1208
1207 if (tmp->stats.ac) 1209 if (tmp->stats.ac)
1208 { 1210 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1211 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1212 {
1211 ac += best_ac; /* Remove last bonus */ 1213 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1214 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1215 }
1214 else /* To nullify the below effect */ 1216 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1217 ac += tmp->stats.ac + tmp->magic;
1216 } 1218 }
1219
1217 if (tmp->stats.wc) 1220 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1221 wc -= (tmp->stats.wc + tmp->magic);
1222
1219 if (tmp->stats.ac) 1223 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1224 ac -= (tmp->stats.ac + tmp->magic);
1225
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1227 max = ARMOUR_SPEED (tmp) / 10.0;
1228
1223 break; 1229 break;
1224 } /* switch tmp->type */ 1230 } /* switch tmp->type */
1225 } /* item is equipped */ 1231 } /* item is equipped */
1226 } /* for loop of items */ 1232 } /* for loop of items */
1227 1233
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1241 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1242 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1243 */
1238 for (i = 0; i < NROFATTACKS; i++) 1244 for (i = 0; i < NROFATTACKS; i++)
1239 { 1245 {
1240 op->resist[i] = prot[i] - vuln[i]; 1246 resist[i] = prot[i] - vuln[i];
1247
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1249 resist[i] = potion_resist[i];
1243 } 1250 }
1244 1251
1245 /* Figure out the players sp/mana/hp totals. */ 1252 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1253 if (type == PLAYER)
1247 { 1254 {
1248 int pl_level; 1255 int pl_level;
1249 1256
1250 check_stat_bounds (&(op->stats)); 1257 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1258 pl_level = level;
1252 1259
1253 if (pl_level < 1) 1260 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1262
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1263 /* 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. 1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1265 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1267 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1270 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1271 {
1264 if (con_bonus[op->stats.Con] > 0) 1272 if (con_bonus[stats.Con] > 0)
1265 j++; 1273 j++;
1266 else 1274 else
1267 j--; 1275 j--;
1268 } 1276 }
1277
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1279 }
1271 1280
1272 for (i = 11; i <= op->level; i++) 1281 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1282 stats.maxhp += 2;
1274 1283
1275 if (op->stats.hp > op->stats.maxhp) 1284 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1285 stats.hp = stats.maxhp;
1277 1286
1278 /* Sp gain is controlled by the level of the player's 1287 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1288 * relevant experience object (mana_obj, see above)
1280 */ 1289 */
1281 /* following happen when skills system is not used */ 1290 /* following happen when skills system is not used */
1282 if (!mana_obj) 1291 if (!mana_obj)
1283 mana_obj = op; 1292 mana_obj = this;
1293
1284 if (!grace_obj) 1294 if (!grace_obj)
1285 grace_obj = op; 1295 grace_obj = this;
1296
1286 /* set maxsp */ 1297 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1298 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1299 mana_obj = this;
1289 1300
1290 if (mana_obj == op && op->type == PLAYER) 1301 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1302 stats.maxsp = 1;
1293 }
1294 else 1303 else
1295 { 1304 {
1296 sp_tmp = 0.0; 1305 sp_tmp = 0.0;
1306
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1307 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1308 {
1299 float stmp; 1309 float stmp;
1300 1310
1301 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1302 if (i < 2) 1312 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); 1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1305 }
1306 else 1314 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; 1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1309 } 1316
1310 if (stmp < 1.0) 1317 if (stmp < 1.0)
1311 stmp = 1.0; 1318 stmp = 1.0;
1319
1312 sp_tmp += stmp; 1320 sp_tmp += stmp;
1313 } 1321 }
1322
1314 op->stats.maxsp = (int) sp_tmp; 1323 stats.maxsp = (int) sp_tmp;
1315 1324
1316 for (i = 11; i <= mana_obj->level; i++) 1325 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1326 stats.maxsp += 2;
1318 } 1327 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1328 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1329 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1330 stats.sp = stats.maxsp * 2;
1322 1331
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1333 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1334 grace_obj = this;
1326 1335
1327 if (grace_obj == op && op->type == PLAYER) 1336 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1337 stats.maxgrace = 1;
1330 }
1331 else 1338 else
1332 { 1339 {
1333 /* store grace in a float - this way, the divisions below don't create 1340 /* 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 1341 * 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 1342 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1343 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1344 */
1338 sp_tmp = 0.0; 1345 sp_tmp = 0.0;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1347 {
1341 float grace_tmp = 0.0; 1348 float grace_tmp = 0.0;
1342 1349
1343 /* Got some extra bonus at first level */ 1350 /* Got some extra bonus at first level */
1344 if (i < 2) 1351 if (i < 2)
1345 {
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1348 }
1349 else 1354 else
1350 {
1351 grace_tmp = (float) op->contr->levgrace[i] 1355 grace_tmp = (float) contr->levgrace[i]
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1353 } 1357
1354 if (grace_tmp < 1.0) 1358 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0; 1359 grace_tmp = 1.0;
1360
1356 sp_tmp += grace_tmp; 1361 sp_tmp += grace_tmp;
1357 } 1362 }
1363
1358 op->stats.maxgrace = (int) sp_tmp; 1364 stats.maxgrace = (int) sp_tmp;
1359 1365
1360 /* two grace points per level after 11 */ 1366 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1367 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1368 stats.maxgrace += 2;
1363 } 1369 }
1364 /* No limit on grace vs maxgrace */ 1370 /* No limit on grace vs maxgrace */
1365 1371
1366 if (op->contr->braced) 1372 if (contr->braced)
1367 { 1373 {
1368 ac += 2; 1374 ac += 2;
1369 wc += 4; 1375 wc += 4;
1370 } 1376 }
1371 else 1377 else
1372 ac -= dex_bonus[op->stats.Dex]; 1378 ac -= dex_bonus[stats.Dex];
1373 1379
1374 /* In new exp/skills system, wc bonuses are related to 1380 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1381 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1382 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1383 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1387 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1388 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1389 * monster bonus the same as before. -b.t.
1384 */ 1390 */
1385 1391
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1392 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1393 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1389 for (i = 1; i < wc_obj->level; i++) 1395 for (i = 1; i < wc_obj->level; i++)
1390 { 1396 {
1391 /* addtional wc every 6 levels */ 1397 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1398 if (!(i % 6))
1393 wc--; 1399 wc--;
1394 /* addtional dam every 4 levels. */ 1400 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1397 } 1403 }
1398 } 1404 }
1399 else 1405 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1406 wc -= (level + thaco_bonus[stats.Str]);
1401 1407
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1408 stats.dam += dam_bonus[stats.Str];
1403 1409
1404 if (op->stats.dam < 1) 1410 if (stats.dam < 1)
1405 op->stats.dam = 1; 1411 stats.dam = 1;
1406 1412
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1413 speed = 1.0 + speed_bonus[stats.Dex];
1414
1408 if (settings.search_items && op->contr->search_str[0]) 1415 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1416 speed -= 1;
1417
1410 if (op->attacktype == 0) 1418 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1419 attacktype = arch->clone.attacktype;
1412 1420
1413 } /* End if player */ 1421 } /* End if player */
1414 1422
1415 if (added_speed >= 0) 1423 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1424 speed += added_speed / 10.0;
1417 else /* Something wrong here...: */ 1425 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1426 speed /= (float) (1.0 - added_speed);
1419 1427
1420 /* Max is determined by armour */ 1428 /* Max is determined by armour */
1421 if (op->speed > max) 1429 if (speed > max)
1422 op->speed = max; 1430 speed = max;
1423 1431
1424 if (op->type == PLAYER) 1432 if (type == PLAYER)
1425 { 1433 {
1426 /* f is a number the represents the number of kg above (positive num) 1434 /* 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 1435 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1436 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1437 * much above he is, and what is max carry is
1430 */ 1438 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1439 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1440 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1441 speed = speed / (1.0 + f / max_carry[stats.Str]);
1434 } 1442 }
1435 1443
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1444 speed += bonus_speed / 10.0; /* Not affected by limits */
1437 1445
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1446 /* 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. 1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1448 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1449 speed = speed * speed_reduce_from_disease;
1442 1450
1443 if (op->speed < 0.01 && op->type == PLAYER) 1451 if (speed < 0.01 && type == PLAYER)
1444 op->speed = 0.01; 1452 speed = 0.01;
1445 1453
1446 if (op->type == PLAYER) 1454 if (type == PLAYER)
1447 { 1455 {
1448 float M, W, s, D, K, S, M2; 1456 float M, W, s, D, K, S, M2;
1449 1457
1450 /* (This formula was made by vidarl@ifi.uio.no) 1458 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1459 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1460 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1461 * that would just be a real pain to read.
1454 */ 1462 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1463 M = (max_carry[stats.Str] - 121) / 121.0;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1464 M2 = max_carry[stats.Str] / 100.0;
1457 W = weapon_weight / 20000.0; 1465 W = weapon_weight / 20000.0;
1458 s = 2 - weapon_speed / 10.0; 1466 s = 2 - weapon_speed / 10.0;
1459 D = (op->stats.Dex - 14) / 14.0; 1467 D = (stats.Dex - 14) / 14.0;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1468 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; 1469 K *= (4 + level) / (float) (6 + level) * 1.2;
1462 if (K <= 0) 1470 if (K <= 0)
1463 K = 0.01; 1471 K = 0.01;
1464 S = op->speed / (K * s); 1472 S = speed / (K * s);
1465 op->contr->weapon_sp = S; 1473 contr->weapon_sp = S;
1466 } 1474 }
1475
1467 /* I want to limit the power of small monsters with big weapons: */ 1476 /* 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) 1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1478 stats.dam = arch->clone.stats.dam * 3;
1470 1479
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1480 /* 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, 1481 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1482 * so its value is the same.
1474 */ 1483 */
1475 if (wc > 120) 1484 if (wc > 120)
1476 wc = 120; 1485 wc = 120;
1477 else if (wc < -120) 1486 else if (wc < -120)
1478 wc = -120; 1487 wc = -120;
1488
1479 op->stats.wc = wc; 1489 stats.wc = wc;
1480 1490
1481 if (ac > 120) 1491 if (ac > 120)
1482 ac = 120; 1492 ac = 120;
1483 else if (ac < -120) 1493 else if (ac < -120)
1484 ac = -120; 1494 ac = -120;
1495
1485 op->stats.ac = ac; 1496 stats.ac = ac;
1486 1497
1487 /* if for some reason the creature doesn't have any move type, 1498 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1499 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1500 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1501 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1502 * one or the other.
1492 */ 1503 */
1493 if (op->move_type == 0) 1504 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1505 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1507 move_type &= ~MOVE_WALK;
1497 1508
1498 update_ob_speed (op); 1509 if (speed != old_speed)
1510 set_speed (speed);
1499 1511
1500 /* It is quite possible that a player's spell costing might have changed, 1512 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1513 * so we will check that now.
1502 */ 1514 */
1503 if (op->type == PLAYER) 1515 if (type == PLAYER)
1516 {
1517 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1518 esrv_update_spells (contr);
1519 }
1505} 1520}
1506 1521
1507/* 1522/*
1508 * Returns true if the given player is a legal class. 1523 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1524 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1525 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1526 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1527 * false otherwise.
1513 */ 1528 */
1514
1515int 1529int
1516allowed_class (const object *op) 1530allowed_class (const object *op)
1517{ 1531{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1532 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; 1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1595 object *skin = NULL; /* pointer to dragon skin force */ 1609 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1610 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1611 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1612
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1613 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 shstr_cmp dragon_ability_force ("dragon_ability_force");
1615 shstr_cmp dragon_skin_force ("dragon_skin_force");
1616
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1617 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1618 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1619 if (tmp->arch->name == dragon_ability_force)
1605 abil = tmp; 1620 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1621 else if (tmp->arch->name == dragon_skin_force)
1607 skin = tmp; 1622 skin = tmp;
1608 } 1623
1609 }
1610 /* if the force is missing -> bail out */ 1624 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1625 if (abil == NULL)
1612 return; 1626 return;
1613 1627
1614 /* The ability_force keeps track of maximum level ever achieved. 1628 /* The ability_force keeps track of maximum level ever achieved.
1665 */ 1679 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1681 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1682 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1683 insert_ob_in_ob (skill_obj, op);
1684
1670 if (op->contr) 1685 if (op->contr)
1671 { 1686 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1688 if (op->contr->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1690 }
1691
1675 return skill_obj; 1692 return skill_obj;
1676} 1693}
1677 1694
1678 1695
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1696/* 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; 1721 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); 1722 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; 1723 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1724 }
1708 1725
1709 fix_player (who); 1726 who->update_stats ();
1710 if (op->level > 1) 1727 if (op->level > 1)
1711 { 1728 {
1712 if (op->type != PLAYER) 1729 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1731 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1736 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1737 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1739 {
1723 op->level--; 1740 op->level--;
1724 fix_player (who); 1741 who->update_stats ();
1725 if (op->type != PLAYER) 1742 if (op->type != PLAYER)
1726 { 1743 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1744 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); 1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1746 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1747 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1748 }
1749
1732 /* check if the spell data has changed */ 1750 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1752 esrv_update_spells (who->contr);
1734} 1753}
1735 1754
1736/* 1755/*
1737 * Returns how much experience is needed for a player to become 1756 * Returns how much experience is needed for a player to become
1771 op->perm_exp = 0; 1790 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1791 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1792 op->perm_exp = MAX_EXPERIENCE;
1774} 1793}
1775 1794
1776
1777/* Add experience to a player - exp should only be positive. 1795/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1796 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1797 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1798 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1799 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1800 * flag is what to do if the player doesn't have the skill:
1783 */ 1801 */
1784
1785static void 1802static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1803add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1804{
1788 object *skill_obj = NULL; 1805 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1806 sint64 limit, exp_to_add;
1959void 1976void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1977change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1978{
1962 1979
1963#ifdef EXP_DEBUG 1980#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); 1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1982#endif
1970 1983
1971 /* safety */ 1984 /* safety */
1972 if (!op) 1985 if (!op)
1973 { 1986 {
2076 if (level > MAX_SAVE_LEVEL) 2089 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2090 level = MAX_SAVE_LEVEL;
2078 2091
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2092 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2093 return 0;
2094
2081 return 1; 2095 return 1;
2082} 2096}

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