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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 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", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
356/* 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
357 * the object. 358 * the object.
358 * 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
359 * can be applied or not. 360 * can be applied or not.
360 * 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
361 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
362 * 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
363 * 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
364 * 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
365 * that gives them that ability. 366 * that gives them that ability.
366 */ 367 */
397 * 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
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 402 nstat = 1;
402 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))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
405 }
406 405
407 if (nstat != ostat) 406 if (nstat != ostat)
408 { 407 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
410 potion_max = 0; 409 potion_max = 0;
411 } 410 }
412 else if (i) 411 else if (i)
413 { 412 {
414 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
419 /* 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
420 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 420 * recalculates this anyway.
422 */ 421 */
423 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
424 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));
425 424
426 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 426 } /* end of potion handling code */
428 } 427 }
429 428
430 /* 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
431 * everything to set 430 * everything to set
432 */ 431 */
433 if (flag == -1) 432 if (flag == -1)
434 { 433 {
435 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 439 * and not the other move_ fields.
441 */ 440 */
442 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
443 } 442 }
444 443
445 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
446 * 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
447 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
448 */ 447 */
449 op->update_stats (); 448 op->update_stats ();
450 449
451 /* 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
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);
672 672
673/* 673/*
674 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 676 */
677
678void 677void
679object::drain_stat () 678object::drain_stat ()
680{ 679{
681 drain_specific_stat (RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
682} 681}
683 682
684void 683void
685object::drain_specific_stat (int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
686{ 685{
754 return; 753 return;
755 754
756 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
758 */ 757 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 759 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 761
763 stats.luck += diff; 762 stats.luck += diff;
764 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
819 * 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.
820 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
822 */ 821 *
823
824/* 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.
825 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
826 */ 824 */
827
828void 825void
829object::update_stats () 826object::update_stats ()
830{ 827{
831 int i, j; 828 int i, j;
832 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;
844 841
845 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 843 contr->encumbrance = 0;
847 844
848 attacktype = 0; 845 attacktype = 0;
846
849 contr->digestion = 0; 847 contr->digestion = 0;
850 contr->gen_hp = 0; 848 contr->gen_hp = 0;
851 contr->gen_sp = 0; 849 contr->gen_sp = 0;
852 contr->gen_grace = 0; 850 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 852 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 853 }
865 854
866 memcpy (body_used, body_info, sizeof (body_info)); 855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
867 857
868 slaying = 0; 858 slaying = 0;
869 859
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 861 {
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 874
885 path_attuned = arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
890 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 (&resist, &arch->clone.resist, sizeof (resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
898 { 889 {
899 if (resist[i] > 0) 890 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
901 else 892 else
902 vuln[i] = -(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 = arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
907 stats.dam = arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
925 speed = 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 = inv; tmp; 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 > glow_radius) 927 if (tmp->glow_radius > glow_radius)
937 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 continue; 935 continue;
945 936
971 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
972 * 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,
973 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
974 * up, etc. 965 * up, etc.
975 */ 966 */
976 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
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
978 { 972 {
979 if (type == PLAYER) 973 if (type == PLAYER)
980 { 974 {
981 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
982 contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
983 977 continue;
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp;
986 978
987 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
989 981
990 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
991 * 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
992 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
993 */ 985 */
994 if ((tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
1001 (tmp->type == SKILL)) 993 tmp->type == SKILL)
1002 { 994 {
1003 contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1009 } 1001 }
1010 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1011 1008
1012 /* Update slots used for items */ 1009 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1016 1013
1017 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1018 { 1015 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1020 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1022 } 1020 }
1023 1021
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 1026 */
1029 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1030 { 1028 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 1038 else
1041 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1042 } 1040 }
1043 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 1045 }
1048 } 1046 }
1049 1047
1050 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1052 attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 1058 }
1059 1059
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1076
1077 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1078 {
1079 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1080 { 1080 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 1083 }
1084 else 1084 else
1085 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1086 } 1086 }
1087 1087
1088 switch (tmp->type) 1088 switch (tmp->type)
1089 { 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
1090 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1092 case SKILL: 1101 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break; 1103 break;
1102 chosen_skill = tmp; 1111 chosen_skill = tmp;
1103 1112
1104 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1108 1117
1109 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1110 weapon_speed = 0; 1119 weapon_speed = 0;
1111 1120
1112 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1115 if (tmp->magic) 1124 if (tmp->magic)
1116 stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1117 } 1126 }
1118 1127
1119 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1121 1130
1122 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1123 slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1124 1133
1125 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1127 1136
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 1139
1134 break; 1140 break;
1135 1141
1136 case SKILL_TOOL: 1142 case SKILL_TOOL:
1137 if (chosen_skill) 1143 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139 1145
1140 chosen_skill = tmp; 1146 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1147 break;
1145 1148
1146 case SHIELD: 1149 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1155 case HELMET:
1153 case BOOTS: 1156 case BOOTS:
1154 case GLOVES: 1157 case GLOVES:
1155 case CLOAK: 1158 case CLOAK:
1156 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1158 1161
1159 if (tmp->stats.dam) 1162 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1163 stats.dam += tmp->stats.dam + tmp->magic;
1161 1164
1162 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1166 ac -= tmp->stats.ac + tmp->magic;
1164 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;
1169 1175
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1172 1178
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1182
1177 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1178 weapon_speed = 0; 1184 weapon_speed = 0;
1179 1185
1180 slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1181 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1183 * go. 1190 * go.
1184 */ 1191 */
1185 current_weapon = tmp; 1192
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1188 1197
1189 break; 1198 break;
1190 1199
1191 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1194 1203
1195 case BRACERS: 1204 case BRACERS:
1196 case FORCE: 1205 case FORCE:
1197 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1198 { 1207 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1221 1230
1222 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1224 1233
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1236
1228 break; 1237 break;
1229 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1230 } /* item is equipped */ 1239 } /* item is equipped */
1231 } /* for loop of items */ 1240 } /* for loop of items */
1299 1308
1300 if (mana_obj == this && type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1310 stats.maxsp = 1;
1302 else 1311 else
1303 { 1312 {
1304 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1305 1314
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1316 {
1308 float stmp; 1317 float stmp;
1309 1318
1310 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1311 if (i < 2) 1320 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1322 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1324
1316 if (stmp < 1.0) 1325 if (stmp < 1.f)
1317 stmp = 1.0; 1326 stmp = 1.f;
1318 1327
1319 sp_tmp += stmp; 1328 sp_tmp += stmp;
1320 } 1329 }
1321 1330
1322 stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1323 1332
1324 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1334 stats.maxsp += 2;
1326 } 1335 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* 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
1340 * 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
1341 * 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
1342 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1352 */
1344 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1355 {
1347 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1348 1357
1349 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1350 if (i < 2) 1359 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1361 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1363
1357 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1359 1366
1360 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1361 } 1368 }
1362 1369
1363 stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1364 1371
1365 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1368 } 1375 }
1388 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1389 */ 1396 */
1390 1397
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1399 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1394 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1395 { 1403 {
1396 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1405 if (!(i % 6))
1398 wc--; 1406 wc--;
1407
1399 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1411 }
1403 } 1412 }
1404 else 1413 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1406 1415
1407 stats.dam += dam_bonus[stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1408 1417
1409 if (stats.dam < 1) 1418 if (stats.dam < 1)
1410 stats.dam = 1; 1419 stats.dam = 1;
1411 1420
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1413 1422
1414 if (settings.search_items && contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1424 speed -= 1;
1416 1425
1417 if (attacktype == 0) 1426 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1419 1428
1420 } /* End if player */ 1429 } /* End if player */
1421 1430
1422 if (added_speed >= 0) 1431 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1426 1435
1427 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1428 if (speed > max) 1437 if (speed > max)
1429 speed = max; 1438 speed = max;
1430 1439
1435 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1437 */ 1446 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1448 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1450 }
1442 1451
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1453
1445 /* 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
1446 * 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.
1447 */ 1456 */
1448 speed = speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1449 1458
1450 if (speed < 0.01 && type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1460 speed = 0.01f;
1452 1461
1453 if (type == PLAYER) 1462 if (type == PLAYER)
1454 { 1463 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1461 */ 1468 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1476 K *= (4 + level) *1.2f / (6 + level);
1477
1469 if (K <= 0) 1478 if (K <= 0.f)
1470 K = 0.01; 1479 K = 0.01f;
1480
1471 S = speed / (K * s); 1481 float S = speed / (K * s);
1482
1472 contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1473 } 1484 }
1474 1485
1475 /* 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: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1478 1489
1479 /* 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
1480 * 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,
1481 * so its value is the same. 1492 * so its value is the same.
1514 if (type == PLAYER) 1525 if (type == PLAYER)
1515 { 1526 {
1516 esrv_update_stats (contr); 1527 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1528 esrv_update_spells (contr);
1518 } 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;
1519} 1534}
1520 1535
1521/* 1536/*
1522 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1523 * 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
1526 * false otherwise. 1541 * false otherwise.
1527 */ 1542 */
1528int 1543int
1529allowed_class (const object *op) 1544allowed_class (const object *op)
1530{ 1545{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1532 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;
1533} 1553}
1534 1554
1535/* 1555/*
1536 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1628 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1631
1612 /* 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
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1637 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1638 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1639 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1640 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1641 skin = tmp;
1621 } 1642
1622 }
1623 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1644 if (abil == NULL)
1625 return; 1645 return;
1626 1646
1627 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1698 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1701 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1683 if (op->contr) 1704 if (op->contr)
1684 { 1705 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 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
1687 } 1709 }
1710
1688 return skill_obj; 1711 return skill_obj;
1689} 1712}
1690 1713
1691 1714
1692/* 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
1756sint64 1779sint64
1757level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1758{ 1781{
1759 if (level > settings.max_level) 1782 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1761 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1762} 1786}
1763 1787
1764/* 1788/*
1765 * 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.
1802 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1803 int i; 1827 int i;
1804 1828
1805 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1830 if (op->contr->braced)
1807 exp = exp / 5; 1831 exp /= 5;
1808 1832
1809 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1810 * 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
1811 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1836 * the players inventory.
1813 */ 1837 */
1814 if (skill_name) 1838 if (skill_name)
1815 { 1839 {
1816 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))
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1950 } 1974 }
1951 } 1975 }
1976
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1978 {
1954 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1957 } 1982 }
1958} 1983}
1959
1960
1961 1984
1962/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1963 * 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.
1964 * 1987 *
1965 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1968 * 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.
1969 * these last two values are only used for players. 1992 * these last two values are only used for players.
1970 */ 1993 */
1971
1972void 1994void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1996{
1975
1976#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1999#endif
1979 2000
1980 /* safety */ 2001 /* safety */
2021 else 2042 else
2022 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
2024 * along. 2045 * along.
2025 */ 2046 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 2048 }
2029} 2049}
2030 2050
2031/* 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
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 2054 */
2035
2036void 2055void
2037apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2038{ 2057{
2039 object *tmp; 2058 object *tmp;
2040 sint64 loss; 2059 sint64 loss;

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