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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 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; 245}
278 246
279 switch (attr) 247sint8 &
280 { 248living::stat (int index)
281 case STR: 249{
282 stats->Str += value; 250 switch (index)
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 } 251 {
305} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
306 260
307/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
308 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
309 */ 263 return dummy;
264}
310 265
311sint8 266sint8
312get_attr_value (const living *stats, int attr) 267living::stat (int index) const
313{ 268{
314 switch (attr) 269 switch (index)
315 { 270 {
316 case STR: return stats->Str; 271 case STR: return Str;
317 case DEX: return stats->Dex; 272 case DEX: return Dex;
318 case CON: return stats->Con; 273 case CON: return Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
322 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
323 } 278 }
324 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
325 return 0; 282 return dummy;
326} 283}
327 284
328/* 285/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 287 * 1-30 stat limit.
331 */ 288 */
332
333void 289void
334check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
335{ 291{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
340 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 296 }
343} 297}
344 298
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 300
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* 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 310/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 311 * the object.
358 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 313 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 315 * 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 316 * 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 317 * 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 318 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 319 * that gives them that ability.
366 */ 320 */
384 potion_max = 1; 338 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
386 { 340 {
387 int nstat, ostat; 341 int nstat, ostat;
388 342
389 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
391 345
392 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
394 348
395 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
397 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
398 * to allow for that. 352 * to allow for that.
399 */ 353 */
400 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 355 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
405 }
406 358
407 if (nstat != ostat) 359 if (nstat != ostat)
408 { 360 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 362 potion_max = 0;
411 } 363 }
412 else if (i) 364 else if (i)
413 { 365 {
414 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
419 /* This section of code ups the characters normal stats also. I am not 371 /* 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 372 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 373 * recalculates this anyway.
422 */ 374 */
423 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 377
426 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 379 } /* end of potion handling code */
428 } 380 }
429 381
430 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
431 * everything to set 383 * everything to set
432 */ 384 */
433 if (flag == -1) 385 if (flag == -1)
434 { 386 {
435 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 392 * and not the other move_ fields.
441 */ 393 */
442 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
443 } 395 }
444 396
445 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
447 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
448 */ 400 */
449 op->update_stats (); 401 op->update_stats ();
450 402
451 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
499 * in that case, you don't actually land 451 * in that case, you don't actually land
500 */ 452 */
501 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 455 }
456
504 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 459
507 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 461 check_move_on (op, op);
657 610
658 if (!potion_max) 611 if (!potion_max)
659 { 612 {
660 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
661 { 614 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
663 { 616 {
664 success = 1; 617 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 619 }
667 } 620 }
672 625
673/* 626/*
674 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 629 */
677
678void 630void
679object::drain_stat () 631object::drain_stat ()
680{ 632{
681 drain_specific_stat (RANDOM () % NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
682} 634}
683 635
684void 636void
685object::drain_specific_stat (int deplete_stats) 637object::drain_specific_stat (int deplete_stats)
686{ 638{
754 return; 706 return;
755 707
756 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
758 */ 710 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 712 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 714
763 stats.luck += diff; 715 stats.luck += diff;
764 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 771 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
822 */ 774 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
826 */ 777 */
827
828void 778void
829object::update_stats () 779object::update_stats ()
830{ 780{
831 int i, j; 781 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
838 788
839 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
840 if (type == PLAYER) 790 if (type == PLAYER)
841 { 791 {
842 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 793 stats.stat (i) = contr->orig_stats.stat (i);
844 794
845 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 796 contr->encumbrance = 0;
847 797
848 attacktype = 0; 798 attacktype = 0;
799
849 contr->digestion = 0; 800 contr->digestion = 0;
850 contr->gen_hp = 0; 801 contr->gen_hp = 0;
851 contr->gen_sp = 0; 802 contr->gen_sp = 0;
852 contr->gen_grace = 0; 803 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 805 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 806 }
865 807
866 memcpy (body_used, body_info, sizeof (body_info)); 808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
867 810
868 slaying = 0; 811 slaying = 0;
869 812
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 814 {
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 827
885 path_attuned = arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
890 chosen_skill = NULL; 834 chosen_skill = 0;
891 835
892 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
893 * archetype clone 837 * archetype clone
894 */ 838 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
898 { 842 {
899 if (resist[i] > 0) 843 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
901 else 845 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
903 potion_resist[i] = 0; 848 potion_resist[i] = 0;
904 } 849 }
905 850
906 wc = arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
907 stats.dam = arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
925 speed = arch->clone.speed; 870 speed = arch->clone.speed;
926 871
927 /* OK - we've reset most all the objects attributes to sane values. 872 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 873 * now go through and make adjustments for what the player has equipped.
929 */ 874 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 875 for (tmp = inv; tmp; tmp = tmp->below)
932 { 876 {
933 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
935 */ 879 */
936 if (tmp->glow_radius > glow_radius) 880 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
938 882
939 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 884 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 885 * then calls this function.
942 */ 886 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 888 continue;
945 889
971 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
974 * up, etc. 918 * up, etc.
975 */ 919 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 920 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
978 { 925 {
979 if (type == PLAYER) 926 if (type == PLAYER)
980 { 927 {
981 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
982 contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
983 930 continue;
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp;
986 931
987 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
989 934
990 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
993 */ 938 */
994 if ((tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
1001 (tmp->type == SKILL)) 946 tmp->type == SKILL)
1002 { 947 {
1003 contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1009 } 954 }
1010 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1011 961
1012 /* Update slots used for items */ 962 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1016 966
1017 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1018 { 968 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1020 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1022 } 973 }
1023 974
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 979 */
1029 if (tmp->type != POTION) 980 if (tmp->type != POTION)
1030 { 981 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 991 else
1041 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
1042 } 993 }
1043 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 998 }
1048 } 999 }
1049 1000
1050 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1052 attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 1011 }
1059 1012
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1029
1077 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1031 {
1079 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1080 { 1033 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 1036 }
1084 else 1037 else
1085 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1086 } 1039 }
1087 1040
1088 switch (tmp->type) 1041 switch (tmp->type)
1089 { 1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1090 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1092 case SKILL: 1054 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break; 1056 break;
1102 chosen_skill = tmp; 1064 chosen_skill = tmp;
1103 1065
1104 if (tmp->stats.dam > 0) 1066 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1067 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1069 weapon_speed = WEAPON_SPEED (tmp);
1108 1070
1109 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1110 weapon_speed = 0; 1072 weapon_speed = 0;
1111 1073
1112 weapon_weight = tmp->weight; 1074 weapon_weight = tmp->weight;
1115 if (tmp->magic) 1077 if (tmp->magic)
1116 stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1117 } 1079 }
1118 1080
1119 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1121 1083
1122 if (tmp->slaying != NULL) 1084 if (tmp->slaying)
1123 slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1124 1086
1125 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1127 1089
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 1092
1134 break; 1093 break;
1135 1094
1136 case SKILL_TOOL: 1095 case SKILL_TOOL:
1137 if (chosen_skill) 1096 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139 1098
1140 chosen_skill = tmp; 1099 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1100 break;
1145 1101
1146 case SHIELD: 1102 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1108 case HELMET:
1153 case BOOTS: 1109 case BOOTS:
1154 case GLOVES: 1110 case GLOVES:
1155 case CLOAK: 1111 case CLOAK:
1156 if (tmp->stats.wc) 1112 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1158 1114
1159 if (tmp->stats.dam) 1115 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1116 stats.dam += tmp->stats.dam + tmp->magic;
1161 1117
1162 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= tmp->stats.ac + tmp->magic;
1164 1120
1165 break; 1121 break;
1166 1122
1123 case BOW:
1167 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1169 1128
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1172 1131
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1135
1177 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1178 weapon_speed = 0; 1137 weapon_speed = 0;
1179 1138
1180 slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1140
1181 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1183 * go. 1143 * go.
1184 */ 1144 */
1185 current_weapon = tmp; 1145
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1188 1150
1189 break; 1151 break;
1190 1152
1191 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1155 contr->encumbrance += tmp->weight / 1000;
1194 1156
1195 case BRACERS: 1157 case BRACERS:
1196 case FORCE: 1158 case FORCE:
1197 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1198 { 1160 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1221 1183
1222 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1224 1186
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1189
1228 break; 1190 break;
1229 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1230 } /* item is equipped */ 1192 } /* item is equipped */
1231 } /* for loop of items */ 1193 } /* for loop of items */
1299 1261
1300 if (mana_obj == this && type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1263 stats.maxsp = 1;
1302 else 1264 else
1303 { 1265 {
1304 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1305 1267
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1269 {
1308 float stmp; 1270 float stmp;
1309 1271
1310 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1311 if (i < 2) 1273 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1275 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1277
1316 if (stmp < 1.0) 1278 if (stmp < 1.f)
1317 stmp = 1.0; 1279 stmp = 1.f;
1318 1280
1319 sp_tmp += stmp; 1281 sp_tmp += stmp;
1320 } 1282 }
1321 1283
1322 stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1323 1285
1324 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1287 stats.maxsp += 2;
1326 } 1288 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* store grace in a float - this way, the divisions below don't create 1301 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1302 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1303 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1305 */
1344 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1308 {
1347 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1348 1310
1349 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1350 if (i < 2) 1312 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1314 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1316
1357 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1359 1319
1360 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1361 } 1321 }
1362 1322
1363 stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1364 1324
1365 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1368 } 1328 }
1388 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1389 */ 1349 */
1390 1350
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1352 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1394 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1395 { 1356 {
1396 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1358 if (!(i % 6))
1398 wc--; 1359 wc--;
1360
1399 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1364 }
1403 } 1365 }
1404 else 1366 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1406 1368
1407 stats.dam += dam_bonus[stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1408 1370
1409 if (stats.dam < 1) 1371 if (stats.dam < 1)
1410 stats.dam = 1; 1372 stats.dam = 1;
1411 1373
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1413 1375
1414 if (settings.search_items && contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1377 speed -= 1;
1416 1378
1417 if (attacktype == 0) 1379 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1419 1381
1420 } /* End if player */ 1382 } /* End if player */
1421 1383
1422 if (added_speed >= 0) 1384 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1426 1388
1427 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1428 if (speed > max) 1390 if (speed > max)
1429 speed = max; 1391 speed = max;
1430 1392
1435 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1437 */ 1399 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1401 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1403 }
1442 1404
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1406
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1407 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */ 1409 */
1448 speed = speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1449 1411
1450 if (speed < 0.01 && type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1413 speed = 0.01f;
1452 1414
1453 if (type == PLAYER) 1415 if (type == PLAYER)
1454 { 1416 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1461 */ 1421 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1429 K *= (4 + level) *1.2f / (6 + level);
1430
1469 if (K <= 0) 1431 if (K <= 0.f)
1470 K = 0.01; 1432 K = 0.01f;
1433
1471 S = speed / (K * s); 1434 float S = speed / (K * s);
1435
1472 contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1473 } 1437 }
1474 1438
1475 /* I want to limit the power of small monsters with big weapons: */ 1439 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1478 1442
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1480 * should be more than enough - remember, AC is also in 8 bits, 1444 * should be more than enough - remember, AC is also in 8 bits,
1481 * so its value is the same. 1445 * so its value is the same.
1514 if (type == PLAYER) 1478 if (type == PLAYER)
1515 { 1479 {
1516 esrv_update_stats (contr); 1480 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1481 esrv_update_spells (contr);
1518 } 1482 }
1483
1484 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0;
1519} 1487}
1520 1488
1521/* 1489/*
1522 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1491 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1494 * false otherwise.
1527 */ 1495 */
1528int 1496int
1529allowed_class (const object *op) 1497allowed_class (const object *op)
1530{ 1498{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1505 && op->stats.Cha > 0;
1533} 1506}
1534 1507
1535/* 1508/*
1536 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1581 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1584
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1585 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1590 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1591 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1592 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1593 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1594 skin = tmp;
1621 } 1595
1622 }
1623 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1597 if (abil == NULL)
1625 return; 1598 return;
1626 1599
1627 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1651 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1653 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1654 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1655 insert_ob_in_ob (skill_obj, op);
1656
1683 if (op->contr) 1657 if (op->contr)
1684 { 1658 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1662 }
1663
1688 return skill_obj; 1664 return skill_obj;
1689} 1665}
1690 1666
1691 1667
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1668/* player_lvl_adj() - for the new exp system. we are concerned with
1756sint64 1732sint64
1757level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1758{ 1734{
1759 if (level > settings.max_level) 1735 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1761 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1762} 1739}
1763 1740
1764/* 1741/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1742 * Ensure that the permanent experience requirements in an exp object are met.
1802 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1803 int i; 1780 int i;
1804 1781
1805 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1783 if (op->contr->braced)
1807 exp = exp / 5; 1784 exp /= 5;
1808 1785
1809 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1789 * the players inventory.
1813 */ 1790 */
1814 if (skill_name) 1791 if (skill_name)
1815 { 1792 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1926 player_lvl_adj (op, tmp);
1950 } 1927 }
1951 } 1928 }
1929
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1931 {
1954 del_exp = check_exp_loss (op, exp); 1932 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1934 player_lvl_adj (op, NULL);
1957 } 1935 }
1958} 1936}
1959
1960
1961 1937
1962/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1939 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1940 *
1965 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1944 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1945 * these last two values are only used for players.
1970 */ 1946 */
1971
1972void 1947void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1949{
1975
1976#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1952#endif
1979 1953
1980 /* safety */ 1954 /* safety */
2021 else 1995 else
2022 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
2024 * along. 1998 * along.
2025 */ 1999 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 2001 }
2029} 2002}
2030 2003
2031/* Applies a death penalty experience, the size of this is defined by the 2004/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 2007 */
2035
2036void 2008void
2037apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2038{ 2010{
2039 object *tmp; 2011 object *tmp;
2040 sint64 loss; 2012 sint64 loss;

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