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Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 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@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)
363/* 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
364 * the object. 358 * the object.
365 * 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
366 * can be applied or not. 360 * can be applied or not.
367 * 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
368 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
369 * 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
370 * 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
371 * 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
372 * that gives them that ability. 366 * that gives them that ability.
373 */ 367 */
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 {
404 * 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
405 * to allow for that. 399 * to allow for that.
406 */ 400 */
407 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
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 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
412 } 405
413 if (nstat != ostat) 406 if (nstat != ostat)
414 { 407 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
416 potion_max = 0; 409 potion_max = 0;
417 } 410 }
418 else if (i) 411 else if (i)
419 { 412 {
420 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 414 potion_max = 1;
422 } 415 }
423 } 416 }
417
424 /* 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
425 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 420 * recalculates this anyway.
427 */ 421 */
428 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
429 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
430 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 426 } /* end of potion handling code */
432 } 427 }
433 428
434 /* 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
435 * everything to set 430 * everything to set
436 */ 431 */
437 if (flag == -1) 432 if (flag == -1)
438 { 433 {
439 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 439 * and not the other move_ fields.
445 */ 440 */
446 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
447 } 442 }
448 443
449 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
450 * 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
451 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
452 */ 447 */
453 fix_player (op); 448 op->update_stats ();
454 449
455 /* 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
456 * print out message if this is a bow. 451 * print out message if this is a bow.
457 */ 452 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 454 {
460 success = 1; 455 success = 1;
461 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.");
462 } 457 }
458
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 460 {
465 success = 1; 461 success = 1;
466 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.");
467 } 463 }
464
468 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))
469 { 466 {
470 success = 1; 467 success = 1;
471 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.");
472 } 469 }
470
473 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))
474 { 472 {
475 success = 1; 473 success = 1;
476 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.");
477 } 475 }
476
478 /* movement type has changed. We don't care about cases where 477 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 478 * user has multiple items giving the same type appled like we
480 * 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
481 * can be misleading (a little higher could be miscontrued from 480 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 481 * from fly high)
499 * in that case, you don't actually land 498 * in that case, you don't actually land
500 */ 499 */
501 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
502 (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."));
503 } 502 }
503
504 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
505 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");
506 506
507 /* 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 */
508 check_move_on (op, op); 508 check_move_on (op, op);
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 531 {
532 success = 1; 532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 534 }
535
535 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))
536 { 537 {
537 success = 1; 538 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 540 }
541
540 /* 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
541 * vision 543 * vision
542 */ 544 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 545 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 546 {
651 653
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 655 }
654 } 656 }
655 657
656 if (tmp->type != EXPERIENCE && !potion_max) 658 if (!potion_max)
657 { 659 {
658 for (j = 0; j < NUM_STATS; j++) 660 for (j = 0; j < NUM_STATS; j++)
659 { 661 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 663 {
662 success = 1; 664 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 666 }
665 } 667 }
666 } 668 }
669
667 return success; 670 return success;
668} 671}
669 672
670/* 673/*
671 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 676 */
674
675void 677void
676drain_stat (object *op) 678object::drain_stat ()
677{ 679{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
679} 681}
680 682
681void 683void
682drain_specific_stat (object *op, int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
683{ 685{
684 object *tmp; 686 object *tmp;
685 archetype *at; 687 archetype *at;
686 688
687 at = archetype::find (ARCH_DEPLETION); 689 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 692 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 693 return;
692 } 694 }
693 else 695 else
694 { 696 {
695 tmp = present_arch_in_ob (at, op); 697 tmp = present_arch_in_ob (at, this);
698
696 if (!tmp) 699 if (!tmp)
697 { 700 {
698 tmp = arch_to_object (at); 701 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 702 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 703 SET_FLAG (tmp, FLAG_APPLIED);
701 } 704 }
702 } 705 }
703 706
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 708 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 709 update_stats ();
707} 710}
708 711
709/* 712/*
710 * 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.
711 * via an applied bad_luck object. 714 * via an applied bad_luck object.
712 */ 715 */
713
714void 716void
715change_luck (object *op, int value) 717object::change_luck (int value)
716{ 718{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 719 archetype *at = archetype::find ("luck");
722 if (!at) 720 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 721 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 722 else
725 { 723 {
726 tmp = present_arch_in_ob (at, op); 724 object *tmp = present_arch_in_ob (at, this);
725
727 if (!tmp) 726 if (!tmp)
728 { 727 {
729 if (!value) 728 if (!value)
730 return; 729 return;
730
731 tmp = arch_to_object (at); 731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 732 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 733 SET_FLAG (tmp, FLAG_APPLIED);
734 } 734 }
735
735 if (value) 736 if (value)
736 { 737 {
737 /* 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
738 * (arbitrary) value prevents overflows (both in the bad luck object and 739 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 740 * in op itself).
740 */ 741 */
741 new_luck = tmp->stats.luck + value; 742 int new_luck = tmp->stats.luck + value;
743
742 if (new_luck >= -100 && new_luck <= 100) 744 if (new_luck >= -100 && new_luck <= 100)
743 { 745 {
744 op->stats.luck += value; 746 stats.luck += value;
745 tmp->stats.luck = new_luck; 747 tmp->stats.luck = new_luck;
746 } 748 }
747 } 749 }
748 else 750 else
749 { 751 {
750 if (!tmp->stats.luck) 752 if (!tmp->stats.luck)
751 {
752 return; 753 return;
753 } 754
754 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
756 */ 757 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 759 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 761
761 op->stats.luck += diff; 762 stats.luck += diff;
762 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
763 } 764 }
764 } 765 }
765 } 766 }
766} 767}
767 768
768/* 769/*
769 * 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.
770 */ 771 */
771
772void 772void
773remove_statbonus (object *op) 773object::remove_statbonus ()
774{ 774{
775 op->stats.Str -= op->arch->clone.stats.Str; 775 stats.Str -= arch->clone.stats.Str;
776 op->stats.Dex -= op->arch->clone.stats.Dex; 776 stats.Dex -= arch->clone.stats.Dex;
777 op->stats.Con -= op->arch->clone.stats.Con; 777 stats.Con -= arch->clone.stats.Con;
778 op->stats.Wis -= op->arch->clone.stats.Wis; 778 stats.Wis -= arch->clone.stats.Wis;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 779 stats.Pow -= arch->clone.stats.Pow;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 780 stats.Cha -= arch->clone.stats.Cha;
781 op->stats.Int -= op->arch->clone.stats.Int; 781 stats.Int -= arch->clone.stats.Int;
782
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 783 contr->orig_stats.Str -= arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 785 contr->orig_stats.Con -= arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 789 contr->orig_stats.Int -= arch->clone.stats.Int;
789} 790}
790 791
791/* 792/*
792 * 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.
793 */ 794 */
794
795void 795void
796add_statbonus (object *op) 796object::add_statbonus ()
797{ 797{
798 op->stats.Str += op->arch->clone.stats.Str; 798 stats.Str += arch->clone.stats.Str;
799 op->stats.Dex += op->arch->clone.stats.Dex; 799 stats.Dex += arch->clone.stats.Dex;
800 op->stats.Con += op->arch->clone.stats.Con; 800 stats.Con += arch->clone.stats.Con;
801 op->stats.Wis += op->arch->clone.stats.Wis; 801 stats.Wis += arch->clone.stats.Wis;
802 op->stats.Pow += op->arch->clone.stats.Pow; 802 stats.Pow += arch->clone.stats.Pow;
803 op->stats.Cha += op->arch->clone.stats.Cha; 803 stats.Cha += arch->clone.stats.Cha;
804 op->stats.Int += op->arch->clone.stats.Int; 804 stats.Int += arch->clone.stats.Int;
805
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 806 contr->orig_stats.Str += arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 807 contr->orig_stats.Dex += arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 808 contr->orig_stats.Con += arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 809 contr->orig_stats.Wis += arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 810 contr->orig_stats.Pow += arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 811 contr->orig_stats.Cha += arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 812 contr->orig_stats.Int += arch->clone.stats.Int;
812} 813}
813 814
814/* 815/*
815 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
817 * 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.
818 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
820 */ 821 *
821
822/* 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.
823 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
824 */ 824 */
825
826void 825void
827fix_player (object *op) 826object::update_stats ()
828{ 827{
829 int i, j; 828 int i, j;
830 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;
831 int weapon_weight = 0, weapon_speed = 0; 830 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 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;
835 835
836 /* 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 */
837 if (op->type == PLAYER) 837 if (type == PLAYER)
838 { 838 {
839 for (i = 0; i < NUM_STATS; i++) 839 for (i = 0; i < NUM_STATS; i++)
840 {
841 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));
842 } 841
843 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 843 contr->encumbrance = 0;
845 844
846 op->attacktype = 0; 845 attacktype = 0;
846
847 op->contr->digestion = 0; 847 contr->digestion = 0;
848 op->contr->gen_hp = 0; 848 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 849 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 850 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 852 contr->item_power = 0;
853
854 /* 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 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 853 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 854
855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
857
865 op->slaying = 0; 858 slaying = 0;
866 859
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 861 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 862 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 864 }
872 865
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 866 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 867 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 868 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);
884 869
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
885 op->path_attuned = op->arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
890 op->chosen_skill = NULL; 881 chosen_skill = 0;
891 882
892 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
893 * archetype clone 884 * archetype clone
894 */ 885 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 887
897 for (i = 0; i < NROFATTACKS; i++) 888 for (i = 0; i < NROFATTACKS; i++)
898 { 889 {
899 if (op->resist[i] > 0) 890 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
901 else 892 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
903 potion_resist[i] = 0; 895 potion_resist[i] = 0;
904 } 896 }
905 897
906 wc = op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
908 900
909 /* 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,
910 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
911 * 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 -
912 * 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,
913 * 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
914 * that their protection from physical goes down 906 * that their protection from physical goes down
915 */ 907 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 909 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 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;
920 } 912 }
921 else 913 else
922 ac = op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
923 915
924 op->stats.luck = op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
926 918
927 /* 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.
928 * 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.
929 */ 921 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
932 { 923 {
933 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
935 */ 926 */
936 if (tmp->glow_radius > op->glow_radius) 927 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
938 929
939 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
940 * 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
941 * then calls this function. 932 * then calls this function.
942 */ 933 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 935 continue;
946 }
947 936
948 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 938 if (tmp->type == SKILL)
950 { 939 {
951 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
954 if (!mana_obj) 943 if (!mana_obj)
955 mana_obj = tmp; 944 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 945 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 946 mana_obj = tmp;
958 } 947 }
948
959 if (IS_GRACE_SKILL (tmp->subtype)) 949 if (IS_GRACE_SKILL (tmp->subtype))
960 { 950 {
961 if (!grace_obj) 951 if (!grace_obj)
962 grace_obj = tmp; 952 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 953 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
973 * 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,
974 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
975 * up, etc. 965 * up, etc.
976 */ 966 */
977 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
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
979 { 972 {
980 if (op->type == PLAYER) 973 if (type == PLAYER)
981 { 974 {
982 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 op->contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
984 977 continue;
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987 978
988 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 981
991 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
992 * 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
993 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
994 */ 985 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (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)
1001 { 994 {
1002 op->contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1008 } 1001 }
1009 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1010 1008
1011 /* Update slots used for items */ 1009 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1016 }
1017 1013
1018 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1019 { 1015 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1021 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1023 } 1020 }
1024 1021
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1026 */
1030 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1031 { 1028 {
1032 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1033 { 1030 {
1034 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 1033 */
1037 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1038 { 1035 {
1039 if (potion_resist[i]) 1036 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1038 else
1042 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1043 } 1040 }
1044 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1045 }
1049 } 1046 }
1050 1047
1051 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1053 op->attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 1058 }
1060 1059
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 SET_FLAG (op, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 SET_FLAG (op, FLAG_REFL_SPELL); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 SET_FLAG (op, FLAG_REFL_MISSILE); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075 1067
1076 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))
1077 SET_FLAG (op, FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
1078 1070
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 1072 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 1074 invisible = 1;
1083 } 1075 }
1084 1076
1085 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 1078 {
1087 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1088 { 1080 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 1083 }
1092 else 1084 else
1093 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1094 } 1086 }
1095 1087
1096 switch (tmp->type) 1088 switch (tmp->type)
1097 { 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
1098 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1100 case SKILL: 1101 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1102 break; 1103 break;
1103 1104
1104 if (IS_COMBAT_SKILL (tmp->subtype)) 1105 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp; 1106 wc_obj = tmp;
1106 1107
1107 if (op->chosen_skill) 1108 if (chosen_skill)
1108 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);
1109 1110
1110 op->chosen_skill = tmp; 1111 chosen_skill = tmp;
1111 1112
1112 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1117
1116 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1117 weapon_speed = 0; 1119 weapon_speed = 0;
1120
1118 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1123
1120 if (tmp->magic) 1124 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1122 } 1126 }
1123 1127
1124 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1126 1130
1127 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1129 1133
1130 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1136
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134 1139
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1140 break;
1138 1141
1139 case SKILL_TOOL: 1142 case SKILL_TOOL:
1140 if (op->chosen_skill) 1143 if (chosen_skill)
1141 {
1142 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);
1143 } 1145
1144 op->chosen_skill = tmp; 1146 chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break; 1147 break;
1148 1148
1149 case SHIELD: 1149 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1152 case RING:
1153 case AMULET: 1153 case AMULET:
1154 case GIRDLE: 1154 case GIRDLE:
1155 case HELMET: 1155 case HELMET:
1156 case BOOTS: 1156 case BOOTS:
1157 case GLOVES: 1157 case GLOVES:
1158 case CLOAK: 1158 case CLOAK:
1159 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1161
1161 if (tmp->stats.dam) 1162 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1163 stats.dam += tmp->stats.dam + tmp->magic;
1164
1163 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1166 ac -= tmp->stats.ac + tmp->magic;
1167
1165 break; 1168 break;
1166 1169
1170 case BOW:
1167 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1174 wc -= tmp->stats.wc + tmp->magic;
1175
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1178
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182
1174 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1175 weapon_speed = 0; 1184 weapon_speed = 0;
1185
1176 op->slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1177 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1179 * go. 1190 * go.
1180 */ 1191 */
1181 op->current_weapon = tmp; 1192
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1184 1197
1185 break; 1198 break;
1186 1199
1187 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1190 1203
1191 case BRACERS: 1204 case BRACERS:
1192 case FORCE: 1205 case FORCE:
1193 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1194 { 1207 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1211 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1212 }
1200 else 1213 else
1201 wc += tmp->stats.wc + tmp->magic; 1214 wc += tmp->stats.wc + tmp->magic;
1202 } 1215 }
1216
1203 if (tmp->stats.ac) 1217 if (tmp->stats.ac)
1204 { 1218 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1219 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1220 {
1207 ac += best_ac; /* Remove last bonus */ 1221 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1222 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1223 }
1210 else /* To nullify the below effect */ 1224 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1225 ac += tmp->stats.ac + tmp->magic;
1212 } 1226 }
1227
1213 if (tmp->stats.wc) 1228 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1230
1215 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1233
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1236
1219 break; 1237 break;
1220 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1221 } /* item is equipped */ 1239 } /* item is equipped */
1222 } /* for loop of items */ 1240 } /* for loop of items */
1223 1241
1231 * 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
1232 * 'total resistance = vulnerability from cursed potion'. 1250 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1251 */
1234 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1235 { 1253 {
1236 op->resist[i] = prot[i] - vuln[i]; 1254 resist[i] = prot[i] - vuln[i];
1255
1237 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)))
1238 op->resist[i] = potion_resist[i]; 1257 resist[i] = potion_resist[i];
1239 } 1258 }
1240 1259
1241 /* Figure out the players sp/mana/hp totals. */ 1260 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER) 1261 if (type == PLAYER)
1243 { 1262 {
1244 int pl_level; 1263 int pl_level;
1245 1264
1246 check_stat_bounds (&(op->stats)); 1265 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1266 pl_level = level;
1248 1267
1249 if (pl_level < 1) 1268 if (pl_level < 1)
1250 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! */
1251 1270
1252 /* 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,
1253 * 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.
1254 */ 1273 */
1255 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++)
1256 { 1275 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1278 if (i % 2 && con_bonus[stats.Con] % 2)
1259 { 1279 {
1260 if (con_bonus[op->stats.Con] > 0) 1280 if (con_bonus[stats.Con] > 0)
1261 j++; 1281 j++;
1262 else 1282 else
1263 j--; 1283 j--;
1264 } 1284 }
1285
1265 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 */
1266 } 1287 }
1267 1288
1268 for (i = 11; i <= op->level; i++) 1289 for (i = 11; i <= level; i++)
1269 op->stats.maxhp += 2; 1290 stats.maxhp += 2;
1270 1291
1271 if (op->stats.hp > op->stats.maxhp) 1292 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1293 stats.hp = stats.maxhp;
1273 1294
1274 /* Sp gain is controlled by the level of the player's 1295 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1296 * relevant experience object (mana_obj, see above)
1276 */ 1297 */
1277 /* following happen when skills system is not used */ 1298 /* following happen when skills system is not used */
1278 if (!mana_obj) 1299 if (!mana_obj)
1279 mana_obj = op; 1300 mana_obj = this;
1301
1280 if (!grace_obj) 1302 if (!grace_obj)
1281 grace_obj = op; 1303 grace_obj = this;
1304
1282 /* set maxsp */ 1305 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1306 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1307 mana_obj = this;
1285 1308
1286 if (mana_obj == op && op->type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1310 stats.maxsp = 1;
1289 }
1290 else 1311 else
1291 { 1312 {
1292 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1314
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294 { 1316 {
1295 float stmp; 1317 float stmp;
1296 1318
1297 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1298 if (i < 2) 1320 if (i < 2)
1299 {
1300 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;
1301 }
1302 else 1322 else
1303 {
1304 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;
1305 } 1324
1306 if (stmp < 1.0) 1325 if (stmp < 1.f)
1307 stmp = 1.0; 1326 stmp = 1.f;
1327
1308 sp_tmp += stmp; 1328 sp_tmp += stmp;
1309 } 1329 }
1330
1310 op->stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1311 1332
1312 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2; 1334 stats.maxsp += 2;
1314 } 1335 }
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1337 if (stats.sp > stats.maxsp * 2)
1317 op->stats.sp = op->stats.maxsp * 2; 1338 stats.sp = stats.maxsp * 2;
1318 1339
1319 /* 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 */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1341 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1342 grace_obj = this;
1322 1343
1323 if (grace_obj == op && op->type == PLAYER) 1344 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1345 stats.maxgrace = 1;
1326 }
1327 else 1346 else
1328 { 1347 {
1329 /* 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
1330 * 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
1331 * 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
1332 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1352 */
1334 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1335 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++)
1336 { 1355 {
1337 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1338 1357
1339 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1340 if (i < 2) 1359 if (i < 2)
1341 { 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else 1361 else
1346 { 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1347 grace_tmp = (float) op->contr->levgrace[i] 1363
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1351 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1366
1352 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1353 } 1368 }
1369
1354 op->stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1355 1371
1356 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1357 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1358 op->stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1359 } 1375 }
1360 /* No limit on grace vs maxgrace */ 1376 /* No limit on grace vs maxgrace */
1361 1377
1362 if (op->contr->braced) 1378 if (contr->braced)
1363 { 1379 {
1364 ac += 2; 1380 ac += 2;
1365 wc += 4; 1381 wc += 4;
1366 } 1382 }
1367 else 1383 else
1368 ac -= dex_bonus[op->stats.Dex]; 1384 ac -= dex_bonus[stats.Dex];
1369 1385
1370 /* In new exp/skills system, wc bonuses are related to 1386 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1387 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1388 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1389 * I changed this slightly so that wc bonuses are better
1377 * we give the player a bonus here in wc and dam 1393 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1394 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1380 */ 1396 */
1381 1397
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1383 { 1399 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1385 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1386 { 1403 {
1387 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1388 if (!(i % 6)) 1405 if (!(i % 6))
1389 wc--; 1406 wc--;
1407
1390 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1411 }
1394 } 1412 }
1395 else 1413 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1397 1415
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1399 1417
1400 if (op->stats.dam < 1) 1418 if (stats.dam < 1)
1401 op->stats.dam = 1; 1419 stats.dam = 1;
1402 1420
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1422
1404 if (settings.search_items && op->contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1424 speed -= 1;
1425
1406 if (op->attacktype == 0) 1426 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1408 1428
1409 } /* End if player */ 1429 } /* End if player */
1410 1430
1411 if (added_speed >= 0) 1431 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1415 1435
1416 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1417 if (op->speed > max) 1437 if (speed > max)
1418 op->speed = max; 1438 speed = max;
1419 1439
1420 if (op->type == PLAYER) 1440 if (type == PLAYER)
1421 { 1441 {
1422 /* 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)
1423 * or below (negative number) that the player is carrying. If above 1443 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1426 */ 1446 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1448 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1450 }
1431 1451
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1453
1434 /* 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
1435 * 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.
1436 */ 1456 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1438 1458
1439 if (op->speed < 0.01 && op->type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1440 op->speed = 0.01; 1460 speed = 0.01f;
1441 1461
1442 if (op->type == PLAYER) 1462 if (type == PLAYER)
1443 { 1463 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1450 */ 1468 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1456 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;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1475
1476 K *= (4 + level) *1.2f / (6 + level);
1477
1458 if (K <= 0) 1478 if (K <= 0.f)
1459 K = 0.01; 1479 K = 0.01f;
1480
1460 S = op->speed / (K * s); 1481 float S = speed / (K * s);
1482
1461 op->contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1462 } 1484 }
1485
1463 /* 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: */
1464 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)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1466 1489
1467 /* 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
1468 * 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,
1469 * so its value is the same. 1492 * so its value is the same.
1470 */ 1493 */
1471 if (wc > 120) 1494 if (wc > 120)
1472 wc = 120; 1495 wc = 120;
1473 else if (wc < -120) 1496 else if (wc < -120)
1474 wc = -120; 1497 wc = -120;
1498
1475 op->stats.wc = wc; 1499 stats.wc = wc;
1476 1500
1477 if (ac > 120) 1501 if (ac > 120)
1478 ac = 120; 1502 ac = 120;
1479 else if (ac < -120) 1503 else if (ac < -120)
1480 ac = -120; 1504 ac = -120;
1505
1481 op->stats.ac = ac; 1506 stats.ac = ac;
1482 1507
1483 /* 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,
1484 * give them walking as a default. 1509 * give them walking as a default.
1485 * 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
1486 * old behaviour - if your flying, your not walking - just 1511 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1512 * one or the other.
1488 */ 1513 */
1489 if (op->move_type == 0) 1514 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1515 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1517 move_type &= ~MOVE_WALK;
1493 1518
1494 update_ob_speed (op); 1519 if (speed != old_speed)
1520 set_speed (speed);
1495 1521
1496 /* 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,
1497 * so we will check that now. 1523 * so we will check that now.
1498 */ 1524 */
1499 if (op->type == PLAYER) 1525 if (type == PLAYER)
1526 {
1527 esrv_update_stats (contr);
1500 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;
1501} 1534}
1502 1535
1503/* 1536/*
1504 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1505 * 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
1506 * check if the stat becomes negative, thus this function 1539 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1540 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1541 * false otherwise.
1509 */ 1542 */
1510
1511int 1543int
1512allowed_class (const object *op) 1544allowed_class (const object *op)
1513{ 1545{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1515 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;
1516} 1553}
1517 1554
1518/* 1555/*
1519 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1591 object *skin = NULL; /* pointer to dragon skin force */ 1628 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1631
1595 /* 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
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1637 if (tmp->type == FORCE)
1599 {
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1638 if (tmp->arch->name == dragon_ability_force)
1601 abil = tmp; 1639 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1640 else if (tmp->arch->name == dragon_skin_force)
1603 skin = tmp; 1641 skin = tmp;
1604 } 1642
1605 }
1606 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1644 if (abil == NULL)
1608 return; 1645 return;
1609 1646
1610 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1661 */ 1698 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1701 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1666 if (op->contr) 1704 if (op->contr)
1667 { 1705 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 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
1670 } 1709 }
1710
1671 return skill_obj; 1711 return skill_obj;
1672} 1712}
1673 1713
1674 1714
1675/* 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
1700 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;
1701 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);
1702 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;
1703 } 1743 }
1704 1744
1705 fix_player (who); 1745 who->update_stats ();
1706 if (op->level > 1) 1746 if (op->level > 1)
1707 { 1747 {
1708 if (op->type != PLAYER) 1748 if (op->type != PLAYER)
1709 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);
1710 else 1750 else
1715 player_lvl_adj (who, op); /* To increase more levels */ 1755 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1756 }
1717 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))
1718 { 1758 {
1719 op->level--; 1759 op->level--;
1720 fix_player (who); 1760 who->update_stats ();
1721 if (op->type != PLAYER) 1761 if (op->type != PLAYER)
1722 { 1762 {
1723 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);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1765 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1766 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1767 }
1768
1728 /* check if the spell data has changed */ 1769 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1729 esrv_update_spells (who->contr); 1771 esrv_update_spells (who->contr);
1730} 1772}
1731 1773
1732/* 1774/*
1733 * Returns how much experience is needed for a player to become 1775 * Returns how much experience is needed for a player to become
1737sint64 1779sint64
1738level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1739{ 1781{
1740 if (level > settings.max_level) 1782 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1742 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1743} 1786}
1744 1787
1745/* 1788/*
1746 * 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.
1767 op->perm_exp = 0; 1810 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1811 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1812 op->perm_exp = MAX_EXPERIENCE;
1770} 1813}
1771 1814
1772
1773/* Add experience to a player - exp should only be positive. 1815/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1816 * Updates permanent exp for the skill we are adding to.
1775 * 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
1776 * NULL, in which case exp increases the players general 1818 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1819 * total, but not any particular skill.
1778 * 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:
1779 */ 1821 */
1780
1781static void 1822static void
1782add_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)
1783{ 1824{
1784 object *skill_obj = NULL; 1825 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1786 int i; 1827 int i;
1787 1828
1788 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1830 if (op->contr->braced)
1790 exp = exp / 5; 1831 exp /= 5;
1791 1832
1792 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1793 * 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
1794 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1836 * the players inventory.
1796 */ 1837 */
1797 if (skill_name) 1838 if (skill_name)
1798 { 1839 {
1799 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))
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1933 } 1974 }
1934 } 1975 }
1976
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1978 {
1937 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1940 } 1982 }
1941} 1983}
1942
1943
1944 1984
1945/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1946 * 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.
1947 * 1987 *
1948 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1951 * 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.
1952 * these last two values are only used for players. 1992 * these last two values are only used for players.
1953 */ 1993 */
1954
1955void 1994void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1996{
1958
1959#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1960# ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962# else
1963 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);
1964# endif
1965#endif 1999#endif
1966 2000
1967 /* safety */ 2001 /* safety */
1968 if (!op) 2002 if (!op)
1969 { 2003 {
2008 else 2042 else
2009 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
2011 * along. 2045 * along.
2012 */ 2046 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 2048 }
2016} 2049}
2017 2050
2018/* 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
2019 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 2054 */
2022
2023void 2055void
2024apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2025{ 2057{
2026 object *tmp; 2058 object *tmp;
2027 sint64 loss; 2059 sint64 loss;
2072 if (level > MAX_SAVE_LEVEL) 2104 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 2105 level = MAX_SAVE_LEVEL;
2074 2106
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2107 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 2108 return 0;
2109
2077 return 1; 2110 return 1;
2078} 2111}

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