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Comparing deliantra/server/common/living.C (file contents):
Revision 1.28 by root, Tue Jan 9 00:22:01 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
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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