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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.38 by root, Sun Apr 29 04:14:57 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) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235 236
236/* 237/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 239 * what attr is (STR to POW).
371 char message[MAX_BUF]; 372 char message[MAX_BUF];
372 int potion_max = 0; 373 int potion_max = 0;
373 374
374 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
377 */ 378 */
378 object_pod refop = *op; 379 object_copy refop = *op;
379 380
380 if (op->type == PLAYER) 381 if (op->type == PLAYER)
381 { 382 {
382 if (tmp->type == POTION) 383 if (tmp->type == POTION)
383 { 384 {
401 nstat = 1; 402 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
403 { 404 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 } 406 }
407
406 if (nstat != ostat) 408 if (nstat != ostat)
407 { 409 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
409 potion_max = 0; 411 potion_max = 0;
410 } 412 }
412 { 414 {
413 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 416 potion_max = 1;
415 } 417 }
416 } 418 }
419
417 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 422 * recalculates this anyway.
420 */ 423 */
421 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
423 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
424 } /* end of potion handling code */ 428 } /* end of potion handling code */
425 } 429 }
426 430
427 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 456 {
453 success = 1; 457 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 459 }
460
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 462 {
458 success = 1; 463 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 465 }
466
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 468 {
463 success = 1; 469 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 471 }
472
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 474 {
468 success = 1; 475 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 477 }
478
471 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 483 * from fly high)
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 532 {
525 success = 1; 533 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 535 }
536
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 538 {
530 success = 1; 539 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 541 }
542
533 /* blinded you can tell if more blinded since blinded player has minimal 543 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 544 * vision
535 */ 545 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 547 {
655 success = 1; 665 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 667 }
658 } 668 }
659 } 669 }
670
660 return success; 671 return success;
661} 672}
662 673
663/* 674/*
664 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
666 */ 677 */
667 678
668void 679void
669object::drain_stat () 680object::drain_stat ()
670{ 681{
671 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
672} 683}
673 684
674void 685void
675object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
676{ 687{
744 return; 755 return;
745 756
746 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
748 */ 759 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 761 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 763
753 stats.luck += diff; 764 stats.luck += diff;
754 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
807 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
809 * 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.
810 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
812 */ 823 *
813
814/* 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.
815 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
816 */ 826 */
817
818void 827void
819object::update_stats () 828object::update_stats ()
820{ 829{
821 int i, j; 830 int i, j;
822 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;
823 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
827 837
828 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 839 if (type == PLAYER)
830 { 840 {
831 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
845 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
849 */ 859 */
850 contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
851 contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
852 contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
853 } 863 }
854 864
855 memcpy (body_used, body_info, sizeof (body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
856 866
857 slaying = 0; 867 slaying = 0;
914 speed = arch->clone.speed; 924 speed = arch->clone.speed;
915 925
916 /* OK - we've reset most all the objects attributes to sane values. 926 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 927 * now go through and make adjustments for what the player has equipped.
918 */ 928 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 929 for (tmp = inv; tmp; tmp = tmp->below)
921 { 930 {
922 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
924 */ 933 */
978 987
979 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
980 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
982 */ 991 */
983 if ((tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1009 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1011 } 1020 }
1012 1021
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 1026 */
1018 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1019 { 1028 {
1020 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1021 { 1030 {
1022 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 1033 */
1025 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1026 { 1035 {
1027 if (potion_resist[i]) 1036 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else 1038 else
1030 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1031 } 1040 }
1032 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 1045 }
1037 } 1046 }
1038 1047
1039 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1141 case HELMET: 1150 case HELMET:
1142 case BOOTS: 1151 case BOOTS:
1143 case GLOVES: 1152 case GLOVES:
1144 case CLOAK: 1153 case CLOAK:
1145 if (tmp->stats.wc) 1154 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1155 wc -= tmp->stats.wc + tmp->magic;
1147 1156
1148 if (tmp->stats.dam) 1157 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1158 stats.dam += tmp->stats.dam + tmp->magic;
1150 1159
1151 if (tmp->stats.ac) 1160 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1161 ac -= tmp->stats.ac + tmp->magic;
1153 1162
1154 break; 1163 break;
1155 1164
1165 case BOW:
1156 case WEAPON: 1166 case WEAPON:
1157 wc -= (tmp->stats.wc + tmp->magic); 1167 wc -= tmp->stats.wc + tmp->magic;
1158 1168
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1170 ac -= tmp->stats.ac + tmp->magic;
1161 1171
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1172 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1173 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1175
1166 if (weapon_speed < 0) 1176 if (weapon_speed < 0)
1167 weapon_speed = 0; 1177 weapon_speed = 0;
1377 * monster bonus the same as before. -b.t. 1387 * monster bonus the same as before. -b.t.
1378 */ 1388 */
1379 1389
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1390 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 { 1391 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1392 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393
1383 for (i = 1; i < wc_obj->level; i++) 1394 for (i = 1; i < wc_obj->level; i++)
1384 { 1395 {
1385 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1386 if (!(i % 6)) 1397 if (!(i % 6))
1387 wc--; 1398 wc--;
1399
1388 /* addtional dam every 4 levels. */ 1400 /* addtional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1402 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1403 }
1392 } 1404 }
1393 else 1405 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1406 wc -= level + thaco_bonus[stats.Str];
1395 1407
1396 stats.dam += dam_bonus[stats.Str]; 1408 stats.dam += dam_bonus[stats.Str];
1397 1409
1398 if (stats.dam < 1) 1410 if (stats.dam < 1)
1399 stats.dam = 1; 1411 stats.dam = 1;
1492 if (move_type == 0) 1504 if (move_type == 0)
1493 move_type = MOVE_WALK; 1505 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1507 move_type &= ~MOVE_WALK;
1496 1508
1497 update_ob_speed (this); 1509 if (speed != old_speed)
1510 set_speed (speed);
1498 1511
1499 /* It is quite possible that a player's spell costing might have changed, 1512 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1513 * so we will check that now.
1501 */ 1514 */
1502 if (type == PLAYER) 1515 if (type == PLAYER)
1503 { 1516 {
1504 esrv_update_stats (contr); 1517 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1518 esrv_update_spells (contr);
1506 } 1519 }
1520
1521 // update the mapspace, if we are on a map
1522 if (!flag [FLAG_REMOVED] && map)
1523 map->at (x, y).flags_ = 0;
1507} 1524}
1508 1525
1509/* 1526/*
1510 * Returns true if the given player is a legal class. 1527 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1528 * The function to add and remove class-bonuses to the stats doesn't
1596 object *skin = NULL; /* pointer to dragon skin force */ 1613 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1614 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1615 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1616
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1617 /* now grab the 'dragon_ability'-forces from the player's inventory */
1618 shstr_cmp dragon_ability_force ("dragon_ability_force");
1619 shstr_cmp dragon_skin_force ("dragon_skin_force");
1620
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1621 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1622 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1623 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1624 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1625 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1626 skin = tmp;
1609 } 1627
1610 }
1611 /* if the force is missing -> bail out */ 1628 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1629 if (abil == NULL)
1613 return; 1630 return;
1614 1631
1615 /* The ability_force keeps track of maximum level ever achieved. 1632 /* The ability_force keeps track of maximum level ever achieved.
1666 */ 1683 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1684 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1685 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1686 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1687 insert_ob_in_ob (skill_obj, op);
1688
1671 if (op->contr) 1689 if (op->contr)
1672 { 1690 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1691 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1692 if (op->contr->ns)
1693 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1694 }
1695
1676 return skill_obj; 1696 return skill_obj;
1677} 1697}
1678 1698
1679 1699
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1700/* player_lvl_adj() - for the new exp system. we are concerned with
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1955 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1956 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
1938 } 1958 }
1939 } 1959 }
1960
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1961 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1962 {
1942 del_exp = check_exp_loss (op, exp); 1963 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1964 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1945 } 1966 }
1946} 1967}
1947
1948
1949 1968
1950/* change_exp() - changes experience to a player/monster. This 1969/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1970 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1971 *
1953 * The exp passed is typically not modified much by this function - 1972 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1973 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1974 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1975 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1976 * these last two values are only used for players.
1958 */ 1977 */
1959
1960void 1978void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1979change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1980{
1963
1964#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1983#endif
1967 1984
1968 /* safety */ 1985 /* safety */
2009 else 2026 else
2010 /* note that when you lose exp, it doesn't go against 2027 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 2028 * a particular skill, so we don't need to pass that
2012 * along. 2029 * along.
2013 */ 2030 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 2032 }
2017} 2033}
2018 2034
2019/* Applies a death penalty experience, the size of this is defined by the 2035/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 2037 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 2038 */
2023
2024void 2039void
2025apply_death_exp_penalty (object *op) 2040apply_death_exp_penalty (object *op)
2026{ 2041{
2027 object *tmp; 2042 object *tmp;
2028 sint64 loss; 2043 sint64 loss;

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