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Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.45 by root, Mon Apr 30 04:25:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!", 197 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 198 "Your spirit feels drained!",
199 "Your face gets distorted!", 199 "Your face gets distorted!",
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.", 205 "You feel your memory return.",
206 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return." 207 "You feel your spirits return.",
208 "You feel your charisma return.", 208 "You feel your charisma return.",
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.", 214 "You feel smarter.",
215 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent." 216 "You feel more potent.",
217 "You seem to look better.", 217 "You seem to look better.",
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!", 223 "You feel stupid!",
224 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!", 226 "You look ugly!",
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
755 return; 755 return;
756 756
757 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
759 */ 759 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 763
764 stats.luck += diff; 764 stats.luck += diff;
765 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
818 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
820 * 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.
821 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
823 */ 823 *
824
825/* 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.
826 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
827 */ 826 */
828
829void 827void
830object::update_stats () 828object::update_stats ()
831{ 829{
832 int i, j; 830 int i, j;
833 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;
845 843
846 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 845 contr->encumbrance = 0;
848 846
849 attacktype = 0; 847 attacktype = 0;
848
850 contr->digestion = 0; 849 contr->digestion = 0;
851 contr->gen_hp = 0; 850 contr->gen_hp = 0;
852 contr->gen_sp = 0; 851 contr->gen_sp = 0;
853 contr->gen_grace = 0; 852 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 854 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 855 }
866 856
867 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
868 858
869 slaying = 0; 859 slaying = 0;
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 875
886 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
891 chosen_skill = NULL; 882 chosen_skill = NULL;
892 883
893 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
894 * archetype clone 885 * archetype clone
895 */ 886 */
926 speed = arch->clone.speed; 917 speed = arch->clone.speed;
927 918
928 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
930 */ 921 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
933 { 923 {
934 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
936 */ 926 */
937 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
939 929
940 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 932 * then calls this function.
943 */ 933 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 935 continue;
946 936
972 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
975 * up, etc. 965 * up, etc.
976 */ 966 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
979 { 972 {
980 if (type == PLAYER) 973 if (type == PLAYER)
981 { 974 {
982 if (tmp->type == BOW)
983 contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++) 975 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 977
991 /* these are the items that currently can change digestion, regeneration, 978 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 979 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 980 * list, but other items store other info into stats array.
994 */ 981 */
995 if ((tmp->type == WEAPON) || 982 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 983 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 984 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 985 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 986 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 987 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1003 body_used[i] += tmp->body_info[i];
1017 1004
1018 if (tmp->type == SYMPTOM) 1005 if (tmp->type == SYMPTOM)
1019 { 1006 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
1008
1021 if (speed_reduce_from_disease == 0) 1009 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1010 speed_reduce_from_disease = 1;
1023 } 1011 }
1024 1012
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1017 */
1030 if (tmp->type != POTION) 1018 if (tmp->type != POTION)
1031 { 1019 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1029 else
1042 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
1043 } 1031 }
1044 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1035 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1036 }
1049 } 1037 }
1050 1038
1051 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 attacktype |= tmp->attacktype; 1041 attacktype |= tmp->attacktype;
1054 1042
1055 path_attuned |= tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1045 path_denied |= tmp->path_denied;
1046 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1047 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type;
1060 1048
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1065
1078 if (tmp->stats.exp && tmp->type != SKILL) 1066 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1067 {
1080 if (tmp->stats.exp > 0) 1068 if (tmp->stats.exp > 0)
1081 { 1069 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1070 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1072 }
1085 else 1073 else
1086 added_speed += (float) tmp->stats.exp; 1074 added_speed += tmp->stats.exp;
1087 } 1075 }
1088 1076
1089 switch (tmp->type) 1077 switch (tmp->type)
1090 { 1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1091 /* skills modifying the character -b.t. */ 1089 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1090 /* for all skills and skill granting objects */
1093 case SKILL: 1091 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1093 break;
1103 chosen_skill = tmp; 1101 chosen_skill = tmp;
1104 1102
1105 if (tmp->stats.dam > 0) 1103 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1104 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1106 weapon_speed = WEAPON_SPEED (tmp);
1109 1107
1110 if (weapon_speed < 0) 1108 if (weapon_speed < 0)
1111 weapon_speed = 0; 1109 weapon_speed = 0;
1112 1110
1113 weapon_weight = tmp->weight; 1111 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1114 if (tmp->magic)
1117 stats.dam += tmp->magic; 1115 stats.dam += tmp->magic;
1118 } 1116 }
1119 1117
1120 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1119 wc -= tmp->stats.wc + tmp->magic;
1122 1120
1123 if (tmp->slaying != NULL) 1121 if (tmp->slaying)
1124 slaying = tmp->slaying; 1122 slaying = tmp->slaying;
1125 1123
1126 if (tmp->stats.ac) 1124 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1125 ac -= tmp->stats.ac + tmp->magic;
1128 1126
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131 1129
1132 if (type == PLAYER) 1130 if (type == PLAYER)
1131 {
1133 contr->ranges[range_skill] = this; 1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1134 1135
1135 break; 1136 break;
1136 1137
1137 case SKILL_TOOL: 1138 case SKILL_TOOL:
1138 if (chosen_skill) 1139 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140 1141
1141 chosen_skill = tmp; 1142 chosen_skill = tmp;
1142 1143
1143 if (type == PLAYER) 1144 if (type == PLAYER)
1145 {
1144 contr->ranges[range_skill] = this; 1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1148 }
1145 break; 1149 break;
1146 1150
1147 case SHIELD: 1151 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1157 case HELMET:
1154 case BOOTS: 1158 case BOOTS:
1155 case GLOVES: 1159 case GLOVES:
1156 case CLOAK: 1160 case CLOAK:
1157 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1159 1163
1160 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1162 1166
1163 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1165 1169
1166 break; 1170 break;
1167 1171
1172 case BOW:
1168 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1178 wc -= tmp->stats.wc + tmp->magic;
1170 1179
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1181 ac -= tmp->stats.ac + tmp->magic;
1173 1182
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1183 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1184 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1186
1178 if (weapon_speed < 0) 1187 if (weapon_speed < 0)
1179 weapon_speed = 0; 1188 weapon_speed = 0;
1180 1189
1181 slaying = tmp->slaying; 1190 slaying = tmp->slaying;
1191
1182 /* If there is desire that two handed weapons should do 1192 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1193 * extra strength damage, this is where the code should
1184 * go. 1194 * go.
1185 */ 1195 */
1196
1186 current_weapon = tmp; 1197 current_weapon = tmp;
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1189 1207
1190 break; 1208 break;
1191 1209
1192 case ARMOUR: /* Only the best of these three are used: */ 1210 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1212 contr->encumbrance += tmp->weight / 1000;
1195 1213
1196 case BRACERS: 1214 case BRACERS:
1197 case FORCE: 1215 case FORCE:
1198 if (tmp->stats.wc) 1216 if (tmp->stats.wc)
1199 { 1217 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1239 wc -= (tmp->stats.wc + tmp->magic);
1222 1240
1223 if (tmp->stats.ac) 1241 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1242 ac -= (tmp->stats.ac + tmp->magic);
1225 1243
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1245 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1246
1229 break; 1247 break;
1230 } /* switch tmp->type */ 1248 } /* switch tmp->type */
1231 } /* item is equipped */ 1249 } /* item is equipped */
1232 } /* for loop of items */ 1250 } /* for loop of items */
1300 1318
1301 if (mana_obj == this && type == PLAYER) 1319 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1320 stats.maxsp = 1;
1303 else 1321 else
1304 { 1322 {
1305 sp_tmp = 0.0; 1323 sp_tmp = 0.f;
1306 1324
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1326 {
1309 float stmp; 1327 float stmp;
1310 1328
1311 /* Got some extra bonus at first level */ 1329 /* Got some extra bonus at first level */
1312 if (i < 2) 1330 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1332 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1334
1317 if (stmp < 1.0) 1335 if (stmp < 1.f)
1318 stmp = 1.0; 1336 stmp = 1.f;
1319 1337
1320 sp_tmp += stmp; 1338 sp_tmp += stmp;
1321 } 1339 }
1322 1340
1323 stats.maxsp = (int) sp_tmp; 1341 stats.maxsp = (sint16)sp_tmp;
1324 1342
1325 for (i = 11; i <= mana_obj->level; i++) 1343 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1344 stats.maxsp += 2;
1327 } 1345 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1346 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* store grace in a float - this way, the divisions below don't create 1358 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1359 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1360 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1361 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1362 */
1345 sp_tmp = 0.0; 1363 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1365 {
1348 float grace_tmp = 0.0; 1366 float grace_tmp = 0.f;
1349 1367
1350 /* Got some extra bonus at first level */ 1368 /* Got some extra bonus at first level */
1351 if (i < 2) 1369 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1370 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1371 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1373
1358 if (grace_tmp < 1.0) 1374 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1375 grace_tmp = 1.f;
1360 1376
1361 sp_tmp += grace_tmp; 1377 sp_tmp += grace_tmp;
1362 } 1378 }
1363 1379
1364 stats.maxgrace = (int) sp_tmp; 1380 stats.maxgrace = (sint16)sp_tmp;
1365 1381
1366 /* two grace points per level after 11 */ 1382 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1383 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1384 stats.maxgrace += 2;
1369 } 1385 }
1389 * monster bonus the same as before. -b.t. 1405 * monster bonus the same as before. -b.t.
1390 */ 1406 */
1391 1407
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1408 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1409 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1410 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411
1395 for (i = 1; i < wc_obj->level; i++) 1412 for (i = 1; i < wc_obj->level; i++)
1396 { 1413 {
1397 /* addtional wc every 6 levels */ 1414 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1415 if (!(i % 6))
1399 wc--; 1416 wc--;
1417
1400 /* addtional dam every 4 levels. */ 1418 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1419 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1420 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1421 }
1404 } 1422 }
1405 else 1423 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1424 wc -= level + thaco_bonus[stats.Str];
1407 1425
1408 stats.dam += dam_bonus[stats.Str]; 1426 stats.dam += dam_bonus[stats.Str];
1409 1427
1410 if (stats.dam < 1) 1428 if (stats.dam < 1)
1411 stats.dam = 1; 1429 stats.dam = 1;
1412 1430
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1431 speed = 1.f + speed_bonus[stats.Dex];
1414 1432
1415 if (settings.search_items && contr->search_str[0]) 1433 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1434 speed -= 1;
1417 1435
1418 if (attacktype == 0) 1436 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1437 attacktype = arch->clone.attacktype;
1420 1438
1421 } /* End if player */ 1439 } /* End if player */
1422 1440
1423 if (added_speed >= 0) 1441 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1442 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1443 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1444 speed /= 1.f - added_speed;
1427 1445
1428 /* Max is determined by armour */ 1446 /* Max is determined by armour */
1429 if (speed > max) 1447 if (speed > max)
1430 speed = max; 1448 speed = max;
1431 1449
1436 * weight limit, then player suffers a speed reduction based on how 1454 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1455 * much above he is, and what is max carry is
1438 */ 1456 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1457 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1458 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1460 }
1443 1461
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1463
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1464 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1466 */
1449 speed = speed * speed_reduce_from_disease; 1467 speed = speed * speed_reduce_from_disease;
1450 1468
1451 if (speed < 0.01 && type == PLAYER) 1469 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1470 speed = 0.01f;
1453 1471
1454 if (type == PLAYER) 1472 if (type == PLAYER)
1455 { 1473 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1474 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1475 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1476 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1477 * that would just be a real pain to read.
1462 */ 1478 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1480 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1481 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1482 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1483 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1485
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1486 K *= (4 + level) *1.2f / (6 + level);
1487
1470 if (K <= 0) 1488 if (K <= 0.f)
1471 K = 0.01; 1489 K = 0.01f;
1490
1472 S = speed / (K * s); 1491 float S = speed / (K * s);
1492
1473 contr->weapon_sp = S; 1493 contr->weapon_sp = S;
1474 } 1494 }
1475 1495
1476 /* I want to limit the power of small monsters with big weapons: */ 1496 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1498 stats.dam = arch->clone.stats.dam * 3;
1479 1499
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1500 /* Prevent overflows of wc - best you can get is ABS(120) - this
1481 * should be more than enough - remember, AC is also in 8 bits, 1501 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1502 * so its value is the same.
1515 if (type == PLAYER) 1535 if (type == PLAYER)
1516 { 1536 {
1517 esrv_update_stats (contr); 1537 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1538 esrv_update_spells (contr);
1519 } 1539 }
1540
1541 // update the mapspace, if we are on a map
1542 if (!flag [FLAG_REMOVED] && map)
1543 map->at (x, y).flags_ = 0;
1520} 1544}
1521 1545
1522/* 1546/*
1523 * Returns true if the given player is a legal class. 1547 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1548 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1551 * false otherwise.
1528 */ 1552 */
1529int 1553int
1530allowed_class (const object *op) 1554allowed_class (const object *op)
1531{ 1555{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1556 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1562 && op->stats.Cha > 0;
1534} 1563}
1535 1564
1536/* 1565/*
1537 * set the new dragon name after gaining levels or 1566 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1567 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1638 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1639 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1640 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1641
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1642 /* now grab the 'dragon_ability'-forces from the player's inventory */
1643 shstr_cmp dragon_ability_force ("dragon_ability_force");
1644 shstr_cmp dragon_skin_force ("dragon_skin_force");
1645
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1646 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1647 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1648 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1649 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1650 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1651 skin = tmp;
1622 } 1652
1623 }
1624 /* if the force is missing -> bail out */ 1653 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1654 if (abil == NULL)
1626 return; 1655 return;
1627 1656
1628 /* The ability_force keeps track of maximum level ever achieved. 1657 /* The ability_force keeps track of maximum level ever achieved.
1760sint64 1789sint64
1761level_exp (int level, double expmul) 1790level_exp (int level, double expmul)
1762{ 1791{
1763 if (level > settings.max_level) 1792 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1765 return (sint64) (expmul * levels[level]); 1795 return (sint64) (expmul * levels[level]);
1766} 1796}
1767 1797
1768/* 1798/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1799 * Ensure that the permanent experience requirements in an exp object are met.
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1981 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1982 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1983 player_lvl_adj (op, tmp);
1954 } 1984 }
1955 } 1985 }
1986
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1987 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1988 {
1958 del_exp = check_exp_loss (op, exp); 1989 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1990 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1991 player_lvl_adj (op, NULL);
1961 } 1992 }
1962} 1993}
1963
1964
1965 1994
1966/* change_exp() - changes experience to a player/monster. This 1995/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1996 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1997 *
1969 * The exp passed is typically not modified much by this function - 1998 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1999 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 2000 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 2001 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 2002 * these last two values are only used for players.
1974 */ 2003 */
1975
1976void 2004void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 2005change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 2006{
1979
1980#ifdef EXP_DEBUG 2007#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 2008 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 2009#endif
1983 2010
1984 /* safety */ 2011 /* safety */
2025 else 2052 else
2026 /* note that when you lose exp, it doesn't go against 2053 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2054 * a particular skill, so we don't need to pass that
2028 * along. 2055 * along.
2029 */ 2056 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2057 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2058 }
2033} 2059}
2034 2060
2035/* Applies a death penalty experience, the size of this is defined by the 2061/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2062 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2063 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2064 */
2039
2040void 2065void
2041apply_death_exp_penalty (object *op) 2066apply_death_exp_penalty (object *op)
2042{ 2067{
2043 object *tmp; 2068 object *tmp;
2044 sint64 loss; 2069 sint64 loss;

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