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Comparing deliantra/server/common/living.C (file contents):
Revision 1.32 by root, Sat Jan 20 22:09:50 2007 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) 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 *
357/* 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
358 * the object. 358 * the object.
359 * 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
360 * can be applied or not. 360 * can be applied or not.
361 * 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
362 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
363 * 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
364 * 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
365 * 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
366 * that gives them that ability. 366 * that gives them that ability.
367 */ 367 */
398 * 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
399 * to allow for that. 399 * to allow for that.
400 */ 400 */
401 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 402 nstat = 1;
403 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))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
406 }
407 405
408 if (nstat != ostat) 406 if (nstat != ostat)
409 { 407 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
411 potion_max = 0; 409 potion_max = 0;
412 } 410 }
413 else if (i) 411 else if (i)
414 { 412 {
415 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
420 /* 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
421 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 420 * recalculates this anyway.
423 */ 421 */
424 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
425 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));
426 424
427 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 426 } /* end of potion handling code */
429 } 427 }
430 428
431 /* 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
432 * everything to set 430 * everything to set
433 */ 431 */
434 if (flag == -1) 432 if (flag == -1)
435 { 433 {
436 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 439 * and not the other move_ fields.
442 */ 440 */
443 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
444 } 442 }
445 443
446 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
447 * 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
448 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
449 */ 447 */
450 op->update_stats (); 448 op->update_stats ();
451 449
452 /* 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
500 * in that case, you don't actually land 498 * in that case, you don't actually land
501 */ 499 */
502 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
503 (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."));
504 } 502 }
503
505 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
506 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");
507 506
508 /* 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 */
509 check_move_on (op, op); 508 check_move_on (op, op);
673 672
674/* 673/*
675 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 676 */
678
679void 677void
680object::drain_stat () 678object::drain_stat ()
681{ 679{
682 drain_specific_stat (RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
683} 681}
684 682
685void 683void
686object::drain_specific_stat (int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
687{ 685{
818 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
820 * 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.
821 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
823 */ 821 *
824
825/* 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.
826 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
827 */ 824 */
828
829void 825void
830object::update_stats () 826object::update_stats ()
831{ 827{
832 int i, j; 828 int i, j;
833 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;
845 841
846 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 843 contr->encumbrance = 0;
848 844
849 attacktype = 0; 845 attacktype = 0;
846
850 contr->digestion = 0; 847 contr->digestion = 0;
851 contr->gen_hp = 0; 848 contr->gen_hp = 0;
852 contr->gen_sp = 0; 849 contr->gen_sp = 0;
853 contr->gen_grace = 0; 850 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 852 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 853 }
866 854
867 memcpy (body_used, body_info, sizeof (body_info)); 855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
868 857
869 slaying = 0; 858 slaying = 0;
870 859
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 861 {
881 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);
882 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);
883 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);
884 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);
885 874
886 path_attuned = arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
891 chosen_skill = NULL; 881 chosen_skill = 0;
892 882
893 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
894 * archetype clone 884 * archetype clone
895 */ 885 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 889 {
900 if (resist[i] > 0) 890 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
902 else 892 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
904 potion_resist[i] = 0; 895 potion_resist[i] = 0;
905 } 896 }
906 897
907 wc = arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 917 speed = arch->clone.speed;
927 918
928 /* 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.
929 * 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.
930 */ 921 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
933 { 923 {
934 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
936 */ 926 */
937 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
939 929
940 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
941 * 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
942 * then calls this function. 932 * then calls this function.
943 */ 933 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 935 continue;
946 936
972 * in the praying skill, and the player should always get those. 962 * 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, 963 * 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 964 * because the skill shouldn't count against body positions being used
975 * up, etc. 965 * up, etc.
976 */ 966 */
977 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
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
979 { 972 {
980 if (type == PLAYER) 973 if (type == PLAYER)
981 { 974 {
982 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
984 977 continue;
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987 978
988 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 981
991 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
992 * 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
993 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
994 */ 985 */
995 if ((tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 993 tmp->type == SKILL)
1003 { 994 {
1004 contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1010 } 1001 }
1011 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1012 1008
1013 /* Update slots used for items */ 1009 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1017 1013
1018 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1019 { 1015 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1021 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1023 } 1020 }
1024 1021
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1026 */
1030 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1031 { 1028 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1038 else
1042 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1043 } 1040 }
1044 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1045 }
1049 } 1046 }
1050 1047
1051 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1053 attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 1058 }
1060 1059
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1060 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); 1061 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); 1062 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); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1076
1078 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1078 {
1080 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1081 { 1080 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1083 }
1085 else 1084 else
1086 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1087 } 1086 }
1088 1087
1089 switch (tmp->type) 1088 switch (tmp->type)
1090 { 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
1091 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1093 case SKILL: 1101 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1103 break;
1103 chosen_skill = tmp; 1111 chosen_skill = tmp;
1104 1112
1105 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1109 1117
1110 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1111 weapon_speed = 0; 1119 weapon_speed = 0;
1112 1120
1113 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1124 if (tmp->magic)
1117 stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1118 } 1126 }
1119 1127
1120 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1122 1130
1123 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1124 slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1125 1133
1126 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1128 1136
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1139
1135 break; 1140 break;
1136 1141
1137 case SKILL_TOOL: 1142 case SKILL_TOOL:
1138 if (chosen_skill) 1143 if (chosen_skill)
1139 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);
1140 1145
1141 chosen_skill = tmp; 1146 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1147 break;
1146 1148
1147 case SHIELD: 1149 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1155 case HELMET:
1154 case BOOTS: 1156 case BOOTS:
1155 case GLOVES: 1157 case GLOVES:
1156 case CLOAK: 1158 case CLOAK:
1157 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1159 1161
1160 if (tmp->stats.dam) 1162 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1163 stats.dam += tmp->stats.dam + tmp->magic;
1162 1164
1163 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1166 ac -= tmp->stats.ac + tmp->magic;
1165 1167
1166 break; 1168 break;
1167 1169
1170 case BOW:
1168 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1174 wc -= tmp->stats.wc + tmp->magic;
1170 1175
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1173 1178
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1182
1178 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1179 weapon_speed = 0; 1184 weapon_speed = 0;
1180 1185
1181 slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1182 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1184 * go. 1190 * go.
1185 */ 1191 */
1186 current_weapon = tmp; 1192
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1189 1197
1190 break; 1198 break;
1191 1199
1192 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1195 1203
1196 case BRACERS: 1204 case BRACERS:
1197 case FORCE: 1205 case FORCE:
1198 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1199 { 1207 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1222 1230
1223 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1225 1233
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1236
1229 break; 1237 break;
1230 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1231 } /* item is equipped */ 1239 } /* item is equipped */
1232 } /* for loop of items */ 1240 } /* for loop of items */
1300 1308
1301 if (mana_obj == this && type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1310 stats.maxsp = 1;
1303 else 1311 else
1304 { 1312 {
1305 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1306 1314
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1316 {
1309 float stmp; 1317 float stmp;
1310 1318
1311 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1312 if (i < 2) 1320 if (i < 2)
1313 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;
1314 else 1322 else
1315 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;
1316 1324
1317 if (stmp < 1.0) 1325 if (stmp < 1.f)
1318 stmp = 1.0; 1326 stmp = 1.f;
1319 1327
1320 sp_tmp += stmp; 1328 sp_tmp += stmp;
1321 } 1329 }
1322 1330
1323 stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1324 1332
1325 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1334 stats.maxsp += 2;
1327 } 1335 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* 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
1341 * 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
1342 * 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
1343 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1352 */
1345 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1346 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++)
1347 { 1355 {
1348 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1349 1357
1350 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1351 if (i < 2) 1359 if (i < 2)
1352 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;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1361 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((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;
1357 1363
1358 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1360 1366
1361 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1362 } 1368 }
1363 1369
1364 stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1365 1371
1366 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1369 } 1375 }
1389 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1390 */ 1396 */
1391 1397
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1399 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1395 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1396 { 1403 {
1397 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1405 if (!(i % 6))
1399 wc--; 1406 wc--;
1407
1400 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1411 }
1404 } 1412 }
1405 else 1413 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1407 1415
1408 stats.dam += dam_bonus[stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1409 1417
1410 if (stats.dam < 1) 1418 if (stats.dam < 1)
1411 stats.dam = 1; 1419 stats.dam = 1;
1412 1420
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1414 1422
1415 if (settings.search_items && contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1424 speed -= 1;
1417 1425
1418 if (attacktype == 0) 1426 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1420 1428
1421 } /* End if player */ 1429 } /* End if player */
1422 1430
1423 if (added_speed >= 0) 1431 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1427 1435
1428 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1429 if (speed > max) 1437 if (speed > max)
1430 speed = max; 1438 speed = max;
1431 1439
1436 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1438 */ 1446 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1448 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1450 }
1443 1451
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1453
1446 /* 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
1447 * 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.
1448 */ 1456 */
1449 speed = speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1450 1458
1451 if (speed < 0.01 && type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1460 speed = 0.01f;
1453 1461
1454 if (type == PLAYER) 1462 if (type == PLAYER)
1455 { 1463 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1462 */ 1468 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1468 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
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1476 K *= (4 + level) *1.2f / (6 + level);
1477
1470 if (K <= 0) 1478 if (K <= 0.f)
1471 K = 0.01; 1479 K = 0.01f;
1480
1472 S = speed / (K * s); 1481 float S = speed / (K * s);
1482
1473 contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1474 } 1484 }
1475 1485
1476 /* 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: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1479 1489
1480 /* 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
1481 * 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,
1482 * so its value is the same. 1492 * so its value is the same.
1515 if (type == PLAYER) 1525 if (type == PLAYER)
1516 { 1526 {
1517 esrv_update_stats (contr); 1527 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1528 esrv_update_spells (contr);
1519 } 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;
1520} 1534}
1521 1535
1522/* 1536/*
1523 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1524 * 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
1527 * false otherwise. 1541 * false otherwise.
1528 */ 1542 */
1529int 1543int
1530allowed_class (const object *op) 1544allowed_class (const object *op)
1531{ 1545{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1533 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;
1534} 1553}
1535 1554
1536/* 1555/*
1537 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1760sint64 1779sint64
1761level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1762{ 1781{
1763 if (level > settings.max_level) 1782 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1765 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1766} 1786}
1767 1787
1768/* 1788/*
1769 * 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.
1806 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1807 int i; 1827 int i;
1808 1828
1809 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1830 if (op->contr->braced)
1811 exp = exp / 5; 1831 exp /= 5;
1812 1832
1813 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1814 * 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
1815 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1836 * the players inventory.
1817 */ 1837 */
1818 if (skill_name) 1838 if (skill_name)
1819 { 1839 {
1820 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))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1954 } 1974 }
1955 } 1975 }
1976
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1978 {
1958 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1961 } 1982 }
1962} 1983}
1963
1964
1965 1984
1966/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1967 * 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.
1968 * 1987 *
1969 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1972 * 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.
1973 * these last two values are only used for players. 1992 * these last two values are only used for players.
1974 */ 1993 */
1975
1976void 1994void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1996{
1979
1980#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1981 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);
1982#endif 1999#endif
1983 2000
1984 /* safety */ 2001 /* safety */
2033 2050
2034/* 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
2035 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2036 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2037 */ 2054 */
2038
2039void 2055void
2040apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2041{ 2057{
2042 object *tmp; 2058 object *tmp;
2043 sint64 loss; 2059 sint64 loss;

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