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Comparing deliantra/server/common/living.C (file contents):
Revision 1.23 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.40 by root, Sun Apr 29 18:11:21 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
676 */ 677 */
677 678
678void 679void
679object::drain_stat () 680object::drain_stat ()
680{ 681{
681 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
682} 683}
683 684
684void 685void
685object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
686{ 687{
754 return; 755 return;
755 756
756 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
758 */ 759 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 761 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 763
763 stats.luck += diff; 764 stats.luck += diff;
764 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
822 */ 823 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
826 */ 826 */
827
828void 827void
829object::update_stats () 828object::update_stats ()
830{ 829{
831 int i, j; 830 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
837 837
838 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 839 if (type == PLAYER)
840 { 840 {
841 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
843 843
844 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 845 contr->encumbrance = 0;
846 846
847 attacktype = 0; 847 attacktype = 0;
848
848 contr->digestion = 0; 849 contr->digestion = 0;
849 contr->gen_hp = 0; 850 contr->gen_hp = 0;
850 contr->gen_sp = 0; 851 contr->gen_sp = 0;
851 contr->gen_grace = 0; 852 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 854 contr->item_power = 0;
854 855
855 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
859 */ 860 */
860 contr->ranges[range_bow] = NULL; 861 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = NULL; 862 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = NULL; 863 contr->ranges[range_skill] = 0;
863 } 864 }
864 865
865 memcpy (body_used, body_info, sizeof (body_info)); 866 memcpy (body_used, body_info, sizeof (body_info));
866 867
867 slaying = 0; 868 slaying = 0;
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 884
884 path_attuned = arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 889 move_type = arch->clone.move_type;
890
889 chosen_skill = NULL; 891 chosen_skill = NULL;
890 892
891 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
892 * archetype clone 894 * archetype clone
893 */ 895 */
924 speed = arch->clone.speed; 926 speed = arch->clone.speed;
925 927
926 /* OK - we've reset most all the objects attributes to sane values. 928 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 929 * now go through and make adjustments for what the player has equipped.
928 */ 930 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
931 { 932 {
932 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
934 */ 935 */
935 if (tmp->glow_radius > glow_radius) 936 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 937 glow_radius = tmp->glow_radius;
937 938
938 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 941 * then calls this function.
941 */ 942 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 944 continue;
944 945
970 * in the praying skill, and the player should always get those. 971 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 972 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 973 * because the skill shouldn't count against body positions being used
973 * up, etc. 974 * up, etc.
974 */ 975 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 980 && tmp->subtype == SK_PRAYING))
977 { 981 {
978 if (type == PLAYER) 982 if (type == PLAYER)
979 { 983 {
980 if (tmp->type == BOW) 984 if (tmp->type == BOW)
981 contr->ranges[range_bow] = tmp; 985 contr->ranges[range_bow] = tmp;
982 986
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp; 988 contr->ranges[range_misc] = tmp;
985 989
986 for (i = 0; i < NUM_STATS; i++) 990 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
988 992
989 /* these are the items that currently can change digestion, regeneration, 993 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 994 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 995 * list, but other items store other info into stats array.
992 */ 996 */
993 if ((tmp->type == WEAPON) || 997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 999 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 1018 body_used[i] += tmp->body_info[i];
1015 1019
1016 if (tmp->type == SYMPTOM) 1020 if (tmp->type == SYMPTOM)
1017 { 1021 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023
1019 if (speed_reduce_from_disease == 0) 1024 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 1025 speed_reduce_from_disease = 1;
1021 } 1026 }
1022 1027
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 1029 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 1030 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 1031 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 1032 */
1028 if (tmp->type != POTION) 1033 if (tmp->type != POTION)
1029 { 1034 {
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 1044 else
1040 potion_resist[i] = tmp->resist[i]; 1045 potion_resist[i] = tmp->resist[i];
1041 } 1046 }
1042 else if (tmp->resist[i] > 0) 1047 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 1049 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 1051 }
1047 } 1052 }
1048 1053
1049 /* There may be other things that should not adjust the attacktype */ 1054 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1055 if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 attacktype |= tmp->attacktype; 1056 attacktype |= tmp->attacktype;
1052 1057
1053 path_attuned |= tmp->path_attuned; 1058 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 1059 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 1062 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type;
1058 1063
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 1080
1076 if (tmp->stats.exp && tmp->type != SKILL) 1081 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 1082 {
1078 if (tmp->stats.exp > 0) 1083 if (tmp->stats.exp > 0)
1079 { 1084 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 1085 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1086 bonus_speed += 1.f + tmp->stats.exp / 3.f;
1082 } 1087 }
1083 else 1088 else
1084 added_speed += (float) tmp->stats.exp; 1089 added_speed += tmp->stats.exp;
1085 } 1090 }
1086 1091
1087 switch (tmp->type) 1092 switch (tmp->type)
1088 { 1093 {
1089 /* skills modifying the character -b.t. */ 1094 /* skills modifying the character -b.t. */
1101 chosen_skill = tmp; 1106 chosen_skill = tmp;
1102 1107
1103 if (tmp->stats.dam > 0) 1108 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1109 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1111 weapon_speed = WEAPON_SPEED (tmp);
1107 1112
1108 if (weapon_speed < 0) 1113 if (weapon_speed < 0)
1109 weapon_speed = 0; 1114 weapon_speed = 0;
1110 1115
1111 weapon_weight = tmp->weight; 1116 weapon_weight = tmp->weight;
1151 case HELMET: 1156 case HELMET:
1152 case BOOTS: 1157 case BOOTS:
1153 case GLOVES: 1158 case GLOVES:
1154 case CLOAK: 1159 case CLOAK:
1155 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1157 1162
1158 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1160 1165
1161 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1163 1168
1164 break; 1169 break;
1165 1170
1171 case BOW:
1166 case WEAPON: 1172 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic); 1173 wc -= tmp->stats.wc + tmp->magic;
1168 1174
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1176 ac -= tmp->stats.ac + tmp->magic;
1171 1177
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1178 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1179 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1181
1176 if (weapon_speed < 0) 1182 if (weapon_speed < 0)
1177 weapon_speed = 0; 1183 weapon_speed = 0;
1178 1184
1179 slaying = tmp->slaying; 1185 slaying = tmp->slaying;
1186
1180 /* If there is desire that two handed weapons should do 1187 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1188 * extra strength damage, this is where the code should
1182 * go. 1189 * go.
1183 */ 1190 */
1191
1184 current_weapon = tmp; 1192 current_weapon = tmp;
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER && settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1194 contr->encumbrance += tmp->weight * 3 / 1000;
1187 1195
1188 break; 1196 break;
1189 1197
1190 case ARMOUR: /* Only the best of these three are used: */ 1198 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1199 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1200 contr->encumbrance += tmp->weight / 1000;
1193 1201
1194 case BRACERS: 1202 case BRACERS:
1195 case FORCE: 1203 case FORCE:
1196 if (tmp->stats.wc) 1204 if (tmp->stats.wc)
1197 { 1205 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1227 wc -= (tmp->stats.wc + tmp->magic);
1220 1228
1221 if (tmp->stats.ac) 1229 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1230 ac -= (tmp->stats.ac + tmp->magic);
1223 1231
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1232 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1233 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1234
1227 break; 1235 break;
1228 } /* switch tmp->type */ 1236 } /* switch tmp->type */
1229 } /* item is equipped */ 1237 } /* item is equipped */
1230 } /* for loop of items */ 1238 } /* for loop of items */
1298 1306
1299 if (mana_obj == this && type == PLAYER) 1307 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1308 stats.maxsp = 1;
1301 else 1309 else
1302 { 1310 {
1303 sp_tmp = 0.0; 1311 sp_tmp = 0.f;
1304 1312
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1313 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1314 {
1307 float stmp; 1315 float stmp;
1308 1316
1309 /* Got some extra bonus at first level */ 1317 /* Got some extra bonus at first level */
1310 if (i < 2) 1318 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1319 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1320 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1322
1315 if (stmp < 1.0) 1323 if (stmp < 1.f)
1316 stmp = 1.0; 1324 stmp = 1.f;
1317 1325
1318 sp_tmp += stmp; 1326 sp_tmp += stmp;
1319 } 1327 }
1320 1328
1321 stats.maxsp = (int) sp_tmp; 1329 stats.maxsp = (sint16)sp_tmp;
1322 1330
1323 for (i = 11; i <= mana_obj->level; i++) 1331 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1332 stats.maxsp += 2;
1325 } 1333 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1334 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1346 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1347 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1348 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1349 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1350 */
1343 sp_tmp = 0.0; 1351 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1352 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1353 {
1346 float grace_tmp = 0.0; 1354 float grace_tmp = 0.f;
1347 1355
1348 /* Got some extra bonus at first level */ 1356 /* Got some extra bonus at first level */
1349 if (i < 2) 1357 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1358 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1359 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1361
1356 if (grace_tmp < 1.0) 1362 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1363 grace_tmp = 1.f;
1358 1364
1359 sp_tmp += grace_tmp; 1365 sp_tmp += grace_tmp;
1360 } 1366 }
1361 1367
1362 stats.maxgrace = (int) sp_tmp; 1368 stats.maxgrace = (sint16)sp_tmp;
1363 1369
1364 /* two grace points per level after 11 */ 1370 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1371 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1372 stats.maxgrace += 2;
1367 } 1373 }
1387 * monster bonus the same as before. -b.t. 1393 * monster bonus the same as before. -b.t.
1388 */ 1394 */
1389 1395
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1397 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1393 for (i = 1; i < wc_obj->level; i++) 1400 for (i = 1; i < wc_obj->level; i++)
1394 { 1401 {
1395 /* addtional wc every 6 levels */ 1402 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1403 if (!(i % 6))
1397 wc--; 1404 wc--;
1405
1398 /* addtional dam every 4 levels. */ 1406 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1409 }
1402 } 1410 }
1403 else 1411 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1412 wc -= level + thaco_bonus[stats.Str];
1405 1413
1406 stats.dam += dam_bonus[stats.Str]; 1414 stats.dam += dam_bonus[stats.Str];
1407 1415
1408 if (stats.dam < 1) 1416 if (stats.dam < 1)
1409 stats.dam = 1; 1417 stats.dam = 1;
1410 1418
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1419 speed = 1.f + speed_bonus[stats.Dex];
1412 1420
1413 if (settings.search_items && contr->search_str[0]) 1421 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1422 speed -= 1;
1415 1423
1416 if (attacktype == 0) 1424 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1425 attacktype = arch->clone.attacktype;
1418 1426
1419 } /* End if player */ 1427 } /* End if player */
1420 1428
1421 if (added_speed >= 0) 1429 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1430 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1431 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1432 speed /= 1.f - added_speed;
1425 1433
1426 /* Max is determined by armour */ 1434 /* Max is determined by armour */
1427 if (speed > max) 1435 if (speed > max)
1428 speed = max; 1436 speed = max;
1429 1437
1434 * weight limit, then player suffers a speed reduction based on how 1442 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1443 * much above he is, and what is max carry is
1436 */ 1444 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1445 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1446 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1447 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1448 }
1441 1449
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1450 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1451
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1452 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1454 */
1447 speed = speed * speed_reduce_from_disease; 1455 speed = speed * speed_reduce_from_disease;
1448 1456
1449 if (speed < 0.01 && type == PLAYER) 1457 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1458 speed = 0.01f;
1451 1459
1452 if (type == PLAYER) 1460 if (type == PLAYER)
1453 { 1461 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1462 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1463 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1464 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1465 * that would just be a real pain to read.
1460 */ 1466 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1467 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1468 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1469 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1470 float s = 2 - weapon_speed / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1471 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1472 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1474 K *= (4 + level) *1.2f / (6 + level);
1475
1468 if (K <= 0) 1476 if (K <= 0.f)
1469 K = 0.01; 1477 K = 0.01f;
1478
1470 S = speed / (K * s); 1479 float S = speed / (K * s);
1480
1471 contr->weapon_sp = S; 1481 contr->weapon_sp = S;
1472 } 1482 }
1473 1483
1474 /* I want to limit the power of small monsters with big weapons: */ 1484 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1485 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1486 stats.dam = arch->clone.stats.dam * 3;
1477 1487
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1488 /* Prevent overflows of wc - best you can get is ABS(120) - this
1479 * should be more than enough - remember, AC is also in 8 bits, 1489 * should be more than enough - remember, AC is also in 8 bits,
1480 * so its value is the same. 1490 * so its value is the same.
1502 if (move_type == 0) 1512 if (move_type == 0)
1503 move_type = MOVE_WALK; 1513 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1514 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1515 move_type &= ~MOVE_WALK;
1506 1516
1517 if (speed != old_speed)
1507 set_speed (speed); 1518 set_speed (speed);
1508 1519
1509 /* It is quite possible that a player's spell costing might have changed, 1520 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1521 * so we will check that now.
1511 */ 1522 */
1512 if (type == PLAYER) 1523 if (type == PLAYER)
1513 { 1524 {
1514 esrv_update_stats (contr); 1525 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1526 esrv_update_spells (contr);
1516 } 1527 }
1528
1529 // update the mapspace, if we are on a map
1530 if (!flag [FLAG_REMOVED] && map)
1531 map->at (x, y).flags_ = 0;
1517} 1532}
1518 1533
1519/* 1534/*
1520 * Returns true if the given player is a legal class. 1535 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1536 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1539 * false otherwise.
1525 */ 1540 */
1526int 1541int
1527allowed_class (const object *op) 1542allowed_class (const object *op)
1528{ 1543{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1544 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1545 && op->stats.Str > 0
1546 && op->stats.Con > 0
1547 && op->stats.Int > 0
1548 && op->stats.Wis > 0
1549 && op->stats.Pow > 0
1550 && op->stats.Cha > 0;
1531} 1551}
1532 1552
1533/* 1553/*
1534 * set the new dragon name after gaining levels or 1554 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1555 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1626 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1627 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1628 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1629
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1630 /* now grab the 'dragon_ability'-forces from the player's inventory */
1631 shstr_cmp dragon_ability_force ("dragon_ability_force");
1632 shstr_cmp dragon_skin_force ("dragon_skin_force");
1633
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1634 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1635 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1636 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1637 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1638 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1639 skin = tmp;
1619 } 1640
1620 }
1621 /* if the force is missing -> bail out */ 1641 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1642 if (abil == NULL)
1623 return; 1643 return;
1624 1644
1625 /* The ability_force keeps track of maximum level ever achieved. 1645 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1696 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1697 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1698 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1699 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1700 insert_ob_in_ob (skill_obj, op);
1701
1681 if (op->contr) 1702 if (op->contr)
1682 { 1703 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1704 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1705 if (op->contr->ns)
1706 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1707 }
1708
1686 return skill_obj; 1709 return skill_obj;
1687} 1710}
1688 1711
1689 1712
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1713/* player_lvl_adj() - for the new exp system. we are concerned with
1754sint64 1777sint64
1755level_exp (int level, double expmul) 1778level_exp (int level, double expmul)
1756{ 1779{
1757 if (level > settings.max_level) 1780 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1781 return (sint64) (expmul * levels[settings.max_level]);
1782
1759 return (sint64) (expmul * levels[level]); 1783 return (sint64) (expmul * levels[level]);
1760} 1784}
1761 1785
1762/* 1786/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1787 * Ensure that the permanent experience requirements in an exp object are met.
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1969 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1970 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1971 player_lvl_adj (op, tmp);
1948 } 1972 }
1949 } 1973 }
1974
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1975 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1976 {
1952 del_exp = check_exp_loss (op, exp); 1977 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1978 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1979 player_lvl_adj (op, NULL);
1955 } 1980 }
1956} 1981}
1957
1958
1959 1982
1960/* change_exp() - changes experience to a player/monster. This 1983/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1984 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1985 *
1963 * The exp passed is typically not modified much by this function - 1986 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1987 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1988 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1989 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1990 * these last two values are only used for players.
1968 */ 1991 */
1969
1970void 1992void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1993change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1994{
1973
1974#ifdef EXP_DEBUG 1995#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1996 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1997#endif
1977 1998
1978 /* safety */ 1999 /* safety */
2019 else 2040 else
2020 /* note that when you lose exp, it doesn't go against 2041 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 2042 * a particular skill, so we don't need to pass that
2022 * along. 2043 * along.
2023 */ 2044 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 2045 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 2046 }
2027} 2047}
2028 2048
2029/* Applies a death penalty experience, the size of this is defined by the 2049/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 2050 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 2051 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 2052 */
2033
2034void 2053void
2035apply_death_exp_penalty (object *op) 2054apply_death_exp_penalty (object *op)
2036{ 2055{
2037 object *tmp; 2056 object *tmp;
2038 sint64 loss; 2057 sint64 loss;

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