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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 236
269/* 237/*
270 * 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)
271 * is added to the specified stat. 239 * is added to the specified stat.
272 */ 240 */
273void 241void
274change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
275{ 243{
276 if (value == 0) 244 stats->stat (attr) += value;
277 return; 245}
278 246
279 switch (attr) 247sint8 &
280 { 248living::stat (int index)
281 case STR: 249{
282 stats->Str += value; 250 switch (index)
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 } 251 {
305} 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 }
306 260
307/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
308 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
309 */ 263 return dummy;
264}
310 265
311sint8 266sint8
312get_attr_value (const living *stats, int attr) 267living::stat (int index) const
313{ 268{
314 switch (attr) 269 switch (index)
315 { 270 {
316 case STR: return stats->Str; 271 case STR: return Str;
317 case DEX: return stats->Dex; 272 case DEX: return Dex;
318 case CON: return stats->Con; 273 case CON: return Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
322 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
323 } 278 }
324 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
325 return 0; 282 return dummy;
326} 283}
327 284
328/* 285/*
329 * 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
330 * 1-30 stat limit. 287 * 1-30 stat limit.
331 */ 288 */
332
333void 289void
334check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
335{ 291{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
340 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 296 }
343} 297}
344 298
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 300
347/* 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,
356/* 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
357 * the object. 311 * the object.
358 * 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
359 * can be applied or not. 313 * can be applied or not.
360 * 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
361 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 319 * that gives them that ability.
366 */ 320 */
367int 321int
368change_abil (object *op, object *tmp) 322change_abil (object *op, object *tmp)
369{ 323{
370 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;
371 char message[MAX_BUF]; 325 char message[MAX_BUF];
372 int potion_max = 0; 326 int potion_max = 0;
373 327
374 /* remember what object was like before it was changed. note that 328 /* 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 329 * refop is a local copy of op only to be used for detecting changes
380 if (op->type == PLAYER) 334 if (op->type == PLAYER)
381 { 335 {
382 if (tmp->type == POTION) 336 if (tmp->type == POTION)
383 { 337 {
384 potion_max = 1; 338 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 339 for (int j = 0; j < NUM_STATS; j++)
386 { 340 {
387 int nstat, ostat; 341 int ostat = op->contr->orig_stats.stat (j);
388 342 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 343
392 /* 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 */
393 nstat = flag * i + ostat; 345 int nstat = flag * i + ostat;
394 346
395 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
397 * 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
398 * to allow for that. 350 * to allow for that.
399 */ 351 */
400 if (nstat < 1 && i * flag < 0) 352 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 353 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
405 }
406 356
407 if (nstat != ostat) 357 if (nstat != ostat)
408 { 358 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 359 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 360 potion_max = 0;
411 } 361 }
412 else if (i) 362 else if (i)
413 { 363 {
414 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
418 368
419 /* 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
420 * sure if this is strictly necessary, being that fix_player probably 370 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 371 * recalculates this anyway.
422 */ 372 */
423 for (j = 0; j < NUM_STATS; j++) 373 for (int j = 0; j < NUM_STATS; j++)
424 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));
425 375
426 check_stat_bounds (&(op->stats)); 376 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 377 } /* end of potion handling code */
428 } 378 }
429 379
430 /* 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
431 * everything to set 381 * everything to set
432 */ 382 */
433 if (flag == -1) 383 if (flag == -1)
434 { 384 {
435 op->attacktype &= ~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 390 * and not the other move_ fields.
441 */ 391 */
442 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
443 } 393 }
444 394
445 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
446 * 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
447 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
448 */ 398 */
449 op->update_stats (); 399 op->update_stats ();
450 400
451 /* 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
452 * print out message if this is a bow. 402 * print out message if this is a bow.
453 */ 403 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 405 {
456 success = 1; 406 success = 1;
496 if (tmp->move_type & MOVE_FLY_HIGH) 446 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 447 {
498 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 449 * in that case, you don't actually land
500 */ 450 */
501 DIFF_MSG (flag, "You soar into the air air!.", 451 DIFF_MSG (flag, "You soar into the air!",
502 (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."));
503 } 453 }
454
504 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
505 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");
506 457
507 /* 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 */
508 check_move_on (op, op); 459 check_move_on (op, op);
636 success = 1; 587 success = 1;
637 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.");
638 } 589 }
639 590
640 /* Messages for changed resistance */ 591 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 592 for (int i = 0; i < NROFATTACKS; i++)
642 { 593 {
643 if (i == ATNR_PHYSICAL) 594 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 595 continue; /* Don't display about armour */
645 596
646 if (op->resist[i] != refop.resist[i]) 597 if (op->resist[i] != refop.resist[i])
655 } 606 }
656 } 607 }
657 608
658 if (!potion_max) 609 if (!potion_max)
659 { 610 {
660 for (j = 0; j < NUM_STATS; j++) 611 for (int j = 0; j < NUM_STATS; j++)
661 { 612 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 613 if (int i = tmp->stats.stat (j))
663 { 614 {
664 success = 1; 615 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 617 }
667 } 618 }
672 623
673/* 624/*
674 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 627 */
677
678void 628void
679object::drain_stat () 629object::drain_stat ()
680{ 630{
681 drain_specific_stat (RANDOM () % NUM_STATS); 631 drain_specific_stat (rndm (NUM_STATS));
682} 632}
683 633
684void 634void
685object::drain_specific_stat (int deplete_stats) 635object::drain_specific_stat (int deplete_stats)
686{ 636{
754 return; 704 return;
755 705
756 /* Randomly change the players luck. Basically, we move it 706 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 707 * back neutral (if greater>0, subtract, otherwise add)
758 */ 708 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 710 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 711 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 712
763 stats.luck += diff; 713 stats.luck += diff;
764 tmp->stats.luck += diff; 714 tmp->stats.luck += diff;
771 * 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.
772 */ 722 */
773void 723void
774object::remove_statbonus () 724object::remove_statbonus ()
775{ 725{
776 stats.Str -= arch->clone.stats.Str; 726 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 727 {
778 stats.Con -= arch->clone.stats.Con; 728 sint8 v = arch->clone.stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 729 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 730 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 731 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 732}
792 733
793/* 734/*
794 * 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.
795 */ 736 */
796void 737void
797object::add_statbonus () 738object::add_statbonus ()
798{ 739{
799 stats.Str += arch->clone.stats.Str; 740 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 741 {
801 stats.Con += arch->clone.stats.Con; 742 sint8 v = arch->clone.stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 743 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 744 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 745 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 746}
815 747
816/* 748/*
817 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
822 */ 754 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
826 */ 757 */
827
828void 758void
829object::update_stats () 759object::update_stats ()
830{ 760{
831 int i, j; 761 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
838 768
839 /* 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 */
840 if (type == PLAYER) 770 if (type == PLAYER)
841 { 771 {
842 for (i = 0; i < NUM_STATS; i++) 772 for (i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stats.stat (i) = contr->orig_stats.stat (i);
844 774
845 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 776 contr->encumbrance = 0;
847 777
848 attacktype = 0; 778 attacktype = 0;
779
849 contr->digestion = 0; 780 contr->digestion = 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] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
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 {
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 807
885 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->clone.path_attuned;
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;
813
890 chosen_skill = NULL; 814 chosen_skill = 0;
891 815
892 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
893 * archetype clone 817 * archetype clone
894 */ 818 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
898 { 822 {
899 if (resist[i] > 0) 823 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
901 else 825 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
903 potion_resist[i] = 0; 828 potion_resist[i] = 0;
904 } 829 }
905 830
906 wc = arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
907 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
925 speed = arch->clone.speed; 850 speed = arch->clone.speed;
926 851
927 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
929 */ 854 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
932 { 856 {
933 /* See note in map.c:update_position about making this additive 857 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 858 * since light sources are never applied, need to put check here.
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) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
978 { 905 {
979 if (type == PLAYER) 906 if (type == PLAYER)
980 { 907 {
981 if (tmp->type == BOW) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
982 contr->ranges[range_bow] = tmp; 909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
983 910 continue;
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp;
986 911
987 for (i = 0; i < NUM_STATS; i++) 912 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
989 914
990 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
991 * 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
992 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
993 */ 918 */
994 if ((tmp->type == WEAPON) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 924 tmp->type == BRACERS || tmp->type == CLOAK ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) || 925 tmp->type == DISEASE || tmp->type == FORCE ||
1001 (tmp->type == SKILL)) 926 tmp->type == SKILL)
1002 { 927 {
1003 contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
1009 } 934 }
1010 } /* if this is a player */ 935 } /* if this is a player */
936 else
937 {
938 if (tmp->type == WEAPON)
939 current_weapon = tmp;
940 }
1011 941
1012 /* Update slots used for items */ 942 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 945 slot[i].used += tmp->slot[i].info;
1016 946
1017 if (tmp->type == SYMPTOM) 947 if (tmp->type == SYMPTOM)
1018 { 948 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
950
1020 if (speed_reduce_from_disease == 0) 951 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 952 speed_reduce_from_disease = 1;
1022 } 953 }
1023 954
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 956 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 957 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 958 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 959 */
1029 if (tmp->type != POTION) 960 if (tmp->type != POTION)
1030 { 961 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 971 else
1041 potion_resist[i] = tmp->resist[i]; 972 potion_resist[i] = tmp->resist[i];
1042 } 973 }
1043 else if (tmp->resist[i] > 0) 974 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 976 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 978 }
1048 } 979 }
1049 980
1050 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
1052 attacktype |= tmp->attacktype; 985 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 988 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 990 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 991 }
1059 992
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1009
1077 if (tmp->stats.exp && tmp->type != SKILL) 1010 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1011 {
1079 if (tmp->stats.exp > 0) 1012 if (tmp->stats.exp > 0)
1080 { 1013 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1014 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 1016 }
1084 else 1017 else
1085 added_speed += (float) tmp->stats.exp; 1018 added_speed += tmp->stats.exp;
1086 } 1019 }
1087 1020
1088 switch (tmp->type) 1021 switch (tmp->type)
1089 { 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
1090 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1092 case SKILL: 1034 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break; 1036 break;
1102 chosen_skill = tmp; 1044 chosen_skill = tmp;
1103 1045
1104 if (tmp->stats.dam > 0) 1046 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1047 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1049 weapon_speed = WEAPON_SPEED (tmp);
1108 1050
1109 if (weapon_speed < 0) 1051 if (weapon_speed < 0)
1110 weapon_speed = 0; 1052 weapon_speed = 0;
1111 1053
1112 weapon_weight = tmp->weight; 1054 weapon_weight = tmp->weight;
1115 if (tmp->magic) 1057 if (tmp->magic)
1116 stats.dam += tmp->magic; 1058 stats.dam += tmp->magic;
1117 } 1059 }
1118 1060
1119 if (tmp->stats.wc) 1061 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1121 1063
1122 if (tmp->slaying != NULL) 1064 if (tmp->slaying)
1123 slaying = tmp->slaying; 1065 slaying = tmp->slaying;
1124 1066
1125 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1068 ac -= tmp->stats.ac + tmp->magic;
1127 1069
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 1072
1134 break; 1073 break;
1135 1074
1136 case SKILL_TOOL: 1075 case SKILL_TOOL:
1137 if (chosen_skill) 1076 if (chosen_skill)
1138 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);
1139 1078
1140 chosen_skill = tmp; 1079 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1080 break;
1145 1081
1146 case SHIELD: 1082 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1084 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1088 case HELMET:
1153 case BOOTS: 1089 case BOOTS:
1154 case GLOVES: 1090 case GLOVES:
1155 case CLOAK: 1091 case CLOAK:
1156 if (tmp->stats.wc) 1092 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1093 wc -= tmp->stats.wc + tmp->magic;
1158 1094
1159 if (tmp->stats.dam) 1095 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1096 stats.dam += tmp->stats.dam + tmp->magic;
1161 1097
1162 if (tmp->stats.ac) 1098 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1099 ac -= tmp->stats.ac + tmp->magic;
1164 1100
1165 break; 1101 break;
1166 1102
1103 case BOW:
1167 case WEAPON: 1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1107 wc -= tmp->stats.wc + tmp->magic;
1169 1108
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1110 ac -= tmp->stats.ac + tmp->magic;
1172 1111
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1112 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1113 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1115
1177 if (weapon_speed < 0) 1116 if (weapon_speed < 0)
1178 weapon_speed = 0; 1117 weapon_speed = 0;
1179 1118
1180 slaying = tmp->slaying; 1119 slaying = tmp->slaying;
1120
1181 /* If there is desire that two handed weapons should do 1121 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1122 * extra strength damage, this is where the code should
1183 * go. 1123 * go.
1184 */ 1124 */
1185 current_weapon = tmp; 1125
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1126 if (type == PLAYER)
1127 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1188 1130
1189 break; 1131 break;
1190 1132
1191 case ARMOUR: /* Only the best of these three are used: */ 1133 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1135 contr->encumbrance += tmp->weight / 1000;
1194 1136
1195 case BRACERS: 1137 case BRACERS:
1196 case FORCE: 1138 case FORCE:
1197 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1198 { 1140 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= (tmp->stats.wc + tmp->magic);
1221 1163
1222 if (tmp->stats.ac) 1164 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1165 ac -= (tmp->stats.ac + tmp->magic);
1224 1166
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1168 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1169
1228 break; 1170 break;
1229 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1230 } /* item is equipped */ 1172 } /* item is equipped */
1231 } /* for loop of items */ 1173 } /* for loop of items */
1299 1241
1300 if (mana_obj == this && type == PLAYER) 1242 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1243 stats.maxsp = 1;
1302 else 1244 else
1303 { 1245 {
1304 sp_tmp = 0.0; 1246 sp_tmp = 0.f;
1305 1247
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1249 {
1308 float stmp; 1250 float stmp;
1309 1251
1310 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1311 if (i < 2) 1253 if (i < 2)
1312 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;
1313 else 1255 else
1314 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;
1315 1257
1316 if (stmp < 1.0) 1258 if (stmp < 1.f)
1317 stmp = 1.0; 1259 stmp = 1.f;
1318 1260
1319 sp_tmp += stmp; 1261 sp_tmp += stmp;
1320 } 1262 }
1321 1263
1322 stats.maxsp = (int) sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1323 1265
1324 for (i = 11; i <= mana_obj->level; i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1267 stats.maxsp += 2;
1326 } 1268 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* 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
1340 * 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
1341 * 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
1342 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1285 */
1344 sp_tmp = 0.0; 1286 sp_tmp = 0.f;
1345 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++)
1346 { 1288 {
1347 float grace_tmp = 0.0; 1289 float grace_tmp = 0.f;
1348 1290
1349 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1350 if (i < 2) 1292 if (i < 2)
1351 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;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1294 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((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;
1356 1296
1357 if (grace_tmp < 1.0) 1297 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1298 grace_tmp = 1.f;
1359 1299
1360 sp_tmp += grace_tmp; 1300 sp_tmp += grace_tmp;
1361 } 1301 }
1362 1302
1363 stats.maxgrace = (int) sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1364 1304
1365 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1307 stats.maxgrace += 2;
1368 } 1308 }
1388 * monster bonus the same as before. -b.t. 1328 * monster bonus the same as before. -b.t.
1389 */ 1329 */
1390 1330
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1332 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1394 for (i = 1; i < wc_obj->level; i++) 1335 for (i = 1; i < wc_obj->level; i++)
1395 { 1336 {
1396 /* addtional wc every 6 levels */ 1337 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1338 if (!(i % 6))
1398 wc--; 1339 wc--;
1340
1399 /* addtional dam every 4 levels. */ 1341 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1344 }
1403 } 1345 }
1404 else 1346 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1347 wc -= level + thaco_bonus[stats.Str];
1406 1348
1407 stats.dam += dam_bonus[stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1408 1350
1409 if (stats.dam < 1) 1351 if (stats.dam < 1)
1410 stats.dam = 1; 1352 stats.dam = 1;
1411 1353
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1413 1355
1414 if (settings.search_items && contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1357 speed -= 1;
1416 1358
1417 if (attacktype == 0) 1359 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1419 1361
1420 } /* End if player */ 1362 } /* End if player */
1421 1363
1422 if (added_speed >= 0) 1364 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1365 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1367 speed /= 1.f - added_speed;
1426 1368
1427 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1428 if (speed > max) 1370 if (speed > max)
1429 speed = max; 1371 speed = max;
1430 1372
1435 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1437 */ 1379 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1381 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1383 }
1442 1384
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1386
1445 /* 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
1446 * 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.
1447 */ 1389 */
1448 speed = speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1449 1391
1450 if (speed < 0.01 && type == PLAYER) 1392 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1393 speed = 0.01f;
1452 1394
1453 if (type == PLAYER) 1395 if (type == PLAYER)
1454 { 1396 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1461 */ 1401 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1404 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1405 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1467 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
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1409 K *= (4 + level) *1.2f / (6 + level);
1410
1469 if (K <= 0) 1411 if (K <= 0.f)
1470 K = 0.01; 1412 K = 0.01f;
1413
1471 S = speed / (K * s); 1414 float S = speed / (K * s);
1415
1472 contr->weapon_sp = S; 1416 contr->weapon_sp = S;
1473 } 1417 }
1474 1418
1475 /* 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: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1421 stats.dam = arch->clone.stats.dam * 3;
1478 1422
1479 /* 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
1480 * 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,
1481 * so its value is the same. 1425 * so its value is the same.
1514 if (type == PLAYER) 1458 if (type == PLAYER)
1515 { 1459 {
1516 esrv_update_stats (contr); 1460 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1461 esrv_update_spells (contr);
1518 } 1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1519} 1467}
1520 1468
1521/* 1469/*
1522 * Returns true if the given player is a legal class. 1470 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1471 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1474 * false otherwise.
1527 */ 1475 */
1528int 1476int
1529allowed_class (const object *op) 1477allowed_class (const object *op)
1530{ 1478{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1479 return op->stats.Dex > 0
1532 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;
1533} 1486}
1534 1487
1535/* 1488/*
1536 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1561 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1562 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1563 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1564
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1570 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1571 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1572 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1573 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1574 skin = tmp;
1621 } 1575
1622 }
1623 /* if the force is missing -> bail out */ 1576 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1577 if (abil == NULL)
1625 return; 1578 return;
1626 1579
1627 /* The ability_force keeps track of maximum level ever achieved. 1580 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1631 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1633 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1634 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1635 insert_ob_in_ob (skill_obj, op);
1636
1683 if (op->contr) 1637 if (op->contr)
1684 { 1638 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1642 }
1643
1688 return skill_obj; 1644 return skill_obj;
1689} 1645}
1690 1646
1691 1647
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1648/* player_lvl_adj() - for the new exp system. we are concerned with
1756sint64 1712sint64
1757level_exp (int level, double expmul) 1713level_exp (int level, double expmul)
1758{ 1714{
1759 if (level > settings.max_level) 1715 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1761 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1762} 1719}
1763 1720
1764/* 1721/*
1765 * 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.
1802 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1803 int i; 1760 int i;
1804 1761
1805 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1763 if (op->contr->braced)
1807 exp = exp / 5; 1764 exp /= 5;
1808 1765
1809 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1810 * 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
1811 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1769 * the players inventory.
1813 */ 1770 */
1814 if (skill_name) 1771 if (skill_name)
1815 { 1772 {
1816 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))
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1905 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
1950 } 1907 }
1951 } 1908 }
1909
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1911 {
1954 del_exp = check_exp_loss (op, exp); 1912 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1913 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
1957 } 1915 }
1958} 1916}
1959
1960
1961 1917
1962/* change_exp() - changes experience to a player/monster. This 1918/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1919 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1920 *
1965 * The exp passed is typically not modified much by this function - 1921 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1922 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1923 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1924 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1925 * these last two values are only used for players.
1970 */ 1926 */
1971
1972void 1927void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1928change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1929{
1975
1976#ifdef EXP_DEBUG 1930#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1932#endif
1979 1933
1980 /* safety */ 1934 /* safety */
2021 else 1975 else
2022 /* note that when you lose exp, it doesn't go against 1976 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1977 * a particular skill, so we don't need to pass that
2024 * along. 1978 * along.
2025 */ 1979 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 1980 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 1981 }
2029} 1982}
2030 1983
2031/* Applies a death penalty experience, the size of this is defined by the 1984/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 1985 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 1986 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 1987 */
2035
2036void 1988void
2037apply_death_exp_penalty (object *op) 1989apply_death_exp_penalty (object *op)
2038{ 1990{
2039 object *tmp; 1991 object *tmp;
2040 sint64 loss; 1992 sint64 loss;

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