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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.52 by root, Sat May 12 18:34:19 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", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 236
269/* 237/*
270 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 239 * is added to the specified stat.
272 */ 240 */
273void 241void
274change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
275{ 243{
276 if (value == 0) 244 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 245}
327 246
328/* 247/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 249 * 1-30 stat limit.
331 */ 250 */
332
333void 251void
334check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
335{ 253{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
340 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 258 }
343} 259}
344 260
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 262
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 273 * the object.
358 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 275 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 281 * that gives them that ability.
366 */ 282 */
367int 283int
368change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
369{ 285{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
377 */ 293 */
378 object_pod refop = *op; 294 object_copy refop = *op;
379 295
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
405 } 318
406 if (nstat != ostat) 319 if (nstat != ostat)
407 { 320 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 322 potion_max = 0;
410 } 323 }
411 else if (i) 324 else if (i)
412 { 325 {
413 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 327 potion_max = 1;
415 } 328 }
416 } 329 }
330
417 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 333 * recalculates this anyway.
420 */ 334 */
421 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
423 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 339 } /* end of potion handling code */
425 } 340 }
426 341
427 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
428 * everything to set 343 * everything to set
429 */ 344 */
430 if (flag == -1) 345 if (flag == -1)
431 { 346 {
432 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 352 * and not the other move_ fields.
438 */ 353 */
439 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
440 } 355 }
441 356
442 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
444 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
445 */ 360 */
446 op->update_stats (); 361 op->update_stats ();
447 362
448 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
449 * print out message if this is a bow. 364 * print out message if this is a bow.
450 */ 365 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 367 {
453 success = 1; 368 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 370 }
371
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 373 {
458 success = 1; 374 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 376 }
377
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 379 {
463 success = 1; 380 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 382 }
383
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 385 {
468 success = 1; 386 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 388 }
389
471 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 394 * from fly high)
489 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 409 {
491 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 411 * in that case, you don't actually land
493 */ 412 */
494 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
495 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 415 }
416
497 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 419
500 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op); 421 check_move_on (op, op);
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 444 {
525 success = 1; 445 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 447 }
448
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 450 {
530 success = 1; 451 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 453 }
454
533 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 456 * vision
535 */ 457 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 459 {
627 success = 1; 549 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 } 551 }
630 552
631 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
633 { 555 {
634 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
636 558
637 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
646 } 568 }
647 } 569 }
648 570
649 if (!potion_max) 571 if (!potion_max)
650 { 572 {
651 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
652 { 574 {
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
654 { 576 {
655 success = 1; 577 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 579 }
658 } 580 }
659 } 581 }
582
660 return success; 583 return success;
661} 584}
662 585
663/* 586/*
664 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 589 */
667
668void 590void
669object::drain_stat () 591object::drain_stat ()
670{ 592{
671 drain_specific_stat (RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
672} 594}
673 595
674void 596void
675object::drain_specific_stat (int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
676{ 598{
744 return; 666 return;
745 667
746 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
748 */ 670 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 672 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 674
753 stats.luck += diff; 675 stats.luck += diff;
754 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
761 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
762 */ 684 */
763void 685void
764object::remove_statbonus () 686object::remove_statbonus ()
765{ 687{
766 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
767 stats.Dex -= arch->clone.stats.Dex; 689 {
768 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
769 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
770 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
771 stats.Cha -= arch->clone.stats.Cha; 693 }
772 stats.Int -= arch->clone.stats.Int;
773
774 contr->orig_stats.Str -= arch->clone.stats.Str;
775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
776 contr->orig_stats.Con -= arch->clone.stats.Con;
777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
780 contr->orig_stats.Int -= arch->clone.stats.Int;
781} 694}
782 695
783/* 696/*
784 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
785 */ 698 */
786void 699void
787object::add_statbonus () 700object::add_statbonus ()
788{ 701{
789 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
790 stats.Dex += arch->clone.stats.Dex; 703 {
791 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
792 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
793 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
794 stats.Cha += arch->clone.stats.Cha; 707 }
795 stats.Int += arch->clone.stats.Int;
796
797 contr->orig_stats.Str += arch->clone.stats.Str;
798 contr->orig_stats.Dex += arch->clone.stats.Dex;
799 contr->orig_stats.Con += arch->clone.stats.Con;
800 contr->orig_stats.Wis += arch->clone.stats.Wis;
801 contr->orig_stats.Pow += arch->clone.stats.Pow;
802 contr->orig_stats.Cha += arch->clone.stats.Cha;
803 contr->orig_stats.Int += arch->clone.stats.Int;
804} 708}
805 709
806/* 710/*
807 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
812 */ 716 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
816 */ 719 */
817
818void 720void
819object::update_stats () 721object::update_stats ()
820{ 722{
821 int i, j; 723 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
729 float old_speed = speed;
827 730
828 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 732 if (type == PLAYER)
830 { 733 {
831 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
833 736
834 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 738 contr->encumbrance = 0;
836 739
837 attacktype = 0; 740 attacktype = 0;
741
838 contr->digestion = 0; 742 contr->digestion = 0;
839 contr->gen_hp = 0; 743 contr->gen_hp = 0;
840 contr->gen_sp = 0; 744 contr->gen_sp = 0;
841 contr->gen_grace = 0; 745 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 747 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 748 }
854 749
855 memcpy (body_used, body_info, sizeof (body_info)); 750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
856 752
857 slaying = 0; 753 slaying = 0;
858 754
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 756 {
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 769
874 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
875 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
876 path_denied = arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
877 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
878 move_type = arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
879 chosen_skill = NULL; 776 chosen_skill = 0;
880 777
881 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
882 * archetype clone 779 * archetype clone
883 */ 780 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
887 { 784 {
888 if (resist[i] > 0) 785 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
890 else 787 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
892 potion_resist[i] = 0; 790 potion_resist[i] = 0;
893 } 791 }
894 792
895 wc = arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
896 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
914 speed = arch->clone.speed; 812 speed = arch->clone.speed;
915 813
916 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
918 */ 816 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
921 { 818 {
922 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
924 */ 821 */
925 if (tmp->glow_radius > glow_radius) 822 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
927 824
928 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 827 * then calls this function.
931 */ 828 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 830 continue;
934 831
960 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
963 * up, etc. 860 * up, etc.
964 */ 861 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
967 { 867 {
968 if (type == PLAYER) 868 if (type == PLAYER)
969 { 869 {
970 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
971 contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
972 872 continue;
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
974 contr->ranges[range_misc] = tmp;
975 873
976 for (i = 0; i < NUM_STATS; i++) 874 for (i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 875 change_attr_value (&stats, i, tmp->stats.stat (i));
978 876
979 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
980 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
982 */ 880 */
983 if ((tmp->type == WEAPON) || 881 if (tmp->type == WEAPON || tmp->type == BOW ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 882 tmp->type == ARMOUR || tmp->type == HELMET ||
985 (tmp->type == SHIELD) || (tmp->type == RING) || 883 tmp->type == SHIELD || tmp->type == RING ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 884 tmp->type == BOOTS || tmp->type == GLOVES ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 885 tmp->type == AMULET || tmp->type == GIRDLE ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 886 tmp->type == BRACERS || tmp->type == CLOAK ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) || 887 tmp->type == DISEASE || tmp->type == FORCE ||
990 (tmp->type == SKILL)) 888 tmp->type == SKILL)
991 { 889 {
992 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
994 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power; 895 contr->item_power += tmp->item_power;
998 } 896 }
999 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1000 903
1001 /* Update slots used for items */ 904 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1005 908
1006 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
1007 { 910 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
1009 if (speed_reduce_from_disease == 0) 913 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 914 speed_reduce_from_disease = 1;
1011 } 915 }
1012 916
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 918 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 919 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 920 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 921 */
1018 if (tmp->type != POTION) 922 if (tmp->type != POTION)
1019 { 923 {
1020 for (i = 0; i < NROFATTACKS; i++) 924 for (i = 0; i < NROFATTACKS; i++)
1021 { 925 {
1022 /* Potential for cursed potions, in which case we just can use 926 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 927 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 928 */
1025 if (tmp->type == POTION_EFFECT) 929 if (tmp->type == POTION_EFFECT)
1026 { 930 {
1027 if (potion_resist[i]) 931 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else 933 else
1030 potion_resist[i] = tmp->resist[i]; 934 potion_resist[i] = tmp->resist[i];
1031 } 935 }
1032 else if (tmp->resist[i] > 0) 936 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 938 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 940 }
1037 } 941 }
1038 942
1039 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 {
1041 attacktype |= tmp->attacktype; 947 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 948 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 949 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 950 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 952 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 953 }
1048 954
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 955 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 956 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 957 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 971
1066 if (tmp->stats.exp && tmp->type != SKILL) 972 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 973 {
1068 if (tmp->stats.exp > 0) 974 if (tmp->stats.exp > 0)
1069 { 975 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 976 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 977 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 978 }
1073 else 979 else
1074 added_speed += (float) tmp->stats.exp; 980 added_speed += tmp->stats.exp;
1075 } 981 }
1076 982
1077 switch (tmp->type) 983 switch (tmp->type)
1078 { 984 {
985#if 0
986 case WAND:
987 case ROD:
988 case HORN:
989 if (type != PLAYER || current_weapon == tmp)
990 chosen_skill = tmp;
991 break;
992#endif
993
1079 /* skills modifying the character -b.t. */ 994 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 995 /* for all skills and skill granting objects */
1081 case SKILL: 996 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 997 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1083 break; 998 break;
1091 chosen_skill = tmp; 1006 chosen_skill = tmp;
1092 1007
1093 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1011 weapon_speed = WEAPON_SPEED (tmp);
1097 1012
1098 if (weapon_speed < 0) 1013 if (weapon_speed < 0)
1099 weapon_speed = 0; 1014 weapon_speed = 0;
1100 1015
1101 weapon_weight = tmp->weight; 1016 weapon_weight = tmp->weight;
1104 if (tmp->magic) 1019 if (tmp->magic)
1105 stats.dam += tmp->magic; 1020 stats.dam += tmp->magic;
1106 } 1021 }
1107 1022
1108 if (tmp->stats.wc) 1023 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1024 wc -= tmp->stats.wc + tmp->magic;
1110 1025
1111 if (tmp->slaying != NULL) 1026 if (tmp->slaying)
1112 slaying = tmp->slaying; 1027 slaying = tmp->slaying;
1113 1028
1114 if (tmp->stats.ac) 1029 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1030 ac -= tmp->stats.ac + tmp->magic;
1116 1031
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122 1034
1123 break; 1035 break;
1124 1036
1125 case SKILL_TOOL: 1037 case SKILL_TOOL:
1126 if (chosen_skill) 1038 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128 1040
1129 chosen_skill = tmp; 1041 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1042 break;
1134 1043
1135 case SHIELD: 1044 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1050 case HELMET:
1142 case BOOTS: 1051 case BOOTS:
1143 case GLOVES: 1052 case GLOVES:
1144 case CLOAK: 1053 case CLOAK:
1145 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1147 1056
1148 if (tmp->stats.dam) 1057 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1058 stats.dam += tmp->stats.dam + tmp->magic;
1150 1059
1151 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1153 1062
1154 break; 1063 break;
1155 1064
1065 case BOW:
1156 case WEAPON: 1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1158 1070
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1161 1073
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1075 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1077
1166 if (weapon_speed < 0) 1078 if (weapon_speed < 0)
1167 weapon_speed = 0; 1079 weapon_speed = 0;
1168 1080
1169 slaying = tmp->slaying; 1081 slaying = tmp->slaying;
1082
1170 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1172 * go. 1085 * go.
1173 */ 1086 */
1174 current_weapon = tmp; 1087
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1177 1092
1178 break; 1093 break;
1179 1094
1180 case ARMOUR: /* Only the best of these three are used: */ 1095 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1097 contr->encumbrance += tmp->weight / 1000;
1183 1098
1184 case BRACERS: 1099 case BRACERS:
1185 case FORCE: 1100 case FORCE:
1186 if (tmp->stats.wc) 1101 if (tmp->stats.wc)
1187 { 1102 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1210 1125
1211 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1213 1128
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1216 1131
1217 break; 1132 break;
1218 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1219 } /* item is equipped */ 1134 } /* item is equipped */
1220 } /* for loop of items */ 1135 } /* for loop of items */
1288 1203
1289 if (mana_obj == this && type == PLAYER) 1204 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1205 stats.maxsp = 1;
1291 else 1206 else
1292 { 1207 {
1293 sp_tmp = 0.0; 1208 sp_tmp = 0.f;
1294 1209
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1211 {
1297 float stmp; 1212 float stmp;
1298 1213
1299 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1300 if (i < 2) 1215 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1217 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1219
1305 if (stmp < 1.0) 1220 if (stmp < 1.f)
1306 stmp = 1.0; 1221 stmp = 1.f;
1307 1222
1308 sp_tmp += stmp; 1223 sp_tmp += stmp;
1309 } 1224 }
1310 1225
1311 stats.maxsp = (int) sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1312 1227
1313 for (i = 11; i <= mana_obj->level; i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2; 1229 stats.maxsp += 2;
1315 } 1230 }
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1231 /* Characters can get their sp supercharged via rune of transferrance */
1328 /* store grace in a float - this way, the divisions below don't create 1243 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1244 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1245 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1246 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1247 */
1333 sp_tmp = 0.0; 1248 sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 { 1250 {
1336 float grace_tmp = 0.0; 1251 float grace_tmp = 0.f;
1337 1252
1338 /* Got some extra bonus at first level */ 1253 /* Got some extra bonus at first level */
1339 if (i < 2) 1254 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1256 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1258
1346 if (grace_tmp < 1.0) 1259 if (grace_tmp < 1.f)
1347 grace_tmp = 1.0; 1260 grace_tmp = 1.f;
1348 1261
1349 sp_tmp += grace_tmp; 1262 sp_tmp += grace_tmp;
1350 } 1263 }
1351 1264
1352 stats.maxgrace = (int) sp_tmp; 1265 stats.maxgrace = (sint16)sp_tmp;
1353 1266
1354 /* two grace points per level after 11 */ 1267 /* two grace points per level after 11 */
1355 for (i = 11; i <= grace_obj->level; i++) 1268 for (i = 11; i <= grace_obj->level; i++)
1356 stats.maxgrace += 2; 1269 stats.maxgrace += 2;
1357 } 1270 }
1377 * monster bonus the same as before. -b.t. 1290 * monster bonus the same as before. -b.t.
1378 */ 1291 */
1379 1292
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1293 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 { 1294 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1295 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296
1383 for (i = 1; i < wc_obj->level; i++) 1297 for (i = 1; i < wc_obj->level; i++)
1384 { 1298 {
1385 /* addtional wc every 6 levels */ 1299 /* addtional wc every 6 levels */
1386 if (!(i % 6)) 1300 if (!(i % 6))
1387 wc--; 1301 wc--;
1302
1388 /* addtional dam every 4 levels. */ 1303 /* addtional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1305 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1306 }
1392 } 1307 }
1393 else 1308 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1309 wc -= level + thaco_bonus[stats.Str];
1395 1310
1396 stats.dam += dam_bonus[stats.Str]; 1311 stats.dam += dam_bonus[stats.Str];
1397 1312
1398 if (stats.dam < 1) 1313 if (stats.dam < 1)
1399 stats.dam = 1; 1314 stats.dam = 1;
1400 1315
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1316 speed = 1.f + speed_bonus[stats.Dex];
1402 1317
1403 if (settings.search_items && contr->search_str[0]) 1318 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1319 speed -= 1;
1405 1320
1406 if (attacktype == 0) 1321 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1322 attacktype = arch->clone.attacktype;
1408 1323
1409 } /* End if player */ 1324 } /* End if player */
1410 1325
1411 if (added_speed >= 0) 1326 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1327 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1328 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1329 speed /= 1.f - added_speed;
1415 1330
1416 /* Max is determined by armour */ 1331 /* Max is determined by armour */
1417 if (speed > max) 1332 if (speed > max)
1418 speed = max; 1333 speed = max;
1419 1334
1424 * weight limit, then player suffers a speed reduction based on how 1339 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1340 * much above he is, and what is max carry is
1426 */ 1341 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1342 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1343 if (f > 0)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1345 }
1431 1346
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1348
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1349 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1350 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1351 */
1437 speed = speed * speed_reduce_from_disease; 1352 speed = speed * speed_reduce_from_disease;
1438 1353
1439 if (speed < 0.01 && type == PLAYER) 1354 if (speed < 0.01f && type == PLAYER)
1440 speed = 0.01; 1355 speed = 0.01f;
1441 1356
1442 if (type == PLAYER) 1357 if (type == PLAYER)
1443 { 1358 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1359 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1360 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1361 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1362 * that would just be a real pain to read.
1450 */ 1363 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1364 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1365 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1366 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1367 float s = 2 - weapon_speed / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1368 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1370
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1371 K *= (4 + level) *1.2f / (6 + level);
1372
1458 if (K <= 0) 1373 if (K <= 0.f)
1459 K = 0.01; 1374 K = 0.01f;
1375
1460 S = speed / (K * s); 1376 float S = speed / (K * s);
1377
1461 contr->weapon_sp = S; 1378 contr->weapon_sp = S;
1462 } 1379 }
1463 1380
1464 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1383 stats.dam = arch->clone.stats.dam * 3;
1467 1384
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 /* Prevent overflows of wc - best you can get is ABS(120) - this
1469 * should be more than enough - remember, AC is also in 8 bits, 1386 * should be more than enough - remember, AC is also in 8 bits,
1470 * so its value is the same. 1387 * so its value is the same.
1492 if (move_type == 0) 1409 if (move_type == 0)
1493 move_type = MOVE_WALK; 1410 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1412 move_type &= ~MOVE_WALK;
1496 1413
1497 update_ob_speed (this); 1414 if (speed != old_speed)
1415 set_speed (speed);
1498 1416
1499 /* It is quite possible that a player's spell costing might have changed, 1417 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1418 * so we will check that now.
1501 */ 1419 */
1502 if (type == PLAYER) 1420 if (type == PLAYER)
1503 { 1421 {
1504 esrv_update_stats (contr); 1422 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1423 esrv_update_spells (contr);
1506 } 1424 }
1425
1426 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0;
1507} 1429}
1508 1430
1509/* 1431/*
1510 * Returns true if the given player is a legal class. 1432 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1433 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1436 * false otherwise.
1515 */ 1437 */
1516int 1438int
1517allowed_class (const object *op) 1439allowed_class (const object *op)
1518{ 1440{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1441 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1447 && op->stats.Cha > 0;
1521} 1448}
1522 1449
1523/* 1450/*
1524 * set the new dragon name after gaining levels or 1451 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1452 * changing ability focus (later this can be extended to
1596 object *skin = NULL; /* pointer to dragon skin force */ 1523 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1524 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1525 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1526
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1531 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1532 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1533 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1534 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1535 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1536 skin = tmp;
1609 } 1537
1610 }
1611 /* if the force is missing -> bail out */ 1538 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1539 if (abil == NULL)
1613 return; 1540 return;
1614 1541
1615 /* The ability_force keeps track of maximum level ever achieved. 1542 /* The ability_force keeps track of maximum level ever achieved.
1666 */ 1593 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1595 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1596 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1597 insert_ob_in_ob (skill_obj, op);
1598
1671 if (op->contr) 1599 if (op->contr)
1672 { 1600 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1604 }
1605
1676 return skill_obj; 1606 return skill_obj;
1677} 1607}
1678 1608
1679 1609
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1610/* player_lvl_adj() - for the new exp system. we are concerned with
1744sint64 1674sint64
1745level_exp (int level, double expmul) 1675level_exp (int level, double expmul)
1746{ 1676{
1747 if (level > settings.max_level) 1677 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1678 return (sint64) (expmul * levels[settings.max_level]);
1679
1749 return (sint64) (expmul * levels[level]); 1680 return (sint64) (expmul * levels[level]);
1750} 1681}
1751 1682
1752/* 1683/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1684 * Ensure that the permanent experience requirements in an exp object are met.
1790 sint64 limit, exp_to_add; 1721 sint64 limit, exp_to_add;
1791 int i; 1722 int i;
1792 1723
1793 /* prevents some forms of abuse. */ 1724 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1725 if (op->contr->braced)
1795 exp = exp / 5; 1726 exp /= 5;
1796 1727
1797 /* Try to find the matching skill. 1728 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1729 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1730 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1731 * the players inventory.
1801 */ 1732 */
1802 if (skill_name) 1733 if (skill_name)
1803 { 1734 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1735 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1866 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1867 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1868 player_lvl_adj (op, tmp);
1938 } 1869 }
1939 } 1870 }
1871
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1872 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1873 {
1942 del_exp = check_exp_loss (op, exp); 1874 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1875 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1876 player_lvl_adj (op, NULL);
1945 } 1877 }
1946} 1878}
1947
1948
1949 1879
1950/* change_exp() - changes experience to a player/monster. This 1880/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1881 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1882 *
1953 * The exp passed is typically not modified much by this function - 1883 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1884 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1885 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1886 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1887 * these last two values are only used for players.
1958 */ 1888 */
1959
1960void 1889void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1890change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1891{
1963
1964#ifdef EXP_DEBUG 1892#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1893 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1894#endif
1967 1895
1968 /* safety */ 1896 /* safety */
2009 else 1937 else
2010 /* note that when you lose exp, it doesn't go against 1938 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1939 * a particular skill, so we don't need to pass that
2012 * along. 1940 * along.
2013 */ 1941 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1942 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1943 }
2017} 1944}
2018 1945
2019/* Applies a death penalty experience, the size of this is defined by the 1946/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 1947 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1948 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1949 */
2023
2024void 1950void
2025apply_death_exp_penalty (object *op) 1951apply_death_exp_penalty (object *op)
2026{ 1952{
2027 object *tmp; 1953 object *tmp;
2028 sint64 loss; 1954 sint64 loss;

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