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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 1.45 by root, Mon Apr 30 04:25:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 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
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
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 855 }
865 856
866 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
867 858
868 slaying = 0; 859 slaying = 0;
880 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);
881 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);
882 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);
883 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);
884 875
885 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
890 chosen_skill = NULL; 882 chosen_skill = NULL;
891 883
892 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
893 * archetype clone 885 * archetype clone
894 */ 886 */
925 speed = arch->clone.speed; 917 speed = arch->clone.speed;
926 918
927 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
929 */ 921 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
932 { 923 {
933 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
935 */ 926 */
936 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
938 929
939 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 932 * then calls this function.
942 */ 933 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 935 continue;
945 936
971 * in the praying skill, and the player should always get those. 962 * 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, 963 * 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 964 * because the skill shouldn't count against body positions being used
974 * up, etc. 965 * up, etc.
975 */ 966 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
978 { 972 {
979 if (type == PLAYER) 973 if (type == PLAYER)
980 { 974 {
981 if (tmp->type == BOW)
982 contr->ranges[range_bow] = tmp;
983
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp;
986
987 for (i = 0; i < NUM_STATS; i++) 975 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
989 977
990 /* these are the items that currently can change digestion, regeneration, 978 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 979 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 980 * list, but other items store other info into stats array.
993 */ 981 */
994 if ((tmp->type == WEAPON) || 982 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 983 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 984 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 985 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 986 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 987 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 1003 body_used[i] += tmp->body_info[i];
1016 1004
1017 if (tmp->type == SYMPTOM) 1005 if (tmp->type == SYMPTOM)
1018 { 1006 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
1008
1020 if (speed_reduce_from_disease == 0) 1009 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 1010 speed_reduce_from_disease = 1;
1022 } 1011 }
1023 1012
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 1017 */
1029 if (tmp->type != POTION) 1018 if (tmp->type != POTION)
1030 { 1019 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 1029 else
1041 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
1042 } 1031 }
1043 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1035 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 1036 }
1048 } 1037 }
1049 1038
1050 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1052 attacktype |= tmp->attacktype; 1041 attacktype |= tmp->attacktype;
1053 1042
1054 path_attuned |= tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1045 path_denied |= tmp->path_denied;
1046 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1047 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type;
1059 1048
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1049 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); 1050 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); 1051 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); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1065
1077 if (tmp->stats.exp && tmp->type != SKILL) 1066 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1067 {
1079 if (tmp->stats.exp > 0) 1068 if (tmp->stats.exp > 0)
1080 { 1069 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1070 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 1072 }
1084 else 1073 else
1085 added_speed += (float) tmp->stats.exp; 1074 added_speed += tmp->stats.exp;
1086 } 1075 }
1087 1076
1088 switch (tmp->type) 1077 switch (tmp->type)
1089 { 1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1090 /* skills modifying the character -b.t. */ 1089 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1090 /* for all skills and skill granting objects */
1092 case SKILL: 1091 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break; 1093 break;
1102 chosen_skill = tmp; 1101 chosen_skill = tmp;
1103 1102
1104 if (tmp->stats.dam > 0) 1103 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1104 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1106 weapon_speed = WEAPON_SPEED (tmp);
1108 1107
1109 if (weapon_speed < 0) 1108 if (weapon_speed < 0)
1110 weapon_speed = 0; 1109 weapon_speed = 0;
1111 1110
1112 weapon_weight = tmp->weight; 1111 weapon_weight = tmp->weight;
1115 if (tmp->magic) 1114 if (tmp->magic)
1116 stats.dam += tmp->magic; 1115 stats.dam += tmp->magic;
1117 } 1116 }
1118 1117
1119 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1119 wc -= tmp->stats.wc + tmp->magic;
1121 1120
1122 if (tmp->slaying != NULL) 1121 if (tmp->slaying)
1123 slaying = tmp->slaying; 1122 slaying = tmp->slaying;
1124 1123
1125 if (tmp->stats.ac) 1124 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1125 ac -= tmp->stats.ac + tmp->magic;
1127 1126
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130 1129
1131 if (type == PLAYER) 1130 if (type == PLAYER)
1131 {
1132 contr->ranges[range_skill] = this; 1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1133 1135
1134 break; 1136 break;
1135 1137
1136 case SKILL_TOOL: 1138 case SKILL_TOOL:
1137 if (chosen_skill) 1139 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139 1141
1140 chosen_skill = tmp; 1142 chosen_skill = tmp;
1141 1143
1142 if (type == PLAYER) 1144 if (type == PLAYER)
1145 {
1143 contr->ranges[range_skill] = this; 1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1148 }
1144 break; 1149 break;
1145 1150
1146 case SHIELD: 1151 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1157 case HELMET:
1153 case BOOTS: 1158 case BOOTS:
1154 case GLOVES: 1159 case GLOVES:
1155 case CLOAK: 1160 case CLOAK:
1156 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1158 1163
1159 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1161 1166
1162 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1164 1169
1165 break; 1170 break;
1166 1171
1172 case BOW:
1167 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1178 wc -= tmp->stats.wc + tmp->magic;
1169 1179
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1181 ac -= tmp->stats.ac + tmp->magic;
1172 1182
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1183 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1184 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1186
1177 if (weapon_speed < 0) 1187 if (weapon_speed < 0)
1178 weapon_speed = 0; 1188 weapon_speed = 0;
1179 1189
1180 slaying = tmp->slaying; 1190 slaying = tmp->slaying;
1191
1181 /* If there is desire that two handed weapons should do 1192 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1193 * extra strength damage, this is where the code should
1183 * go. 1194 * go.
1184 */ 1195 */
1196
1185 current_weapon = tmp; 1197 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1188 1207
1189 break; 1208 break;
1190 1209
1191 case ARMOUR: /* Only the best of these three are used: */ 1210 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1212 contr->encumbrance += tmp->weight / 1000;
1194 1213
1195 case BRACERS: 1214 case BRACERS:
1196 case FORCE: 1215 case FORCE:
1197 if (tmp->stats.wc) 1216 if (tmp->stats.wc)
1198 { 1217 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1239 wc -= (tmp->stats.wc + tmp->magic);
1221 1240
1222 if (tmp->stats.ac) 1241 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1242 ac -= (tmp->stats.ac + tmp->magic);
1224 1243
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1245 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1246
1228 break; 1247 break;
1229 } /* switch tmp->type */ 1248 } /* switch tmp->type */
1230 } /* item is equipped */ 1249 } /* item is equipped */
1231 } /* for loop of items */ 1250 } /* for loop of items */
1299 1318
1300 if (mana_obj == this && type == PLAYER) 1319 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1320 stats.maxsp = 1;
1302 else 1321 else
1303 { 1322 {
1304 sp_tmp = 0.0; 1323 sp_tmp = 0.f;
1305 1324
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1326 {
1308 float stmp; 1327 float stmp;
1309 1328
1310 /* Got some extra bonus at first level */ 1329 /* Got some extra bonus at first level */
1311 if (i < 2) 1330 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1332 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1334
1316 if (stmp < 1.0) 1335 if (stmp < 1.f)
1317 stmp = 1.0; 1336 stmp = 1.f;
1318 1337
1319 sp_tmp += stmp; 1338 sp_tmp += stmp;
1320 } 1339 }
1321 1340
1322 stats.maxsp = (int) sp_tmp; 1341 stats.maxsp = (sint16)sp_tmp;
1323 1342
1324 for (i = 11; i <= mana_obj->level; i++) 1343 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1344 stats.maxsp += 2;
1326 } 1345 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1346 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* store grace in a float - this way, the divisions below don't create 1358 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1359 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1360 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1361 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1362 */
1344 sp_tmp = 0.0; 1363 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1365 {
1347 float grace_tmp = 0.0; 1366 float grace_tmp = 0.f;
1348 1367
1349 /* Got some extra bonus at first level */ 1368 /* Got some extra bonus at first level */
1350 if (i < 2) 1369 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1370 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1371 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1373
1357 if (grace_tmp < 1.0) 1374 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1375 grace_tmp = 1.f;
1359 1376
1360 sp_tmp += grace_tmp; 1377 sp_tmp += grace_tmp;
1361 } 1378 }
1362 1379
1363 stats.maxgrace = (int) sp_tmp; 1380 stats.maxgrace = (sint16)sp_tmp;
1364 1381
1365 /* two grace points per level after 11 */ 1382 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1383 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1384 stats.maxgrace += 2;
1368 } 1385 }
1388 * monster bonus the same as before. -b.t. 1405 * monster bonus the same as before. -b.t.
1389 */ 1406 */
1390 1407
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1408 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1409 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1410 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411
1394 for (i = 1; i < wc_obj->level; i++) 1412 for (i = 1; i < wc_obj->level; i++)
1395 { 1413 {
1396 /* addtional wc every 6 levels */ 1414 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1415 if (!(i % 6))
1398 wc--; 1416 wc--;
1417
1399 /* addtional dam every 4 levels. */ 1418 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1419 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1420 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1421 }
1403 } 1422 }
1404 else 1423 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1424 wc -= level + thaco_bonus[stats.Str];
1406 1425
1407 stats.dam += dam_bonus[stats.Str]; 1426 stats.dam += dam_bonus[stats.Str];
1408 1427
1409 if (stats.dam < 1) 1428 if (stats.dam < 1)
1410 stats.dam = 1; 1429 stats.dam = 1;
1411 1430
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1431 speed = 1.f + speed_bonus[stats.Dex];
1413 1432
1414 if (settings.search_items && contr->search_str[0]) 1433 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1434 speed -= 1;
1416 1435
1417 if (attacktype == 0) 1436 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1437 attacktype = arch->clone.attacktype;
1419 1438
1420 } /* End if player */ 1439 } /* End if player */
1421 1440
1422 if (added_speed >= 0) 1441 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1442 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1443 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1444 speed /= 1.f - added_speed;
1426 1445
1427 /* Max is determined by armour */ 1446 /* Max is determined by armour */
1428 if (speed > max) 1447 if (speed > max)
1429 speed = max; 1448 speed = max;
1430 1449
1435 * weight limit, then player suffers a speed reduction based on how 1454 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1455 * much above he is, and what is max carry is
1437 */ 1456 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1457 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1458 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1460 }
1442 1461
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1463
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1464 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */ 1466 */
1448 speed = speed * speed_reduce_from_disease; 1467 speed = speed * speed_reduce_from_disease;
1449 1468
1450 if (speed < 0.01 && type == PLAYER) 1469 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1470 speed = 0.01f;
1452 1471
1453 if (type == PLAYER) 1472 if (type == PLAYER)
1454 { 1473 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1474 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1475 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1476 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1477 * that would just be a real pain to read.
1461 */ 1478 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1480 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1481 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1482 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1483 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1485
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1486 K *= (4 + level) *1.2f / (6 + level);
1487
1469 if (K <= 0) 1488 if (K <= 0.f)
1470 K = 0.01; 1489 K = 0.01f;
1490
1471 S = speed / (K * s); 1491 float S = speed / (K * s);
1492
1472 contr->weapon_sp = S; 1493 contr->weapon_sp = S;
1473 } 1494 }
1474 1495
1475 /* I want to limit the power of small monsters with big weapons: */ 1496 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1498 stats.dam = arch->clone.stats.dam * 3;
1478 1499
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1500 /* Prevent overflows of wc - best you can get is ABS(120) - this
1480 * should be more than enough - remember, AC is also in 8 bits, 1501 * should be more than enough - remember, AC is also in 8 bits,
1481 * so its value is the same. 1502 * so its value is the same.
1514 if (type == PLAYER) 1535 if (type == PLAYER)
1515 { 1536 {
1516 esrv_update_stats (contr); 1537 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1538 esrv_update_spells (contr);
1518 } 1539 }
1540
1541 // update the mapspace, if we are on a map
1542 if (!flag [FLAG_REMOVED] && map)
1543 map->at (x, y).flags_ = 0;
1519} 1544}
1520 1545
1521/* 1546/*
1522 * Returns true if the given player is a legal class. 1547 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1548 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1551 * false otherwise.
1527 */ 1552 */
1528int 1553int
1529allowed_class (const object *op) 1554allowed_class (const object *op)
1530{ 1555{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1556 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1562 && op->stats.Cha > 0;
1533} 1563}
1534 1564
1535/* 1565/*
1536 * set the new dragon name after gaining levels or 1566 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1567 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1638 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1639 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1640 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1641
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1642 /* now grab the 'dragon_ability'-forces from the player's inventory */
1643 shstr_cmp dragon_ability_force ("dragon_ability_force");
1644 shstr_cmp dragon_skin_force ("dragon_skin_force");
1645
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1646 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1647 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1648 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1649 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1650 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1651 skin = tmp;
1621 } 1652
1622 }
1623 /* if the force is missing -> bail out */ 1653 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1654 if (abil == NULL)
1625 return; 1655 return;
1626 1656
1627 /* The ability_force keeps track of maximum level ever achieved. 1657 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1708 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1709 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1710 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1711 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1712 insert_ob_in_ob (skill_obj, op);
1713
1683 if (op->contr) 1714 if (op->contr)
1684 { 1715 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1716 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1717 if (op->contr->ns)
1718 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1719 }
1720
1688 return skill_obj; 1721 return skill_obj;
1689} 1722}
1690 1723
1691 1724
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1725/* player_lvl_adj() - for the new exp system. we are concerned with
1756sint64 1789sint64
1757level_exp (int level, double expmul) 1790level_exp (int level, double expmul)
1758{ 1791{
1759 if (level > settings.max_level) 1792 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1761 return (sint64) (expmul * levels[level]); 1795 return (sint64) (expmul * levels[level]);
1762} 1796}
1763 1797
1764/* 1798/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1799 * Ensure that the permanent experience requirements in an exp object are met.
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1981 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1982 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1983 player_lvl_adj (op, tmp);
1950 } 1984 }
1951 } 1985 }
1986
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1987 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1988 {
1954 del_exp = check_exp_loss (op, exp); 1989 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1990 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1991 player_lvl_adj (op, NULL);
1957 } 1992 }
1958} 1993}
1959
1960
1961 1994
1962/* change_exp() - changes experience to a player/monster. This 1995/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1996 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1997 *
1965 * The exp passed is typically not modified much by this function - 1998 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1999 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 2000 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 2001 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 2002 * these last two values are only used for players.
1970 */ 2003 */
1971
1972void 2004void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 2005change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 2006{
1975
1976#ifdef EXP_DEBUG 2007#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 2008 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 2009#endif
1979 2010
1980 /* safety */ 2011 /* safety */
2021 else 2052 else
2022 /* note that when you lose exp, it doesn't go against 2053 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 2054 * a particular skill, so we don't need to pass that
2024 * along. 2055 * along.
2025 */ 2056 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 2057 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 2058 }
2029} 2059}
2030 2060
2031/* Applies a death penalty experience, the size of this is defined by the 2061/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 2062 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 2063 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 2064 */
2035
2036void 2065void
2037apply_death_exp_penalty (object *op) 2066apply_death_exp_penalty (object *op)
2038{ 2067{
2039 object *tmp; 2068 object *tmp;
2040 sint64 loss; 2069 sint64 loss;

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