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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 1.40 by root, Sun Apr 29 18:11:21 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;
844 855
845 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
849 */ 860 */
850 contr->ranges[range_bow] = NULL; 861 contr->ranges[range_bow] = 0;
851 contr->ranges[range_misc] = NULL; 862 contr->ranges[range_misc] = 0;
852 contr->ranges[range_skill] = NULL; 863 contr->ranges[range_skill] = 0;
853 } 864 }
854 865
855 memcpy (body_used, body_info, sizeof (body_info)); 866 memcpy (body_used, body_info, sizeof (body_info));
856 867
857 slaying = 0; 868 slaying = 0;
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 880 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); 881 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); 882 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); 883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 884
874 path_attuned = arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
875 path_repelled = arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
876 path_denied = arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
877 glow_radius = arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
878 move_type = arch->clone.move_type; 889 move_type = arch->clone.move_type;
890
879 chosen_skill = NULL; 891 chosen_skill = NULL;
880 892
881 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
882 * archetype clone 894 * archetype clone
883 */ 895 */
914 speed = arch->clone.speed; 926 speed = arch->clone.speed;
915 927
916 /* OK - we've reset most all the objects attributes to sane values. 928 /* 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. 929 * now go through and make adjustments for what the player has equipped.
918 */ 930 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
921 { 932 {
922 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
924 */ 935 */
925 if (tmp->glow_radius > glow_radius) 936 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 937 glow_radius = tmp->glow_radius;
927 938
928 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 941 * then calls this function.
931 */ 942 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 944 continue;
934 945
960 * in the praying skill, and the player should always get those. 971 * 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, 972 * 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 973 * because the skill shouldn't count against body positions being used
963 * up, etc. 974 * up, etc.
964 */ 975 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 980 && tmp->subtype == SK_PRAYING))
967 { 981 {
968 if (type == PLAYER) 982 if (type == PLAYER)
969 { 983 {
970 if (tmp->type == BOW) 984 if (tmp->type == BOW)
971 contr->ranges[range_bow] = tmp; 985 contr->ranges[range_bow] = tmp;
972 986
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
974 contr->ranges[range_misc] = tmp; 988 contr->ranges[range_misc] = tmp;
975 989
976 for (i = 0; i < NUM_STATS; i++) 990 for (i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
978 992
979 /* these are the items that currently can change digestion, regeneration, 993 /* these are the items that currently can change digestion, regeneration,
980 * spell point recovery and mana point recovery. Seems sort of an arbitary 994 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array. 995 * list, but other items store other info into stats array.
982 */ 996 */
983 if ((tmp->type == WEAPON) || 997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985 (tmp->type == SHIELD) || (tmp->type == RING) || 999 (tmp->type == SHIELD) || (tmp->type == RING) ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 1018 body_used[i] += tmp->body_info[i];
1005 1019
1006 if (tmp->type == SYMPTOM) 1020 if (tmp->type == SYMPTOM)
1007 { 1021 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023
1009 if (speed_reduce_from_disease == 0) 1024 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 1025 speed_reduce_from_disease = 1;
1011 } 1026 }
1012 1027
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 1029 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 1030 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 1031 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 1032 */
1018 if (tmp->type != POTION) 1033 if (tmp->type != POTION)
1019 { 1034 {
1020 for (i = 0; i < NROFATTACKS; i++) 1035 for (i = 0; i < NROFATTACKS; i++)
1021 { 1036 {
1022 /* Potential for cursed potions, in which case we just can use 1037 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 1038 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 1039 */
1025 if (tmp->type == POTION_EFFECT) 1040 if (tmp->type == POTION_EFFECT)
1026 { 1041 {
1027 if (potion_resist[i]) 1042 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else 1044 else
1030 potion_resist[i] = tmp->resist[i]; 1045 potion_resist[i] = tmp->resist[i];
1031 } 1046 }
1032 else if (tmp->resist[i] > 0) 1047 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 1049 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 1051 }
1037 } 1052 }
1038 1053
1039 /* There may be other things that should not adjust the attacktype */ 1054 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 1055 if (tmp->type != BOW && tmp->type != SYMPTOM)
1041 attacktype |= tmp->attacktype; 1056 attacktype |= tmp->attacktype;
1042 1057
1043 path_attuned |= tmp->path_attuned; 1058 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 1059 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 1062 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type;
1048 1063
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1064 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); 1065 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); 1066 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); 1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 1080
1066 if (tmp->stats.exp && tmp->type != SKILL) 1081 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 1082 {
1068 if (tmp->stats.exp > 0) 1083 if (tmp->stats.exp > 0)
1069 { 1084 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 1085 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1086 bonus_speed += 1.f + tmp->stats.exp / 3.f;
1072 } 1087 }
1073 else 1088 else
1074 added_speed += (float) tmp->stats.exp; 1089 added_speed += tmp->stats.exp;
1075 } 1090 }
1076 1091
1077 switch (tmp->type) 1092 switch (tmp->type)
1078 { 1093 {
1079 /* skills modifying the character -b.t. */ 1094 /* skills modifying the character -b.t. */
1091 chosen_skill = tmp; 1106 chosen_skill = tmp;
1092 1107
1093 if (tmp->stats.dam > 0) 1108 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1109 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1111 weapon_speed = WEAPON_SPEED (tmp);
1097 1112
1098 if (weapon_speed < 0) 1113 if (weapon_speed < 0)
1099 weapon_speed = 0; 1114 weapon_speed = 0;
1100 1115
1101 weapon_weight = tmp->weight; 1116 weapon_weight = tmp->weight;
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:
1157 wc -= (tmp->stats.wc + tmp->magic); 1173 wc -= tmp->stats.wc + tmp->magic;
1158 1174
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1176 ac -= tmp->stats.ac + tmp->magic;
1161 1177
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1178 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1179 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1181
1166 if (weapon_speed < 0) 1182 if (weapon_speed < 0)
1167 weapon_speed = 0; 1183 weapon_speed = 0;
1168 1184
1169 slaying = tmp->slaying; 1185 slaying = tmp->slaying;
1186
1170 /* If there is desire that two handed weapons should do 1187 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1188 * extra strength damage, this is where the code should
1172 * go. 1189 * go.
1173 */ 1190 */
1191
1174 current_weapon = tmp; 1192 current_weapon = tmp;
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER && settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1194 contr->encumbrance += tmp->weight * 3 / 1000;
1177 1195
1178 break; 1196 break;
1179 1197
1180 case ARMOUR: /* Only the best of these three are used: */ 1198 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1199 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1200 contr->encumbrance += tmp->weight / 1000;
1183 1201
1184 case BRACERS: 1202 case BRACERS:
1185 case FORCE: 1203 case FORCE:
1186 if (tmp->stats.wc) 1204 if (tmp->stats.wc)
1187 { 1205 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1227 wc -= (tmp->stats.wc + tmp->magic);
1210 1228
1211 if (tmp->stats.ac) 1229 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1230 ac -= (tmp->stats.ac + tmp->magic);
1213 1231
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1232 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1233 max = ARMOUR_SPEED (tmp) / 10.f;
1216 1234
1217 break; 1235 break;
1218 } /* switch tmp->type */ 1236 } /* switch tmp->type */
1219 } /* item is equipped */ 1237 } /* item is equipped */
1220 } /* for loop of items */ 1238 } /* for loop of items */
1288 1306
1289 if (mana_obj == this && type == PLAYER) 1307 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1308 stats.maxsp = 1;
1291 else 1309 else
1292 { 1310 {
1293 sp_tmp = 0.0; 1311 sp_tmp = 0.f;
1294 1312
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1313 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1314 {
1297 float stmp; 1315 float stmp;
1298 1316
1299 /* Got some extra bonus at first level */ 1317 /* Got some extra bonus at first level */
1300 if (i < 2) 1318 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1319 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1320 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1322
1305 if (stmp < 1.0) 1323 if (stmp < 1.f)
1306 stmp = 1.0; 1324 stmp = 1.f;
1307 1325
1308 sp_tmp += stmp; 1326 sp_tmp += stmp;
1309 } 1327 }
1310 1328
1311 stats.maxsp = (int) sp_tmp; 1329 stats.maxsp = (sint16)sp_tmp;
1312 1330
1313 for (i = 11; i <= mana_obj->level; i++) 1331 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2; 1332 stats.maxsp += 2;
1315 } 1333 }
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1334 /* Characters can get their sp supercharged via rune of transferrance */
1328 /* store grace in a float - this way, the divisions below don't create 1346 /* 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 1347 * 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 1348 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1349 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1350 */
1333 sp_tmp = 0.0; 1351 sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1352 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 { 1353 {
1336 float grace_tmp = 0.0; 1354 float grace_tmp = 0.f;
1337 1355
1338 /* Got some extra bonus at first level */ 1356 /* Got some extra bonus at first level */
1339 if (i < 2) 1357 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1358 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 1359 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1361
1346 if (grace_tmp < 1.0) 1362 if (grace_tmp < 1.f)
1347 grace_tmp = 1.0; 1363 grace_tmp = 1.f;
1348 1364
1349 sp_tmp += grace_tmp; 1365 sp_tmp += grace_tmp;
1350 } 1366 }
1351 1367
1352 stats.maxgrace = (int) sp_tmp; 1368 stats.maxgrace = (sint16)sp_tmp;
1353 1369
1354 /* two grace points per level after 11 */ 1370 /* two grace points per level after 11 */
1355 for (i = 11; i <= grace_obj->level; i++) 1371 for (i = 11; i <= grace_obj->level; i++)
1356 stats.maxgrace += 2; 1372 stats.maxgrace += 2;
1357 } 1373 }
1377 * monster bonus the same as before. -b.t. 1393 * monster bonus the same as before. -b.t.
1378 */ 1394 */
1379 1395
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 { 1397 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1383 for (i = 1; i < wc_obj->level; i++) 1400 for (i = 1; i < wc_obj->level; i++)
1384 { 1401 {
1385 /* addtional wc every 6 levels */ 1402 /* addtional wc every 6 levels */
1386 if (!(i % 6)) 1403 if (!(i % 6))
1387 wc--; 1404 wc--;
1405
1388 /* addtional dam every 4 levels. */ 1406 /* addtional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1409 }
1392 } 1410 }
1393 else 1411 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1412 wc -= level + thaco_bonus[stats.Str];
1395 1413
1396 stats.dam += dam_bonus[stats.Str]; 1414 stats.dam += dam_bonus[stats.Str];
1397 1415
1398 if (stats.dam < 1) 1416 if (stats.dam < 1)
1399 stats.dam = 1; 1417 stats.dam = 1;
1400 1418
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1419 speed = 1.f + speed_bonus[stats.Dex];
1402 1420
1403 if (settings.search_items && contr->search_str[0]) 1421 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1422 speed -= 1;
1405 1423
1406 if (attacktype == 0) 1424 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1425 attacktype = arch->clone.attacktype;
1408 1426
1409 } /* End if player */ 1427 } /* End if player */
1410 1428
1411 if (added_speed >= 0) 1429 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1430 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1431 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1432 speed /= 1.f - added_speed;
1415 1433
1416 /* Max is determined by armour */ 1434 /* Max is determined by armour */
1417 if (speed > max) 1435 if (speed > max)
1418 speed = max; 1436 speed = max;
1419 1437
1424 * weight limit, then player suffers a speed reduction based on how 1442 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1443 * much above he is, and what is max carry is
1426 */ 1444 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1445 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1446 if (f > 0)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1447 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1448 }
1431 1449
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1450 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1451
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1452 /* 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. 1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1454 */
1437 speed = speed * speed_reduce_from_disease; 1455 speed = speed * speed_reduce_from_disease;
1438 1456
1439 if (speed < 0.01 && type == PLAYER) 1457 if (speed < 0.01f && type == PLAYER)
1440 speed = 0.01; 1458 speed = 0.01f;
1441 1459
1442 if (type == PLAYER) 1460 if (type == PLAYER)
1443 { 1461 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1462 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1463 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1464 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1465 * that would just be a real pain to read.
1450 */ 1466 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1467 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1468 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1469 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1470 float s = 2 - weapon_speed / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1471 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1472 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1474 K *= (4 + level) *1.2f / (6 + level);
1475
1458 if (K <= 0) 1476 if (K <= 0.f)
1459 K = 0.01; 1477 K = 0.01f;
1478
1460 S = speed / (K * s); 1479 float S = speed / (K * s);
1480
1461 contr->weapon_sp = S; 1481 contr->weapon_sp = S;
1462 } 1482 }
1463 1483
1464 /* I want to limit the power of small monsters with big weapons: */ 1484 /* 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) 1485 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1486 stats.dam = arch->clone.stats.dam * 3;
1467 1487
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1488 /* 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, 1489 * should be more than enough - remember, AC is also in 8 bits,
1470 * so its value is the same. 1490 * so its value is the same.
1492 if (move_type == 0) 1512 if (move_type == 0)
1493 move_type = MOVE_WALK; 1513 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1514 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1515 move_type &= ~MOVE_WALK;
1496 1516
1497 update_ob_speed (this); 1517 if (speed != old_speed)
1518 set_speed (speed);
1498 1519
1499 /* It is quite possible that a player's spell costing might have changed, 1520 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1521 * so we will check that now.
1501 */ 1522 */
1502 if (type == PLAYER) 1523 if (type == PLAYER)
1503 { 1524 {
1504 esrv_update_stats (contr); 1525 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1526 esrv_update_spells (contr);
1506 } 1527 }
1528
1529 // update the mapspace, if we are on a map
1530 if (!flag [FLAG_REMOVED] && map)
1531 map->at (x, y).flags_ = 0;
1507} 1532}
1508 1533
1509/* 1534/*
1510 * Returns true if the given player is a legal class. 1535 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1536 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1539 * false otherwise.
1515 */ 1540 */
1516int 1541int
1517allowed_class (const object *op) 1542allowed_class (const object *op)
1518{ 1543{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1544 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1545 && op->stats.Str > 0
1546 && op->stats.Con > 0
1547 && op->stats.Int > 0
1548 && op->stats.Wis > 0
1549 && op->stats.Pow > 0
1550 && op->stats.Cha > 0;
1521} 1551}
1522 1552
1523/* 1553/*
1524 * set the new dragon name after gaining levels or 1554 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1555 * changing ability focus (later this can be extended to
1596 object *skin = NULL; /* pointer to dragon skin force */ 1626 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1627 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1628 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1629
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1630 /* now grab the 'dragon_ability'-forces from the player's inventory */
1631 shstr_cmp dragon_ability_force ("dragon_ability_force");
1632 shstr_cmp dragon_skin_force ("dragon_skin_force");
1633
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1634 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1635 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1636 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1637 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1638 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1639 skin = tmp;
1609 } 1640
1610 }
1611 /* if the force is missing -> bail out */ 1641 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1642 if (abil == NULL)
1613 return; 1643 return;
1614 1644
1615 /* The ability_force keeps track of maximum level ever achieved. 1645 /* The ability_force keeps track of maximum level ever achieved.
1666 */ 1696 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1697 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1698 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1699 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1700 insert_ob_in_ob (skill_obj, op);
1701
1671 if (op->contr) 1702 if (op->contr)
1672 { 1703 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1704 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1705 if (op->contr->ns)
1706 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1707 }
1708
1676 return skill_obj; 1709 return skill_obj;
1677} 1710}
1678 1711
1679 1712
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1713/* player_lvl_adj() - for the new exp system. we are concerned with
1744sint64 1777sint64
1745level_exp (int level, double expmul) 1778level_exp (int level, double expmul)
1746{ 1779{
1747 if (level > settings.max_level) 1780 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1781 return (sint64) (expmul * levels[settings.max_level]);
1782
1749 return (sint64) (expmul * levels[level]); 1783 return (sint64) (expmul * levels[level]);
1750} 1784}
1751 1785
1752/* 1786/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1787 * Ensure that the permanent experience requirements in an exp object are met.
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1969 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1970 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1971 player_lvl_adj (op, tmp);
1938 } 1972 }
1939 } 1973 }
1974
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1975 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1976 {
1942 del_exp = check_exp_loss (op, exp); 1977 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1978 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1979 player_lvl_adj (op, NULL);
1945 } 1980 }
1946} 1981}
1947
1948
1949 1982
1950/* change_exp() - changes experience to a player/monster. This 1983/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1984 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1985 *
1953 * The exp passed is typically not modified much by this function - 1986 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1987 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1988 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1989 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1990 * these last two values are only used for players.
1958 */ 1991 */
1959
1960void 1992void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1993change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1994{
1963
1964#ifdef EXP_DEBUG 1995#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1996 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1997#endif
1967 1998
1968 /* safety */ 1999 /* safety */
2009 else 2040 else
2010 /* note that when you lose exp, it doesn't go against 2041 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 2042 * a particular skill, so we don't need to pass that
2012 * along. 2043 * along.
2013 */ 2044 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 2045 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 2046 }
2017} 2047}
2018 2048
2019/* Applies a death penalty experience, the size of this is defined by the 2049/* 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 2050 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 2051 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 2052 */
2023
2024void 2053void
2025apply_death_exp_penalty (object *op) 2054apply_death_exp_penalty (object *op)
2026{ 2055{
2027 object *tmp; 2056 object *tmp;
2028 sint64 loss; 2057 sint64 loss;

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