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Comparing deliantra/server/common/living.C (file contents):
Revision 1.26 by root, Mon Jan 8 18:18:35 2007 UTC vs.
Revision 1.40 by root, Sun Apr 29 18:11:21 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
192static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "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!",
197 "Your face gets distorted!", 199 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
205 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
206 "You feel your charisma return.", 208 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
214 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
215 "You seem to look better.", 217 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
223 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
224 "You look ugly!", 226 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 231};
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;
856 855
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 != BOW && 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
1609 object *skin = NULL; /* pointer to dragon skin force */ 1626 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1627 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1628 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1629
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1630 /* now grab the 'dragon_ability'-forces from the player's inventory */
1631 shstr_cmp dragon_ability_force ("dragon_ability_force");
1632 shstr_cmp dragon_skin_force ("dragon_skin_force");
1633
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1634 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1635 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1636 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1637 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1638 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1639 skin = tmp;
1622 } 1640
1623 }
1624 /* if the force is missing -> bail out */ 1641 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1642 if (abil == NULL)
1626 return; 1643 return;
1627 1644
1628 /* The ability_force keeps track of maximum level ever achieved. 1645 /* The ability_force keeps track of maximum level ever achieved.
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;

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