ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.31 by root, Thu Jan 18 19:42:09 2007 UTC vs.
Revision 1.41 by root, Sun Apr 29 18:11:39 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 *
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)) >= rndm (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;
856 855
857 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
861 */ 860 */
862 contr->ranges[range_bow] = NULL; 861 contr->ranges[range_bow] = 0;
863 contr->ranges[range_misc] = NULL; 862 contr->ranges[range_misc] = 0;
864 contr->ranges[range_skill] = NULL; 863 contr->ranges[range_skill] = 0;
865 } 864 }
866 865
867 memcpy (body_used, body_info, sizeof (body_info)); 866 memcpy (body_used, body_info, sizeof (body_info));
868 867
869 slaying = 0; 868 slaying = 0;
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 880 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); 881 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); 882 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); 883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 884
886 path_attuned = arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 889 move_type = arch->clone.move_type;
890
891 chosen_skill = NULL; 891 chosen_skill = NULL;
892 892
893 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
894 * archetype clone 894 * archetype clone
895 */ 895 */
926 speed = arch->clone.speed; 926 speed = arch->clone.speed;
927 927
928 /* OK - we've reset most all the objects attributes to sane values. 928 /* 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. 929 * now go through and make adjustments for what the player has equipped.
930 */ 930 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
933 { 932 {
934 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
936 */ 935 */
937 if (tmp->glow_radius > glow_radius) 936 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 937 glow_radius = tmp->glow_radius;
939 938
940 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 941 * then calls this function.
943 */ 942 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 944 continue;
946 945
972 * in the praying skill, and the player should always get those. 971 * 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, 972 * 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 973 * because the skill shouldn't count against body positions being used
975 * up, etc. 974 * up, etc.
976 */ 975 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 980 && tmp->subtype == SK_PRAYING))
979 { 981 {
980 if (type == PLAYER) 982 if (type == PLAYER)
981 { 983 {
982 if (tmp->type == BOW) 984 if (tmp->type == BOW)
983 contr->ranges[range_bow] = tmp; 985 contr->ranges[range_bow] = tmp;
984 986
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp; 988 contr->ranges[range_misc] = tmp;
987 989
988 for (i = 0; i < NUM_STATS; i++) 990 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 992
991 /* these are the items that currently can change digestion, regeneration, 993 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 994 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 995 * list, but other items store other info into stats array.
994 */ 996 */
995 if ((tmp->type == WEAPON) || 997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 999 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1018 body_used[i] += tmp->body_info[i];
1017 1019
1018 if (tmp->type == SYMPTOM) 1020 if (tmp->type == SYMPTOM)
1019 { 1021 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023
1021 if (speed_reduce_from_disease == 0) 1024 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1025 speed_reduce_from_disease = 1;
1023 } 1026 }
1024 1027
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1029 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1030 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1031 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1032 */
1030 if (tmp->type != POTION) 1033 if (tmp->type != POTION)
1031 { 1034 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1044 else
1042 potion_resist[i] = tmp->resist[i]; 1045 potion_resist[i] = tmp->resist[i];
1043 } 1046 }
1044 else if (tmp->resist[i] > 0) 1047 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1049 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1051 }
1049 } 1052 }
1050 1053
1051 /* There may be other things that should not adjust the attacktype */ 1054 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1055 if (tmp->type != SYMPTOM)
1053 attacktype |= tmp->attacktype; 1056 attacktype |= tmp->attacktype;
1054 1057
1055 path_attuned |= tmp->path_attuned; 1058 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1059 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1062 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type;
1060 1063
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1064 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); 1065 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); 1066 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); 1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1080
1078 if (tmp->stats.exp && tmp->type != SKILL) 1081 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1082 {
1080 if (tmp->stats.exp > 0) 1083 if (tmp->stats.exp > 0)
1081 { 1084 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1085 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1086 bonus_speed += 1.f + tmp->stats.exp / 3.f;
1084 } 1087 }
1085 else 1088 else
1086 added_speed += (float) tmp->stats.exp; 1089 added_speed += tmp->stats.exp;
1087 } 1090 }
1088 1091
1089 switch (tmp->type) 1092 switch (tmp->type)
1090 { 1093 {
1091 /* skills modifying the character -b.t. */ 1094 /* skills modifying the character -b.t. */
1103 chosen_skill = tmp; 1106 chosen_skill = tmp;
1104 1107
1105 if (tmp->stats.dam > 0) 1108 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1109 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1111 weapon_speed = WEAPON_SPEED (tmp);
1109 1112
1110 if (weapon_speed < 0) 1113 if (weapon_speed < 0)
1111 weapon_speed = 0; 1114 weapon_speed = 0;
1112 1115
1113 weapon_weight = tmp->weight; 1116 weapon_weight = tmp->weight;
1153 case HELMET: 1156 case HELMET:
1154 case BOOTS: 1157 case BOOTS:
1155 case GLOVES: 1158 case GLOVES:
1156 case CLOAK: 1159 case CLOAK:
1157 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1159 1162
1160 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1162 1165
1163 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1165 1168
1166 break; 1169 break;
1167 1170
1171 case BOW:
1168 case WEAPON: 1172 case WEAPON:
1169 wc -= (tmp->stats.wc + tmp->magic); 1173 wc -= tmp->stats.wc + tmp->magic;
1170 1174
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1176 ac -= tmp->stats.ac + tmp->magic;
1173 1177
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1178 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1179 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1181
1178 if (weapon_speed < 0) 1182 if (weapon_speed < 0)
1179 weapon_speed = 0; 1183 weapon_speed = 0;
1180 1184
1181 slaying = tmp->slaying; 1185 slaying = tmp->slaying;
1186
1182 /* If there is desire that two handed weapons should do 1187 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1188 * extra strength damage, this is where the code should
1184 * go. 1189 * go.
1185 */ 1190 */
1191
1186 current_weapon = tmp; 1192 current_weapon = tmp;
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER && settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1194 contr->encumbrance += tmp->weight * 3 / 1000;
1189 1195
1190 break; 1196 break;
1191 1197
1192 case ARMOUR: /* Only the best of these three are used: */ 1198 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1199 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1200 contr->encumbrance += tmp->weight / 1000;
1195 1201
1196 case BRACERS: 1202 case BRACERS:
1197 case FORCE: 1203 case FORCE:
1198 if (tmp->stats.wc) 1204 if (tmp->stats.wc)
1199 { 1205 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1227 wc -= (tmp->stats.wc + tmp->magic);
1222 1228
1223 if (tmp->stats.ac) 1229 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1230 ac -= (tmp->stats.ac + tmp->magic);
1225 1231
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1232 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1233 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1234
1229 break; 1235 break;
1230 } /* switch tmp->type */ 1236 } /* switch tmp->type */
1231 } /* item is equipped */ 1237 } /* item is equipped */
1232 } /* for loop of items */ 1238 } /* for loop of items */
1300 1306
1301 if (mana_obj == this && type == PLAYER) 1307 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1308 stats.maxsp = 1;
1303 else 1309 else
1304 { 1310 {
1305 sp_tmp = 0.0; 1311 sp_tmp = 0.f;
1306 1312
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1313 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1314 {
1309 float stmp; 1315 float stmp;
1310 1316
1311 /* Got some extra bonus at first level */ 1317 /* Got some extra bonus at first level */
1312 if (i < 2) 1318 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1319 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1320 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1322
1317 if (stmp < 1.0) 1323 if (stmp < 1.f)
1318 stmp = 1.0; 1324 stmp = 1.f;
1319 1325
1320 sp_tmp += stmp; 1326 sp_tmp += stmp;
1321 } 1327 }
1322 1328
1323 stats.maxsp = (int) sp_tmp; 1329 stats.maxsp = (sint16)sp_tmp;
1324 1330
1325 for (i = 11; i <= mana_obj->level; i++) 1331 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1332 stats.maxsp += 2;
1327 } 1333 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1334 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* store grace in a float - this way, the divisions below don't create 1346 /* 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 1347 * 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 1348 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1349 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1350 */
1345 sp_tmp = 0.0; 1351 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1352 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1353 {
1348 float grace_tmp = 0.0; 1354 float grace_tmp = 0.f;
1349 1355
1350 /* Got some extra bonus at first level */ 1356 /* Got some extra bonus at first level */
1351 if (i < 2) 1357 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1358 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 1359 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1361
1358 if (grace_tmp < 1.0) 1362 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1363 grace_tmp = 1.f;
1360 1364
1361 sp_tmp += grace_tmp; 1365 sp_tmp += grace_tmp;
1362 } 1366 }
1363 1367
1364 stats.maxgrace = (int) sp_tmp; 1368 stats.maxgrace = (sint16)sp_tmp;
1365 1369
1366 /* two grace points per level after 11 */ 1370 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1371 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1372 stats.maxgrace += 2;
1369 } 1373 }
1389 * monster bonus the same as before. -b.t. 1393 * monster bonus the same as before. -b.t.
1390 */ 1394 */
1391 1395
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1397 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1395 for (i = 1; i < wc_obj->level; i++) 1400 for (i = 1; i < wc_obj->level; i++)
1396 { 1401 {
1397 /* addtional wc every 6 levels */ 1402 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1403 if (!(i % 6))
1399 wc--; 1404 wc--;
1405
1400 /* addtional dam every 4 levels. */ 1406 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1409 }
1404 } 1410 }
1405 else 1411 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1412 wc -= level + thaco_bonus[stats.Str];
1407 1413
1408 stats.dam += dam_bonus[stats.Str]; 1414 stats.dam += dam_bonus[stats.Str];
1409 1415
1410 if (stats.dam < 1) 1416 if (stats.dam < 1)
1411 stats.dam = 1; 1417 stats.dam = 1;
1412 1418
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1419 speed = 1.f + speed_bonus[stats.Dex];
1414 1420
1415 if (settings.search_items && contr->search_str[0]) 1421 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1422 speed -= 1;
1417 1423
1418 if (attacktype == 0) 1424 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1425 attacktype = arch->clone.attacktype;
1420 1426
1421 } /* End if player */ 1427 } /* End if player */
1422 1428
1423 if (added_speed >= 0) 1429 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1430 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1431 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1432 speed /= 1.f - added_speed;
1427 1433
1428 /* Max is determined by armour */ 1434 /* Max is determined by armour */
1429 if (speed > max) 1435 if (speed > max)
1430 speed = max; 1436 speed = max;
1431 1437
1436 * weight limit, then player suffers a speed reduction based on how 1442 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1443 * much above he is, and what is max carry is
1438 */ 1444 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1445 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1446 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1447 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1448 }
1443 1449
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1450 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1451
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1452 /* 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. 1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1454 */
1449 speed = speed * speed_reduce_from_disease; 1455 speed = speed * speed_reduce_from_disease;
1450 1456
1451 if (speed < 0.01 && type == PLAYER) 1457 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1458 speed = 0.01f;
1453 1459
1454 if (type == PLAYER) 1460 if (type == PLAYER)
1455 { 1461 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1462 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1463 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1464 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1465 * that would just be a real pain to read.
1462 */ 1466 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1467 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1468 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1469 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1470 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1471 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1472 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1474 K *= (4 + level) *1.2f / (6 + level);
1475
1470 if (K <= 0) 1476 if (K <= 0.f)
1471 K = 0.01; 1477 K = 0.01f;
1478
1472 S = speed / (K * s); 1479 float S = speed / (K * s);
1480
1473 contr->weapon_sp = S; 1481 contr->weapon_sp = S;
1474 } 1482 }
1475 1483
1476 /* I want to limit the power of small monsters with big weapons: */ 1484 /* 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) 1485 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1486 stats.dam = arch->clone.stats.dam * 3;
1479 1487
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1488 /* 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, 1489 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1490 * so its value is the same.
1515 if (type == PLAYER) 1523 if (type == PLAYER)
1516 { 1524 {
1517 esrv_update_stats (contr); 1525 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1526 esrv_update_spells (contr);
1519 } 1527 }
1528
1529 // update the mapspace, if we are on a map
1530 if (!flag [FLAG_REMOVED] && map)
1531 map->at (x, y).flags_ = 0;
1520} 1532}
1521 1533
1522/* 1534/*
1523 * Returns true if the given player is a legal class. 1535 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1536 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1539 * false otherwise.
1528 */ 1540 */
1529int 1541int
1530allowed_class (const object *op) 1542allowed_class (const object *op)
1531{ 1543{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1544 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1545 && op->stats.Str > 0
1546 && op->stats.Con > 0
1547 && op->stats.Int > 0
1548 && op->stats.Wis > 0
1549 && op->stats.Pow > 0
1550 && op->stats.Cha > 0;
1534} 1551}
1535 1552
1536/* 1553/*
1537 * set the new dragon name after gaining levels or 1554 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1555 * changing ability focus (later this can be extended to
1760sint64 1777sint64
1761level_exp (int level, double expmul) 1778level_exp (int level, double expmul)
1762{ 1779{
1763 if (level > settings.max_level) 1780 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1781 return (sint64) (expmul * levels[settings.max_level]);
1782
1765 return (sint64) (expmul * levels[level]); 1783 return (sint64) (expmul * levels[level]);
1766} 1784}
1767 1785
1768/* 1786/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1787 * Ensure that the permanent experience requirements in an exp object are met.
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1969 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1970 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1971 player_lvl_adj (op, tmp);
1954 } 1972 }
1955 } 1973 }
1974
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1975 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1976 {
1958 del_exp = check_exp_loss (op, exp); 1977 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1978 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1979 player_lvl_adj (op, NULL);
1961 } 1980 }
1962} 1981}
1963
1964
1965 1982
1966/* change_exp() - changes experience to a player/monster. This 1983/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1984 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1985 *
1969 * The exp passed is typically not modified much by this function - 1986 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1987 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1988 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1989 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1990 * these last two values are only used for players.
1974 */ 1991 */
1975
1976void 1992void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1993change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1994{
1979
1980#ifdef EXP_DEBUG 1995#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1996 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1997#endif
1983 1998
1984 /* safety */ 1999 /* safety */
2025 else 2040 else
2026 /* note that when you lose exp, it doesn't go against 2041 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2042 * a particular skill, so we don't need to pass that
2028 * along. 2043 * along.
2029 */ 2044 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2045 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2046 }
2033} 2047}
2034 2048
2035/* Applies a death penalty experience, the size of this is defined by the 2049/* 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 2050 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2051 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2052 */
2039
2040void 2053void
2041apply_death_exp_penalty (object *op) 2054apply_death_exp_penalty (object *op)
2042{ 2055{
2043 object *tmp; 2056 object *tmp;
2044 sint64 loss; 2057 sint64 loss;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines