ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.85 by root, Fri May 11 19:41:06 2007 UTC vs.
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC

232 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233 233
234 if (depl) 234 if (depl)
235 { 235 {
236 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239 239
240 depl->destroy (); 240 depl->destroy ();
241 op->update_stats (); 241 op->update_stats ();
242 } 242 }
374 force->stats.food *= 10; 374 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 378 }
379
379 force->speed_left = -1; 380 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 384 change_abil (op, force);
1337 1338
1338 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1339 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1340 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1341 */ 1342 */
1342 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1343 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 } 1346 }
1346 goto leave; 1347 goto leave;
1347 1348
1348 case SPINNER: 1349 case SPINNER:
2579/** 2580/**
2580 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2581 * If the player has an open container, we use that for below, otherwise 2582 * If the player has an open container, we use that for below, otherwise
2582 * we use the ground. 2583 * we use the ground.
2583 */ 2584 */
2584
2585void 2585void
2586player_apply_below (object *pl) 2586player_apply_below (object *pl)
2587{ 2587{
2588 int floors = 0; 2588 int floors = 0;
2589 2589
2634 2634
2635 object *tmp2; 2635 object *tmp2;
2636 2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644
2639 switch (op->type) 2645 switch (op->type)
2640 { 2646 {
2647 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs
2649 // but this is hard, as it shouldn't do so when the skill can
2650 // be used for other reasons
2651 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->skill == op->skill
2653 && tmp->type == SKILL
2654 && tmp->flag [FLAG_APPLIED]
2655 && !tmp->flag [FLAG_CAN_USE_SKILL])
2656 unapply_special (who, tmp, 0);
2657
2658 change_abil (who, op);
2659 break;
2660
2641 case WEAPON: 2661 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 2663
2644 change_abil (who, op); 2664 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2656 clear_skill (who); 2666 clear_skill (who);
2657 break; 2667 break;
2658 2668
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2669 case SKILL:
2661 if (op != who->chosen_skill) 2670 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663 2672
2664 if (who->contr) 2673 if (who->contr)
2665 { 2674 {
2788/** 2797/**
2789 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2791 * then go through the below of this. In this way, you can do 2800 * then go through the below of this. In this way, you can do
2792 * something like: 2801 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2806 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2808 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
2801 */ 2810 */
2802static object * 2811static object *
2803get_item_from_body_location (int loc, object *start) 2812get_next_item_from_body_location (int loc, object *start)
2804{ 2813{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2815 if (tmp->flag [FLAG_APPLIED]
2816 && tmp->slot[loc].info
2817 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2818 return tmp;
2809 2819
2810 return 0; 2820 return 0;
2811} 2821}
2812 2822
2813/** 2823/**
2854 /* We do a while loop - may need to remove several items in order 2864 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2865 * to free up enough slots.
2856 */ 2866 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2868 {
2859 object *tmp = get_item_from_body_location (i, last); 2869 object *tmp = get_next_item_from_body_location (i, last);
2860 2870
2861 if (!tmp) 2871 if (!tmp)
2862 { 2872 {
2863#if 0 2873#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2874 /* Not a bug - we'll get this if the player has cursed items
2902 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2916 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2907 * is set, do we really are what the other flags may be?) 2917 * is set, do we really care what the other flags may be?)
2908 * 2918 *
2909 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2920 * these return values.
2911 */ 2921 */
2912int 2922int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2932 {
2923 if (op->slot[i].info) 2933 if (op->slot[i].info)
2924 { 2934 {
2925 /* Item uses more slots than we have */ 2935 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2936 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2937 {
2928 /* Could return now for efficiency - rest of info below isn't 2938 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2939 * really needed.
2930 */ 2940 */
2931 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
2932 } 2942 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2943 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2944 {
2935 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
2936 * we have. 2946 * we have.
2937 */ 2947 */
2938 2948
2943 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
2944 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
2945 * may be two handed for example. 2955 * may be two handed for example.
2946 */ 2956 */
2947 if (ws) 2957 if (ws)
2948 {
2949 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 2958 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2950 { 2959 {
2951 retval |= CAN_APPLY_UNAPPLY; 2960 retval |= CAN_APPLY_UNAPPLY;
2952 continue; 2961 continue;
2953 } 2962 }
2954 }
2955 2963
2956 object *tmp1 = get_item_from_body_location (i, who->inv); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2957 if (!tmp1) 2965 if (!tmp1)
2958 { 2966 {
2959#if 0 2967#if 0
2960 /* This is sort of an error, but happens a lot when old players 2968 /* This is sort of an error, but happens a lot when old players
2961 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
2962 */ 2970 */
2963 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2964#endif 2972#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2965 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
2966 } 2976 }
2967 else 2977 else
2968 { 2978 {
2969 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
2970 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
2971 * to apply multiple objects 2981 * to apply multiple objects
2972 */ 2982 */
2973 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
2974 if (!tmp) 2985 if (!tmp)
2975 tmp = tmp1; 2986 tmp = tmp1;
2976 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
2977 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2978 2989
3069 if (basic_flag == AP_APPLY) 3080 if (basic_flag == AP_APPLY)
3070 return 0; 3081 return 0;
3071 3082
3072 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3073 { 3084 {
3074 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3075 return 1; 3086 return 1;
3076 } 3087 }
3077 3088
3078 return unapply_special (who, op, aflags); 3089 return unapply_special (who, op, aflags);
3079 } 3090 }
3080 3091
3081 if (basic_flag == AP_UNAPPLY) 3092 if (basic_flag == AP_UNAPPLY)
3082 return 0; 3093 return 0;
3094
3095 // if the item is combat/ranged, wield the relevant slot first
3096 // to resolve conflicts.
3097 if (player *pl = who->contr)
3098 switch (op->slottype ())
3099 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 }
3083 3103
3084 /* Can't just apply this object. Lets see what not and what to do */ 3104 /* Can't just apply this object. Lets see what not and what to do */
3085 if (int i = can_apply_object (who, op)) 3105 if (int i = can_apply_object (who, op))
3086 { 3106 {
3087 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3156 switch (op->type) 3176 switch (op->type)
3157 { 3177 {
3158 case WEAPON: 3178 case WEAPON:
3159 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3160 { 3180 {
3161 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3162 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3163 3183
3164 if (tmp) 3184 if (tmp)
3165 insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3166 3186
3167 return 1; 3187 return 1;
3189 3209
3190 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3191 change_skill (who, skop, 1); 3211 change_skill (who, skop, 1);
3192 3212
3193 if (who->contr) 3213 if (who->contr)
3194 {
3195 who->contr->combat_ob = op; 3214 who->change_weapon (who->contr->combat_ob = op);
3196 who->current_weapon = op;
3197 }
3198 3215
3199 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3200 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3201 3218
3202 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3262 if (who->type == PLAYER) 3279 if (who->type == PLAYER)
3263 esrv_send_item (who, tmp2); 3280 esrv_send_item (who, tmp2);
3264 3281
3265 return 0; 3282 return 0;
3266 3283
3267 /* this part is needed for skill-tools */ 3284 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED);
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3290 break;
3291
3268 case SKILL: 3292 case SKILL:
3269 case SKILL_TOOL:
3270 if (who->chosen_skill) 3293 if (who->chosen_skill)
3271 { 3294 {
3272 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3273 return 1; 3296 return 1;
3274 } 3297 }
3280 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3281 { 3304 {
3282 for (object *item = who->inv; item; item = item->below) 3305 for (object *item = who->inv; item; item = item->below)
3283 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3284 { 3307 {
3285 pl->combat_ob = who->current_weapon = item; 3308 who->change_weapon (pl->combat_ob = item);
3286 goto found_weapon; 3309 goto found_weapon;
3287 } 3310 }
3288 3311
3289 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3290 return 1; 3313 return 1;
3291 3314
3292 found_weapon:; 3315 found_weapon:;
3293 } 3316 }
3294 else 3317 else
3295 {
3296 pl->combat_ob = op; 3318 who->change_weapon (pl->combat_ob = op);
3297 op->current_weapon = 0;
3298 }
3299 } 3319 }
3300 else if (IS_RANGED_SKILL (op->subtype)) 3320 else if (IS_RANGED_SKILL (op->subtype))
3301 { 3321 {
3302 if (skill_flags [op->subtype] & SF_NEED_BOW) 3322 if (skill_flags [op->subtype] & SF_NEED_BOW)
3303 { 3323 {
3304 for (object *item = who->inv; item; item = item->below) 3324 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3325 if (item->type == BOW && item->flag [FLAG_APPLIED])
3306 { 3326 {
3307 pl->ranged_ob = who->current_weapon = item; 3327 who->change_weapon (pl->ranged_ob = item);
3308 goto found_bow; 3328 goto found_bow;
3309 } 3329 }
3310 3330
3311 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3312 return 1; 3332 return 1;
3317 { 3337 {
3318 for (object *item = who->inv; item; item = item->below) 3338 for (object *item = who->inv; item; item = item->below)
3319 if (item->flag [FLAG_APPLIED] 3339 if (item->flag [FLAG_APPLIED]
3320 && (item->type == WAND || item->type == ROD || item->type == HORN)) 3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3321 { 3341 {
3322 pl->ranged_ob = who->current_weapon = item; 3342 who->change_weapon (pl->ranged_ob = item);
3323 goto found_item; 3343 goto found_item;
3324 } 3344 }
3325 3345
3326 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill"); 3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3327 return 1; 3347 return 1;
3328 3348
3329 found_item:; 3349 found_item:;
3330 } 3350 }
3331 else 3351 else
3332 {
3333 pl->ranged_ob = op; 3352 who->change_weapon (pl->ranged_ob = op);
3334 op->current_weapon = 0;
3335 }
3336 } 3353 }
3337 3354
3338 if (!op->invisible) 3355 if (!op->invisible)
3339 { 3356 {
3340 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3646 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3647 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3648 * that doesn't work with the new spell code. Since we know what 3665 * that doesn't work with the new spell code. Since we know what
3649 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3650 */ 3667 */
3651
3652void 3668void
3653eat_special_food (object *who, object *food) 3669eat_special_food (object *who, object *food)
3654{ 3670{
3655 object *force; 3671 object *force;
3656 int i, did_one = 0; 3672 int i, did_one = 0;
3657 sint8 k;
3658 3673
3659 force = get_archetype (FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3660 3675
3661 for (i = 0; i < NUM_STATS; i++) 3676 for (i = 0; i < NUM_STATS; i++)
3662 { 3677 if (sint8 k = food->stats.stat (i))
3663 k = get_attr_value (&food->stats, i);
3664 if (k)
3665 { 3678 {
3666 set_attr_value (&force->stats, i, k); 3679 force->stats.stat (i) = k;
3667 did_one = 1; 3680 did_one = 1;
3668 } 3681 }
3669 }
3670 3682
3671 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3672 for (i = 0; i < NROFATTACKS; i++) 3684 for (i = 0; i < NROFATTACKS; i++)
3673 { 3685 {
3674 if (food->resist[i] > 0) 3686 if (food->resist[i] > 0)
3835 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3836 blind_player (op, op, power); 3848 blind_player (op, op, power);
3837 } 3849 }
3838 else if (failure <= -80) 3850 else if (failure <= -80)
3839 { /* blast the immediate area */ 3851 { /* blast the immediate area */
3840 object *tmp;
3841
3842 tmp = get_archetype (LOOSE_MANA); 3852 object *tmp = get_archetype (LOOSE_MANA);
3843 cast_magic_storm (op, tmp, power); 3853 cast_magic_storm (op, tmp, power);
3844 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3845 tmp->destroy (); 3855 tmp->destroy ();
3846 } 3856 }
3847 } 3857 }
3848} 3858}
3849 3859
3869 */ 3879 */
3870 int i, j; 3880 int i, j;
3871 3881
3872 for (i = 0; i < NUM_STATS; i++) 3882 for (i = 0; i < NUM_STATS; i++)
3873 { 3883 {
3874 sint8 stat = get_attr_value (stats, i);
3875 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3884 int race_bonus = pl->arch->clone.stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i);
3876 3886
3877 stat += get_attr_value (ns, i);
3878 if (stat > 20 + race_bonus) 3887 if (stat > 20 + race_bonus)
3879 { 3888 {
3880 excess_stat++; 3889 excess_stat++;
3881 stat = 20 + race_bonus; 3890 stat = 20 + race_bonus;
3882 } 3891 }
3883 set_attr_value (stats, i, stat); 3892
3893 stats->stat (i) = stat;
3884 } 3894 }
3885 3895
3886 for (j = 0; excess_stat > 0 && j < 100; j++) 3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3887 { /* try 100 times to assign excess stats */ 3897 { /* try 100 times to assign excess stats */
3888 int i = rndm (0, 6); 3898 int i = rndm (0, 6);
3889 int stat = get_attr_value (stats, i);
3890 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3891 3899
3892 if (i == CHA) 3900 if (i == CHA)
3893 continue; /* exclude cha from this */ 3901 continue; /* exclude cha from this */
3902
3903 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i);
3894 if (stat < 20 + race_bonus) 3905 if (stat < 20 + race_bonus)
3895 { 3906 {
3896 change_attr_value (stats, i, 1); 3907 change_attr_value (stats, i, 1);
3897 excess_stat--; 3908 excess_stat--;
3898 } 3909 }
3901 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3902 * the player ref: player.c 3913 * the player ref: player.c
3903 */ 3914 */
3904 if (change->randomitems != NULL) 3915 if (change->randomitems != NULL)
3905 give_initial_items (pl, change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3906
3907 3917
3908 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3909 3919
3910 /* first, look for the force object banning 3920 /* first, look for the force object banning
3911 * changing the face. Certain races never change face with class. 3921 * changing the face. Certain races never change face with class.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines