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Comparing deliantra/server/common/living.C (file contents):
Revision 1.28 by root, Tue Jan 9 00:22:01 2007 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
755 return; 755 return;
756 756
757 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
759 */ 759 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 763
764 stats.luck += diff; 764 stats.luck += diff;
765 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
818 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
823 */ 823 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
827 */ 826 */
828
829void 827void
830object::update_stats () 828object::update_stats ()
831{ 829{
832 int i, j; 830 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
845 843
846 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 845 contr->encumbrance = 0;
848 846
849 attacktype = 0; 847 attacktype = 0;
848
850 contr->digestion = 0; 849 contr->digestion = 0;
851 contr->gen_hp = 0; 850 contr->gen_hp = 0;
852 contr->gen_sp = 0; 851 contr->gen_sp = 0;
853 contr->gen_grace = 0; 852 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 854 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 855 }
866 856
867 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
868 858
869 slaying = 0; 859 slaying = 0;
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 875
886 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
891 chosen_skill = NULL; 882 chosen_skill = 0;
892 883
893 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
894 * archetype clone 885 * archetype clone
895 */ 886 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 890 {
900 if (resist[i] > 0) 891 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
902 else 893 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
904 potion_resist[i] = 0; 896 potion_resist[i] = 0;
905 } 897 }
906 898
907 wc = arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 918 speed = arch->clone.speed;
927 919
928 /* OK - we've reset most all the objects attributes to sane values. 920 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 921 * now go through and make adjustments for what the player has equipped.
930 */ 922 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 923 for (tmp = inv; tmp; tmp = tmp->below)
933 { 924 {
934 /* See note in map.c:update_position about making this additive 925 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 926 * since light sources are never applied, need to put check here.
936 */ 927 */
937 if (tmp->glow_radius > glow_radius) 928 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 929 glow_radius = tmp->glow_radius;
939 930
940 /* This happens because apply_potion calls change_abil with the potion 931 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 932 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 933 * then calls this function.
943 */ 934 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 936 continue;
946 937
972 * in the praying skill, and the player should always get those. 963 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 964 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 965 * because the skill shouldn't count against body positions being used
975 * up, etc. 966 * up, etc.
976 */ 967 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 968 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
969 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON)
971 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
979 { 973 {
980 if (type == PLAYER) 974 if (type == PLAYER)
981 { 975 {
982 if (tmp->type == BOW)
983 contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
986 contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
987 979
988 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 982
991 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 984 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 985 * list, but other items store other info into stats array.
994 */ 986 */
995 if ((tmp->type == WEAPON) || 987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 989 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1007 contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
1010 } 1002 }
1011 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1012 1009
1013 /* Update slots used for items */ 1010 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1017 1014
1018 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1019 { 1016 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018
1021 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1020 speed_reduce_from_disease = 1;
1023 } 1021 }
1024 1022
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1024 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1025 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1026 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1027 */
1030 if (tmp->type != POTION) 1028 if (tmp->type != POTION)
1031 { 1029 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1039 else
1042 potion_resist[i] = tmp->resist[i]; 1040 potion_resist[i] = tmp->resist[i];
1043 } 1041 }
1044 else if (tmp->resist[i] > 0) 1042 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1044 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1046 }
1049 } 1047 }
1050 1048
1051 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1053 attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 1059 }
1060 1060
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1077
1078 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1079 {
1080 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1081 { 1081 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1082 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1083 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1084 }
1085 else 1085 else
1086 added_speed += (float) tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1087 } 1087 }
1088 1088
1089 switch (tmp->type) 1089 switch (tmp->type)
1090 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1091 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1093 case SKILL: 1102 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1104 break;
1103 chosen_skill = tmp; 1112 chosen_skill = tmp;
1104 1113
1105 if (tmp->stats.dam > 0) 1114 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1115 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1117 weapon_speed = WEAPON_SPEED (tmp);
1109 1118
1110 if (weapon_speed < 0) 1119 if (weapon_speed < 0)
1111 weapon_speed = 0; 1120 weapon_speed = 0;
1112 1121
1113 weapon_weight = tmp->weight; 1122 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1125 if (tmp->magic)
1117 stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1118 } 1127 }
1119 1128
1120 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1122 1131
1123 if (tmp->slaying != NULL) 1132 if (tmp->slaying)
1124 slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1125 1134
1126 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1128 1137
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1140
1135 break; 1141 break;
1136 1142
1137 case SKILL_TOOL: 1143 case SKILL_TOOL:
1138 if (chosen_skill) 1144 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140 1146
1141 chosen_skill = tmp; 1147 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1148 break;
1146 1149
1147 case SHIELD: 1150 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1156 case HELMET:
1154 case BOOTS: 1157 case BOOTS:
1155 case GLOVES: 1158 case GLOVES:
1156 case CLOAK: 1159 case CLOAK:
1157 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1159 1162
1160 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1162 1165
1163 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1165 1168
1166 break; 1169 break;
1167 1170
1171 case BOW:
1168 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1175 wc -= tmp->stats.wc + tmp->magic;
1170 1176
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1173 1179
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1180 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1183
1178 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1179 weapon_speed = 0; 1185 weapon_speed = 0;
1180 1186
1181 slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1188
1182 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1184 * go. 1191 * go.
1185 */ 1192 */
1186 current_weapon = tmp; 1193
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1194 if (type == PLAYER)
1195 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1189 1198
1190 break; 1199 break;
1191 1200
1192 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1203 contr->encumbrance += tmp->weight / 1000;
1195 1204
1196 case BRACERS: 1205 case BRACERS:
1197 case FORCE: 1206 case FORCE:
1198 if (tmp->stats.wc) 1207 if (tmp->stats.wc)
1199 { 1208 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1230 wc -= (tmp->stats.wc + tmp->magic);
1222 1231
1223 if (tmp->stats.ac) 1232 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1233 ac -= (tmp->stats.ac + tmp->magic);
1225 1234
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1236 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1237
1229 break; 1238 break;
1230 } /* switch tmp->type */ 1239 } /* switch tmp->type */
1231 } /* item is equipped */ 1240 } /* item is equipped */
1232 } /* for loop of items */ 1241 } /* for loop of items */
1300 1309
1301 if (mana_obj == this && type == PLAYER) 1310 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1311 stats.maxsp = 1;
1303 else 1312 else
1304 { 1313 {
1305 sp_tmp = 0.0; 1314 sp_tmp = 0.f;
1306 1315
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1316 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1317 {
1309 float stmp; 1318 float stmp;
1310 1319
1311 /* Got some extra bonus at first level */ 1320 /* Got some extra bonus at first level */
1312 if (i < 2) 1321 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1323 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1325
1317 if (stmp < 1.0) 1326 if (stmp < 1.f)
1318 stmp = 1.0; 1327 stmp = 1.f;
1319 1328
1320 sp_tmp += stmp; 1329 sp_tmp += stmp;
1321 } 1330 }
1322 1331
1323 stats.maxsp = (int) sp_tmp; 1332 stats.maxsp = (sint16)sp_tmp;
1324 1333
1325 for (i = 11; i <= mana_obj->level; i++) 1334 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1335 stats.maxsp += 2;
1327 } 1336 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1337 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* store grace in a float - this way, the divisions below don't create 1349 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1350 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1351 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1352 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1353 */
1345 sp_tmp = 0.0; 1354 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1356 {
1348 float grace_tmp = 0.0; 1357 float grace_tmp = 0.f;
1349 1358
1350 /* Got some extra bonus at first level */ 1359 /* Got some extra bonus at first level */
1351 if (i < 2) 1360 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1362 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1364
1358 if (grace_tmp < 1.0) 1365 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1366 grace_tmp = 1.f;
1360 1367
1361 sp_tmp += grace_tmp; 1368 sp_tmp += grace_tmp;
1362 } 1369 }
1363 1370
1364 stats.maxgrace = (int) sp_tmp; 1371 stats.maxgrace = (sint16)sp_tmp;
1365 1372
1366 /* two grace points per level after 11 */ 1373 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1374 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1375 stats.maxgrace += 2;
1369 } 1376 }
1389 * monster bonus the same as before. -b.t. 1396 * monster bonus the same as before. -b.t.
1390 */ 1397 */
1391 1398
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1399 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1400 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1401 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402
1395 for (i = 1; i < wc_obj->level; i++) 1403 for (i = 1; i < wc_obj->level; i++)
1396 { 1404 {
1397 /* addtional wc every 6 levels */ 1405 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1406 if (!(i % 6))
1399 wc--; 1407 wc--;
1408
1400 /* addtional dam every 4 levels. */ 1409 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1411 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1412 }
1404 } 1413 }
1405 else 1414 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1415 wc -= level + thaco_bonus[stats.Str];
1407 1416
1408 stats.dam += dam_bonus[stats.Str]; 1417 stats.dam += dam_bonus[stats.Str];
1409 1418
1410 if (stats.dam < 1) 1419 if (stats.dam < 1)
1411 stats.dam = 1; 1420 stats.dam = 1;
1412 1421
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1422 speed = 1.f + speed_bonus[stats.Dex];
1414 1423
1415 if (settings.search_items && contr->search_str[0]) 1424 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1425 speed -= 1;
1417 1426
1418 if (attacktype == 0) 1427 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1428 attacktype = arch->clone.attacktype;
1420 1429
1421 } /* End if player */ 1430 } /* End if player */
1422 1431
1423 if (added_speed >= 0) 1432 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1433 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1434 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1435 speed /= 1.f - added_speed;
1427 1436
1428 /* Max is determined by armour */ 1437 /* Max is determined by armour */
1429 if (speed > max) 1438 if (speed > max)
1430 speed = max; 1439 speed = max;
1431 1440
1436 * weight limit, then player suffers a speed reduction based on how 1445 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1446 * much above he is, and what is max carry is
1438 */ 1447 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1448 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1449 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1450 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1451 }
1443 1452
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1453 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1454
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1455 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1457 */
1449 speed = speed * speed_reduce_from_disease; 1458 speed = speed * speed_reduce_from_disease;
1450 1459
1451 if (speed < 0.01 && type == PLAYER) 1460 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1461 speed = 0.01f;
1453 1462
1454 if (type == PLAYER) 1463 if (type == PLAYER)
1455 { 1464 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1465 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1466 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1467 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1468 * that would just be a real pain to read.
1462 */ 1469 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1470 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1471 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1472 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1473 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1474 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1477 K *= (4 + level) *1.2f / (6 + level);
1478
1470 if (K <= 0) 1479 if (K <= 0.f)
1471 K = 0.01; 1480 K = 0.01f;
1481
1472 S = speed / (K * s); 1482 float S = speed / (K * s);
1483
1473 contr->weapon_sp = S; 1484 contr->weapon_sp = S;
1474 } 1485 }
1475 1486
1476 /* I want to limit the power of small monsters with big weapons: */ 1487 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1489 stats.dam = arch->clone.stats.dam * 3;
1479 1490
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1491 /* Prevent overflows of wc - best you can get is ABS(120) - this
1481 * should be more than enough - remember, AC is also in 8 bits, 1492 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1493 * so its value is the same.
1515 if (type == PLAYER) 1526 if (type == PLAYER)
1516 { 1527 {
1517 esrv_update_stats (contr); 1528 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1529 esrv_update_spells (contr);
1519 } 1530 }
1531
1532 // update the mapspace, if we are on a map
1533 if (!flag [FLAG_REMOVED] && map)
1534 map->at (x, y).flags_ = 0;
1520} 1535}
1521 1536
1522/* 1537/*
1523 * Returns true if the given player is a legal class. 1538 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1539 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1542 * false otherwise.
1528 */ 1543 */
1529int 1544int
1530allowed_class (const object *op) 1545allowed_class (const object *op)
1531{ 1546{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1547 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1548 && op->stats.Str > 0
1549 && op->stats.Con > 0
1550 && op->stats.Int > 0
1551 && op->stats.Wis > 0
1552 && op->stats.Pow > 0
1553 && op->stats.Cha > 0;
1534} 1554}
1535 1555
1536/* 1556/*
1537 * set the new dragon name after gaining levels or 1557 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1558 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1629 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1630 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1631 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1632
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1633 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1638 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1639 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1640 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1641 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1642 skin = tmp;
1622 } 1643
1623 }
1624 /* if the force is missing -> bail out */ 1644 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1645 if (abil == NULL)
1626 return; 1646 return;
1627 1647
1628 /* The ability_force keeps track of maximum level ever achieved. 1648 /* The ability_force keeps track of maximum level ever achieved.
1760sint64 1780sint64
1761level_exp (int level, double expmul) 1781level_exp (int level, double expmul)
1762{ 1782{
1763 if (level > settings.max_level) 1783 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1765 return (sint64) (expmul * levels[level]); 1786 return (sint64) (expmul * levels[level]);
1766} 1787}
1767 1788
1768/* 1789/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1790 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1807 int i; 1828 int i;
1808 1829
1809 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1831 if (op->contr->braced)
1811 exp = exp / 5; 1832 exp /= 5;
1812 1833
1813 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1837 * the players inventory.
1817 */ 1838 */
1818 if (skill_name) 1839 if (skill_name)
1819 { 1840 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1972 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1973 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1974 player_lvl_adj (op, tmp);
1954 } 1975 }
1955 } 1976 }
1977
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1978 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1979 {
1958 del_exp = check_exp_loss (op, exp); 1980 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1981 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1982 player_lvl_adj (op, NULL);
1961 } 1983 }
1962} 1984}
1963
1964
1965 1985
1966/* change_exp() - changes experience to a player/monster. This 1986/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1987 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1988 *
1969 * The exp passed is typically not modified much by this function - 1989 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1990 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1991 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1992 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1993 * these last two values are only used for players.
1974 */ 1994 */
1975
1976void 1995void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1996change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1997{
1979
1980#ifdef EXP_DEBUG 1998#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1999 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 2000#endif
1983 2001
1984 /* safety */ 2002 /* safety */
2025 else 2043 else
2026 /* note that when you lose exp, it doesn't go against 2044 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2045 * a particular skill, so we don't need to pass that
2028 * along. 2046 * along.
2029 */ 2047 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2048 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2049 }
2033} 2050}
2034 2051
2035/* Applies a death penalty experience, the size of this is defined by the 2052/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2053 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2054 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2055 */
2039
2040void 2056void
2041apply_death_exp_penalty (object *op) 2057apply_death_exp_penalty (object *op)
2042{ 2058{
2043 object *tmp; 2059 object *tmp;
2044 sint64 loss; 2060 sint64 loss;

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