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Comparing deliantra/server/common/living.C (file contents):
Revision 1.23 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 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", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 236
269/* 237/*
270 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 239 * is added to the specified stat.
272 */ 240 */
273void 241void
274change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
275{ 243{
276 if (value == 0) 244 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 245}
327 246
328/* 247/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 249 * 1-30 stat limit.
331 */ 250 */
332
333void 251void
334check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
335{ 253{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
340 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 258 }
343} 259}
344 260
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 262
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 273 * the object.
358 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 275 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 281 * that gives them that ability.
366 */ 282 */
367int 283int
368change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
369{ 285{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
405 }
406 318
407 if (nstat != ostat) 319 if (nstat != ostat)
408 { 320 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 322 potion_max = 0;
411 } 323 }
412 else if (i) 324 else if (i)
413 { 325 {
414 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
418 330
419 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 333 * recalculates this anyway.
422 */ 334 */
423 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 337
426 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 339 } /* end of potion handling code */
428 } 340 }
429 341
430 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 343 * everything to set
432 */ 344 */
433 if (flag == -1) 345 if (flag == -1)
434 { 346 {
435 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 352 * and not the other move_ fields.
441 */ 353 */
442 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
443 } 355 }
444 356
445 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
448 */ 360 */
449 op->update_stats (); 361 op->update_stats ();
450 362
451 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 364 * print out message if this is a bow.
453 */ 365 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 367 {
456 success = 1; 368 success = 1;
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
655 } 568 }
656 } 569 }
657 570
658 if (!potion_max) 571 if (!potion_max)
659 { 572 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
663 { 576 {
664 success = 1; 577 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 579 }
667 } 580 }
672 585
673/* 586/*
674 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 589 */
677
678void 590void
679object::drain_stat () 591object::drain_stat ()
680{ 592{
681 drain_specific_stat (RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
682} 594}
683 595
684void 596void
685object::drain_specific_stat (int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
686{ 598{
754 return; 666 return;
755 667
756 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
758 */ 670 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 672 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 674
763 stats.luck += diff; 675 stats.luck += diff;
764 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 684 */
773void 685void
774object::remove_statbonus () 686object::remove_statbonus ()
775{ 687{
776 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 689 {
778 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 693 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 694}
792 695
793/* 696/*
794 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 698 */
796void 699void
797object::add_statbonus () 700object::add_statbonus ()
798{ 701{
799 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 703 {
801 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 707 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 708}
815 709
816/* 710/*
817 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
822 */ 716 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
826 */ 719 */
827
828void 720void
829object::update_stats () 721object::update_stats ()
830{ 722{
831 int i, j; 723 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
729 float old_speed = speed;
837 730
838 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 732 if (type == PLAYER)
840 { 733 {
841 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
843 736
844 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 738 contr->encumbrance = 0;
846 739
847 attacktype = 0; 740 attacktype = 0;
741
848 contr->digestion = 0; 742 contr->digestion = 0;
849 contr->gen_hp = 0; 743 contr->gen_hp = 0;
850 contr->gen_sp = 0; 744 contr->gen_sp = 0;
851 contr->gen_grace = 0; 745 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 747 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 748 }
864 749
865 memcpy (body_used, body_info, sizeof (body_info)); 750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
866 752
867 slaying = 0; 753 slaying = 0;
868 754
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 756 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 769
884 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
889 chosen_skill = NULL; 776 chosen_skill = 0;
890 777
891 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
892 * archetype clone 779 * archetype clone
893 */ 780 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 784 {
898 if (resist[i] > 0) 785 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
900 else 787 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
902 potion_resist[i] = 0; 790 potion_resist[i] = 0;
903 } 791 }
904 792
905 wc = arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
924 speed = arch->clone.speed; 812 speed = arch->clone.speed;
925 813
926 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
928 */ 816 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
931 { 818 {
932 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
934 */ 821 */
935 if (tmp->glow_radius > glow_radius) 822 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
937 824
938 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 827 * then calls this function.
941 */ 828 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 830 continue;
944 831
970 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
973 * up, etc. 860 * up, etc.
974 */ 861 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
977 { 867 {
978 if (type == PLAYER) 868 if (type == PLAYER)
979 { 869 {
980 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
981 contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
982 872 continue;
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985 873
986 for (i = 0; i < NUM_STATS; i++) 874 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 875 change_attr_value (&stats, i, tmp->stats.stat (i));
988 876
989 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
992 */ 880 */
993 if ((tmp->type == WEAPON) || 881 if (tmp->type == WEAPON || tmp->type == BOW ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 882 tmp->type == ARMOUR || tmp->type == HELMET ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 883 tmp->type == SHIELD || tmp->type == RING ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 884 tmp->type == BOOTS || tmp->type == GLOVES ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 885 tmp->type == AMULET || tmp->type == GIRDLE ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 886 tmp->type == BRACERS || tmp->type == CLOAK ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) || 887 tmp->type == DISEASE || tmp->type == FORCE ||
1000 (tmp->type == SKILL)) 888 tmp->type == SKILL)
1001 { 889 {
1002 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power; 895 contr->item_power += tmp->item_power;
1008 } 896 }
1009 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1010 903
1011 /* Update slots used for items */ 904 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1015 908
1016 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
1017 { 910 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
1019 if (speed_reduce_from_disease == 0) 913 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 914 speed_reduce_from_disease = 1;
1021 } 915 }
1022 916
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 918 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 919 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 920 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 921 */
1028 if (tmp->type != POTION) 922 if (tmp->type != POTION)
1029 { 923 {
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 933 else
1040 potion_resist[i] = tmp->resist[i]; 934 potion_resist[i] = tmp->resist[i];
1041 } 935 }
1042 else if (tmp->resist[i] > 0) 936 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 938 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 940 }
1047 } 941 }
1048 942
1049 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 {
1051 attacktype |= tmp->attacktype; 947 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 948 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 949 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 950 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 952 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 953 }
1058 954
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 955 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 956 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 957 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 971
1076 if (tmp->stats.exp && tmp->type != SKILL) 972 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 973 {
1078 if (tmp->stats.exp > 0) 974 if (tmp->stats.exp > 0)
1079 { 975 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 976 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 977 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 978 }
1083 else 979 else
1084 added_speed += (float) tmp->stats.exp; 980 added_speed += tmp->stats.exp;
1085 } 981 }
1086 982
1087 switch (tmp->type) 983 switch (tmp->type)
1088 { 984 {
985#if 0
986 case WAND:
987 case ROD:
988 case HORN:
989 if (type != PLAYER || current_weapon == tmp)
990 chosen_skill = tmp;
991 break;
992#endif
993
1089 /* skills modifying the character -b.t. */ 994 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 995 /* for all skills and skill granting objects */
1091 case SKILL: 996 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 997 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 998 break;
1101 chosen_skill = tmp; 1006 chosen_skill = tmp;
1102 1007
1103 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1011 weapon_speed = WEAPON_SPEED (tmp);
1107 1012
1108 if (weapon_speed < 0) 1013 if (weapon_speed < 0)
1109 weapon_speed = 0; 1014 weapon_speed = 0;
1110 1015
1111 weapon_weight = tmp->weight; 1016 weapon_weight = tmp->weight;
1114 if (tmp->magic) 1019 if (tmp->magic)
1115 stats.dam += tmp->magic; 1020 stats.dam += tmp->magic;
1116 } 1021 }
1117 1022
1118 if (tmp->stats.wc) 1023 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1024 wc -= tmp->stats.wc + tmp->magic;
1120 1025
1121 if (tmp->slaying != NULL) 1026 if (tmp->slaying)
1122 slaying = tmp->slaying; 1027 slaying = tmp->slaying;
1123 1028
1124 if (tmp->stats.ac) 1029 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1030 ac -= tmp->stats.ac + tmp->magic;
1126 1031
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132 1034
1133 break; 1035 break;
1134 1036
1135 case SKILL_TOOL: 1037 case SKILL_TOOL:
1136 if (chosen_skill) 1038 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138 1040
1139 chosen_skill = tmp; 1041 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1042 break;
1144 1043
1145 case SHIELD: 1044 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1050 case HELMET:
1152 case BOOTS: 1051 case BOOTS:
1153 case GLOVES: 1052 case GLOVES:
1154 case CLOAK: 1053 case CLOAK:
1155 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1157 1056
1158 if (tmp->stats.dam) 1057 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1058 stats.dam += tmp->stats.dam + tmp->magic;
1160 1059
1161 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1163 1062
1164 break; 1063 break;
1165 1064
1065 case BOW:
1166 case WEAPON: 1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1168 1070
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1171 1073
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1075 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1077
1176 if (weapon_speed < 0) 1078 if (weapon_speed < 0)
1177 weapon_speed = 0; 1079 weapon_speed = 0;
1178 1080
1179 slaying = tmp->slaying; 1081 slaying = tmp->slaying;
1082
1180 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1182 * go. 1085 * go.
1183 */ 1086 */
1184 current_weapon = tmp; 1087
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1187 1092
1188 break; 1093 break;
1189 1094
1190 case ARMOUR: /* Only the best of these three are used: */ 1095 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1097 contr->encumbrance += tmp->weight / 1000;
1193 1098
1194 case BRACERS: 1099 case BRACERS:
1195 case FORCE: 1100 case FORCE:
1196 if (tmp->stats.wc) 1101 if (tmp->stats.wc)
1197 { 1102 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1220 1125
1221 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1223 1128
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1131
1227 break; 1132 break;
1228 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1229 } /* item is equipped */ 1134 } /* item is equipped */
1230 } /* for loop of items */ 1135 } /* for loop of items */
1298 1203
1299 if (mana_obj == this && type == PLAYER) 1204 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1205 stats.maxsp = 1;
1301 else 1206 else
1302 { 1207 {
1303 sp_tmp = 0.0; 1208 sp_tmp = 0.f;
1304 1209
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1211 {
1307 float stmp; 1212 float stmp;
1308 1213
1309 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1310 if (i < 2) 1215 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1217 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1219
1315 if (stmp < 1.0) 1220 if (stmp < 1.f)
1316 stmp = 1.0; 1221 stmp = 1.f;
1317 1222
1318 sp_tmp += stmp; 1223 sp_tmp += stmp;
1319 } 1224 }
1320 1225
1321 stats.maxsp = (int) sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1322 1227
1323 for (i = 11; i <= mana_obj->level; i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1229 stats.maxsp += 2;
1325 } 1230 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1231 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1243 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1244 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1245 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1246 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1247 */
1343 sp_tmp = 0.0; 1248 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1250 {
1346 float grace_tmp = 0.0; 1251 float grace_tmp = 0.f;
1347 1252
1348 /* Got some extra bonus at first level */ 1253 /* Got some extra bonus at first level */
1349 if (i < 2) 1254 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1256 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1258
1356 if (grace_tmp < 1.0) 1259 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1260 grace_tmp = 1.f;
1358 1261
1359 sp_tmp += grace_tmp; 1262 sp_tmp += grace_tmp;
1360 } 1263 }
1361 1264
1362 stats.maxgrace = (int) sp_tmp; 1265 stats.maxgrace = (sint16)sp_tmp;
1363 1266
1364 /* two grace points per level after 11 */ 1267 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1268 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1269 stats.maxgrace += 2;
1367 } 1270 }
1387 * monster bonus the same as before. -b.t. 1290 * monster bonus the same as before. -b.t.
1388 */ 1291 */
1389 1292
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1293 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1294 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1295 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296
1393 for (i = 1; i < wc_obj->level; i++) 1297 for (i = 1; i < wc_obj->level; i++)
1394 { 1298 {
1395 /* addtional wc every 6 levels */ 1299 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1300 if (!(i % 6))
1397 wc--; 1301 wc--;
1302
1398 /* addtional dam every 4 levels. */ 1303 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1305 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1306 }
1402 } 1307 }
1403 else 1308 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1309 wc -= level + thaco_bonus[stats.Str];
1405 1310
1406 stats.dam += dam_bonus[stats.Str]; 1311 stats.dam += dam_bonus[stats.Str];
1407 1312
1408 if (stats.dam < 1) 1313 if (stats.dam < 1)
1409 stats.dam = 1; 1314 stats.dam = 1;
1410 1315
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1316 speed = 1.f + speed_bonus[stats.Dex];
1412 1317
1413 if (settings.search_items && contr->search_str[0]) 1318 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1319 speed -= 1;
1415 1320
1416 if (attacktype == 0) 1321 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1322 attacktype = arch->clone.attacktype;
1418 1323
1419 } /* End if player */ 1324 } /* End if player */
1420 1325
1421 if (added_speed >= 0) 1326 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1327 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1328 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1329 speed /= 1.f - added_speed;
1425 1330
1426 /* Max is determined by armour */ 1331 /* Max is determined by armour */
1427 if (speed > max) 1332 if (speed > max)
1428 speed = max; 1333 speed = max;
1429 1334
1434 * weight limit, then player suffers a speed reduction based on how 1339 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1340 * much above he is, and what is max carry is
1436 */ 1341 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1342 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1343 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1345 }
1441 1346
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1348
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1349 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1350 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1351 */
1447 speed = speed * speed_reduce_from_disease; 1352 speed = speed * speed_reduce_from_disease;
1448 1353
1449 if (speed < 0.01 && type == PLAYER) 1354 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1355 speed = 0.01f;
1451 1356
1452 if (type == PLAYER) 1357 if (type == PLAYER)
1453 { 1358 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1359 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1360 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1361 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1362 * that would just be a real pain to read.
1460 */ 1363 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1364 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1365 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1366 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1367 float s = 2 - weapon_speed / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1368 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1370
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1371 K *= (4 + level) *1.2f / (6 + level);
1372
1468 if (K <= 0) 1373 if (K <= 0.f)
1469 K = 0.01; 1374 K = 0.01f;
1375
1470 S = speed / (K * s); 1376 float S = speed / (K * s);
1377
1471 contr->weapon_sp = S; 1378 contr->weapon_sp = S;
1472 } 1379 }
1473 1380
1474 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1383 stats.dam = arch->clone.stats.dam * 3;
1477 1384
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 /* Prevent overflows of wc - best you can get is ABS(120) - this
1479 * should be more than enough - remember, AC is also in 8 bits, 1386 * should be more than enough - remember, AC is also in 8 bits,
1480 * so its value is the same. 1387 * so its value is the same.
1502 if (move_type == 0) 1409 if (move_type == 0)
1503 move_type = MOVE_WALK; 1410 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1412 move_type &= ~MOVE_WALK;
1506 1413
1414 if (speed != old_speed)
1507 set_speed (speed); 1415 set_speed (speed);
1508 1416
1509 /* It is quite possible that a player's spell costing might have changed, 1417 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1418 * so we will check that now.
1511 */ 1419 */
1512 if (type == PLAYER) 1420 if (type == PLAYER)
1513 { 1421 {
1514 esrv_update_stats (contr); 1422 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1423 esrv_update_spells (contr);
1516 } 1424 }
1425
1426 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0;
1517} 1429}
1518 1430
1519/* 1431/*
1520 * Returns true if the given player is a legal class. 1432 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1433 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1436 * false otherwise.
1525 */ 1437 */
1526int 1438int
1527allowed_class (const object *op) 1439allowed_class (const object *op)
1528{ 1440{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1441 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1447 && op->stats.Cha > 0;
1531} 1448}
1532 1449
1533/* 1450/*
1534 * set the new dragon name after gaining levels or 1451 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1452 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1523 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1524 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1525 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1526
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1531 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1532 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1533 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1534 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1535 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1536 skin = tmp;
1619 } 1537
1620 }
1621 /* if the force is missing -> bail out */ 1538 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1539 if (abil == NULL)
1623 return; 1540 return;
1624 1541
1625 /* The ability_force keeps track of maximum level ever achieved. 1542 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1593 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1595 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1596 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1597 insert_ob_in_ob (skill_obj, op);
1598
1681 if (op->contr) 1599 if (op->contr)
1682 { 1600 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1604 }
1605
1686 return skill_obj; 1606 return skill_obj;
1687} 1607}
1688 1608
1689 1609
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1610/* player_lvl_adj() - for the new exp system. we are concerned with
1754sint64 1674sint64
1755level_exp (int level, double expmul) 1675level_exp (int level, double expmul)
1756{ 1676{
1757 if (level > settings.max_level) 1677 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1678 return (sint64) (expmul * levels[settings.max_level]);
1679
1759 return (sint64) (expmul * levels[level]); 1680 return (sint64) (expmul * levels[level]);
1760} 1681}
1761 1682
1762/* 1683/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1684 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1721 sint64 limit, exp_to_add;
1801 int i; 1722 int i;
1802 1723
1803 /* prevents some forms of abuse. */ 1724 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1725 if (op->contr->braced)
1805 exp = exp / 5; 1726 exp /= 5;
1806 1727
1807 /* Try to find the matching skill. 1728 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1729 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1730 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1731 * the players inventory.
1811 */ 1732 */
1812 if (skill_name) 1733 if (skill_name)
1813 { 1734 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1735 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1866 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1867 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1868 player_lvl_adj (op, tmp);
1948 } 1869 }
1949 } 1870 }
1871
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1872 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1873 {
1952 del_exp = check_exp_loss (op, exp); 1874 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1875 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1876 player_lvl_adj (op, NULL);
1955 } 1877 }
1956} 1878}
1957
1958
1959 1879
1960/* change_exp() - changes experience to a player/monster. This 1880/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1881 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1882 *
1963 * The exp passed is typically not modified much by this function - 1883 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1884 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1885 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1886 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1887 * these last two values are only used for players.
1968 */ 1888 */
1969
1970void 1889void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1890change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1891{
1973
1974#ifdef EXP_DEBUG 1892#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1893 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1894#endif
1977 1895
1978 /* safety */ 1896 /* safety */
2019 else 1937 else
2020 /* note that when you lose exp, it doesn't go against 1938 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1939 * a particular skill, so we don't need to pass that
2022 * along. 1940 * along.
2023 */ 1941 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1942 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1943 }
2027} 1944}
2028 1945
2029/* Applies a death penalty experience, the size of this is defined by the 1946/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1947 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1948 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1949 */
2033
2034void 1950void
2035apply_death_exp_penalty (object *op) 1951apply_death_exp_penalty (object *op)
2036{ 1952{
2037 object *tmp; 1953 object *tmp;
2038 sint64 loss; 1954 sint64 loss;

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