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Comparing deliantra/server/common/living.C (file contents):
Revision 1.39 by root, Sun Apr 29 14:39:55 2007 UTC vs.
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC

233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236 236
237/* 237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return; 245}
279 246
280 switch (attr) 247sint8 &
281 { 248living::stat (int index)
282 case STR: 249{
283 stats->Str += value; 250 switch (index)
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 } 251 {
306} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
307 260
308/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
309 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
310 */ 263 return dummy;
264}
311 265
312sint8 266sint8
313get_attr_value (const living *stats, int attr) 267living::stat (int index) const
314{ 268{
315 switch (attr) 269 switch (index)
316 { 270 {
317 case STR: return stats->Str; 271 case STR: return Str;
318 case DEX: return stats->Dex; 272 case DEX: return Dex;
319 case CON: return stats->Con; 273 case CON: return Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
323 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
324 } 278 }
325 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
326 return 0; 282 return dummy;
327} 283}
328 284
329/* 285/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 287 * 1-30 stat limit.
332 */ 288 */
333
334void 289void
335check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
336{ 291{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
341 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 296 }
344} 297}
345 298
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 300
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 311 * the object.
359 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 313 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 315 * 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 316 * 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 317 * 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 318 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 319 * that gives them that ability.
367 */ 320 */
368int 321int
369change_abil (object *op, object *tmp) 322change_abil (object *op, object *tmp)
370{ 323{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 325 char message[MAX_BUF];
373 int potion_max = 0; 326 int potion_max = 0;
374 327
375 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 334 if (op->type == PLAYER)
382 { 335 {
383 if (tmp->type == POTION) 336 if (tmp->type == POTION)
384 { 337 {
385 potion_max = 1; 338 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 339 for (int j = 0; j < NUM_STATS; j++)
387 { 340 {
388 int nstat, ostat; 341 int ostat = op->contr->orig_stats.stat (j);
389 342 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 343
393 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 345 int nstat = flag * i + ostat;
395 346
396 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
399 * to allow for that. 350 * to allow for that.
400 */ 351 */
401 if (nstat < 1 && i * flag < 0) 352 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 353 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
406 }
407 356
408 if (nstat != ostat) 357 if (nstat != ostat)
409 { 358 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 359 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 360 potion_max = 0;
412 } 361 }
413 else if (i) 362 else if (i)
414 { 363 {
415 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
419 368
420 /* This section of code ups the characters normal stats also. I am not 369 /* 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 370 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 371 * recalculates this anyway.
423 */ 372 */
424 for (j = 0; j < NUM_STATS; j++) 373 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 375
427 check_stat_bounds (&(op->stats)); 376 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 377 } /* end of potion handling code */
429 } 378 }
430 379
431 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 381 * everything to set
433 */ 382 */
434 if (flag == -1) 383 if (flag == -1)
435 { 384 {
436 op->attacktype &= ~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 390 * and not the other move_ fields.
442 */ 391 */
443 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
444 } 393 }
445 394
446 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
449 */ 398 */
450 op->update_stats (); 399 op->update_stats ();
451 400
452 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 402 * print out message if this is a bow.
454 */ 403 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 405 {
457 success = 1; 406 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 446 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 447 {
499 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 449 * in that case, you don't actually land
501 */ 450 */
502 DIFF_MSG (flag, "You soar into the air air!.", 451 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 453 }
454
505 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 457
508 /* Changing move status may mean you are affected by things you weren't before */ 458 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 459 check_move_on (op, op);
637 success = 1; 587 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 589 }
640 590
641 /* Messages for changed resistance */ 591 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 592 for (int i = 0; i < NROFATTACKS; i++)
643 { 593 {
644 if (i == ATNR_PHYSICAL) 594 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 595 continue; /* Don't display about armour */
646 596
647 if (op->resist[i] != refop.resist[i]) 597 if (op->resist[i] != refop.resist[i])
656 } 606 }
657 } 607 }
658 608
659 if (!potion_max) 609 if (!potion_max)
660 { 610 {
661 for (j = 0; j < NUM_STATS; j++) 611 for (int j = 0; j < NUM_STATS; j++)
662 { 612 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 613 if (int i = tmp->stats.stat (j))
664 { 614 {
665 success = 1; 615 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 617 }
668 } 618 }
673 623
674/* 624/*
675 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 627 */
678
679void 628void
680object::drain_stat () 629object::drain_stat ()
681{ 630{
682 drain_specific_stat (rndm (NUM_STATS)); 631 drain_specific_stat (rndm (NUM_STATS));
683} 632}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 722 */
774void 723void
775object::remove_statbonus () 724object::remove_statbonus ()
776{ 725{
777 stats.Str -= arch->clone.stats.Str; 726 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 727 {
779 stats.Con -= arch->clone.stats.Con; 728 sint8 v = arch->clone.stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 729 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 730 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 731 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 732}
793 733
794/* 734/*
795 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 736 */
797void 737void
798object::add_statbonus () 738object::add_statbonus ()
799{ 739{
800 stats.Str += arch->clone.stats.Str; 740 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 741 {
802 stats.Con += arch->clone.stats.Con; 742 sint8 v = arch->clone.stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 743 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 744 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 745 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 746}
816 747
817/* 748/*
818 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
837 768
838 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 770 if (type == PLAYER)
840 { 771 {
841 for (i = 0; i < NUM_STATS; i++) 772 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stats.stat (i) = contr->orig_stats.stat (i);
843 774
844 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 776 contr->encumbrance = 0;
846 777
847 attacktype = 0; 778 attacktype = 0;
850 contr->gen_hp = 0; 781 contr->gen_hp = 0;
851 contr->gen_sp = 0; 782 contr->gen_sp = 0;
852 contr->gen_grace = 0; 783 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 785 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 786 }
865 787
866 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
867 790
868 slaying = 0; 791 slaying = 0;
869 792
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 794 {
886 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 810 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 812 move_type = arch->clone.move_type;
890 813
891 chosen_skill = NULL; 814 chosen_skill = 0;
892 815
893 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
894 * archetype clone 817 * archetype clone
895 */ 818 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 822 {
900 if (resist[i] > 0) 823 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
902 else 825 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
904 potion_resist[i] = 0; 828 potion_resist[i] = 0;
905 } 829 }
906 830
907 wc = arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
935 */ 859 */
936 if (tmp->glow_radius > glow_radius) 860 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 861 glow_radius = tmp->glow_radius;
938 862
939 /* This happens because apply_potion calls change_abil with the potion 863 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 864 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 865 * then calls this function.
942 */ 866 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 868 continue;
945 869
971 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
974 * up, etc. 898 * up, etc.
975 */ 899 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 900 if ((tmp->flag [FLAG_APPLIED]
977 && tmp->type != CONTAINER 901 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON) 902 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL 903 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
981 { 905 {
982 if (type == PLAYER) 906 if (type == PLAYER)
983 { 907 {
984 if (tmp->type == BOW) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 contr->ranges[range_bow] = tmp; 909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
986 910 continue;
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
988 contr->ranges[range_misc] = tmp;
989 911
990 for (i = 0; i < NUM_STATS; i++) 912 for (i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
992 914
993 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
994 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
996 */ 918 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
999 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 924 tmp->type == BRACERS || tmp->type == CLOAK ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) || 925 tmp->type == DISEASE || tmp->type == FORCE ||
1004 (tmp->type == SKILL)) 926 tmp->type == SKILL)
1005 { 927 {
1006 contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
1008 contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
1012 } 934 }
1013 } /* if this is a player */ 935 } /* if this is a player */
936 else
937 {
938 if (tmp->type == WEAPON)
939 current_weapon = tmp;
940 }
1014 941
1015 /* Update slots used for items */ 942 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 945 slot[i].used += tmp->slot[i].info;
1019 946
1020 if (tmp->type == SYMPTOM) 947 if (tmp->type == SYMPTOM)
1021 { 948 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023 950
1024 if (speed_reduce_from_disease == 0) 951 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1; 952 speed_reduce_from_disease = 1;
1026 } 953 }
1027 954
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 } 978 }
1052 } 979 }
1053 980
1054 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
1056 attacktype |= tmp->attacktype; 985 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 988 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 989 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 990 stats.luck += tmp->stats.luck;
991 }
1063 992
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1080 1009
1081 if (tmp->stats.exp && tmp->type != SKILL) 1010 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 1011 {
1083 if (tmp->stats.exp > 0) 1012 if (tmp->stats.exp > 0)
1084 { 1013 {
1085 added_speed += (float) tmp->stats.exp / 3.0; 1014 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 1016 }
1088 else 1017 else
1089 added_speed += (float) tmp->stats.exp; 1018 added_speed += tmp->stats.exp;
1090 } 1019 }
1091 1020
1092 switch (tmp->type) 1021 switch (tmp->type)
1093 { 1022 {
1023#if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030#endif
1031
1094 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1096 case SKILL: 1034 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098 break; 1036 break;
1106 chosen_skill = tmp; 1044 chosen_skill = tmp;
1107 1045
1108 if (tmp->stats.dam > 0) 1046 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 1047 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 weapon_speed = (int) WEAPON_SPEED (tmp); 1049 weapon_speed = WEAPON_SPEED (tmp);
1112 1050
1113 if (weapon_speed < 0) 1051 if (weapon_speed < 0)
1114 weapon_speed = 0; 1052 weapon_speed = 0;
1115 1053
1116 weapon_weight = tmp->weight; 1054 weapon_weight = tmp->weight;
1119 if (tmp->magic) 1057 if (tmp->magic)
1120 stats.dam += tmp->magic; 1058 stats.dam += tmp->magic;
1121 } 1059 }
1122 1060
1123 if (tmp->stats.wc) 1061 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1125 1063
1126 if (tmp->slaying != NULL) 1064 if (tmp->slaying)
1127 slaying = tmp->slaying; 1065 slaying = tmp->slaying;
1128 1066
1129 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1068 ac -= tmp->stats.ac + tmp->magic;
1131 1069
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137 1072
1138 break; 1073 break;
1139 1074
1140 case SKILL_TOOL: 1075 case SKILL_TOOL:
1141 if (chosen_skill) 1076 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 1078
1144 chosen_skill = tmp; 1079 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1080 break;
1149 1081
1150 case SHIELD: 1082 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1084 contr->encumbrance += (int) tmp->weight / 2000;
1168 1100
1169 break; 1101 break;
1170 1102
1171 case BOW: 1103 case BOW:
1172 case WEAPON: 1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1173 wc -= tmp->stats.wc + tmp->magic; 1107 wc -= tmp->stats.wc + tmp->magic;
1174 1108
1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176 ac -= tmp->stats.ac + tmp->magic; 1110 ac -= tmp->stats.ac + tmp->magic;
1177 1111
1178 stats.dam += tmp->stats.dam + tmp->magic; 1112 stats.dam += tmp->stats.dam + tmp->magic;
1179 weapon_weight = tmp->weight; 1113 weapon_weight = tmp->weight;
1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181 1115
1182 if (weapon_speed < 0) 1116 if (weapon_speed < 0)
1183 weapon_speed = 0; 1117 weapon_speed = 0;
1184 1118
1185 slaying = tmp->slaying; 1119 slaying = tmp->slaying;
1120
1186 /* If there is desire that two handed weapons should do 1121 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1122 * extra strength damage, this is where the code should
1188 * go. 1123 * go.
1189 */ 1124 */
1190 current_weapon = tmp; 1125
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1126 if (type == PLAYER)
1127 if (settings.spell_encumbrance)
1192 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1193 1130
1194 break; 1131 break;
1195 1132
1196 case ARMOUR: /* Only the best of these three are used: */ 1133 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 contr->encumbrance += (int) tmp->weight / 1000; 1135 contr->encumbrance += tmp->weight / 1000;
1199 1136
1200 case BRACERS: 1137 case BRACERS:
1201 case FORCE: 1138 case FORCE:
1202 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1203 { 1140 {
1225 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= (tmp->stats.wc + tmp->magic);
1226 1163
1227 if (tmp->stats.ac) 1164 if (tmp->stats.ac)
1228 ac -= (tmp->stats.ac + tmp->magic); 1165 ac -= (tmp->stats.ac + tmp->magic);
1229 1166
1230 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1231 max = ARMOUR_SPEED (tmp) / 10.0; 1168 max = ARMOUR_SPEED (tmp) / 10.f;
1232 1169
1233 break; 1170 break;
1234 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1235 } /* item is equipped */ 1172 } /* item is equipped */
1236 } /* for loop of items */ 1173 } /* for loop of items */
1304 1241
1305 if (mana_obj == this && type == PLAYER) 1242 if (mana_obj == this && type == PLAYER)
1306 stats.maxsp = 1; 1243 stats.maxsp = 1;
1307 else 1244 else
1308 { 1245 {
1309 sp_tmp = 0.0; 1246 sp_tmp = 0.f;
1310 1247
1311 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1312 { 1249 {
1313 float stmp; 1250 float stmp;
1314 1251
1315 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1316 if (i < 2) 1253 if (i < 2)
1317 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1318 else 1255 else
1319 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1320 1257
1321 if (stmp < 1.0) 1258 if (stmp < 1.f)
1322 stmp = 1.0; 1259 stmp = 1.f;
1323 1260
1324 sp_tmp += stmp; 1261 sp_tmp += stmp;
1325 } 1262 }
1326 1263
1327 stats.maxsp = (int) sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1328 1265
1329 for (i = 11; i <= mana_obj->level; i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1330 stats.maxsp += 2; 1267 stats.maxsp += 2;
1331 } 1268 }
1332 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1344 /* store grace in a float - this way, the divisions below don't create 1281 /* store grace in a float - this way, the divisions below don't create
1345 * big jumps when you go from level to level - with int's, it then 1282 * big jumps when you go from level to level - with int's, it then
1346 * becomes big jumps when the sums of the bonuses jump to the next 1283 * becomes big jumps when the sums of the bonuses jump to the next
1347 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1348 */ 1285 */
1349 sp_tmp = 0.0; 1286 sp_tmp = 0.f;
1350 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1351 { 1288 {
1352 float grace_tmp = 0.0; 1289 float grace_tmp = 0.f;
1353 1290
1354 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1355 if (i < 2) 1292 if (i < 2)
1356 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1357 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1358 else 1294 else
1359 grace_tmp = (float) contr->levgrace[i]
1360 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361 1296
1362 if (grace_tmp < 1.0) 1297 if (grace_tmp < 1.f)
1363 grace_tmp = 1.0; 1298 grace_tmp = 1.f;
1364 1299
1365 sp_tmp += grace_tmp; 1300 sp_tmp += grace_tmp;
1366 } 1301 }
1367 1302
1368 stats.maxgrace = (int) sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1369 1304
1370 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1371 for (i = 11; i <= grace_obj->level; i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1372 stats.maxgrace += 2; 1307 stats.maxgrace += 2;
1373 } 1308 }
1414 stats.dam += dam_bonus[stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1415 1350
1416 if (stats.dam < 1) 1351 if (stats.dam < 1)
1417 stats.dam = 1; 1352 stats.dam = 1;
1418 1353
1419 speed = 1.0 + speed_bonus[stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1420 1355
1421 if (settings.search_items && contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1422 speed -= 1; 1357 speed -= 1;
1423 1358
1424 if (attacktype == 0) 1359 if (attacktype == 0)
1425 attacktype = arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1426 1361
1427 } /* End if player */ 1362 } /* End if player */
1428 1363
1429 if (added_speed >= 0) 1364 if (added_speed >= 0)
1430 speed += added_speed / 10.0; 1365 speed += added_speed / 10.f;
1431 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1432 speed /= (float) (1.0 - added_speed); 1367 speed /= 1.f - added_speed;
1433 1368
1434 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1435 if (speed > max) 1370 if (speed > max)
1436 speed = max; 1371 speed = max;
1437 1372
1442 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1443 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1444 */ 1379 */
1445 f = (carrying / 1000) - max_carry[stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1446 if (f > 0) 1381 if (f > 0)
1447 speed = speed / (1.0 + f / max_carry[stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1448 } 1383 }
1449 1384
1450 speed += bonus_speed / 10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1451 1386
1452 /* Put a lower limit on speed. Note with this speed, you move once every 1387 /* Put a lower limit on speed. Note with this speed, you move once every
1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1454 */ 1389 */
1455 speed = speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1456 1391
1457 if (speed < 0.01 && type == PLAYER) 1392 if (speed < 0.01f && type == PLAYER)
1458 speed = 0.01; 1393 speed = 0.01f;
1459 1394
1460 if (type == PLAYER) 1395 if (type == PLAYER)
1461 { 1396 {
1462 float M, W, s, D, K, S, M2;
1463
1464 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1466 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1467 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1468 */ 1401 */
1469 M = (max_carry[stats.Str] - 121) / 121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 M2 = max_carry[stats.Str] / 100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1471 W = weapon_weight / 20000.0; 1404 float W = weapon_weight / 20000.f;
1472 s = 2 - weapon_speed / 10.0; 1405 float s = 2 - weapon_speed / 10.f;
1473 D = (stats.Dex - 14) / 14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1474 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408
1475 K *= (4 + level) / (float) (6 + level) * 1.2; 1409 K *= (4 + level) *1.2f / (6 + level);
1410
1476 if (K <= 0) 1411 if (K <= 0.f)
1477 K = 0.01; 1412 K = 0.01f;
1413
1478 S = speed / (K * s); 1414 float S = speed / (K * s);
1415
1479 contr->weapon_sp = S; 1416 contr->weapon_sp = S;
1480 } 1417 }
1481 1418
1482 /* I want to limit the power of small monsters with big weapons: */ 1419 /* I want to limit the power of small monsters with big weapons: */
1483 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1484 stats.dam = arch->clone.stats.dam * 3; 1421 stats.dam = arch->clone.stats.dam * 3;
1485 1422
1486 /* Prevent overflows of wc - best you can get is ABS(120) - this 1423 /* Prevent overflows of wc - best you can get is ABS(120) - this
1487 * should be more than enough - remember, AC is also in 8 bits, 1424 * should be more than enough - remember, AC is also in 8 bits,
1488 * so its value is the same. 1425 * so its value is the same.
1537 * false otherwise. 1474 * false otherwise.
1538 */ 1475 */
1539int 1476int
1540allowed_class (const object *op) 1477allowed_class (const object *op)
1541{ 1478{
1542 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1479 return op->stats.Dex > 0
1543 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1485 && op->stats.Cha > 0;
1544} 1486}
1545 1487
1546/* 1488/*
1547 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1548 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1770sint64 1712sint64
1771level_exp (int level, double expmul) 1713level_exp (int level, double expmul)
1772{ 1714{
1773 if (level > settings.max_level) 1715 if (level > settings.max_level)
1774 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1775 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1776} 1719}
1777 1720
1778/* 1721/*
1779 * Ensure that the permanent experience requirements in an exp object are met. 1722 * Ensure that the permanent experience requirements in an exp object are met.
1816 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1817 int i; 1760 int i;
1818 1761
1819 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1820 if (op->contr->braced) 1763 if (op->contr->braced)
1821 exp = exp / 5; 1764 exp /= 5;
1822 1765
1823 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1824 * We do a shortcut/time saving mechanism first - see if it matches 1767 * We do a shortcut/time saving mechanism first - see if it matches
1825 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1826 * the players inventory. 1769 * the players inventory.
1827 */ 1770 */
1828 if (skill_name) 1771 if (skill_name)
1829 { 1772 {
1830 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1773 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))

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