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Comparing deliantra/server/common/living.C (file contents):
Revision 1.22 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
356/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 358 * the object.
358 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 360 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 366 * that gives them that ability.
366 */ 367 */
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
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 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
405 }
406 405
407 if (nstat != ostat) 406 if (nstat != ostat)
408 { 407 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
410 potion_max = 0; 409 potion_max = 0;
411 } 410 }
412 else if (i) 411 else if (i)
413 { 412 {
414 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
419 /* This section of code ups the characters normal stats also. I am not 418 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 420 * recalculates this anyway.
422 */ 421 */
423 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
425 424
426 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 426 } /* end of potion handling code */
428 } 427 }
429 428
430 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
431 * everything to set 430 * everything to set
432 */ 431 */
433 if (flag == -1) 432 if (flag == -1)
434 { 433 {
435 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 439 * and not the other move_ fields.
441 */ 440 */
442 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
443 } 442 }
444 443
445 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
447 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
448 */ 447 */
449 op->update_stats (); 448 op->update_stats ();
450 449
451 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
499 * in that case, you don't actually land 498 * in that case, you don't actually land
500 */ 499 */
501 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 502 }
503
504 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 506
507 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 508 check_move_on (op, op);
672 672
673/* 673/*
674 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 676 */
677
678void 677void
679object::drain_stat () 678object::drain_stat ()
680{ 679{
681 drain_specific_stat (RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
682} 681}
683 682
684void 683void
685object::drain_specific_stat (int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
686{ 685{
754 return; 753 return;
755 754
756 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
758 */ 757 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 759 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 761
763 stats.luck += diff; 762 stats.luck += diff;
764 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
822 */ 821 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
826 */ 824 */
827
828void 825void
829object::update_stats () 826object::update_stats ()
830{ 827{
831 int i, j; 828 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 830 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
837 835
838 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 837 if (type == PLAYER)
840 { 838 {
841 for (i = 0; i < NUM_STATS; i++) 839 for (i = 0; i < NUM_STATS; i++)
843 841
844 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 843 contr->encumbrance = 0;
846 844
847 attacktype = 0; 845 attacktype = 0;
846
848 contr->digestion = 0; 847 contr->digestion = 0;
849 contr->gen_hp = 0; 848 contr->gen_hp = 0;
850 contr->gen_sp = 0; 849 contr->gen_sp = 0;
851 contr->gen_grace = 0; 850 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 852 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 853 }
864 854
865 memcpy (body_used, body_info, sizeof (body_info)); 855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
866 857
867 slaying = 0; 858 slaying = 0;
868 859
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 861 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 874
884 path_attuned = arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
889 chosen_skill = NULL; 881 chosen_skill = 0;
890 882
891 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
892 * archetype clone 884 * archetype clone
893 */ 885 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 889 {
898 if (resist[i] > 0) 890 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
900 else 892 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
902 potion_resist[i] = 0; 895 potion_resist[i] = 0;
903 } 896 }
904 897
905 wc = arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
924 speed = arch->clone.speed; 917 speed = arch->clone.speed;
925 918
926 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
928 */ 921 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
931 { 923 {
932 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
934 */ 926 */
935 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
937 929
938 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 932 * then calls this function.
941 */ 933 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 935 continue;
944 936
970 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
973 * up, etc. 965 * up, etc.
974 */ 966 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
977 { 972 {
978 if (type == PLAYER) 973 if (type == PLAYER)
979 { 974 {
980 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
981 contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
982 977 continue;
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985 978
986 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
988 981
989 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
992 */ 985 */
993 if ((tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
1000 (tmp->type == SKILL)) 993 tmp->type == SKILL)
1001 { 994 {
1002 contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1008 } 1001 }
1009 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1010 1008
1011 /* Update slots used for items */ 1009 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1015 1013
1016 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1017 { 1015 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1019 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1021 } 1020 }
1022 1021
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 1026 */
1028 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1029 { 1028 {
1030 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1031 { 1030 {
1032 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 1033 */
1035 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1036 { 1035 {
1037 if (potion_resist[i]) 1036 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 1038 else
1040 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1041 } 1040 }
1042 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 1045 }
1047 } 1046 }
1048 1047
1049 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1051 attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 1058 }
1058 1059
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 1076
1076 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 1078 {
1078 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1079 { 1080 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 1083 }
1083 else 1084 else
1084 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1085 } 1086 }
1086 1087
1087 switch (tmp->type) 1088 switch (tmp->type)
1088 { 1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1089 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1091 case SKILL: 1101 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 1103 break;
1101 chosen_skill = tmp; 1111 chosen_skill = tmp;
1102 1112
1103 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1107 1117
1108 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1109 weapon_speed = 0; 1119 weapon_speed = 0;
1110 1120
1111 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1114 if (tmp->magic) 1124 if (tmp->magic)
1115 stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1116 } 1126 }
1117 1127
1118 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1120 1130
1121 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1122 slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1123 1133
1124 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1126 1136
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132 1139
1133 break; 1140 break;
1134 1141
1135 case SKILL_TOOL: 1142 case SKILL_TOOL:
1136 if (chosen_skill) 1143 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138 1145
1139 chosen_skill = tmp; 1146 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1147 break;
1144 1148
1145 case SHIELD: 1149 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1155 case HELMET:
1152 case BOOTS: 1156 case BOOTS:
1153 case GLOVES: 1157 case GLOVES:
1154 case CLOAK: 1158 case CLOAK:
1155 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1157 1161
1158 if (tmp->stats.dam) 1162 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1163 stats.dam += tmp->stats.dam + tmp->magic;
1160 1164
1161 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1166 ac -= tmp->stats.ac + tmp->magic;
1163 1167
1164 break; 1168 break;
1165 1169
1170 case BOW:
1166 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1174 wc -= tmp->stats.wc + tmp->magic;
1168 1175
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1171 1178
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1182
1176 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1177 weapon_speed = 0; 1184 weapon_speed = 0;
1178 1185
1179 slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1180 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1182 * go. 1190 * go.
1183 */ 1191 */
1184 current_weapon = tmp; 1192
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1187 1197
1188 break; 1198 break;
1189 1199
1190 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1193 1203
1194 case BRACERS: 1204 case BRACERS:
1195 case FORCE: 1205 case FORCE:
1196 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1197 { 1207 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1220 1230
1221 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1223 1233
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1236
1227 break; 1237 break;
1228 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1229 } /* item is equipped */ 1239 } /* item is equipped */
1230 } /* for loop of items */ 1240 } /* for loop of items */
1298 1308
1299 if (mana_obj == this && type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1310 stats.maxsp = 1;
1301 else 1311 else
1302 { 1312 {
1303 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1304 1314
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1316 {
1307 float stmp; 1317 float stmp;
1308 1318
1309 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1310 if (i < 2) 1320 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1322 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1324
1315 if (stmp < 1.0) 1325 if (stmp < 1.f)
1316 stmp = 1.0; 1326 stmp = 1.f;
1317 1327
1318 sp_tmp += stmp; 1328 sp_tmp += stmp;
1319 } 1329 }
1320 1330
1321 stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1322 1332
1323 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1334 stats.maxsp += 2;
1325 } 1335 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1348 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1349 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1350 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1352 */
1343 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1355 {
1346 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1347 1357
1348 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1349 if (i < 2) 1359 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1361 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1363
1356 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1358 1366
1359 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1360 } 1368 }
1361 1369
1362 stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1363 1371
1364 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1367 } 1375 }
1387 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1388 */ 1396 */
1389 1397
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1399 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1393 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1394 { 1403 {
1395 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1405 if (!(i % 6))
1397 wc--; 1406 wc--;
1407
1398 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1411 }
1402 } 1412 }
1403 else 1413 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1405 1415
1406 stats.dam += dam_bonus[stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1407 1417
1408 if (stats.dam < 1) 1418 if (stats.dam < 1)
1409 stats.dam = 1; 1419 stats.dam = 1;
1410 1420
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1412 1422
1413 if (settings.search_items && contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1424 speed -= 1;
1415 1425
1416 if (attacktype == 0) 1426 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1418 1428
1419 } /* End if player */ 1429 } /* End if player */
1420 1430
1421 if (added_speed >= 0) 1431 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1425 1435
1426 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1427 if (speed > max) 1437 if (speed > max)
1428 speed = max; 1438 speed = max;
1429 1439
1434 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1436 */ 1446 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1448 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1450 }
1441 1451
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1453
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1456 */
1447 speed = speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1448 1458
1449 if (speed < 0.01 && type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1460 speed = 0.01f;
1451 1461
1452 if (type == PLAYER) 1462 if (type == PLAYER)
1453 { 1463 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1460 */ 1468 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1476 K *= (4 + level) *1.2f / (6 + level);
1477
1468 if (K <= 0) 1478 if (K <= 0.f)
1469 K = 0.01; 1479 K = 0.01f;
1480
1470 S = speed / (K * s); 1481 float S = speed / (K * s);
1482
1471 contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1472 } 1484 }
1473 1485
1474 /* I want to limit the power of small monsters with big weapons: */ 1486 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1477 1489
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1479 * should be more than enough - remember, AC is also in 8 bits, 1491 * should be more than enough - remember, AC is also in 8 bits,
1480 * so its value is the same. 1492 * so its value is the same.
1502 if (move_type == 0) 1514 if (move_type == 0)
1503 move_type = MOVE_WALK; 1515 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1517 move_type &= ~MOVE_WALK;
1506 1518
1519 if (speed != old_speed)
1507 set_speed (speed); 1520 set_speed (speed);
1508 1521
1509 /* It is quite possible that a player's spell costing might have changed, 1522 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1523 * so we will check that now.
1511 */ 1524 */
1512 if (type == PLAYER) 1525 if (type == PLAYER)
1513 { 1526 {
1514 esrv_update_stats (contr); 1527 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1528 esrv_update_spells (contr);
1516 } 1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1517} 1534}
1518 1535
1519/* 1536/*
1520 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1541 * false otherwise.
1525 */ 1542 */
1526int 1543int
1527allowed_class (const object *op) 1544allowed_class (const object *op)
1528{ 1545{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1552 && op->stats.Cha > 0;
1531} 1553}
1532 1554
1533/* 1555/*
1534 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1628 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1631
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1637 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1638 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1639 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1640 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1641 skin = tmp;
1619 } 1642
1620 }
1621 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1644 if (abil == NULL)
1623 return; 1645 return;
1624 1646
1625 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1698 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1701 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1681 if (op->contr) 1704 if (op->contr)
1682 { 1705 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1709 }
1710
1686 return skill_obj; 1711 return skill_obj;
1687} 1712}
1688 1713
1689 1714
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1715/* player_lvl_adj() - for the new exp system. we are concerned with
1754sint64 1779sint64
1755level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1756{ 1781{
1757 if (level > settings.max_level) 1782 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1759 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1760} 1786}
1761 1787
1762/* 1788/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1801 int i; 1827 int i;
1802 1828
1803 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1830 if (op->contr->braced)
1805 exp = exp / 5; 1831 exp /= 5;
1806 1832
1807 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1836 * the players inventory.
1811 */ 1837 */
1812 if (skill_name) 1838 if (skill_name)
1813 { 1839 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1948 } 1974 }
1949 } 1975 }
1976
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1978 {
1952 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1955 } 1982 }
1956} 1983}
1957
1958
1959 1984
1960/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1987 *
1963 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1992 * these last two values are only used for players.
1968 */ 1993 */
1969
1970void 1994void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1996{
1973
1974#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1999#endif
1977 2000
1978 /* safety */ 2001 /* safety */
2019 else 2042 else
2020 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
2022 * along. 2045 * along.
2023 */ 2046 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 2048 }
2027} 2049}
2028 2050
2029/* Applies a death penalty experience, the size of this is defined by the 2051/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 2054 */
2033
2034void 2055void
2035apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2036{ 2057{
2037 object *tmp; 2058 object *tmp;
2038 sint64 loss; 2059 sint64 loss;

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