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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235 236
236/* 237/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 239 * what attr is (STR to POW).
356/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 358 * the object.
358 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 360 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 366 * that gives them that ability.
366 */ 367 */
371 char message[MAX_BUF]; 372 char message[MAX_BUF];
372 int potion_max = 0; 373 int potion_max = 0;
373 374
374 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
377 */ 378 */
378 object_pod refop = *op; 379 object_copy refop = *op;
379 380
380 if (op->type == PLAYER) 381 if (op->type == PLAYER)
381 { 382 {
382 if (tmp->type == POTION) 383 if (tmp->type == POTION)
383 { 384 {
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 402 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
405 } 405
406 if (nstat != ostat) 406 if (nstat != ostat)
407 { 407 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
409 potion_max = 0; 409 potion_max = 0;
410 } 410 }
411 else if (i) 411 else if (i)
412 { 412 {
413 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 414 potion_max = 1;
415 } 415 }
416 } 416 }
417
417 /* This section of code ups the characters normal stats also. I am not 418 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 420 * recalculates this anyway.
420 */ 421 */
421 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424
423 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 426 } /* end of potion handling code */
425 } 427 }
426 428
427 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
428 * everything to set 430 * everything to set
429 */ 431 */
430 if (flag == -1) 432 if (flag == -1)
431 { 433 {
432 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 439 * and not the other move_ fields.
438 */ 440 */
439 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
440 } 442 }
441 443
442 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
444 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
445 */ 447 */
446 op->update_stats (); 448 op->update_stats ();
447 449
448 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 454 {
453 success = 1; 455 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 457 }
458
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 460 {
458 success = 1; 461 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 463 }
464
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 466 {
463 success = 1; 467 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 469 }
470
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 472 {
468 success = 1; 473 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 475 }
476
471 /* movement type has changed. We don't care about cases where 477 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 478 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 479 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 480 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 481 * from fly high)
492 * in that case, you don't actually land 498 * in that case, you don't actually land
493 */ 499 */
494 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
495 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 502 }
503
497 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 506
500 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op); 508 check_move_on (op, op);
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 531 {
525 success = 1; 532 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 534 }
535
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 537 {
530 success = 1; 538 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 540 }
541
533 /* blinded you can tell if more blinded since blinded player has minimal 542 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 543 * vision
535 */ 544 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 545 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 546 {
655 success = 1; 664 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 666 }
658 } 667 }
659 } 668 }
669
660 return success; 670 return success;
661} 671}
662 672
663/* 673/*
664 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 676 */
667
668void 677void
669object::drain_stat () 678object::drain_stat ()
670{ 679{
671 drain_specific_stat (RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
672} 681}
673 682
674void 683void
675object::drain_specific_stat (int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
676{ 685{
744 return; 753 return;
745 754
746 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
748 */ 757 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 759 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 761
753 stats.luck += diff; 762 stats.luck += diff;
754 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
807 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
812 */ 821 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
816 */ 824 */
817
818void 825void
819object::update_stats () 826object::update_stats ()
820{ 827{
821 int i, j; 828 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 830 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
827 835
828 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 837 if (type == PLAYER)
830 { 838 {
831 for (i = 0; i < NUM_STATS; i++) 839 for (i = 0; i < NUM_STATS; i++)
833 841
834 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 843 contr->encumbrance = 0;
836 844
837 attacktype = 0; 845 attacktype = 0;
846
838 contr->digestion = 0; 847 contr->digestion = 0;
839 contr->gen_hp = 0; 848 contr->gen_hp = 0;
840 contr->gen_sp = 0; 849 contr->gen_sp = 0;
841 contr->gen_grace = 0; 850 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 852 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 853 }
854 854
855 memcpy (body_used, body_info, sizeof (body_info)); 855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
856 857
857 slaying = 0; 858 slaying = 0;
858 859
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 861 {
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 874
874 path_attuned = arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
875 path_repelled = arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
876 path_denied = arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
877 glow_radius = arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
878 move_type = arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
879 chosen_skill = NULL; 881 chosen_skill = 0;
880 882
881 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
882 * archetype clone 884 * archetype clone
883 */ 885 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
887 { 889 {
888 if (resist[i] > 0) 890 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
890 else 892 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
892 potion_resist[i] = 0; 895 potion_resist[i] = 0;
893 } 896 }
894 897
895 wc = arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
896 stats.dam = arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
914 speed = arch->clone.speed; 917 speed = arch->clone.speed;
915 918
916 /* 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.
917 * 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.
918 */ 921 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
921 { 923 {
922 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
924 */ 926 */
925 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
927 929
928 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
929 * 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
930 * then calls this function. 932 * then calls this function.
931 */ 933 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 935 continue;
934 936
960 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
963 * up, etc. 965 * up, etc.
964 */ 966 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
967 { 972 {
968 if (type == PLAYER) 973 if (type == PLAYER)
969 { 974 {
970 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
971 contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
972 977 continue;
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
974 contr->ranges[range_misc] = tmp;
975 978
976 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
978 981
979 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
980 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
982 */ 985 */
983 if ((tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
985 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
990 (tmp->type == SKILL)) 993 tmp->type == SKILL)
991 { 994 {
992 contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
994 contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
998 } 1001 }
999 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1000 1008
1001 /* Update slots used for items */ 1009 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1005 1013
1006 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1007 { 1015 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1009 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1011 } 1020 }
1012 1021
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 1026 */
1018 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1019 { 1028 {
1020 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1021 { 1030 {
1022 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 1033 */
1025 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1026 { 1035 {
1027 if (potion_resist[i]) 1036 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else 1038 else
1030 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1031 } 1040 }
1032 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 1045 }
1037 } 1046 }
1038 1047
1039 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1041 attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 1058 }
1048 1059
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 1076
1066 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 1078 {
1068 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1069 { 1080 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 1083 }
1073 else 1084 else
1074 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1075 } 1086 }
1076 1087
1077 switch (tmp->type) 1088 switch (tmp->type)
1078 { 1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1079 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1081 case SKILL: 1101 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1083 break; 1103 break;
1091 chosen_skill = tmp; 1111 chosen_skill = tmp;
1092 1112
1093 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1097 1117
1098 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1099 weapon_speed = 0; 1119 weapon_speed = 0;
1100 1120
1101 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1104 if (tmp->magic) 1124 if (tmp->magic)
1105 stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1106 } 1126 }
1107 1127
1108 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1110 1130
1111 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1112 slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1113 1133
1114 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1116 1136
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122 1139
1123 break; 1140 break;
1124 1141
1125 case SKILL_TOOL: 1142 case SKILL_TOOL:
1126 if (chosen_skill) 1143 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128 1145
1129 chosen_skill = tmp; 1146 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1147 break;
1134 1148
1135 case SHIELD: 1149 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1155 case HELMET:
1142 case BOOTS: 1156 case BOOTS:
1143 case GLOVES: 1157 case GLOVES:
1144 case CLOAK: 1158 case CLOAK:
1145 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1147 1161
1148 if (tmp->stats.dam) 1162 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1163 stats.dam += tmp->stats.dam + tmp->magic;
1150 1164
1151 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1166 ac -= tmp->stats.ac + tmp->magic;
1153 1167
1154 break; 1168 break;
1155 1169
1170 case BOW:
1156 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1174 wc -= tmp->stats.wc + tmp->magic;
1158 1175
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1161 1178
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1182
1166 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1167 weapon_speed = 0; 1184 weapon_speed = 0;
1168 1185
1169 slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1170 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1172 * go. 1190 * go.
1173 */ 1191 */
1174 current_weapon = tmp; 1192
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1177 1197
1178 break; 1198 break;
1179 1199
1180 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1183 1203
1184 case BRACERS: 1204 case BRACERS:
1185 case FORCE: 1205 case FORCE:
1186 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1187 { 1207 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1210 1230
1211 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1213 1233
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1216 1236
1217 break; 1237 break;
1218 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1219 } /* item is equipped */ 1239 } /* item is equipped */
1220 } /* for loop of items */ 1240 } /* for loop of items */
1288 1308
1289 if (mana_obj == this && type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1310 stats.maxsp = 1;
1291 else 1311 else
1292 { 1312 {
1293 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1294 1314
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1316 {
1297 float stmp; 1317 float stmp;
1298 1318
1299 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1300 if (i < 2) 1320 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1322 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1324
1305 if (stmp < 1.0) 1325 if (stmp < 1.f)
1306 stmp = 1.0; 1326 stmp = 1.f;
1307 1327
1308 sp_tmp += stmp; 1328 sp_tmp += stmp;
1309 } 1329 }
1310 1330
1311 stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1312 1332
1313 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2; 1334 stats.maxsp += 2;
1315 } 1335 }
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1328 /* store grace in a float - this way, the divisions below don't create 1348 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1349 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1350 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1352 */
1333 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 { 1355 {
1336 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1337 1357
1338 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1339 if (i < 2) 1359 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1361 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1363
1346 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1347 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1348 1366
1349 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1350 } 1368 }
1351 1369
1352 stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1353 1371
1354 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1355 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1356 stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1357 } 1375 }
1377 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1378 */ 1396 */
1379 1397
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 { 1399 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1383 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1384 { 1403 {
1385 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1386 if (!(i % 6)) 1405 if (!(i % 6))
1387 wc--; 1406 wc--;
1407
1388 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1411 }
1392 } 1412 }
1393 else 1413 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1395 1415
1396 stats.dam += dam_bonus[stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1397 1417
1398 if (stats.dam < 1) 1418 if (stats.dam < 1)
1399 stats.dam = 1; 1419 stats.dam = 1;
1400 1420
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1402 1422
1403 if (settings.search_items && contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1424 speed -= 1;
1405 1425
1406 if (attacktype == 0) 1426 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1408 1428
1409 } /* End if player */ 1429 } /* End if player */
1410 1430
1411 if (added_speed >= 0) 1431 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1415 1435
1416 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1417 if (speed > max) 1437 if (speed > max)
1418 speed = max; 1438 speed = max;
1419 1439
1424 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1426 */ 1446 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1448 if (f > 0)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1450 }
1431 1451
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1453
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1456 */
1437 speed = speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1438 1458
1439 if (speed < 0.01 && type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1440 speed = 0.01; 1460 speed = 0.01f;
1441 1461
1442 if (type == PLAYER) 1462 if (type == PLAYER)
1443 { 1463 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1450 */ 1468 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1476 K *= (4 + level) *1.2f / (6 + level);
1477
1458 if (K <= 0) 1478 if (K <= 0.f)
1459 K = 0.01; 1479 K = 0.01f;
1480
1460 S = speed / (K * s); 1481 float S = speed / (K * s);
1482
1461 contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1462 } 1484 }
1463 1485
1464 /* I want to limit the power of small monsters with big weapons: */ 1486 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1467 1489
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1469 * should be more than enough - remember, AC is also in 8 bits, 1491 * should be more than enough - remember, AC is also in 8 bits,
1470 * so its value is the same. 1492 * so its value is the same.
1492 if (move_type == 0) 1514 if (move_type == 0)
1493 move_type = MOVE_WALK; 1515 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1517 move_type &= ~MOVE_WALK;
1496 1518
1497 update_ob_speed (this); 1519 if (speed != old_speed)
1520 set_speed (speed);
1498 1521
1499 /* It is quite possible that a player's spell costing might have changed, 1522 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1523 * so we will check that now.
1501 */ 1524 */
1502 if (type == PLAYER) 1525 if (type == PLAYER)
1503 { 1526 {
1504 esrv_update_stats (contr); 1527 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1528 esrv_update_spells (contr);
1506 } 1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1507} 1534}
1508 1535
1509/* 1536/*
1510 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1541 * false otherwise.
1515 */ 1542 */
1516int 1543int
1517allowed_class (const object *op) 1544allowed_class (const object *op)
1518{ 1545{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1552 && op->stats.Cha > 0;
1521} 1553}
1522 1554
1523/* 1555/*
1524 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1596 object *skin = NULL; /* pointer to dragon skin force */ 1628 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1631
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1637 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1638 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1639 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1640 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1641 skin = tmp;
1609 } 1642
1610 }
1611 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1644 if (abil == NULL)
1613 return; 1645 return;
1614 1646
1615 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1666 */ 1698 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1701 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1671 if (op->contr) 1704 if (op->contr)
1672 { 1705 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1709 }
1710
1676 return skill_obj; 1711 return skill_obj;
1677} 1712}
1678 1713
1679 1714
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1715/* player_lvl_adj() - for the new exp system. we are concerned with
1744sint64 1779sint64
1745level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1746{ 1781{
1747 if (level > settings.max_level) 1782 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1749 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1750} 1786}
1751 1787
1752/* 1788/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1790 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1791 int i; 1827 int i;
1792 1828
1793 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1830 if (op->contr->braced)
1795 exp = exp / 5; 1831 exp /= 5;
1796 1832
1797 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1836 * the players inventory.
1801 */ 1837 */
1802 if (skill_name) 1838 if (skill_name)
1803 { 1839 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1938 } 1974 }
1939 } 1975 }
1976
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1978 {
1942 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1945 } 1982 }
1946} 1983}
1947
1948
1949 1984
1950/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1987 *
1953 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1992 * these last two values are only used for players.
1958 */ 1993 */
1959
1960void 1994void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1996{
1963
1964#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1999#endif
1967 2000
1968 /* safety */ 2001 /* safety */
2009 else 2042 else
2010 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
2012 * along. 2045 * along.
2013 */ 2046 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 2048 }
2017} 2049}
2018 2050
2019/* Applies a death penalty experience, the size of this is defined by the 2051/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 2054 */
2023
2024void 2055void
2025apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2026{ 2057{
2027 object *tmp; 2058 object *tmp;
2028 sint64 loss; 2059 sint64 loss;

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