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Comparing deliantra/server/common/living.C (file contents):
Revision 1.14 by elmex, Mon Dec 11 12:49:03 2006 UTC vs.
Revision 1.38 by root, Sun Apr 29 04:14:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235 236
236/* 237/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 239 * what attr is (STR to POW).
239 */ 240 */
240
241void 241void
242set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
243{ 243{
244 switch (attr) 244 switch (attr)
245 { 245 {
246 case STR: 246 case STR:
247 stats->Str = value; 247 stats->Str = value;
269 269
270/* 270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 272 * is added to the specified stat.
273 */ 273 */
274
275void 274void
276change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
277{ 276{
278 if (value == 0) 277 if (value == 0)
279 return; 278 return;
279
280 switch (attr) 280 switch (attr)
281 { 281 {
282 case STR: 282 case STR:
283 stats->Str += value; 283 stats->Str += value;
284 break; 284 break;
308/* 308/*
309 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
310 */ 310 */
311 311
312sint8 312sint8
313get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
314{ 314{
315 switch (attr) 315 switch (attr)
316 { 316 {
317 case STR:
318 return (stats->Str); 317 case STR: return stats->Str;
319 case DEX:
320 return (stats->Dex); 318 case DEX: return stats->Dex;
321 case CON:
322 return (stats->Con); 319 case CON: return stats->Con;
323 case WIS:
324 return (stats->Wis); 320 case WIS: return stats->Wis;
325 case CHA:
326 return (stats->Cha); 321 case CHA: return stats->Cha;
327 case INT:
328 return (stats->Int); 322 case INT: return stats->Int;
329 case POW:
330 return (stats->Pow); 323 case POW: return stats->Pow;
331 } 324 }
325
332 return 0; 326 return 0;
333} 327}
334 328
335/* 329/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 331 * 1-30 stat limit.
338 */ 332 */
339 333
340void 334void
341check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
342{ 336{
343 int i, v; 337 int i, v;
344 338
345 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
378 char message[MAX_BUF]; 372 char message[MAX_BUF];
379 int potion_max = 0; 373 int potion_max = 0;
380 374
381 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
384 */ 378 */
385 object_pod refop = *op; 379 object_copy refop = *op;
386 380
387 if (op->type == PLAYER) 381 if (op->type == PLAYER)
388 { 382 {
389 if (tmp->type == POTION) 383 if (tmp->type == POTION)
390 { 384 {
408 nstat = 1; 402 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410 { 404 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
412 } 406 }
407
413 if (nstat != ostat) 408 if (nstat != ostat)
414 { 409 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
416 potion_max = 0; 411 potion_max = 0;
417 } 412 }
419 { 414 {
420 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 416 potion_max = 1;
422 } 417 }
423 } 418 }
419
424 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 422 * recalculates this anyway.
427 */ 423 */
428 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
430 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
431 } /* end of potion handling code */ 428 } /* end of potion handling code */
432 } 429 }
433 430
434 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
448 445
449 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
451 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
452 */ 449 */
453 fix_player (op); 450 op->update_stats ();
454 451
455 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 453 * print out message if this is a bow.
457 */ 454 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 456 {
460 success = 1; 457 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 459 }
460
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 462 {
465 success = 1; 463 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 465 }
466
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 468 {
470 success = 1; 469 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 471 }
472
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 474 {
475 success = 1; 475 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 477 }
478
478 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 483 * from fly high)
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 532 {
532 success = 1; 533 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 535 }
536
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 538 {
537 success = 1; 539 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 541 }
542
540 /* blinded you can tell if more blinded since blinded player has minimal 543 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 544 * vision
542 */ 545 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 547 {
651 654
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 656 }
654 } 657 }
655 658
656 if (tmp->type != EXPERIENCE && !potion_max) 659 if (!potion_max)
657 { 660 {
658 for (j = 0; j < NUM_STATS; j++) 661 for (j = 0; j < NUM_STATS; j++)
659 { 662 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 664 {
662 success = 1; 665 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 667 }
665 } 668 }
666 } 669 }
670
667 return success; 671 return success;
668} 672}
669 673
670/* 674/*
671 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 677 */
674 678
675void 679void
676drain_stat (object *op) 680object::drain_stat ()
677{ 681{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
679} 683}
680 684
681void 685void
682drain_specific_stat (object *op, int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
683{ 687{
684 object *tmp; 688 object *tmp;
685 archetype *at; 689 archetype *at;
686 690
687 at = archetype::find (ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 695 return;
692 } 696 }
693 else 697 else
694 { 698 {
695 tmp = present_arch_in_ob (at, op); 699 tmp = present_arch_in_ob (at, this);
700
696 if (!tmp) 701 if (!tmp)
697 { 702 {
698 tmp = arch_to_object (at); 703 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
701 } 706 }
702 } 707 }
703 708
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 711 update_stats ();
707} 712}
708 713
709/* 714/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 715 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 716 * via an applied bad_luck object.
712 */ 717 */
713
714void 718void
715change_luck (object *op, int value) 719object::change_luck (int value)
716{ 720{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 721 archetype *at = archetype::find ("luck");
722 if (!at) 722 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 724 else
725 { 725 {
726 tmp = present_arch_in_ob (at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
727 if (!tmp) 728 if (!tmp)
728 { 729 {
729 if (!value) 730 if (!value)
730 return; 731 return;
732
731 tmp = arch_to_object (at); 733 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 734 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 735 SET_FLAG (tmp, FLAG_APPLIED);
734 } 736 }
737
735 if (value) 738 if (value)
736 { 739 {
737 /* Limit the luck value of the bad luck object to +/-100. This 740 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 742 * in op itself).
740 */ 743 */
741 new_luck = tmp->stats.luck + value; 744 int new_luck = tmp->stats.luck + value;
745
742 if (new_luck >= -100 && new_luck <= 100) 746 if (new_luck >= -100 && new_luck <= 100)
743 { 747 {
744 op->stats.luck += value; 748 stats.luck += value;
745 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
746 } 750 }
747 } 751 }
748 else 752 else
749 { 753 {
750 if (!tmp->stats.luck) 754 if (!tmp->stats.luck)
751 {
752 return; 755 return;
753 } 756
754 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
756 */ 759 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 761 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 763
761 op->stats.luck += diff; 764 stats.luck += diff;
762 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
763 } 766 }
764 } 767 }
765 } 768 }
766} 769}
767 770
768/* 771/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 772 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 773 */
771
772void 774void
773remove_statbonus (object *op) 775object::remove_statbonus ()
774{ 776{
775 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
776 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
777 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
778 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
781 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
789} 792}
790 793
791/* 794/*
792 * Adds stat-bonuses given by the class which the player has chosen. 795 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 796 */
794
795void 797void
796add_statbonus (object *op) 798object::add_statbonus ()
797{ 799{
798 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
799 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
800 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
801 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
802 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
803 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
804 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
812} 815}
813 816
814/* 817/*
815 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
820 */ 823 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
824 */ 826 */
825
826void 827void
827fix_player (object *op) 828object::update_stats ()
828{ 829{
829 int i, j; 830 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
835 837
836 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 839 if (type == PLAYER)
838 { 840 {
839 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
840 {
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
842 } 843
843 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 845 contr->encumbrance = 0;
845 846
846 op->attacktype = 0; 847 attacktype = 0;
847 op->contr->digestion = 0; 848 contr->digestion = 0;
848 op->contr->gen_hp = 0; 849 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 850 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 851 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 852 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 853 contr->item_power = 0;
853 854
854 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
858 */ 859 */
859 op->contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
860 op->contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
861 op->contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
862 } 863 }
864
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
864 866
865 op->slaying = 0; 867 slaying = 0;
866 868
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 869 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 870 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 871 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 873 }
872 874
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 875 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 876 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 877 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 878
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
885 op->path_attuned = op->arch->clone.path_attuned; 884 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 885 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 886 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 887 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 888 move_type = arch->clone.move_type;
890 op->chosen_skill = NULL; 889 chosen_skill = NULL;
891 890
892 /* initializing resistances from the values in player/monster's 891 /* initializing resistances from the values in player/monster's
893 * archetype clone 892 * archetype clone
894 */ 893 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 895
897 for (i = 0; i < NROFATTACKS; i++) 896 for (i = 0; i < NROFATTACKS; i++)
898 { 897 {
899 if (op->resist[i] > 0) 898 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 899 prot[i] = resist[i], vuln[i] = 0;
901 else 900 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 901 vuln[i] = -(resist[i]), prot[i] = 0;
903 potion_resist[i] = 0; 902 potion_resist[i] = 0;
904 } 903 }
905 904
906 wc = op->arch->clone.stats.wc; 905 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 906 stats.dam = arch->clone.stats.dam;
908 907
909 /* 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,
910 * plus a small amount of physical resist, those poor suckers. ;) 909 * plus a small amount of physical resist, those poor suckers. ;)
911 * 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 -
912 * 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,
913 * 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
914 * that their protection from physical goes down 913 * that their protection from physical goes down
915 */ 914 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 916 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 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;
920 } 919 }
921 else 920 else
922 ac = op->arch->clone.stats.ac; 921 ac = arch->clone.stats.ac;
923 922
924 op->stats.luck = op->arch->clone.stats.luck; 923 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 924 speed = arch->clone.speed;
926 925
927 /* 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.
928 * 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.
929 */ 928 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 929 for (tmp = inv; tmp; tmp = tmp->below)
932 { 930 {
933 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
935 */ 933 */
936 if (tmp->glow_radius > op->glow_radius) 934 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 935 glow_radius = tmp->glow_radius;
938 936
939 /* This happens because apply_potion calls change_abil with the potion 937 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 938 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function. 939 * then calls this function.
942 */ 940 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 942 continue;
946 }
947 943
948 /* For some things, we don't care what is equipped */ 944 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 945 if (tmp->type == SKILL)
950 { 946 {
951 /* Want to take the highest skill here. */ 947 /* Want to take the highest skill here. */
954 if (!mana_obj) 950 if (!mana_obj)
955 mana_obj = tmp; 951 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 952 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 953 mana_obj = tmp;
958 } 954 }
955
959 if (IS_GRACE_SKILL (tmp->subtype)) 956 if (IS_GRACE_SKILL (tmp->subtype))
960 { 957 {
961 if (!grace_obj) 958 if (!grace_obj)
962 grace_obj = tmp; 959 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 960 else if (tmp->level > grace_obj->level)
975 * up, etc. 972 * up, etc.
976 */ 973 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 976 {
980 if (op->type == PLAYER) 977 if (type == PLAYER)
981 { 978 {
982 if (tmp->type == BOW) 979 if (tmp->type == BOW)
983 op->contr->ranges[range_bow] = tmp; 980 contr->ranges[range_bow] = tmp;
984 981
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp; 983 contr->ranges[range_misc] = tmp;
987 984
988 for (i = 0; i < NUM_STATS; i++) 985 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
990 987
991 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
994 */ 991 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL)) 999 (tmp->type == SKILL))
1003 { 1000 {
1004 op->contr->digestion += tmp->stats.food; 1001 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 1002 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 1003 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 1004 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 1005 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power; 1006 contr->item_power += tmp->item_power;
1010 } 1007 }
1011 } /* if this is a player */ 1008 } /* if this is a player */
1012 1009
1013 /* Update slots used for items */ 1010 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1018 }
1019 1014
1020 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1021 { 1016 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1025 } 1020 }
1026 1021
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 1026 */
1032 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1033 { 1028 {
1034 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1035 { 1030 {
1036 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 1033 */
1039 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1040 { 1035 {
1041 if (potion_resist[i]) 1036 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else 1038 else
1044 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1045 } 1040 }
1046 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 1045 }
1051 } 1046 }
1052 1047
1053 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1055 op->attacktype |= tmp->attacktype; 1050 attacktype |= tmp->attacktype;
1056 1051
1057 op->path_attuned |= tmp->path_attuned; 1052 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 1053 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 1054 path_denied |= tmp->path_denied;
1060 op->stats.luck += tmp->stats.luck; 1055 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
1062 1057
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1064 SET_FLAG (op, FLAG_LIFESAVE); 1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1066 SET_FLAG (op, FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1068 SET_FLAG (op, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077 1065
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 1067 SET_FLAG (this, FLAG_UNDEAD);
1080 1068
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 1070 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 1071 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 1072 invisible = 1;
1085 } 1073 }
1086 1074
1087 if (tmp->stats.exp && tmp->type != SKILL) 1075 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 1076 {
1089 if (tmp->stats.exp > 0) 1077 if (tmp->stats.exp > 0)
1104 break; 1092 break;
1105 1093
1106 if (IS_COMBAT_SKILL (tmp->subtype)) 1094 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp; 1095 wc_obj = tmp;
1108 1096
1109 if (op->chosen_skill) 1097 if (chosen_skill)
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1111 1099
1112 op->chosen_skill = tmp; 1100 chosen_skill = tmp;
1113 1101
1114 if (tmp->stats.dam > 0) 1102 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1103 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1105 weapon_speed = (int) WEAPON_SPEED (tmp);
1106
1118 if (weapon_speed < 0) 1107 if (weapon_speed < 0)
1119 weapon_speed = 0; 1108 weapon_speed = 0;
1109
1120 weapon_weight = tmp->weight; 1110 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1112
1122 if (tmp->magic) 1113 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1114 stats.dam += tmp->magic;
1124 } 1115 }
1125 1116
1126 if (tmp->stats.wc) 1117 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1118 wc -= (tmp->stats.wc + tmp->magic);
1128 1119
1129 if (tmp->slaying != NULL) 1120 if (tmp->slaying != NULL)
1130 op->slaying = tmp->slaying; 1121 slaying = tmp->slaying;
1131 1122
1132 if (tmp->stats.ac) 1123 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1124 ac -= (tmp->stats.ac + tmp->magic);
1125
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1126 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1127 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1136 1128
1137 if (op->type == PLAYER) 1129 if (type == PLAYER)
1138 op->contr->ranges[range_skill] = op; 1130 contr->ranges[range_skill] = this;
1131
1139 break; 1132 break;
1140 1133
1141 case SKILL_TOOL: 1134 case SKILL_TOOL:
1142 if (op->chosen_skill) 1135 if (chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145 } 1137
1146 op->chosen_skill = tmp; 1138 chosen_skill = tmp;
1139
1147 if (op->type == PLAYER) 1140 if (type == PLAYER)
1148 op->contr->ranges[range_skill] = op; 1141 contr->ranges[range_skill] = this;
1149 break; 1142 break;
1150 1143
1151 case SHIELD: 1144 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1145 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1146 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1147 case RING:
1155 case AMULET: 1148 case AMULET:
1156 case GIRDLE: 1149 case GIRDLE:
1157 case HELMET: 1150 case HELMET:
1158 case BOOTS: 1151 case BOOTS:
1159 case GLOVES: 1152 case GLOVES:
1160 case CLOAK: 1153 case CLOAK:
1161 if (tmp->stats.wc) 1154 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1155 wc -= tmp->stats.wc + tmp->magic;
1156
1163 if (tmp->stats.dam) 1157 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1158 stats.dam += tmp->stats.dam + tmp->magic;
1159
1165 if (tmp->stats.ac) 1160 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1161 ac -= tmp->stats.ac + tmp->magic;
1162
1167 break; 1163 break;
1168 1164
1165 case BOW:
1169 case WEAPON: 1166 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic); 1167 wc -= tmp->stats.wc + tmp->magic;
1168
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1170 ac -= tmp->stats.ac + tmp->magic;
1171
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1172 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1173 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175
1176 if (weapon_speed < 0) 1176 if (weapon_speed < 0)
1177 weapon_speed = 0; 1177 weapon_speed = 0;
1178
1178 op->slaying = tmp->slaying; 1179 slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do 1180 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1181 * extra strength damage, this is where the code should
1181 * go. 1182 * go.
1182 */ 1183 */
1183 op->current_weapon = tmp; 1184 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1185 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1186 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186 1187
1187 break; 1188 break;
1188 1189
1189 case ARMOUR: /* Only the best of these three are used: */ 1190 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1191 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1192 contr->encumbrance += (int) tmp->weight / 1000;
1192 1193
1193 case BRACERS: 1194 case BRACERS:
1194 case FORCE: 1195 case FORCE:
1195 if (tmp->stats.wc) 1196 if (tmp->stats.wc)
1196 { 1197 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1201 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1202 }
1202 else 1203 else
1203 wc += tmp->stats.wc + tmp->magic; 1204 wc += tmp->stats.wc + tmp->magic;
1204 } 1205 }
1206
1205 if (tmp->stats.ac) 1207 if (tmp->stats.ac)
1206 { 1208 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1209 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1210 {
1209 ac += best_ac; /* Remove last bonus */ 1211 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1212 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1213 }
1212 else /* To nullify the below effect */ 1214 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1215 ac += tmp->stats.ac + tmp->magic;
1214 } 1216 }
1217
1215 if (tmp->stats.wc) 1218 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1219 wc -= (tmp->stats.wc + tmp->magic);
1220
1217 if (tmp->stats.ac) 1221 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1222 ac -= (tmp->stats.ac + tmp->magic);
1223
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1225 max = ARMOUR_SPEED (tmp) / 10.0;
1226
1221 break; 1227 break;
1222 } /* switch tmp->type */ 1228 } /* switch tmp->type */
1223 } /* item is equipped */ 1229 } /* item is equipped */
1224 } /* for loop of items */ 1230 } /* for loop of items */
1225 1231
1233 * 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
1234 * 'total resistance = vulnerability from cursed potion'. 1240 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1241 */
1236 for (i = 0; i < NROFATTACKS; i++) 1242 for (i = 0; i < NROFATTACKS; i++)
1237 { 1243 {
1238 op->resist[i] = prot[i] - vuln[i]; 1244 resist[i] = prot[i] - vuln[i];
1245
1239 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)))
1240 op->resist[i] = potion_resist[i]; 1247 resist[i] = potion_resist[i];
1241 } 1248 }
1242 1249
1243 /* Figure out the players sp/mana/hp totals. */ 1250 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER) 1251 if (type == PLAYER)
1245 { 1252 {
1246 int pl_level; 1253 int pl_level;
1247 1254
1248 check_stat_bounds (&(op->stats)); 1255 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1256 pl_level = level;
1250 1257
1251 if (pl_level < 1) 1258 if (pl_level < 1)
1252 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! */
1253 1260
1254 /* 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,
1255 * 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.
1256 */ 1263 */
1257 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++)
1258 { 1265 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1268 if (i % 2 && con_bonus[stats.Con] % 2)
1261 { 1269 {
1262 if (con_bonus[op->stats.Con] > 0) 1270 if (con_bonus[stats.Con] > 0)
1263 j++; 1271 j++;
1264 else 1272 else
1265 j--; 1273 j--;
1266 } 1274 }
1275
1267 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 */
1268 } 1277 }
1269 1278
1270 for (i = 11; i <= op->level; i++) 1279 for (i = 11; i <= level; i++)
1271 op->stats.maxhp += 2; 1280 stats.maxhp += 2;
1272 1281
1273 if (op->stats.hp > op->stats.maxhp) 1282 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1283 stats.hp = stats.maxhp;
1275 1284
1276 /* Sp gain is controlled by the level of the player's 1285 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1286 * relevant experience object (mana_obj, see above)
1278 */ 1287 */
1279 /* following happen when skills system is not used */ 1288 /* following happen when skills system is not used */
1280 if (!mana_obj) 1289 if (!mana_obj)
1281 mana_obj = op; 1290 mana_obj = this;
1291
1282 if (!grace_obj) 1292 if (!grace_obj)
1283 grace_obj = op; 1293 grace_obj = this;
1294
1284 /* set maxsp */ 1295 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1296 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1297 mana_obj = this;
1287 1298
1288 if (mana_obj == op && op->type == PLAYER) 1299 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1300 stats.maxsp = 1;
1291 }
1292 else 1301 else
1293 { 1302 {
1294 sp_tmp = 0.0; 1303 sp_tmp = 0.0;
1304
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1305 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1306 {
1297 float stmp; 1307 float stmp;
1298 1308
1299 /* Got some extra bonus at first level */ 1309 /* Got some extra bonus at first level */
1300 if (i < 2) 1310 if (i < 2)
1301 {
1302 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);
1303 }
1304 else 1312 else
1305 {
1306 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;
1307 } 1314
1308 if (stmp < 1.0) 1315 if (stmp < 1.0)
1309 stmp = 1.0; 1316 stmp = 1.0;
1317
1310 sp_tmp += stmp; 1318 sp_tmp += stmp;
1311 } 1319 }
1320
1312 op->stats.maxsp = (int) sp_tmp; 1321 stats.maxsp = (int) sp_tmp;
1313 1322
1314 for (i = 11; i <= mana_obj->level; i++) 1323 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2; 1324 stats.maxsp += 2;
1316 } 1325 }
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1326 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1327 if (stats.sp > stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2; 1328 stats.sp = stats.maxsp * 2;
1320 1329
1321 /* 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 */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1331 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1332 grace_obj = this;
1324 1333
1325 if (grace_obj == op && op->type == PLAYER) 1334 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1335 stats.maxgrace = 1;
1328 }
1329 else 1336 else
1330 { 1337 {
1331 /* 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
1332 * 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
1333 * 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
1334 * step of 8 - with floats, even fractional ones are useful. 1341 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1342 */
1336 sp_tmp = 0.0; 1343 sp_tmp = 0.0;
1337 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++)
1338 { 1345 {
1339 float grace_tmp = 0.0; 1346 float grace_tmp = 0.0;
1340 1347
1341 /* Got some extra bonus at first level */ 1348 /* Got some extra bonus at first level */
1342 if (i < 2) 1349 if (i < 2)
1343 {
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + 1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); 1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1346 }
1347 else 1352 else
1348 {
1349 grace_tmp = (float) op->contr->levgrace[i] 1353 grace_tmp = (float) contr->levgrace[i]
1350 + ((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;
1351 } 1355
1352 if (grace_tmp < 1.0) 1356 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0; 1357 grace_tmp = 1.0;
1358
1354 sp_tmp += grace_tmp; 1359 sp_tmp += grace_tmp;
1355 } 1360 }
1361
1356 op->stats.maxgrace = (int) sp_tmp; 1362 stats.maxgrace = (int) sp_tmp;
1357 1363
1358 /* two grace points per level after 11 */ 1364 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++) 1365 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2; 1366 stats.maxgrace += 2;
1361 } 1367 }
1362 /* No limit on grace vs maxgrace */ 1368 /* No limit on grace vs maxgrace */
1363 1369
1364 if (op->contr->braced) 1370 if (contr->braced)
1365 { 1371 {
1366 ac += 2; 1372 ac += 2;
1367 wc += 4; 1373 wc += 4;
1368 } 1374 }
1369 else 1375 else
1370 ac -= dex_bonus[op->stats.Dex]; 1376 ac -= dex_bonus[stats.Dex];
1371 1377
1372 /* In new exp/skills system, wc bonuses are related to 1378 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1379 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1380 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1381 * I changed this slightly so that wc bonuses are better
1379 * we give the player a bonus here in wc and dam 1385 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1386 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1387 * monster bonus the same as before. -b.t.
1382 */ 1388 */
1383 1389
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1390 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1385 { 1391 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1392 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393
1387 for (i = 1; i < wc_obj->level; i++) 1394 for (i = 1; i < wc_obj->level; i++)
1388 { 1395 {
1389 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1390 if (!(i % 6)) 1397 if (!(i % 6))
1391 wc--; 1398 wc--;
1399
1392 /* addtional dam every 4 levels. */ 1400 /* addtional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1402 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1403 }
1396 } 1404 }
1397 else 1405 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1406 wc -= level + thaco_bonus[stats.Str];
1399 1407
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1408 stats.dam += dam_bonus[stats.Str];
1401 1409
1402 if (op->stats.dam < 1) 1410 if (stats.dam < 1)
1403 op->stats.dam = 1; 1411 stats.dam = 1;
1404 1412
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1413 speed = 1.0 + speed_bonus[stats.Dex];
1414
1406 if (settings.search_items && op->contr->search_str[0]) 1415 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1416 speed -= 1;
1417
1408 if (op->attacktype == 0) 1418 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1419 attacktype = arch->clone.attacktype;
1410 1420
1411 } /* End if player */ 1421 } /* End if player */
1412 1422
1413 if (added_speed >= 0) 1423 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1424 speed += added_speed / 10.0;
1415 else /* Something wrong here...: */ 1425 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1426 speed /= (float) (1.0 - added_speed);
1417 1427
1418 /* Max is determined by armour */ 1428 /* Max is determined by armour */
1419 if (op->speed > max) 1429 if (speed > max)
1420 op->speed = max; 1430 speed = max;
1421 1431
1422 if (op->type == PLAYER) 1432 if (type == PLAYER)
1423 { 1433 {
1424 /* 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)
1425 * or below (negative number) that the player is carrying. If above 1435 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1436 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1437 * much above he is, and what is max carry is
1428 */ 1438 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1439 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1440 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1441 speed = speed / (1.0 + f / max_carry[stats.Str]);
1432 } 1442 }
1433 1443
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1444 speed += bonus_speed / 10.0; /* Not affected by limits */
1435 1445
1436 /* 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
1437 * 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.
1438 */ 1448 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1449 speed = speed * speed_reduce_from_disease;
1440 1450
1441 if (op->speed < 0.01 && op->type == PLAYER) 1451 if (speed < 0.01 && type == PLAYER)
1442 op->speed = 0.01; 1452 speed = 0.01;
1443 1453
1444 if (op->type == PLAYER) 1454 if (type == PLAYER)
1445 { 1455 {
1446 float M, W, s, D, K, S, M2; 1456 float M, W, s, D, K, S, M2;
1447 1457
1448 /* (This formula was made by vidarl@ifi.uio.no) 1458 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1459 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1460 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1461 * that would just be a real pain to read.
1452 */ 1462 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1463 M = (max_carry[stats.Str] - 121) / 121.0;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1464 M2 = max_carry[stats.Str] / 100.0;
1455 W = weapon_weight / 20000.0; 1465 W = weapon_weight / 20000.0;
1456 s = 2 - weapon_speed / 10.0; 1466 s = 2 - weapon_speed / 10.0;
1457 D = (op->stats.Dex - 14) / 14.0; 1467 D = (stats.Dex - 14) / 14.0;
1458 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;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1469 K *= (4 + level) / (float) (6 + level) * 1.2;
1460 if (K <= 0) 1470 if (K <= 0)
1461 K = 0.01; 1471 K = 0.01;
1462 S = op->speed / (K * s); 1472 S = speed / (K * s);
1463 op->contr->weapon_sp = S; 1473 contr->weapon_sp = S;
1464 } 1474 }
1475
1465 /* 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: */
1466 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)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1478 stats.dam = arch->clone.stats.dam * 3;
1468 1479
1469 /* 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
1470 * 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,
1471 * so its value is the same. 1482 * so its value is the same.
1472 */ 1483 */
1473 if (wc > 120) 1484 if (wc > 120)
1474 wc = 120; 1485 wc = 120;
1475 else if (wc < -120) 1486 else if (wc < -120)
1476 wc = -120; 1487 wc = -120;
1488
1477 op->stats.wc = wc; 1489 stats.wc = wc;
1478 1490
1479 if (ac > 120) 1491 if (ac > 120)
1480 ac = 120; 1492 ac = 120;
1481 else if (ac < -120) 1493 else if (ac < -120)
1482 ac = -120; 1494 ac = -120;
1495
1483 op->stats.ac = ac; 1496 stats.ac = ac;
1484 1497
1485 /* 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,
1486 * give them walking as a default. 1499 * give them walking as a default.
1487 * 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
1488 * old behaviour - if your flying, your not walking - just 1501 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1502 * one or the other.
1490 */ 1503 */
1491 if (op->move_type == 0) 1504 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1505 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1507 move_type &= ~MOVE_WALK;
1495 1508
1496 update_ob_speed (op); 1509 if (speed != old_speed)
1510 set_speed (speed);
1497 1511
1498 /* 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,
1499 * so we will check that now. 1513 * so we will check that now.
1500 */ 1514 */
1501 if (op->type == PLAYER) 1515 if (type == PLAYER)
1516 {
1517 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1518 esrv_update_spells (contr);
1519 }
1520
1521 // update the mapspace, if we are on a map
1522 if (!flag [FLAG_REMOVED] && map)
1523 map->at (x, y).flags_ = 0;
1503} 1524}
1504 1525
1505/* 1526/*
1506 * Returns true if the given player is a legal class. 1527 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1528 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1529 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1530 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1531 * false otherwise.
1511 */ 1532 */
1512
1513int 1533int
1514allowed_class (const object *op) 1534allowed_class (const object *op)
1515{ 1535{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1593 object *skin = NULL; /* pointer to dragon skin force */ 1613 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1614 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1615 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1616
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1617 /* now grab the 'dragon_ability'-forces from the player's inventory */
1618 shstr_cmp dragon_ability_force ("dragon_ability_force");
1619 shstr_cmp dragon_skin_force ("dragon_skin_force");
1620
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1621 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1622 if (tmp->type == FORCE)
1601 {
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1623 if (tmp->arch->name == dragon_ability_force)
1603 abil = tmp; 1624 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1625 else if (tmp->arch->name == dragon_skin_force)
1605 skin = tmp; 1626 skin = tmp;
1606 } 1627
1607 }
1608 /* if the force is missing -> bail out */ 1628 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1629 if (abil == NULL)
1610 return; 1630 return;
1611 1631
1612 /* The ability_force keeps track of maximum level ever achieved. 1632 /* The ability_force keeps track of maximum level ever achieved.
1663 */ 1683 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1684 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1685 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1686 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1687 insert_ob_in_ob (skill_obj, op);
1688
1668 if (op->contr) 1689 if (op->contr)
1669 { 1690 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1691 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1692 if (op->contr->ns)
1693 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1694 }
1695
1673 return skill_obj; 1696 return skill_obj;
1674} 1697}
1675 1698
1676 1699
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1700/* player_lvl_adj() - for the new exp system. we are concerned with
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1725 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1726 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1727 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1728 }
1706 1729
1707 fix_player (who); 1730 who->update_stats ();
1708 if (op->level > 1) 1731 if (op->level > 1)
1709 { 1732 {
1710 if (op->type != PLAYER) 1733 if (op->type != PLAYER)
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1734 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else 1735 else
1717 player_lvl_adj (who, op); /* To increase more levels */ 1740 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1741 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1742 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1743 {
1721 op->level--; 1744 op->level--;
1722 fix_player (who); 1745 who->update_stats ();
1723 if (op->type != PLAYER) 1746 if (op->type != PLAYER)
1724 { 1747 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1748 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1749 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1750 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1751 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1752 }
1753
1730 /* check if the spell data has changed */ 1754 /* check if the spell data has changed */
1755 esrv_update_stats (who->contr);
1731 esrv_update_spells (who->contr); 1756 esrv_update_spells (who->contr);
1732} 1757}
1733 1758
1734/* 1759/*
1735 * Returns how much experience is needed for a player to become 1760 * Returns how much experience is needed for a player to become
1769 op->perm_exp = 0; 1794 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1795 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1796 op->perm_exp = MAX_EXPERIENCE;
1772} 1797}
1773 1798
1774
1775/* Add experience to a player - exp should only be positive. 1799/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1800 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1801 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1802 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1803 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1804 * flag is what to do if the player doesn't have the skill:
1781 */ 1805 */
1782
1783static void 1806static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1807add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1808{
1786 object *skill_obj = NULL; 1809 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1810 sint64 limit, exp_to_add;
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1955 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1956 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
1935 } 1958 }
1936 } 1959 }
1960
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1961 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1962 {
1939 del_exp = check_exp_loss (op, exp); 1963 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1964 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1942 } 1966 }
1943} 1967}
1944
1945
1946 1968
1947/* change_exp() - changes experience to a player/monster. This 1969/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1970 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1971 *
1950 * The exp passed is typically not modified much by this function - 1972 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1973 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1974 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1975 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1976 * these last two values are only used for players.
1955 */ 1977 */
1956
1957void 1978void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1979change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1980{
1960
1961#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
1962# ifndef WIN32
1963 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1964# else
1965 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966# endif
1967#endif 1983#endif
1968 1984
1969 /* safety */ 1985 /* safety */
1970 if (!op) 1986 if (!op)
1971 { 1987 {
2010 else 2026 else
2011 /* note that when you lose exp, it doesn't go against 2027 /* note that when you lose exp, it doesn't go against
2012 * a particular skill, so we don't need to pass that 2028 * a particular skill, so we don't need to pass that
2013 * along. 2029 * along.
2014 */ 2030 */
2015 subtract_player_exp (op, FABS (exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
2016
2017 } 2032 }
2018} 2033}
2019 2034
2020/* Applies a death penalty experience, the size of this is defined by the 2035/* Applies a death penalty experience, the size of this is defined by the
2021 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the
2022 * amount of permenent experience, whichever gives the lowest loss. 2037 * amount of permenent experience, whichever gives the lowest loss.
2023 */ 2038 */
2024
2025void 2039void
2026apply_death_exp_penalty (object *op) 2040apply_death_exp_penalty (object *op)
2027{ 2041{
2028 object *tmp; 2042 object *tmp;
2029 sint64 loss; 2043 sint64 loss;
2074 if (level > MAX_SAVE_LEVEL) 2088 if (level > MAX_SAVE_LEVEL)
2075 level = MAX_SAVE_LEVEL; 2089 level = MAX_SAVE_LEVEL;
2076 2090
2077 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2091 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2078 return 0; 2092 return 0;
2093
2079 return 1; 2094 return 1;
2080} 2095}

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