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Comparing deliantra/server/common/living.C (file contents):
Revision 1.29 by root, Mon Jan 15 15:41:09 2007 UTC vs.
Revision 1.47 by root, Mon May 7 03:05:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
755 return; 755 return;
756 756
757 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
759 */ 759 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 763
764 stats.luck += diff; 764 stats.luck += diff;
765 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
818 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
823 */ 823 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
827 */ 826 */
828
829void 827void
830object::update_stats () 828object::update_stats ()
831{ 829{
832 int i, j; 830 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
845 843
846 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 845 contr->encumbrance = 0;
848 846
849 attacktype = 0; 847 attacktype = 0;
848
850 contr->digestion = 0; 849 contr->digestion = 0;
851 contr->gen_hp = 0; 850 contr->gen_hp = 0;
852 contr->gen_sp = 0; 851 contr->gen_sp = 0;
853 contr->gen_grace = 0; 852 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 854 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 855 }
866 856
867 memcpy (body_used, body_info, sizeof (body_info)); 857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
868 859
869 slaying = 0; 860 slaying = 0;
870 861
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 863 {
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 873 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 874 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 876
886 path_attuned = arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
891 chosen_skill = NULL; 883 chosen_skill = 0;
892 884
893 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
894 * archetype clone 886 * archetype clone
895 */ 887 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 891 {
900 if (resist[i] > 0) 892 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
902 else 894 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
904 potion_resist[i] = 0; 897 potion_resist[i] = 0;
905 } 898 }
906 899
907 wc = arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 919 speed = arch->clone.speed;
927 920
928 /* OK - we've reset most all the objects attributes to sane values. 921 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 922 * now go through and make adjustments for what the player has equipped.
930 */ 923 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 924 for (tmp = inv; tmp; tmp = tmp->below)
933 { 925 {
934 /* See note in map.c:update_position about making this additive 926 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 927 * since light sources are never applied, need to put check here.
936 */ 928 */
937 if (tmp->glow_radius > glow_radius) 929 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
939 931
940 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 933 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 934 * then calls this function.
943 */ 935 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 937 continue;
946 938
972 * in the praying skill, and the player should always get those. 964 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 965 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 966 * because the skill shouldn't count against body positions being used
975 * up, etc. 967 * up, etc.
976 */ 968 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 969 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
970 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON)
972 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
979 { 974 {
980 if (type == PLAYER) 975 if (type == PLAYER)
981 { 976 {
982 if (tmp->type == BOW)
983 contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
986 contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
987 980
988 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 983
991 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 985 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
994 */ 987 */
995 if ((tmp->type == WEAPON) || 988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 990 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1007 contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1010 } 1003 }
1011 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1012 1010
1013 /* Update slots used for items */ 1011 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1017 1015
1018 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1019 { 1017 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
1021 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1023 } 1022 }
1024 1023
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1028 */
1030 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1031 { 1030 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1040 else
1042 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1043 } 1042 }
1044 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1047 }
1049 } 1048 }
1050 1049
1051 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1053 attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 1060 }
1060 1061
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1064 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1078
1078 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1080 {
1080 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1081 { 1082 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1085 }
1085 else 1086 else
1086 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1087 } 1088 }
1088 1089
1089 switch (tmp->type) 1090 switch (tmp->type)
1090 { 1091 {
1092#if 0
1093 case WAND:
1094 case ROD:
1095 case HORN:
1096 if (type != PLAYER || current_weapon == tmp)
1097 chosen_skill = tmp;
1098 break;
1099#endif
1100
1091 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1093 case SKILL: 1103 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1105 break;
1103 chosen_skill = tmp; 1113 chosen_skill = tmp;
1104 1114
1105 if (tmp->stats.dam > 0) 1115 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1116 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1118 weapon_speed = WEAPON_SPEED (tmp);
1109 1119
1110 if (weapon_speed < 0) 1120 if (weapon_speed < 0)
1111 weapon_speed = 0; 1121 weapon_speed = 0;
1112 1122
1113 weapon_weight = tmp->weight; 1123 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1126 if (tmp->magic)
1117 stats.dam += tmp->magic; 1127 stats.dam += tmp->magic;
1118 } 1128 }
1119 1129
1120 if (tmp->stats.wc) 1130 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1131 wc -= tmp->stats.wc + tmp->magic;
1122 1132
1123 if (tmp->slaying != NULL) 1133 if (tmp->slaying)
1124 slaying = tmp->slaying; 1134 slaying = tmp->slaying;
1125 1135
1126 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1137 ac -= tmp->stats.ac + tmp->magic;
1128 1138
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1141
1135 break; 1142 break;
1136 1143
1137 case SKILL_TOOL: 1144 case SKILL_TOOL:
1138 if (chosen_skill) 1145 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140 1147
1141 chosen_skill = tmp; 1148 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1149 break;
1146 1150
1147 case SHIELD: 1151 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1157 case HELMET:
1154 case BOOTS: 1158 case BOOTS:
1155 case GLOVES: 1159 case GLOVES:
1156 case CLOAK: 1160 case CLOAK:
1157 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1159 1163
1160 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1162 1166
1163 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1165 1169
1166 break; 1170 break;
1167 1171
1172 case BOW:
1168 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1176 wc -= tmp->stats.wc + tmp->magic;
1170 1177
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1173 1180
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1181 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1182 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1184
1178 if (weapon_speed < 0) 1185 if (weapon_speed < 0)
1179 weapon_speed = 0; 1186 weapon_speed = 0;
1180 1187
1181 slaying = tmp->slaying; 1188 slaying = tmp->slaying;
1189
1182 /* If there is desire that two handed weapons should do 1190 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1191 * extra strength damage, this is where the code should
1184 * go. 1192 * go.
1185 */ 1193 */
1186 current_weapon = tmp; 1194
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1189 1199
1190 break; 1200 break;
1191 1201
1192 case ARMOUR: /* Only the best of these three are used: */ 1202 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight / 1000;
1195 1205
1196 case BRACERS: 1206 case BRACERS:
1197 case FORCE: 1207 case FORCE:
1198 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1199 { 1209 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1222 1232
1223 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1225 1235
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1238
1229 break; 1239 break;
1230 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1231 } /* item is equipped */ 1241 } /* item is equipped */
1232 } /* for loop of items */ 1242 } /* for loop of items */
1300 1310
1301 if (mana_obj == this && type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1312 stats.maxsp = 1;
1303 else 1313 else
1304 { 1314 {
1305 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1306 1316
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1318 {
1309 float stmp; 1319 float stmp;
1310 1320
1311 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1312 if (i < 2) 1322 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1324 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1326
1317 if (stmp < 1.0) 1327 if (stmp < 1.f)
1318 stmp = 1.0; 1328 stmp = 1.f;
1319 1329
1320 sp_tmp += stmp; 1330 sp_tmp += stmp;
1321 } 1331 }
1322 1332
1323 stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1324 1334
1325 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1336 stats.maxsp += 2;
1327 } 1337 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* store grace in a float - this way, the divisions below don't create 1350 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1351 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1352 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1354 */
1345 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1357 {
1348 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1349 1359
1350 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1351 if (i < 2) 1361 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1363 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1365
1358 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1360 1368
1361 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1362 } 1370 }
1363 1371
1364 stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1365 1373
1366 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1369 } 1377 }
1389 * monster bonus the same as before. -b.t. 1397 * monster bonus the same as before. -b.t.
1390 */ 1398 */
1391 1399
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1400 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1401 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1402 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403
1395 for (i = 1; i < wc_obj->level; i++) 1404 for (i = 1; i < wc_obj->level; i++)
1396 { 1405 {
1397 /* addtional wc every 6 levels */ 1406 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1407 if (!(i % 6))
1399 wc--; 1408 wc--;
1409
1400 /* addtional dam every 4 levels. */ 1410 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1412 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1413 }
1404 } 1414 }
1405 else 1415 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1416 wc -= level + thaco_bonus[stats.Str];
1407 1417
1408 stats.dam += dam_bonus[stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1409 1419
1410 if (stats.dam < 1) 1420 if (stats.dam < 1)
1411 stats.dam = 1; 1421 stats.dam = 1;
1412 1422
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1414 1424
1415 if (settings.search_items && contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1426 speed -= 1;
1417 1427
1418 if (attacktype == 0) 1428 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1420 1430
1421 } /* End if player */ 1431 } /* End if player */
1422 1432
1423 if (added_speed >= 0) 1433 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1427 1437
1428 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1429 if (speed > max) 1439 if (speed > max)
1430 speed = max; 1440 speed = max;
1431 1441
1436 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1438 */ 1448 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1450 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1452 }
1443 1453
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1455
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1456 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1458 */
1449 speed = speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1450 1460
1451 if (speed < 0.01 && type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1462 speed = 0.01f;
1453 1463
1454 if (type == PLAYER) 1464 if (type == PLAYER)
1455 { 1465 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1462 */ 1470 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1476 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1477
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1478 K *= (4 + level) *1.2f / (6 + level);
1479
1470 if (K <= 0) 1480 if (K <= 0.f)
1471 K = 0.01; 1481 K = 0.01f;
1482
1472 S = speed / (K * s); 1483 float S = speed / (K * s);
1484
1473 contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1474 } 1486 }
1475 1487
1476 /* I want to limit the power of small monsters with big weapons: */ 1488 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1479 1491
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1492 /* Prevent overflows of wc - best you can get is ABS(120) - this
1481 * should be more than enough - remember, AC is also in 8 bits, 1493 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1494 * so its value is the same.
1515 if (type == PLAYER) 1527 if (type == PLAYER)
1516 { 1528 {
1517 esrv_update_stats (contr); 1529 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1530 esrv_update_spells (contr);
1519 } 1531 }
1532
1533 // update the mapspace, if we are on a map
1534 if (!flag [FLAG_REMOVED] && map)
1535 map->at (x, y).flags_ = 0;
1520} 1536}
1521 1537
1522/* 1538/*
1523 * Returns true if the given player is a legal class. 1539 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1540 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1543 * false otherwise.
1528 */ 1544 */
1529int 1545int
1530allowed_class (const object *op) 1546allowed_class (const object *op)
1531{ 1547{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1549 && op->stats.Str > 0
1550 && op->stats.Con > 0
1551 && op->stats.Int > 0
1552 && op->stats.Wis > 0
1553 && op->stats.Pow > 0
1554 && op->stats.Cha > 0;
1534} 1555}
1535 1556
1536/* 1557/*
1537 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1760sint64 1781sint64
1761level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1762{ 1783{
1763 if (level > settings.max_level) 1784 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1765 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1766} 1788}
1767 1789
1768/* 1790/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1791 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1807 int i; 1829 int i;
1808 1830
1809 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1832 if (op->contr->braced)
1811 exp = exp / 5; 1833 exp /= 5;
1812 1834
1813 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1836 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1838 * the players inventory.
1817 */ 1839 */
1818 if (skill_name) 1840 if (skill_name)
1819 { 1841 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1842 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1974 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1975 player_lvl_adj (op, tmp);
1954 } 1976 }
1955 } 1977 }
1978
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1979 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1980 {
1958 del_exp = check_exp_loss (op, exp); 1981 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1982 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1983 player_lvl_adj (op, NULL);
1961 } 1984 }
1962} 1985}
1963
1964
1965 1986
1966/* change_exp() - changes experience to a player/monster. This 1987/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1988 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1989 *
1969 * The exp passed is typically not modified much by this function - 1990 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1991 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1992 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1993 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1994 * these last two values are only used for players.
1974 */ 1995 */
1975
1976void 1996void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1997change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1998{
1979
1980#ifdef EXP_DEBUG 1999#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 2001#endif
1983 2002
1984 /* safety */ 2003 /* safety */
2025 else 2044 else
2026 /* note that when you lose exp, it doesn't go against 2045 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2046 * a particular skill, so we don't need to pass that
2028 * along. 2047 * along.
2029 */ 2048 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2049 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2050 }
2033} 2051}
2034 2052
2035/* Applies a death penalty experience, the size of this is defined by the 2053/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2054 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2055 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2056 */
2039
2040void 2057void
2041apply_death_exp_penalty (object *op) 2058apply_death_exp_penalty (object *op)
2042{ 2059{
2043 object *tmp; 2060 object *tmp;
2044 sint64 loss; 2061 sint64 loss;

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