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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 1.49 by root, Sat May 12 17:26:51 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-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
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 163
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 164extern sint64 *levels;
167#endif
168 165
169#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
170 167
171/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 194 "You're feeling clumsy!",
198 "You feel less healthy", 195 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
200 "Your face gets distorted!", 199 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 200};
204const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 202 "You feel your strength return.",
206 "You feel your agility return.", 203 "You feel your agility return.",
207 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
208 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
209 "You feel your charisma return.", 208 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 209};
213const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 211 "You feel stronger.",
215 "You feel more agile.", 212 "You feel more agile.",
216 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
217 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
218 "You seem to look better.", 217 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 218};
222const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 220 "You feel weaker!",
224 "You feel clumsy!", 221 "You feel clumsy!",
225 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
226 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
227 "You look ugly!", 226 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 227};
231 228
232const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 231};
235 232
236const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 235};
239 236
240/* 237/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW). 239 * what attr is (STR to POW).
243 */ 240 */
244
245void 241void
246set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
247{ 243{
248 switch (attr) 244 switch (attr)
249 { 245 {
250 case STR: 246 case STR:
251 stats->Str = value; 247 stats->Str = value;
273 269
274/* 270/*
275 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 272 * is added to the specified stat.
277 */ 273 */
278
279void 274void
280change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
281{ 276{
282 if (value == 0) 277 if (value == 0)
283 return; 278 return;
279
284 switch (attr) 280 switch (attr)
285 { 281 {
286 case STR: 282 case STR:
287 stats->Str += value; 283 stats->Str += value;
288 break; 284 break;
312/* 308/*
313 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
314 */ 310 */
315 311
316sint8 312sint8
317get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
318{ 314{
319 switch (attr) 315 switch (attr)
320 { 316 {
321 case STR:
322 return (stats->Str); 317 case STR: return stats->Str;
323 case DEX:
324 return (stats->Dex); 318 case DEX: return stats->Dex;
325 case CON:
326 return (stats->Con); 319 case CON: return stats->Con;
327 case WIS:
328 return (stats->Wis); 320 case WIS: return stats->Wis;
329 case CHA:
330 return (stats->Cha); 321 case CHA: return stats->Cha;
331 case INT:
332 return (stats->Int); 322 case INT: return stats->Int;
333 case POW:
334 return (stats->Pow); 323 case POW: return stats->Pow;
335 } 324 }
325
336 return 0; 326 return 0;
337} 327}
338 328
339/* 329/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 331 * 1-30 stat limit.
342 */ 332 */
343 333
344void 334void
345check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
346{ 336{
347 int i, v; 337 int i, v;
348 338
349 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
367/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 358 * the object.
369 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 360 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 366 * that gives them that ability.
377 */ 367 */
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 {
408 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
409 * to allow for that. 399 * to allow for that.
410 */ 400 */
411 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
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 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
416 } 405
417 if (nstat != ostat) 406 if (nstat != ostat)
418 { 407 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
420 potion_max = 0; 409 potion_max = 0;
421 } 410 }
422 else if (i) 411 else if (i)
423 { 412 {
424 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 414 potion_max = 1;
426 } 415 }
427 } 416 }
417
428 /* This section of code ups the characters normal stats also. I am not 418 /* 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 419 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 420 * recalculates this anyway.
431 */ 421 */
432 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424
434 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 426 } /* end of potion handling code */
436 } 427 }
437 428
438 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
439 * everything to set 430 * everything to set
440 */ 431 */
441 if (flag == -1) 432 if (flag == -1)
442 { 433 {
443 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 439 * and not the other move_ fields.
449 */ 440 */
450 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
451 } 442 }
452 443
453 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
455 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
456 */ 447 */
457 fix_player (op); 448 op->update_stats ();
458 449
459 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 451 * print out message if this is a bow.
461 */ 452 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 454 {
464 success = 1; 455 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 457 }
458
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 460 {
469 success = 1; 461 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 463 }
464
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 { 466 {
474 success = 1; 467 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 469 }
470
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 { 472 {
479 success = 1; 473 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 475 }
476
482 /* movement type has changed. We don't care about cases where 477 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 478 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 479 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 480 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 481 * from fly high)
503 * in that case, you don't actually land 498 * in that case, you don't actually land
504 */ 499 */
505 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 502 }
503
508 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510 506
511 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op); 508 check_move_on (op, op);
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 531 {
536 success = 1; 532 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 534 }
535
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 { 537 {
541 success = 1; 538 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 540 }
541
544 /* blinded you can tell if more blinded since blinded player has minimal 542 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 543 * vision
546 */ 544 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 545 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 546 {
655 653
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 655 }
658 } 656 }
659 657
660 if (tmp->type != EXPERIENCE && !potion_max) 658 if (!potion_max)
661 { 659 {
662 for (j = 0; j < NUM_STATS; j++) 660 for (j = 0; j < NUM_STATS; j++)
663 { 661 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 663 {
666 success = 1; 664 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 666 }
669 } 667 }
670 } 668 }
669
671 return success; 670 return success;
672} 671}
673 672
674/* 673/*
675 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 676 */
678
679void 677void
680drain_stat (object *op) 678object::drain_stat ()
681{ 679{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
683} 681}
684 682
685void 683void
686drain_specific_stat (object *op, int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
687{ 685{
688 object *tmp; 686 object *tmp;
689 archetype *at; 687 archetype *at;
690 688
691 at = find_archetype (ARCH_DEPLETION); 689 at = archetype::find (ARCH_DEPLETION);
692 if (!at) 690 if (!at)
693 { 691 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 692 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 693 return;
696 } 694 }
697 else 695 else
698 { 696 {
699 tmp = present_arch_in_ob (at, op); 697 tmp = present_arch_in_ob (at, this);
698
700 if (!tmp) 699 if (!tmp)
701 { 700 {
702 tmp = arch_to_object (at); 701 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 702 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 703 SET_FLAG (tmp, FLAG_APPLIED);
705 } 704 }
706 } 705 }
707 706
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 708 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 709 update_stats ();
711} 710}
712 711
713/* 712/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 713 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 714 * via an applied bad_luck object.
716 */ 715 */
717
718void 716void
719change_luck (object *op, int value) 717object::change_luck (int value)
720{ 718{
721 object *tmp; 719 archetype *at = archetype::find ("luck");
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("luck");
726 if (!at) 720 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 721 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 722 else
729 { 723 {
730 tmp = present_arch_in_ob (at, op); 724 object *tmp = present_arch_in_ob (at, this);
725
731 if (!tmp) 726 if (!tmp)
732 { 727 {
733 if (!value) 728 if (!value)
734 return; 729 return;
730
735 tmp = arch_to_object (at); 731 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 732 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 733 SET_FLAG (tmp, FLAG_APPLIED);
738 } 734 }
735
739 if (value) 736 if (value)
740 { 737 {
741 /* Limit the luck value of the bad luck object to +/-100. This 738 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 739 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 740 * in op itself).
744 */ 741 */
745 new_luck = tmp->stats.luck + value; 742 int new_luck = tmp->stats.luck + value;
743
746 if (new_luck >= -100 && new_luck <= 100) 744 if (new_luck >= -100 && new_luck <= 100)
747 { 745 {
748 op->stats.luck += value; 746 stats.luck += value;
749 tmp->stats.luck = new_luck; 747 tmp->stats.luck = new_luck;
750 } 748 }
751 } 749 }
752 else 750 else
753 { 751 {
754 if (!tmp->stats.luck) 752 if (!tmp->stats.luck)
755 {
756 return; 753 return;
757 } 754
758 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
760 */ 757 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 759 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 761
765 op->stats.luck += diff; 762 stats.luck += diff;
766 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
767 } 764 }
768 } 765 }
769 } 766 }
770} 767}
771 768
772/* 769/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 770 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 771 */
775
776void 772void
777remove_statbonus (object *op) 773object::remove_statbonus ()
778{ 774{
779 op->stats.Str -= op->arch->clone.stats.Str; 775 stats.Str -= arch->clone.stats.Str;
780 op->stats.Dex -= op->arch->clone.stats.Dex; 776 stats.Dex -= arch->clone.stats.Dex;
781 op->stats.Con -= op->arch->clone.stats.Con; 777 stats.Con -= arch->clone.stats.Con;
782 op->stats.Wis -= op->arch->clone.stats.Wis; 778 stats.Wis -= arch->clone.stats.Wis;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 779 stats.Pow -= arch->clone.stats.Pow;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 780 stats.Cha -= arch->clone.stats.Cha;
785 op->stats.Int -= op->arch->clone.stats.Int; 781 stats.Int -= arch->clone.stats.Int;
782
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 783 contr->orig_stats.Str -= arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 785 contr->orig_stats.Con -= arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 789 contr->orig_stats.Int -= arch->clone.stats.Int;
793} 790}
794 791
795/* 792/*
796 * Adds stat-bonuses given by the class which the player has chosen. 793 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 794 */
798
799void 795void
800add_statbonus (object *op) 796object::add_statbonus ()
801{ 797{
802 op->stats.Str += op->arch->clone.stats.Str; 798 stats.Str += arch->clone.stats.Str;
803 op->stats.Dex += op->arch->clone.stats.Dex; 799 stats.Dex += arch->clone.stats.Dex;
804 op->stats.Con += op->arch->clone.stats.Con; 800 stats.Con += arch->clone.stats.Con;
805 op->stats.Wis += op->arch->clone.stats.Wis; 801 stats.Wis += arch->clone.stats.Wis;
806 op->stats.Pow += op->arch->clone.stats.Pow; 802 stats.Pow += arch->clone.stats.Pow;
807 op->stats.Cha += op->arch->clone.stats.Cha; 803 stats.Cha += arch->clone.stats.Cha;
808 op->stats.Int += op->arch->clone.stats.Int; 804 stats.Int += arch->clone.stats.Int;
805
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 806 contr->orig_stats.Str += arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 807 contr->orig_stats.Dex += arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 808 contr->orig_stats.Con += arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 809 contr->orig_stats.Wis += arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 810 contr->orig_stats.Pow += arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 811 contr->orig_stats.Cha += arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 812 contr->orig_stats.Int += arch->clone.stats.Int;
816} 813}
817 814
818/* 815/*
819 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
824 */ 821 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
828 */ 824 */
829
830void 825void
831fix_player (object *op) 826object::update_stats ()
832{ 827{
833 int i, j; 828 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 829 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; 830 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
839 835
840 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 837 if (type == PLAYER)
842 { 838 {
843 for (i = 0; i < NUM_STATS; i++) 839 for (i = 0; i < NUM_STATS; i++)
844 {
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
846 } 841
847 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 843 contr->encumbrance = 0;
849 844
850 op->attacktype = 0; 845 attacktype = 0;
846
851 op->contr->digestion = 0; 847 contr->digestion = 0;
852 op->contr->gen_hp = 0; 848 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 849 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 850 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 852 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 853 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 854
855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
857
869 op->slaying = 0; 858 slaying = 0;
870 859
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 861 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 862 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 864 }
876 865
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 866 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 867 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 868 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);
888 869
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874
889 op->path_attuned = op->arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
894 op->chosen_skill = NULL; 881 chosen_skill = 0;
895 882
896 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
897 * archetype clone 884 * archetype clone
898 */ 885 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 887
901 for (i = 0; i < NROFATTACKS; i++) 888 for (i = 0; i < NROFATTACKS; i++)
902 { 889 {
903 if (op->resist[i] > 0) 890 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
905 else 892 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
907 potion_resist[i] = 0; 895 potion_resist[i] = 0;
908 } 896 }
909 897
910 wc = op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
912 900
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 903 * 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, 904 * 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 905 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 906 * that their protection from physical goes down
919 */ 907 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 909 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 912 }
925 else 913 else
926 ac = op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
927 915
928 op->stats.luck = op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
930 918
931 /* OK - we've reset most all the objects attributes to sane values. 919 /* 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. 920 * now go through and make adjustments for what the player has equipped.
933 */ 921 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
936 { 923 {
937 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
939 */ 926 */
940 if (tmp->glow_radius > op->glow_radius) 927 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
942 929
943 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 932 * then calls this function.
946 */ 933 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 935 continue;
950 }
951 936
952 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 938 if (tmp->type == SKILL)
954 { 939 {
955 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
958 if (!mana_obj) 943 if (!mana_obj)
959 mana_obj = tmp; 944 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 945 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 946 mana_obj = tmp;
962 } 947 }
948
963 if (IS_GRACE_SKILL (tmp->subtype)) 949 if (IS_GRACE_SKILL (tmp->subtype))
964 { 950 {
965 if (!grace_obj) 951 if (!grace_obj)
966 grace_obj = tmp; 952 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 953 else if (tmp->level > grace_obj->level)
976 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
979 * up, etc. 965 * up, etc.
980 */ 966 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
983 { 972 {
984 if (op->type == PLAYER) 973 if (type == PLAYER)
985 { 974 {
986 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
987 op->contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
988 977 continue;
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991 978
992 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
994 981
995 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
998 */ 985 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 991 tmp->type == BRACERS || tmp->type == CLOAK ||
992 tmp->type == DISEASE || tmp->type == FORCE ||
993 tmp->type == SKILL)
1005 { 994 {
1006 op->contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1012 } 1001 }
1013 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1014 1008
1015 /* Update slots used for items */ 1009 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1020 }
1021 1013
1022 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1023 { 1015 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1025 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1027 } 1020 }
1028 1021
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 1026 */
1034 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1035 { 1028 {
1036 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1037 { 1030 {
1038 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 1033 */
1041 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1042 { 1035 {
1043 if (potion_resist[i]) 1036 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 1038 else
1046 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1047 } 1040 }
1048 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 1045 }
1053 } 1046 }
1054 1047
1055 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1057 op->attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 1058 }
1064 1059
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1066 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 1067
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
1082 1070
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1072 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1074 invisible = 1;
1087 } 1075 }
1088 1076
1089 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1078 {
1091 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1092 { 1080 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 1083 }
1096 else 1084 else
1097 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1098 } 1086 }
1099 1087
1100 switch (tmp->type) 1088 switch (tmp->type)
1101 { 1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1102 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1104 case SKILL: 1101 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1106 break; 1103 break;
1107 1104
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1105 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1106 wc_obj = tmp;
1110 1107
1111 if (op->chosen_skill) 1108 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1110
1114 op->chosen_skill = tmp; 1111 chosen_skill = tmp;
1115 1112
1116 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1117
1120 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1121 weapon_speed = 0; 1119 weapon_speed = 0;
1120
1122 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1123
1124 if (tmp->magic) 1124 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1126 } 1126 }
1127 1127
1128 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1130 1130
1131 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1133 1133
1134 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1136
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1139
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1140 break;
1142 1141
1143 case SKILL_TOOL: 1142 case SKILL_TOOL:
1144 if (op->chosen_skill) 1143 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1145
1148 op->chosen_skill = tmp; 1146 chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break; 1147 break;
1152 1148
1153 case SHIELD: 1149 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1152 case RING:
1157 case AMULET: 1153 case AMULET:
1158 case GIRDLE: 1154 case GIRDLE:
1159 case HELMET: 1155 case HELMET:
1160 case BOOTS: 1156 case BOOTS:
1161 case GLOVES: 1157 case GLOVES:
1162 case CLOAK: 1158 case CLOAK:
1163 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1161
1165 if (tmp->stats.dam) 1162 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1163 stats.dam += tmp->stats.dam + tmp->magic;
1164
1167 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1166 ac -= tmp->stats.ac + tmp->magic;
1167
1169 break; 1168 break;
1170 1169
1170 case BOW:
1171 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1174 wc -= tmp->stats.wc + tmp->magic;
1175
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1178
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182
1178 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1179 weapon_speed = 0; 1184 weapon_speed = 0;
1185
1180 op->slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1181 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1183 * go. 1190 * go.
1184 */ 1191 */
1185 op->current_weapon = tmp; 1192
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1188 1197
1189 break; 1198 break;
1190 1199
1191 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1194 1203
1195 case BRACERS: 1204 case BRACERS:
1196 case FORCE: 1205 case FORCE:
1197 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1198 { 1207 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1211 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1212 }
1204 else 1213 else
1205 wc += tmp->stats.wc + tmp->magic; 1214 wc += tmp->stats.wc + tmp->magic;
1206 } 1215 }
1216
1207 if (tmp->stats.ac) 1217 if (tmp->stats.ac)
1208 { 1218 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1219 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1220 {
1211 ac += best_ac; /* Remove last bonus */ 1221 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1222 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1223 }
1214 else /* To nullify the below effect */ 1224 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1225 ac += tmp->stats.ac + tmp->magic;
1216 } 1226 }
1227
1217 if (tmp->stats.wc) 1228 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1230
1219 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1233
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1236
1223 break; 1237 break;
1224 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1225 } /* item is equipped */ 1239 } /* item is equipped */
1226 } /* for loop of items */ 1240 } /* for loop of items */
1227 1241
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1249 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1250 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1251 */
1238 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1239 { 1253 {
1240 op->resist[i] = prot[i] - vuln[i]; 1254 resist[i] = prot[i] - vuln[i];
1255
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1257 resist[i] = potion_resist[i];
1243 } 1258 }
1244 1259
1245 /* Figure out the players sp/mana/hp totals. */ 1260 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1261 if (type == PLAYER)
1247 { 1262 {
1248 int pl_level; 1263 int pl_level;
1249 1264
1250 check_stat_bounds (&(op->stats)); 1265 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1266 pl_level = level;
1252 1267
1253 if (pl_level < 1) 1268 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1270
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1271 /* 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. 1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1273 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1275 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1278 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1279 {
1264 if (con_bonus[op->stats.Con] > 0) 1280 if (con_bonus[stats.Con] > 0)
1265 j++; 1281 j++;
1266 else 1282 else
1267 j--; 1283 j--;
1268 } 1284 }
1285
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1287 }
1271 1288
1272 for (i = 11; i <= op->level; i++) 1289 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1290 stats.maxhp += 2;
1274 1291
1275 if (op->stats.hp > op->stats.maxhp) 1292 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1293 stats.hp = stats.maxhp;
1277 1294
1278 /* Sp gain is controlled by the level of the player's 1295 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1296 * relevant experience object (mana_obj, see above)
1280 */ 1297 */
1281 /* following happen when skills system is not used */ 1298 /* following happen when skills system is not used */
1282 if (!mana_obj) 1299 if (!mana_obj)
1283 mana_obj = op; 1300 mana_obj = this;
1301
1284 if (!grace_obj) 1302 if (!grace_obj)
1285 grace_obj = op; 1303 grace_obj = this;
1304
1286 /* set maxsp */ 1305 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1306 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1307 mana_obj = this;
1289 1308
1290 if (mana_obj == op && op->type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1310 stats.maxsp = 1;
1293 }
1294 else 1311 else
1295 { 1312 {
1296 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1314
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1316 {
1299 float stmp; 1317 float stmp;
1300 1318
1301 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1302 if (i < 2) 1320 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); 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1322 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; 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1324
1310 if (stmp < 1.0) 1325 if (stmp < 1.f)
1311 stmp = 1.0; 1326 stmp = 1.f;
1327
1312 sp_tmp += stmp; 1328 sp_tmp += stmp;
1313 } 1329 }
1330
1314 op->stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1315 1332
1316 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1334 stats.maxsp += 2;
1318 } 1335 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1337 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1338 stats.sp = stats.maxsp * 2;
1322 1339
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1341 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1342 grace_obj = this;
1326 1343
1327 if (grace_obj == op && op->type == PLAYER) 1344 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1345 stats.maxgrace = 1;
1330 }
1331 else 1346 else
1332 { 1347 {
1333 /* store grace in a float - this way, the divisions below don't create 1348 /* 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 1349 * 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 1350 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1352 */
1338 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1355 {
1341 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1342 1357
1343 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1344 if (i < 2) 1359 if (i < 2)
1345 { 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1361 else
1350 { 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1363
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1355 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1366
1356 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1357 } 1368 }
1369
1358 op->stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1359 1371
1360 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1363 } 1375 }
1364 /* No limit on grace vs maxgrace */ 1376 /* No limit on grace vs maxgrace */
1365 1377
1366 if (op->contr->braced) 1378 if (contr->braced)
1367 { 1379 {
1368 ac += 2; 1380 ac += 2;
1369 wc += 4; 1381 wc += 4;
1370 } 1382 }
1371 else 1383 else
1372 ac -= dex_bonus[op->stats.Dex]; 1384 ac -= dex_bonus[stats.Dex];
1373 1385
1374 /* In new exp/skills system, wc bonuses are related to 1386 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1387 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1388 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1389 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1393 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1394 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1384 */ 1396 */
1385 1397
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1399 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1389 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1390 { 1403 {
1391 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1405 if (!(i % 6))
1393 wc--; 1406 wc--;
1407
1394 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1411 }
1398 } 1412 }
1399 else 1413 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1401 1415
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1403 1417
1404 if (op->stats.dam < 1) 1418 if (stats.dam < 1)
1405 op->stats.dam = 1; 1419 stats.dam = 1;
1406 1420
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1422
1408 if (settings.search_items && op->contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1424 speed -= 1;
1425
1410 if (op->attacktype == 0) 1426 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1412 1428
1413 } /* End if player */ 1429 } /* End if player */
1414 1430
1415 if (added_speed >= 0) 1431 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1419 1435
1420 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1421 if (op->speed > max) 1437 if (speed > max)
1422 op->speed = max; 1438 speed = max;
1423 1439
1424 if (op->type == PLAYER) 1440 if (type == PLAYER)
1425 { 1441 {
1426 /* f is a number the represents the number of kg above (positive num) 1442 /* 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 1443 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1430 */ 1446 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1448 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1450 }
1435 1451
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1437 1453
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* 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. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1456 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1442 1458
1443 if (op->speed < 0.01 && op->type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1444 op->speed = 0.01; 1460 speed = 0.01f;
1445 1461
1446 if (op->type == PLAYER) 1462 if (type == PLAYER)
1447 { 1463 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1454 */ 1468 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1475
1476 K *= (4 + level) *1.2f / (6 + level);
1477
1462 if (K <= 0) 1478 if (K <= 0.f)
1463 K = 0.01; 1479 K = 0.01f;
1480
1464 S = op->speed / (K * s); 1481 float S = speed / (K * s);
1482
1465 op->contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1466 } 1484 }
1485
1467 /* I want to limit the power of small monsters with big weapons: */ 1486 /* 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) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1470 1489
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* 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, 1491 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1492 * so its value is the same.
1474 */ 1493 */
1475 if (wc > 120) 1494 if (wc > 120)
1476 wc = 120; 1495 wc = 120;
1477 else if (wc < -120) 1496 else if (wc < -120)
1478 wc = -120; 1497 wc = -120;
1498
1479 op->stats.wc = wc; 1499 stats.wc = wc;
1480 1500
1481 if (ac > 120) 1501 if (ac > 120)
1482 ac = 120; 1502 ac = 120;
1483 else if (ac < -120) 1503 else if (ac < -120)
1484 ac = -120; 1504 ac = -120;
1505
1485 op->stats.ac = ac; 1506 stats.ac = ac;
1486 1507
1487 /* if for some reason the creature doesn't have any move type, 1508 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1509 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1510 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1511 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1512 * one or the other.
1492 */ 1513 */
1493 if (op->move_type == 0) 1514 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1515 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1517 move_type &= ~MOVE_WALK;
1497 1518
1498 update_ob_speed (op); 1519 if (speed != old_speed)
1520 set_speed (speed);
1499 1521
1500 /* It is quite possible that a player's spell costing might have changed, 1522 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1523 * so we will check that now.
1502 */ 1524 */
1503 if (op->type == PLAYER) 1525 if (type == PLAYER)
1526 {
1527 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1528 esrv_update_spells (contr);
1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1505} 1534}
1506 1535
1507/* 1536/*
1508 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1539 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1540 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1541 * false otherwise.
1513 */ 1542 */
1514
1515int 1543int
1516allowed_class (const object *op) 1544allowed_class (const object *op)
1517{ 1545{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1552 && op->stats.Cha > 0;
1520} 1553}
1521 1554
1522/* 1555/*
1523 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1595 object *skin = NULL; /* pointer to dragon skin force */ 1628 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1631
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1637 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1638 if (tmp->arch->name == dragon_ability_force)
1605 abil = tmp; 1639 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1640 else if (tmp->arch->name == dragon_skin_force)
1607 skin = tmp; 1641 skin = tmp;
1608 } 1642
1609 }
1610 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1644 if (abil == NULL)
1612 return; 1645 return;
1613 1646
1614 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1665 */ 1698 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1701 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1670 if (op->contr) 1704 if (op->contr)
1671 { 1705 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1709 }
1710
1675 return skill_obj; 1711 return skill_obj;
1676} 1712}
1677 1713
1678 1714
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1715/* 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; 1740 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); 1741 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; 1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1743 }
1708 1744
1709 fix_player (who); 1745 who->update_stats ();
1710 if (op->level > 1) 1746 if (op->level > 1)
1711 { 1747 {
1712 if (op->type != PLAYER) 1748 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1750 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1755 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1756 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1758 {
1723 op->level--; 1759 op->level--;
1724 fix_player (who); 1760 who->update_stats ();
1725 if (op->type != PLAYER) 1761 if (op->type != PLAYER)
1726 { 1762 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1763 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); 1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1765 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1766 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1767 }
1768
1732 /* check if the spell data has changed */ 1769 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1771 esrv_update_spells (who->contr);
1734} 1772}
1735 1773
1736/* 1774/*
1737 * Returns how much experience is needed for a player to become 1775 * Returns how much experience is needed for a player to become
1741sint64 1779sint64
1742level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1743{ 1781{
1744 if (level > settings.max_level) 1782 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1746 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1747} 1786}
1748 1787
1749/* 1788/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1810 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1811 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1812 op->perm_exp = MAX_EXPERIENCE;
1774} 1813}
1775 1814
1776
1777/* Add experience to a player - exp should only be positive. 1815/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1816 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1817 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1818 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1819 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1820 * flag is what to do if the player doesn't have the skill:
1783 */ 1821 */
1784
1785static void 1822static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1824{
1788 object *skill_obj = NULL; 1825 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1790 int i; 1827 int i;
1791 1828
1792 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1830 if (op->contr->braced)
1794 exp = exp / 5; 1831 exp /= 5;
1795 1832
1796 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1836 * the players inventory.
1800 */ 1837 */
1801 if (skill_name) 1838 if (skill_name)
1802 { 1839 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1937 } 1974 }
1938 } 1975 }
1976
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1978 {
1941 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1944 } 1982 }
1945} 1983}
1946
1947
1948 1984
1949/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1987 *
1952 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1992 * these last two values are only used for players.
1957 */ 1993 */
1958
1959void 1994void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1996{
1962
1963#ifdef EXP_DEBUG 1997#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); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1999#endif
1970 2000
1971 /* safety */ 2001 /* safety */
1972 if (!op) 2002 if (!op)
1973 { 2003 {
2012 else 2042 else
2013 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
2015 * along. 2045 * along.
2016 */ 2046 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 2048 }
2020} 2049}
2021 2050
2022/* Applies a death penalty experience, the size of this is defined by the 2051/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 2054 */
2026
2027void 2055void
2028apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2029{ 2057{
2030 object *tmp; 2058 object *tmp;
2031 sint64 loss; 2059 sint64 loss;
2076 if (level > MAX_SAVE_LEVEL) 2104 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2105 level = MAX_SAVE_LEVEL;
2078 2106
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2107 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2108 return 0;
2109
2081 return 1; 2110 return 1;
2082} 2111}

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