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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 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).
371 char message[MAX_BUF]; 372 char message[MAX_BUF];
372 int potion_max = 0; 373 int potion_max = 0;
373 374
374 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
375 * 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
376 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
377 */ 378 */
378 object_pod refop = *op; 379 object_copy refop = *op;
379 380
380 if (op->type == PLAYER) 381 if (op->type == PLAYER)
381 { 382 {
382 if (tmp->type == POTION) 383 if (tmp->type == POTION)
383 { 384 {
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 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 } 406 }
407
406 if (nstat != ostat) 408 if (nstat != ostat)
407 { 409 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
409 potion_max = 0; 411 potion_max = 0;
410 } 412 }
412 { 414 {
413 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 416 potion_max = 1;
415 } 417 }
416 } 418 }
419
417 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 422 * recalculates this anyway.
420 */ 423 */
421 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
423 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
424 } /* end of potion handling code */ 428 } /* end of potion handling code */
425 } 429 }
426 430
427 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 456 {
453 success = 1; 457 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 459 }
460
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 462 {
458 success = 1; 463 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 465 }
466
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 468 {
463 success = 1; 469 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 471 }
472
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 474 {
468 success = 1; 475 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 477 }
478
471 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 483 * from fly high)
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 532 {
525 success = 1; 533 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 535 }
536
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 538 {
530 success = 1; 539 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 541 }
542
533 /* blinded you can tell if more blinded since blinded player has minimal 543 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 544 * vision
535 */ 545 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 547 {
655 success = 1; 665 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 667 }
658 } 668 }
659 } 669 }
670
660 return success; 671 return success;
661} 672}
662 673
663/* 674/*
664 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
666 */ 677 */
667 678
668void 679void
669object::drain_stat () 680object::drain_stat ()
670{ 681{
671 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
672} 683}
673 684
674void 685void
675object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
676{ 687{
744 return; 755 return;
745 756
746 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
748 */ 759 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 761 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 763
753 stats.luck += diff; 764 stats.luck += diff;
754 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
807 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
812 */ 823 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
816 */ 826 */
817
818void 827void
819object::update_stats () 828object::update_stats ()
820{ 829{
821 int i, j; 830 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
827 837
828 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 839 if (type == PLAYER)
830 { 840 {
831 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
833 843
834 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 845 contr->encumbrance = 0;
836 846
837 attacktype = 0; 847 attacktype = 0;
848
838 contr->digestion = 0; 849 contr->digestion = 0;
839 contr->gen_hp = 0; 850 contr->gen_hp = 0;
840 contr->gen_sp = 0; 851 contr->gen_sp = 0;
841 contr->gen_grace = 0; 852 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 854 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 855 }
854 856
855 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
856 858
857 slaying = 0; 859 slaying = 0;
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 875
874 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
875 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
876 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
877 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
878 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
879 chosen_skill = NULL; 882 chosen_skill = 0;
880 883
881 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
882 * archetype clone 885 * archetype clone
883 */ 886 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
887 { 890 {
888 if (resist[i] > 0) 891 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
890 else 893 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
892 potion_resist[i] = 0; 896 potion_resist[i] = 0;
893 } 897 }
894 898
895 wc = arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
896 stats.dam = arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
914 speed = arch->clone.speed; 918 speed = arch->clone.speed;
915 919
916 /* OK - we've reset most all the objects attributes to sane values. 920 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 921 * now go through and make adjustments for what the player has equipped.
918 */ 922 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 923 for (tmp = inv; tmp; tmp = tmp->below)
921 { 924 {
922 /* See note in map.c:update_position about making this additive 925 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 926 * since light sources are never applied, need to put check here.
924 */ 927 */
925 if (tmp->glow_radius > glow_radius) 928 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 929 glow_radius = tmp->glow_radius;
927 930
928 /* This happens because apply_potion calls change_abil with the potion 931 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 932 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 933 * then calls this function.
931 */ 934 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 936 continue;
934 937
960 * in the praying skill, and the player should always get those. 963 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 964 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 965 * because the skill shouldn't count against body positions being used
963 * up, etc. 966 * up, etc.
964 */ 967 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 968 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
969 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON)
971 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
967 { 973 {
968 if (type == PLAYER) 974 if (type == PLAYER)
969 { 975 {
970 if (tmp->type == BOW)
971 contr->ranges[range_bow] = tmp;
972
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
974 contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
975 979
976 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
978 982
979 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
980 * spell point recovery and mana point recovery. Seems sort of an arbitary 984 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array. 985 * list, but other items store other info into stats array.
982 */ 986 */
983 if ((tmp->type == WEAPON) || 987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985 (tmp->type == SHIELD) || (tmp->type == RING) || 989 (tmp->type == SHIELD) || (tmp->type == RING) ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
995 contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
998 } 1002 }
999 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1000 1009
1001 /* Update slots used for items */ 1010 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1005 1014
1006 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1007 { 1016 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018
1009 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 1020 speed_reduce_from_disease = 1;
1011 } 1021 }
1012 1022
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 1024 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 1025 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 1026 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 1027 */
1018 if (tmp->type != POTION) 1028 if (tmp->type != POTION)
1019 { 1029 {
1020 for (i = 0; i < NROFATTACKS; i++) 1030 for (i = 0; i < NROFATTACKS; i++)
1021 { 1031 {
1022 /* Potential for cursed potions, in which case we just can use 1032 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 1033 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 1034 */
1025 if (tmp->type == POTION_EFFECT) 1035 if (tmp->type == POTION_EFFECT)
1026 { 1036 {
1027 if (potion_resist[i]) 1037 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else 1039 else
1030 potion_resist[i] = tmp->resist[i]; 1040 potion_resist[i] = tmp->resist[i];
1031 } 1041 }
1032 else if (tmp->resist[i] > 0) 1042 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 1044 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 1046 }
1037 } 1047 }
1038 1048
1039 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1041 attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 1059 }
1048 1060
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 1077
1066 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 1079 {
1068 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1069 { 1081 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 1082 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1083 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 1084 }
1073 else 1085 else
1074 added_speed += (float) tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1075 } 1087 }
1076 1088
1077 switch (tmp->type) 1089 switch (tmp->type)
1078 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1079 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1081 case SKILL: 1102 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1083 break; 1104 break;
1091 chosen_skill = tmp; 1112 chosen_skill = tmp;
1092 1113
1093 if (tmp->stats.dam > 0) 1114 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1115 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1117 weapon_speed = WEAPON_SPEED (tmp);
1097 1118
1098 if (weapon_speed < 0) 1119 if (weapon_speed < 0)
1099 weapon_speed = 0; 1120 weapon_speed = 0;
1100 1121
1101 weapon_weight = tmp->weight; 1122 weapon_weight = tmp->weight;
1104 if (tmp->magic) 1125 if (tmp->magic)
1105 stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1106 } 1127 }
1107 1128
1108 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1110 1131
1111 if (tmp->slaying != NULL) 1132 if (tmp->slaying)
1112 slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1113 1134
1114 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1116 1137
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122 1140
1123 break; 1141 break;
1124 1142
1125 case SKILL_TOOL: 1143 case SKILL_TOOL:
1126 if (chosen_skill) 1144 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128 1146
1129 chosen_skill = tmp; 1147 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1148 break;
1134 1149
1135 case SHIELD: 1150 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1156 case HELMET:
1142 case BOOTS: 1157 case BOOTS:
1143 case GLOVES: 1158 case GLOVES:
1144 case CLOAK: 1159 case CLOAK:
1145 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1147 1162
1148 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1150 1165
1151 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1153 1168
1154 break; 1169 break;
1155 1170
1171 case BOW:
1156 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1175 wc -= tmp->stats.wc + tmp->magic;
1158 1176
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1161 1179
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1180 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1183
1166 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1167 weapon_speed = 0; 1185 weapon_speed = 0;
1168 1186
1169 slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1188
1170 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1172 * go. 1191 * go.
1173 */ 1192 */
1174 current_weapon = tmp; 1193
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1194 if (type == PLAYER)
1195 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1177 1198
1178 break; 1199 break;
1179 1200
1180 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1203 contr->encumbrance += tmp->weight / 1000;
1183 1204
1184 case BRACERS: 1205 case BRACERS:
1185 case FORCE: 1206 case FORCE:
1186 if (tmp->stats.wc) 1207 if (tmp->stats.wc)
1187 { 1208 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1230 wc -= (tmp->stats.wc + tmp->magic);
1210 1231
1211 if (tmp->stats.ac) 1232 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1233 ac -= (tmp->stats.ac + tmp->magic);
1213 1234
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1236 max = ARMOUR_SPEED (tmp) / 10.f;
1216 1237
1217 break; 1238 break;
1218 } /* switch tmp->type */ 1239 } /* switch tmp->type */
1219 } /* item is equipped */ 1240 } /* item is equipped */
1220 } /* for loop of items */ 1241 } /* for loop of items */
1288 1309
1289 if (mana_obj == this && type == PLAYER) 1310 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1311 stats.maxsp = 1;
1291 else 1312 else
1292 { 1313 {
1293 sp_tmp = 0.0; 1314 sp_tmp = 0.f;
1294 1315
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1316 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1317 {
1297 float stmp; 1318 float stmp;
1298 1319
1299 /* Got some extra bonus at first level */ 1320 /* Got some extra bonus at first level */
1300 if (i < 2) 1321 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1323 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1325
1305 if (stmp < 1.0) 1326 if (stmp < 1.f)
1306 stmp = 1.0; 1327 stmp = 1.f;
1307 1328
1308 sp_tmp += stmp; 1329 sp_tmp += stmp;
1309 } 1330 }
1310 1331
1311 stats.maxsp = (int) sp_tmp; 1332 stats.maxsp = (sint16)sp_tmp;
1312 1333
1313 for (i = 11; i <= mana_obj->level; i++) 1334 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2; 1335 stats.maxsp += 2;
1315 } 1336 }
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1337 /* Characters can get their sp supercharged via rune of transferrance */
1328 /* store grace in a float - this way, the divisions below don't create 1349 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1350 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1351 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1352 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1353 */
1333 sp_tmp = 0.0; 1354 sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 { 1356 {
1336 float grace_tmp = 0.0; 1357 float grace_tmp = 0.f;
1337 1358
1338 /* Got some extra bonus at first level */ 1359 /* Got some extra bonus at first level */
1339 if (i < 2) 1360 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1362 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1364
1346 if (grace_tmp < 1.0) 1365 if (grace_tmp < 1.f)
1347 grace_tmp = 1.0; 1366 grace_tmp = 1.f;
1348 1367
1349 sp_tmp += grace_tmp; 1368 sp_tmp += grace_tmp;
1350 } 1369 }
1351 1370
1352 stats.maxgrace = (int) sp_tmp; 1371 stats.maxgrace = (sint16)sp_tmp;
1353 1372
1354 /* two grace points per level after 11 */ 1373 /* two grace points per level after 11 */
1355 for (i = 11; i <= grace_obj->level; i++) 1374 for (i = 11; i <= grace_obj->level; i++)
1356 stats.maxgrace += 2; 1375 stats.maxgrace += 2;
1357 } 1376 }
1377 * monster bonus the same as before. -b.t. 1396 * monster bonus the same as before. -b.t.
1378 */ 1397 */
1379 1398
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1399 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 { 1400 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1401 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402
1383 for (i = 1; i < wc_obj->level; i++) 1403 for (i = 1; i < wc_obj->level; i++)
1384 { 1404 {
1385 /* addtional wc every 6 levels */ 1405 /* addtional wc every 6 levels */
1386 if (!(i % 6)) 1406 if (!(i % 6))
1387 wc--; 1407 wc--;
1408
1388 /* addtional dam every 4 levels. */ 1409 /* addtional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1411 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1412 }
1392 } 1413 }
1393 else 1414 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1415 wc -= level + thaco_bonus[stats.Str];
1395 1416
1396 stats.dam += dam_bonus[stats.Str]; 1417 stats.dam += dam_bonus[stats.Str];
1397 1418
1398 if (stats.dam < 1) 1419 if (stats.dam < 1)
1399 stats.dam = 1; 1420 stats.dam = 1;
1400 1421
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1422 speed = 1.f + speed_bonus[stats.Dex];
1402 1423
1403 if (settings.search_items && contr->search_str[0]) 1424 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1425 speed -= 1;
1405 1426
1406 if (attacktype == 0) 1427 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1428 attacktype = arch->clone.attacktype;
1408 1429
1409 } /* End if player */ 1430 } /* End if player */
1410 1431
1411 if (added_speed >= 0) 1432 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1433 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1434 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1435 speed /= 1.f - added_speed;
1415 1436
1416 /* Max is determined by armour */ 1437 /* Max is determined by armour */
1417 if (speed > max) 1438 if (speed > max)
1418 speed = max; 1439 speed = max;
1419 1440
1424 * weight limit, then player suffers a speed reduction based on how 1445 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1446 * much above he is, and what is max carry is
1426 */ 1447 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1448 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1449 if (f > 0)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1450 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1451 }
1431 1452
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1453 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1454
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1455 /* 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. 1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1457 */
1437 speed = speed * speed_reduce_from_disease; 1458 speed = speed * speed_reduce_from_disease;
1438 1459
1439 if (speed < 0.01 && type == PLAYER) 1460 if (speed < 0.01f && type == PLAYER)
1440 speed = 0.01; 1461 speed = 0.01f;
1441 1462
1442 if (type == PLAYER) 1463 if (type == PLAYER)
1443 { 1464 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1465 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1466 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1467 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1468 * that would just be a real pain to read.
1450 */ 1469 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1470 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1471 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1472 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1473 float s = 2 - weapon_speed / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1474 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1477 K *= (4 + level) *1.2f / (6 + level);
1478
1458 if (K <= 0) 1479 if (K <= 0.f)
1459 K = 0.01; 1480 K = 0.01f;
1481
1460 S = speed / (K * s); 1482 float S = speed / (K * s);
1483
1461 contr->weapon_sp = S; 1484 contr->weapon_sp = S;
1462 } 1485 }
1463 1486
1464 /* I want to limit the power of small monsters with big weapons: */ 1487 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1489 stats.dam = arch->clone.stats.dam * 3;
1467 1490
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1491 /* Prevent overflows of wc - best you can get is ABS(120) - this
1469 * should be more than enough - remember, AC is also in 8 bits, 1492 * should be more than enough - remember, AC is also in 8 bits,
1470 * so its value is the same. 1493 * so its value is the same.
1492 if (move_type == 0) 1515 if (move_type == 0)
1493 move_type = MOVE_WALK; 1516 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1517 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1518 move_type &= ~MOVE_WALK;
1496 1519
1497 update_ob_speed (this); 1520 if (speed != old_speed)
1521 set_speed (speed);
1498 1522
1499 /* It is quite possible that a player's spell costing might have changed, 1523 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1524 * so we will check that now.
1501 */ 1525 */
1502 if (type == PLAYER) 1526 if (type == PLAYER)
1503 { 1527 {
1504 esrv_update_stats (contr); 1528 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1529 esrv_update_spells (contr);
1506 } 1530 }
1531
1532 // update the mapspace, if we are on a map
1533 if (!flag [FLAG_REMOVED] && map)
1534 map->at (x, y).flags_ = 0;
1507} 1535}
1508 1536
1509/* 1537/*
1510 * Returns true if the given player is a legal class. 1538 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1539 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1542 * false otherwise.
1515 */ 1543 */
1516int 1544int
1517allowed_class (const object *op) 1545allowed_class (const object *op)
1518{ 1546{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1547 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1548 && op->stats.Str > 0
1549 && op->stats.Con > 0
1550 && op->stats.Int > 0
1551 && op->stats.Wis > 0
1552 && op->stats.Pow > 0
1553 && op->stats.Cha > 0;
1521} 1554}
1522 1555
1523/* 1556/*
1524 * set the new dragon name after gaining levels or 1557 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1558 * changing ability focus (later this can be extended to
1596 object *skin = NULL; /* pointer to dragon skin force */ 1629 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1630 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1631 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1632
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1633 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1638 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1639 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1640 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1641 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1642 skin = tmp;
1609 } 1643
1610 }
1611 /* if the force is missing -> bail out */ 1644 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1645 if (abil == NULL)
1613 return; 1646 return;
1614 1647
1615 /* The ability_force keeps track of maximum level ever achieved. 1648 /* The ability_force keeps track of maximum level ever achieved.
1666 */ 1699 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1700 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1701 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1702 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1703 insert_ob_in_ob (skill_obj, op);
1704
1671 if (op->contr) 1705 if (op->contr)
1672 { 1706 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1707 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1708 if (op->contr->ns)
1709 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1710 }
1711
1676 return skill_obj; 1712 return skill_obj;
1677} 1713}
1678 1714
1679 1715
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1716/* player_lvl_adj() - for the new exp system. we are concerned with
1744sint64 1780sint64
1745level_exp (int level, double expmul) 1781level_exp (int level, double expmul)
1746{ 1782{
1747 if (level > settings.max_level) 1783 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1749 return (sint64) (expmul * levels[level]); 1786 return (sint64) (expmul * levels[level]);
1750} 1787}
1751 1788
1752/* 1789/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1790 * Ensure that the permanent experience requirements in an exp object are met.
1790 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1791 int i; 1828 int i;
1792 1829
1793 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1831 if (op->contr->braced)
1795 exp = exp / 5; 1832 exp /= 5;
1796 1833
1797 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1837 * the players inventory.
1801 */ 1838 */
1802 if (skill_name) 1839 if (skill_name)
1803 { 1840 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1972 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1973 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1974 player_lvl_adj (op, tmp);
1938 } 1975 }
1939 } 1976 }
1977
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1978 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1979 {
1942 del_exp = check_exp_loss (op, exp); 1980 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1981 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1982 player_lvl_adj (op, NULL);
1945 } 1983 }
1946} 1984}
1947
1948
1949 1985
1950/* change_exp() - changes experience to a player/monster. This 1986/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1987 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1988 *
1953 * The exp passed is typically not modified much by this function - 1989 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1990 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1991 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1992 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1993 * these last two values are only used for players.
1958 */ 1994 */
1959
1960void 1995void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1996change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1997{
1963
1964#ifdef EXP_DEBUG 1998#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1999 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 2000#endif
1967 2001
1968 /* safety */ 2002 /* safety */
2009 else 2043 else
2010 /* note that when you lose exp, it doesn't go against 2044 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 2045 * a particular skill, so we don't need to pass that
2012 * along. 2046 * along.
2013 */ 2047 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 2048 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 2049 }
2017} 2050}
2018 2051
2019/* Applies a death penalty experience, the size of this is defined by the 2052/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 2053 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 2054 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 2055 */
2023
2024void 2056void
2025apply_death_exp_penalty (object *op) 2057apply_death_exp_penalty (object *op)
2026{ 2058{
2027 object *tmp; 2059 object *tmp;
2028 sint64 loss; 2060 sint64 loss;

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