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Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* 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
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!", 197 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 198 "Your spirit feels drained!",
199 "Your face gets distorted!", 199 "Your face gets distorted!",
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.", 205 "You feel your memory return.",
206 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return." 207 "You feel your spirits return.",
208 "You feel your charisma return.", 208 "You feel your charisma return.",
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.", 214 "You feel smarter.",
215 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent." 216 "You feel more potent.",
217 "You seem to look better.", 217 "You seem to look better.",
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!", 223 "You feel stupid!",
224 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!", 226 "You look ugly!",
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
357/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 358 * the object.
359 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 360 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 366 * that gives them that ability.
367 */ 367 */
398 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
399 * to allow for that. 399 * to allow for that.
400 */ 400 */
401 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 402 nstat = 1;
403 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))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
406 }
407 405
408 if (nstat != ostat) 406 if (nstat != ostat)
409 { 407 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
411 potion_max = 0; 409 potion_max = 0;
412 } 410 }
413 else if (i) 411 else if (i)
414 { 412 {
415 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
420 /* This section of code ups the characters normal stats also. I am not 418 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 420 * recalculates this anyway.
423 */ 421 */
424 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
426 424
427 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 426 } /* end of potion handling code */
429 } 427 }
430 428
431 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
432 * everything to set 430 * everything to set
433 */ 431 */
434 if (flag == -1) 432 if (flag == -1)
435 { 433 {
436 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 439 * and not the other move_ fields.
442 */ 440 */
443 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
444 } 442 }
445 443
446 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
448 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
449 */ 447 */
450 op->update_stats (); 448 op->update_stats ();
451 449
452 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
500 * in that case, you don't actually land 498 * in that case, you don't actually land
501 */ 499 */
502 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 502 }
503
505 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 506
508 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 508 check_move_on (op, op);
673 672
674/* 673/*
675 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 676 */
678
679void 677void
680object::drain_stat () 678object::drain_stat ()
681{ 679{
682 drain_specific_stat (RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
683} 681}
684 682
685void 683void
686object::drain_specific_stat (int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
687{ 685{
755 return; 753 return;
756 754
757 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
759 */ 757 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 759 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 761
764 stats.luck += diff; 762 stats.luck += diff;
765 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
818 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
823 */ 821 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
827 */ 824 */
828
829void 825void
830object::update_stats () 826object::update_stats ()
831{ 827{
832 int i, j; 828 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
845 841
846 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 843 contr->encumbrance = 0;
848 844
849 attacktype = 0; 845 attacktype = 0;
846
850 contr->digestion = 0; 847 contr->digestion = 0;
851 contr->gen_hp = 0; 848 contr->gen_hp = 0;
852 contr->gen_sp = 0; 849 contr->gen_sp = 0;
853 contr->gen_grace = 0; 850 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 852 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 853 }
866 854
867 memcpy (body_used, body_info, sizeof (body_info)); 855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
868 857
869 slaying = 0; 858 slaying = 0;
870 859
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 861 {
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 874
886 path_attuned = arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
891 chosen_skill = NULL; 881 chosen_skill = 0;
892 882
893 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
894 * archetype clone 884 * archetype clone
895 */ 885 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 889 {
900 if (resist[i] > 0) 890 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
902 else 892 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
904 potion_resist[i] = 0; 895 potion_resist[i] = 0;
905 } 896 }
906 897
907 wc = arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 917 speed = arch->clone.speed;
927 918
928 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
930 */ 921 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
933 { 923 {
934 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
936 */ 926 */
937 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
939 929
940 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 932 * then calls this function.
943 */ 933 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 935 continue;
946 936
972 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
975 * up, etc. 965 * up, etc.
976 */ 966 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
979 { 972 {
980 if (type == PLAYER) 973 if (type == PLAYER)
981 { 974 {
982 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
984 977 continue;
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987 978
988 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 981
991 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
994 */ 985 */
995 if ((tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 993 tmp->type == SKILL)
1003 { 994 {
1004 contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1010 } 1001 }
1011 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1012 1008
1013 /* Update slots used for items */ 1009 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1017 1013
1018 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1019 { 1015 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1021 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1023 } 1020 }
1024 1021
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1026 */
1030 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1031 { 1028 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1038 else
1042 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1043 } 1040 }
1044 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1045 }
1049 } 1046 }
1050 1047
1051 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1053 attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 1058 }
1060 1059
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1076
1078 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1078 {
1080 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1081 { 1080 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1083 }
1085 else 1084 else
1086 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1087 } 1086 }
1088 1087
1089 switch (tmp->type) 1088 switch (tmp->type)
1090 { 1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1091 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1093 case SKILL: 1101 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1103 break;
1103 chosen_skill = tmp; 1111 chosen_skill = tmp;
1104 1112
1105 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1109 1117
1110 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1111 weapon_speed = 0; 1119 weapon_speed = 0;
1112 1120
1113 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1124 if (tmp->magic)
1117 stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1118 } 1126 }
1119 1127
1120 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1122 1130
1123 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1124 slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1125 1133
1126 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1128 1136
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1139
1135 break; 1140 break;
1136 1141
1137 case SKILL_TOOL: 1142 case SKILL_TOOL:
1138 if (chosen_skill) 1143 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140 1145
1141 chosen_skill = tmp; 1146 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1147 break;
1146 1148
1147 case SHIELD: 1149 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1155 case HELMET:
1154 case BOOTS: 1156 case BOOTS:
1155 case GLOVES: 1157 case GLOVES:
1156 case CLOAK: 1158 case CLOAK:
1157 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1159 1161
1160 if (tmp->stats.dam) 1162 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1163 stats.dam += tmp->stats.dam + tmp->magic;
1162 1164
1163 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1166 ac -= tmp->stats.ac + tmp->magic;
1165 1167
1166 break; 1168 break;
1167 1169
1170 case BOW:
1168 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1174 wc -= tmp->stats.wc + tmp->magic;
1170 1175
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1173 1178
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1182
1178 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1179 weapon_speed = 0; 1184 weapon_speed = 0;
1180 1185
1181 slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1182 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1184 * go. 1190 * go.
1185 */ 1191 */
1186 current_weapon = tmp; 1192
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1189 1197
1190 break; 1198 break;
1191 1199
1192 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1195 1203
1196 case BRACERS: 1204 case BRACERS:
1197 case FORCE: 1205 case FORCE:
1198 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1199 { 1207 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1222 1230
1223 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1225 1233
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1236
1229 break; 1237 break;
1230 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1231 } /* item is equipped */ 1239 } /* item is equipped */
1232 } /* for loop of items */ 1240 } /* for loop of items */
1300 1308
1301 if (mana_obj == this && type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1310 stats.maxsp = 1;
1303 else 1311 else
1304 { 1312 {
1305 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1306 1314
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1316 {
1309 float stmp; 1317 float stmp;
1310 1318
1311 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1312 if (i < 2) 1320 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1322 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1324
1317 if (stmp < 1.0) 1325 if (stmp < 1.f)
1318 stmp = 1.0; 1326 stmp = 1.f;
1319 1327
1320 sp_tmp += stmp; 1328 sp_tmp += stmp;
1321 } 1329 }
1322 1330
1323 stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1324 1332
1325 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1334 stats.maxsp += 2;
1327 } 1335 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* store grace in a float - this way, the divisions below don't create 1348 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1349 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1350 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1352 */
1345 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1355 {
1348 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1349 1357
1350 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1351 if (i < 2) 1359 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1361 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1363
1358 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1360 1366
1361 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1362 } 1368 }
1363 1369
1364 stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1365 1371
1366 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1369 } 1375 }
1389 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1390 */ 1396 */
1391 1397
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1399 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1395 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1396 { 1403 {
1397 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1405 if (!(i % 6))
1399 wc--; 1406 wc--;
1407
1400 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1411 }
1404 } 1412 }
1405 else 1413 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1407 1415
1408 stats.dam += dam_bonus[stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1409 1417
1410 if (stats.dam < 1) 1418 if (stats.dam < 1)
1411 stats.dam = 1; 1419 stats.dam = 1;
1412 1420
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1414 1422
1415 if (settings.search_items && contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1424 speed -= 1;
1417 1425
1418 if (attacktype == 0) 1426 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1420 1428
1421 } /* End if player */ 1429 } /* End if player */
1422 1430
1423 if (added_speed >= 0) 1431 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1427 1435
1428 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1429 if (speed > max) 1437 if (speed > max)
1430 speed = max; 1438 speed = max;
1431 1439
1436 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1438 */ 1446 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1448 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1450 }
1443 1451
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1453
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1456 */
1449 speed = speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1450 1458
1451 if (speed < 0.01 && type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1460 speed = 0.01f;
1453 1461
1454 if (type == PLAYER) 1462 if (type == PLAYER)
1455 { 1463 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1462 */ 1468 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1476 K *= (4 + level) *1.2f / (6 + level);
1477
1470 if (K <= 0) 1478 if (K <= 0.f)
1471 K = 0.01; 1479 K = 0.01f;
1480
1472 S = speed / (K * s); 1481 float S = speed / (K * s);
1482
1473 contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1474 } 1484 }
1475 1485
1476 /* I want to limit the power of small monsters with big weapons: */ 1486 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1479 1489
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1481 * should be more than enough - remember, AC is also in 8 bits, 1491 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1492 * so its value is the same.
1515 if (type == PLAYER) 1525 if (type == PLAYER)
1516 { 1526 {
1517 esrv_update_stats (contr); 1527 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1528 esrv_update_spells (contr);
1519 } 1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1520} 1534}
1521 1535
1522/* 1536/*
1523 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1541 * false otherwise.
1528 */ 1542 */
1529int 1543int
1530allowed_class (const object *op) 1544allowed_class (const object *op)
1531{ 1545{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1552 && op->stats.Cha > 0;
1534} 1553}
1535 1554
1536/* 1555/*
1537 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1628 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1631
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1637 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1638 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1639 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1640 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1641 skin = tmp;
1622 } 1642
1623 }
1624 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1644 if (abil == NULL)
1626 return; 1645 return;
1627 1646
1628 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1760sint64 1779sint64
1761level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1762{ 1781{
1763 if (level > settings.max_level) 1782 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1765 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1766} 1786}
1767 1787
1768/* 1788/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1807 int i; 1827 int i;
1808 1828
1809 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1830 if (op->contr->braced)
1811 exp = exp / 5; 1831 exp /= 5;
1812 1832
1813 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1836 * the players inventory.
1817 */ 1837 */
1818 if (skill_name) 1838 if (skill_name)
1819 { 1839 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1954 } 1974 }
1955 } 1975 }
1976
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1978 {
1958 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1961 } 1982 }
1962} 1983}
1963
1964
1965 1984
1966/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1987 *
1969 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1992 * these last two values are only used for players.
1974 */ 1993 */
1975
1976void 1994void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1996{
1979
1980#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1999#endif
1983 2000
1984 /* safety */ 2001 /* safety */
2025 else 2042 else
2026 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
2028 * along. 2045 * along.
2029 */ 2046 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2048 }
2033} 2049}
2034 2050
2035/* Applies a death penalty experience, the size of this is defined by the 2051/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2054 */
2039
2040void 2055void
2041apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2042{ 2057{
2043 object *tmp; 2058 object *tmp;
2044 sint64 loss; 2059 sint64 loss;

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