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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.40 by root, Sun Apr 29 18:11:21 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
676 */ 677 */
677 678
678void 679void
679object::drain_stat () 680object::drain_stat ()
680{ 681{
681 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
682} 683}
683 684
684void 685void
685object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
686{ 687{
754 return; 755 return;
755 756
756 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
758 */ 759 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 761 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 763
763 stats.luck += diff; 764 stats.luck += diff;
764 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
822 */ 823 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
826 */ 826 */
827
828void 827void
829object::update_stats () 828object::update_stats ()
830{ 829{
831 int i, j; 830 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
844 843
845 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 845 contr->encumbrance = 0;
847 846
848 attacktype = 0; 847 attacktype = 0;
848
849 contr->digestion = 0; 849 contr->digestion = 0;
850 contr->gen_hp = 0; 850 contr->gen_hp = 0;
851 contr->gen_sp = 0; 851 contr->gen_sp = 0;
852 contr->gen_grace = 0; 852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 854 contr->item_power = 0;
855 855
856 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
860 */ 860 */
861 contr->ranges[range_bow] = NULL; 861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = NULL; 862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = NULL; 863 contr->ranges[range_skill] = 0;
864 } 864 }
865 865
866 memcpy (body_used, body_info, sizeof (body_info)); 866 memcpy (body_used, body_info, sizeof (body_info));
867 867
868 slaying = 0; 868 slaying = 0;
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 884
885 path_attuned = arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 889 move_type = arch->clone.move_type;
890
890 chosen_skill = NULL; 891 chosen_skill = NULL;
891 892
892 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
893 * archetype clone 894 * archetype clone
894 */ 895 */
925 speed = arch->clone.speed; 926 speed = arch->clone.speed;
926 927
927 /* OK - we've reset most all the objects attributes to sane values. 928 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 929 * now go through and make adjustments for what the player has equipped.
929 */ 930 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
932 { 932 {
933 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
935 */ 935 */
936 if (tmp->glow_radius > glow_radius) 936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 937 glow_radius = tmp->glow_radius;
938 938
939 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 941 * then calls this function.
942 */ 942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 944 continue;
945 945
971 * in the praying skill, and the player should always get those. 971 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 972 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 973 * because the skill shouldn't count against body positions being used
974 * up, etc. 974 * up, etc.
975 */ 975 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 980 && tmp->subtype == SK_PRAYING))
978 { 981 {
979 if (type == PLAYER) 982 if (type == PLAYER)
980 { 983 {
981 if (tmp->type == BOW) 984 if (tmp->type == BOW)
982 contr->ranges[range_bow] = tmp; 985 contr->ranges[range_bow] = tmp;
983 986
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp; 988 contr->ranges[range_misc] = tmp;
986 989
987 for (i = 0; i < NUM_STATS; i++) 990 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
989 992
990 /* these are the items that currently can change digestion, regeneration, 993 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 994 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 995 * list, but other items store other info into stats array.
993 */ 996 */
994 if ((tmp->type == WEAPON) || 997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 999 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 1018 body_used[i] += tmp->body_info[i];
1016 1019
1017 if (tmp->type == SYMPTOM) 1020 if (tmp->type == SYMPTOM)
1018 { 1021 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023
1020 if (speed_reduce_from_disease == 0) 1024 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 1025 speed_reduce_from_disease = 1;
1022 } 1026 }
1023 1027
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 1029 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 1030 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 1031 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 1032 */
1029 if (tmp->type != POTION) 1033 if (tmp->type != POTION)
1030 { 1034 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 1044 else
1041 potion_resist[i] = tmp->resist[i]; 1045 potion_resist[i] = tmp->resist[i];
1042 } 1046 }
1043 else if (tmp->resist[i] > 0) 1047 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 1049 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 1051 }
1048 } 1052 }
1049 1053
1050 /* There may be other things that should not adjust the attacktype */ 1054 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1055 if (tmp->type != BOW && tmp->type != SYMPTOM)
1052 attacktype |= tmp->attacktype; 1056 attacktype |= tmp->attacktype;
1053 1057
1054 path_attuned |= tmp->path_attuned; 1058 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1059 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1062 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type;
1059 1063
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1080
1077 if (tmp->stats.exp && tmp->type != SKILL) 1081 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1082 {
1079 if (tmp->stats.exp > 0) 1083 if (tmp->stats.exp > 0)
1080 { 1084 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1085 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1086 bonus_speed += 1.f + tmp->stats.exp / 3.f;
1083 } 1087 }
1084 else 1088 else
1085 added_speed += (float) tmp->stats.exp; 1089 added_speed += tmp->stats.exp;
1086 } 1090 }
1087 1091
1088 switch (tmp->type) 1092 switch (tmp->type)
1089 { 1093 {
1090 /* skills modifying the character -b.t. */ 1094 /* skills modifying the character -b.t. */
1102 chosen_skill = tmp; 1106 chosen_skill = tmp;
1103 1107
1104 if (tmp->stats.dam > 0) 1108 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1109 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1111 weapon_speed = WEAPON_SPEED (tmp);
1108 1112
1109 if (weapon_speed < 0) 1113 if (weapon_speed < 0)
1110 weapon_speed = 0; 1114 weapon_speed = 0;
1111 1115
1112 weapon_weight = tmp->weight; 1116 weapon_weight = tmp->weight;
1152 case HELMET: 1156 case HELMET:
1153 case BOOTS: 1157 case BOOTS:
1154 case GLOVES: 1158 case GLOVES:
1155 case CLOAK: 1159 case CLOAK:
1156 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1158 1162
1159 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1161 1165
1162 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1164 1168
1165 break; 1169 break;
1166 1170
1171 case BOW:
1167 case WEAPON: 1172 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic); 1173 wc -= tmp->stats.wc + tmp->magic;
1169 1174
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1176 ac -= tmp->stats.ac + tmp->magic;
1172 1177
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1178 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1179 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1181
1177 if (weapon_speed < 0) 1182 if (weapon_speed < 0)
1178 weapon_speed = 0; 1183 weapon_speed = 0;
1179 1184
1180 slaying = tmp->slaying; 1185 slaying = tmp->slaying;
1186
1181 /* If there is desire that two handed weapons should do 1187 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1188 * extra strength damage, this is where the code should
1183 * go. 1189 * go.
1184 */ 1190 */
1191
1185 current_weapon = tmp; 1192 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER && settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1194 contr->encumbrance += tmp->weight * 3 / 1000;
1188 1195
1189 break; 1196 break;
1190 1197
1191 case ARMOUR: /* Only the best of these three are used: */ 1198 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1199 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1200 contr->encumbrance += tmp->weight / 1000;
1194 1201
1195 case BRACERS: 1202 case BRACERS:
1196 case FORCE: 1203 case FORCE:
1197 if (tmp->stats.wc) 1204 if (tmp->stats.wc)
1198 { 1205 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1227 wc -= (tmp->stats.wc + tmp->magic);
1221 1228
1222 if (tmp->stats.ac) 1229 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1230 ac -= (tmp->stats.ac + tmp->magic);
1224 1231
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1232 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1233 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1234
1228 break; 1235 break;
1229 } /* switch tmp->type */ 1236 } /* switch tmp->type */
1230 } /* item is equipped */ 1237 } /* item is equipped */
1231 } /* for loop of items */ 1238 } /* for loop of items */
1299 1306
1300 if (mana_obj == this && type == PLAYER) 1307 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1308 stats.maxsp = 1;
1302 else 1309 else
1303 { 1310 {
1304 sp_tmp = 0.0; 1311 sp_tmp = 0.f;
1305 1312
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1313 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1314 {
1308 float stmp; 1315 float stmp;
1309 1316
1310 /* Got some extra bonus at first level */ 1317 /* Got some extra bonus at first level */
1311 if (i < 2) 1318 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1319 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1320 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1322
1316 if (stmp < 1.0) 1323 if (stmp < 1.f)
1317 stmp = 1.0; 1324 stmp = 1.f;
1318 1325
1319 sp_tmp += stmp; 1326 sp_tmp += stmp;
1320 } 1327 }
1321 1328
1322 stats.maxsp = (int) sp_tmp; 1329 stats.maxsp = (sint16)sp_tmp;
1323 1330
1324 for (i = 11; i <= mana_obj->level; i++) 1331 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1332 stats.maxsp += 2;
1326 } 1333 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1334 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* store grace in a float - this way, the divisions below don't create 1346 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1347 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1348 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1349 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1350 */
1344 sp_tmp = 0.0; 1351 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1352 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1353 {
1347 float grace_tmp = 0.0; 1354 float grace_tmp = 0.f;
1348 1355
1349 /* Got some extra bonus at first level */ 1356 /* Got some extra bonus at first level */
1350 if (i < 2) 1357 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1358 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1359 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1361
1357 if (grace_tmp < 1.0) 1362 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1363 grace_tmp = 1.f;
1359 1364
1360 sp_tmp += grace_tmp; 1365 sp_tmp += grace_tmp;
1361 } 1366 }
1362 1367
1363 stats.maxgrace = (int) sp_tmp; 1368 stats.maxgrace = (sint16)sp_tmp;
1364 1369
1365 /* two grace points per level after 11 */ 1370 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1371 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1372 stats.maxgrace += 2;
1368 } 1373 }
1388 * monster bonus the same as before. -b.t. 1393 * monster bonus the same as before. -b.t.
1389 */ 1394 */
1390 1395
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1397 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1394 for (i = 1; i < wc_obj->level; i++) 1400 for (i = 1; i < wc_obj->level; i++)
1395 { 1401 {
1396 /* addtional wc every 6 levels */ 1402 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1403 if (!(i % 6))
1398 wc--; 1404 wc--;
1405
1399 /* addtional dam every 4 levels. */ 1406 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1409 }
1403 } 1410 }
1404 else 1411 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1412 wc -= level + thaco_bonus[stats.Str];
1406 1413
1407 stats.dam += dam_bonus[stats.Str]; 1414 stats.dam += dam_bonus[stats.Str];
1408 1415
1409 if (stats.dam < 1) 1416 if (stats.dam < 1)
1410 stats.dam = 1; 1417 stats.dam = 1;
1411 1418
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1419 speed = 1.f + speed_bonus[stats.Dex];
1413 1420
1414 if (settings.search_items && contr->search_str[0]) 1421 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1422 speed -= 1;
1416 1423
1417 if (attacktype == 0) 1424 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1425 attacktype = arch->clone.attacktype;
1419 1426
1420 } /* End if player */ 1427 } /* End if player */
1421 1428
1422 if (added_speed >= 0) 1429 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1430 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1431 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1432 speed /= 1.f - added_speed;
1426 1433
1427 /* Max is determined by armour */ 1434 /* Max is determined by armour */
1428 if (speed > max) 1435 if (speed > max)
1429 speed = max; 1436 speed = max;
1430 1437
1435 * weight limit, then player suffers a speed reduction based on how 1442 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1443 * much above he is, and what is max carry is
1437 */ 1444 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1445 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1446 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1447 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1448 }
1442 1449
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1450 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1451
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1452 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */ 1454 */
1448 speed = speed * speed_reduce_from_disease; 1455 speed = speed * speed_reduce_from_disease;
1449 1456
1450 if (speed < 0.01 && type == PLAYER) 1457 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1458 speed = 0.01f;
1452 1459
1453 if (type == PLAYER) 1460 if (type == PLAYER)
1454 { 1461 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1462 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1463 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1464 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1465 * that would just be a real pain to read.
1461 */ 1466 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1467 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1468 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1469 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1470 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1471 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1472 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1474 K *= (4 + level) *1.2f / (6 + level);
1475
1469 if (K <= 0) 1476 if (K <= 0.f)
1470 K = 0.01; 1477 K = 0.01f;
1478
1471 S = speed / (K * s); 1479 float S = speed / (K * s);
1480
1472 contr->weapon_sp = S; 1481 contr->weapon_sp = S;
1473 } 1482 }
1474 1483
1475 /* I want to limit the power of small monsters with big weapons: */ 1484 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1485 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1486 stats.dam = arch->clone.stats.dam * 3;
1478 1487
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1488 /* Prevent overflows of wc - best you can get is ABS(120) - this
1480 * should be more than enough - remember, AC is also in 8 bits, 1489 * should be more than enough - remember, AC is also in 8 bits,
1481 * so its value is the same. 1490 * so its value is the same.
1514 if (type == PLAYER) 1523 if (type == PLAYER)
1515 { 1524 {
1516 esrv_update_stats (contr); 1525 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1526 esrv_update_spells (contr);
1518 } 1527 }
1528
1529 // update the mapspace, if we are on a map
1530 if (!flag [FLAG_REMOVED] && map)
1531 map->at (x, y).flags_ = 0;
1519} 1532}
1520 1533
1521/* 1534/*
1522 * Returns true if the given player is a legal class. 1535 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1536 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1539 * false otherwise.
1527 */ 1540 */
1528int 1541int
1529allowed_class (const object *op) 1542allowed_class (const object *op)
1530{ 1543{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1544 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1545 && op->stats.Str > 0
1546 && op->stats.Con > 0
1547 && op->stats.Int > 0
1548 && op->stats.Wis > 0
1549 && op->stats.Pow > 0
1550 && op->stats.Cha > 0;
1533} 1551}
1534 1552
1535/* 1553/*
1536 * set the new dragon name after gaining levels or 1554 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1555 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1626 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1627 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1628 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1629
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1630 /* now grab the 'dragon_ability'-forces from the player's inventory */
1631 shstr_cmp dragon_ability_force ("dragon_ability_force");
1632 shstr_cmp dragon_skin_force ("dragon_skin_force");
1633
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1634 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1635 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1636 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1637 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1638 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1639 skin = tmp;
1621 } 1640
1622 }
1623 /* if the force is missing -> bail out */ 1641 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1642 if (abil == NULL)
1625 return; 1643 return;
1626 1644
1627 /* The ability_force keeps track of maximum level ever achieved. 1645 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1696 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1697 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1698 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1699 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1700 insert_ob_in_ob (skill_obj, op);
1701
1683 if (op->contr) 1702 if (op->contr)
1684 { 1703 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1704 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1705 if (op->contr->ns)
1706 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1707 }
1708
1688 return skill_obj; 1709 return skill_obj;
1689} 1710}
1690 1711
1691 1712
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1713/* player_lvl_adj() - for the new exp system. we are concerned with
1756sint64 1777sint64
1757level_exp (int level, double expmul) 1778level_exp (int level, double expmul)
1758{ 1779{
1759 if (level > settings.max_level) 1780 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1781 return (sint64) (expmul * levels[settings.max_level]);
1782
1761 return (sint64) (expmul * levels[level]); 1783 return (sint64) (expmul * levels[level]);
1762} 1784}
1763 1785
1764/* 1786/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1787 * Ensure that the permanent experience requirements in an exp object are met.
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1969 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1970 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1971 player_lvl_adj (op, tmp);
1950 } 1972 }
1951 } 1973 }
1974
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1975 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1976 {
1954 del_exp = check_exp_loss (op, exp); 1977 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1978 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1979 player_lvl_adj (op, NULL);
1957 } 1980 }
1958} 1981}
1959
1960
1961 1982
1962/* change_exp() - changes experience to a player/monster. This 1983/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1984 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1985 *
1965 * The exp passed is typically not modified much by this function - 1986 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1987 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1988 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1989 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1990 * these last two values are only used for players.
1970 */ 1991 */
1971
1972void 1992void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1993change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1994{
1975
1976#ifdef EXP_DEBUG 1995#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1996 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1997#endif
1979 1998
1980 /* safety */ 1999 /* safety */
2021 else 2040 else
2022 /* note that when you lose exp, it doesn't go against 2041 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 2042 * a particular skill, so we don't need to pass that
2024 * along. 2043 * along.
2025 */ 2044 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 2045 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 2046 }
2029} 2047}
2030 2048
2031/* Applies a death penalty experience, the size of this is defined by the 2049/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 2050 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 2051 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 2052 */
2035
2036void 2053void
2037apply_death_exp_penalty (object *op) 2054apply_death_exp_penalty (object *op)
2038{ 2055{
2039 object *tmp; 2056 object *tmp;
2040 sint64 loss; 2057 sint64 loss;

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