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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 236
269/* 237/*
270 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 239 * is added to the specified stat.
272 */ 240 */
273void 241void
274change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
275{ 243{
276 if (value == 0) 244 stats->stat (attr) += value;
277 return; 245}
278 246
279 switch (attr) 247sint8 &
280 { 248living::stat (int index)
281 case STR: 249{
282 stats->Str += value; 250 switch (index)
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 } 251 {
305} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
306 260
307/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
308 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
309 */ 263 return dummy;
264}
310 265
311sint8 266sint8
312get_attr_value (const living *stats, int attr) 267living::stat (int index) const
313{ 268{
314 switch (attr) 269 switch (index)
315 { 270 {
316 case STR: return stats->Str; 271 case STR: return Str;
317 case DEX: return stats->Dex; 272 case DEX: return Dex;
318 case CON: return stats->Con; 273 case CON: return Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
322 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
323 } 278 }
324 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
325 return 0; 282 return dummy;
326} 283}
327 284
328/* 285/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 287 * 1-30 stat limit.
331 */ 288 */
332
333void 289void
334check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
335{ 291{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
340 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 296 }
343} 297}
344 298
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 300
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 311 * the object.
358 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 313 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 315 * 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 316 * 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 317 * 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 318 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 319 * that gives them that ability.
366 */ 320 */
371 char message[MAX_BUF]; 325 char message[MAX_BUF];
372 int potion_max = 0; 326 int potion_max = 0;
373 327
374 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 330 * found by update_stats. refop is not a real object
377 */ 331 */
378 object_pod refop = *op; 332 object_copy refop = *op;
379 333
380 if (op->type == PLAYER) 334 if (op->type == PLAYER)
381 { 335 {
382 if (tmp->type == POTION) 336 if (tmp->type == POTION)
383 { 337 {
384 potion_max = 1; 338 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
386 { 340 {
387 int nstat, ostat; 341 int nstat, ostat;
388 342
389 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
391 345
392 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
394 348
395 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
397 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
398 * to allow for that. 352 * to allow for that.
399 */ 353 */
400 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 355 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
405 } 358
406 if (nstat != ostat) 359 if (nstat != ostat)
407 { 360 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 362 potion_max = 0;
410 } 363 }
411 else if (i) 364 else if (i)
412 { 365 {
413 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 367 potion_max = 1;
415 } 368 }
416 } 369 }
370
417 /* This section of code ups the characters normal stats also. I am not 371 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 373 * recalculates this anyway.
420 */ 374 */
421 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377
423 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 379 } /* end of potion handling code */
425 } 380 }
426 381
427 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
428 * everything to set 383 * everything to set
429 */ 384 */
430 if (flag == -1) 385 if (flag == -1)
431 { 386 {
432 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 392 * and not the other move_ fields.
438 */ 393 */
439 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
440 } 395 }
441 396
442 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
444 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
445 */ 400 */
446 op->update_stats (); 401 op->update_stats ();
447 402
448 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 407 {
453 success = 1; 408 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 410 }
411
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 413 {
458 success = 1; 414 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 416 }
417
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 419 {
463 success = 1; 420 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 422 }
423
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 425 {
468 success = 1; 426 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 428 }
429
471 /* movement type has changed. We don't care about cases where 430 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 431 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 432 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 433 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 434 * from fly high)
492 * in that case, you don't actually land 451 * in that case, you don't actually land
493 */ 452 */
494 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
495 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 455 }
456
497 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 459
500 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op); 461 check_move_on (op, op);
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 484 {
525 success = 1; 485 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 487 }
488
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 490 {
530 success = 1; 491 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 492 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 493 }
494
533 /* blinded you can tell if more blinded since blinded player has minimal 495 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 496 * vision
535 */ 497 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 498 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 499 {
648 610
649 if (!potion_max) 611 if (!potion_max)
650 { 612 {
651 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
652 { 614 {
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
654 { 616 {
655 success = 1; 617 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 619 }
658 } 620 }
659 } 621 }
622
660 return success; 623 return success;
661} 624}
662 625
663/* 626/*
664 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 629 */
667
668void 630void
669object::drain_stat () 631object::drain_stat ()
670{ 632{
671 drain_specific_stat (RANDOM () % NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
672} 634}
673 635
674void 636void
675object::drain_specific_stat (int deplete_stats) 637object::drain_specific_stat (int deplete_stats)
676{ 638{
744 return; 706 return;
745 707
746 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
748 */ 710 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 712 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 714
753 stats.luck += diff; 715 stats.luck += diff;
754 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
807 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 771 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
812 */ 774 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
816 */ 777 */
817
818void 778void
819object::update_stats () 779object::update_stats ()
820{ 780{
821 int i, j; 781 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 783 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
787 float old_speed = speed;
827 788
828 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 790 if (type == PLAYER)
830 { 791 {
831 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 793 stats.stat (i) = contr->orig_stats.stat (i);
833 794
834 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 796 contr->encumbrance = 0;
836 797
837 attacktype = 0; 798 attacktype = 0;
799
838 contr->digestion = 0; 800 contr->digestion = 0;
839 contr->gen_hp = 0; 801 contr->gen_hp = 0;
840 contr->gen_sp = 0; 802 contr->gen_sp = 0;
841 contr->gen_grace = 0; 803 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 805 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 806 }
854 807
855 memcpy (body_used, body_info, sizeof (body_info)); 808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
856 810
857 slaying = 0; 811 slaying = 0;
858 812
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 814 {
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 827
874 path_attuned = arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
875 path_repelled = arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
876 path_denied = arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
877 glow_radius = arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
878 move_type = arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
879 chosen_skill = NULL; 834 chosen_skill = 0;
880 835
881 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
882 * archetype clone 837 * archetype clone
883 */ 838 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
887 { 842 {
888 if (resist[i] > 0) 843 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
890 else 845 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
892 potion_resist[i] = 0; 848 potion_resist[i] = 0;
893 } 849 }
894 850
895 wc = arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
896 stats.dam = arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
914 speed = arch->clone.speed; 870 speed = arch->clone.speed;
915 871
916 /* OK - we've reset most all the objects attributes to sane values. 872 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 873 * now go through and make adjustments for what the player has equipped.
918 */ 874 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 875 for (tmp = inv; tmp; tmp = tmp->below)
921 { 876 {
922 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
924 */ 879 */
925 if (tmp->glow_radius > glow_radius) 880 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
927 882
928 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 884 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 885 * then calls this function.
931 */ 886 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 888 continue;
934 889
960 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
963 * up, etc. 918 * up, etc.
964 */ 919 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 920 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
967 { 925 {
968 if (type == PLAYER) 926 if (type == PLAYER)
969 { 927 {
970 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
971 contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
972 930 continue;
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
974 contr->ranges[range_misc] = tmp;
975 931
976 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
978 934
979 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
980 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
982 */ 938 */
983 if ((tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
985 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
990 (tmp->type == SKILL)) 946 tmp->type == SKILL)
991 { 947 {
992 contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
994 contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
998 } 954 }
999 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1000 961
1001 /* Update slots used for items */ 962 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1005 966
1006 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1007 { 968 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1009 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1011 } 973 }
1012 974
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 979 */
1018 if (tmp->type != POTION) 980 if (tmp->type != POTION)
1019 { 981 {
1020 for (i = 0; i < NROFATTACKS; i++) 982 for (i = 0; i < NROFATTACKS; i++)
1021 { 983 {
1022 /* Potential for cursed potions, in which case we just can use 984 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 985 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 986 */
1025 if (tmp->type == POTION_EFFECT) 987 if (tmp->type == POTION_EFFECT)
1026 { 988 {
1027 if (potion_resist[i]) 989 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else 991 else
1030 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
1031 } 993 }
1032 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 998 }
1037 } 999 }
1038 1000
1039 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1041 attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 1011 }
1048 1012
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 1029
1066 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 1031 {
1068 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1069 { 1033 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 1036 }
1073 else 1037 else
1074 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1075 } 1039 }
1076 1040
1077 switch (tmp->type) 1041 switch (tmp->type)
1078 { 1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1079 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1081 case SKILL: 1054 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1083 break; 1056 break;
1091 chosen_skill = tmp; 1064 chosen_skill = tmp;
1092 1065
1093 if (tmp->stats.dam > 0) 1066 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1067 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1069 weapon_speed = WEAPON_SPEED (tmp);
1097 1070
1098 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1099 weapon_speed = 0; 1072 weapon_speed = 0;
1100 1073
1101 weapon_weight = tmp->weight; 1074 weapon_weight = tmp->weight;
1104 if (tmp->magic) 1077 if (tmp->magic)
1105 stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1106 } 1079 }
1107 1080
1108 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1110 1083
1111 if (tmp->slaying != NULL) 1084 if (tmp->slaying)
1112 slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1113 1086
1114 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1116 1089
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122 1092
1123 break; 1093 break;
1124 1094
1125 case SKILL_TOOL: 1095 case SKILL_TOOL:
1126 if (chosen_skill) 1096 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128 1098
1129 chosen_skill = tmp; 1099 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1100 break;
1134 1101
1135 case SHIELD: 1102 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1108 case HELMET:
1142 case BOOTS: 1109 case BOOTS:
1143 case GLOVES: 1110 case GLOVES:
1144 case CLOAK: 1111 case CLOAK:
1145 if (tmp->stats.wc) 1112 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1147 1114
1148 if (tmp->stats.dam) 1115 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1116 stats.dam += tmp->stats.dam + tmp->magic;
1150 1117
1151 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= tmp->stats.ac + tmp->magic;
1153 1120
1154 break; 1121 break;
1155 1122
1123 case BOW:
1156 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1158 1128
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1161 1131
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1135
1166 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1167 weapon_speed = 0; 1137 weapon_speed = 0;
1168 1138
1169 slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1140
1170 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1172 * go. 1143 * go.
1173 */ 1144 */
1174 current_weapon = tmp; 1145
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1177 1150
1178 break; 1151 break;
1179 1152
1180 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1155 contr->encumbrance += tmp->weight / 1000;
1183 1156
1184 case BRACERS: 1157 case BRACERS:
1185 case FORCE: 1158 case FORCE:
1186 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1187 { 1160 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1210 1183
1211 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1213 1186
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1216 1189
1217 break; 1190 break;
1218 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1219 } /* item is equipped */ 1192 } /* item is equipped */
1220 } /* for loop of items */ 1193 } /* for loop of items */
1288 1261
1289 if (mana_obj == this && type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1263 stats.maxsp = 1;
1291 else 1264 else
1292 { 1265 {
1293 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1294 1267
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1269 {
1297 float stmp; 1270 float stmp;
1298 1271
1299 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1300 if (i < 2) 1273 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1275 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1277
1305 if (stmp < 1.0) 1278 if (stmp < 1.f)
1306 stmp = 1.0; 1279 stmp = 1.f;
1307 1280
1308 sp_tmp += stmp; 1281 sp_tmp += stmp;
1309 } 1282 }
1310 1283
1311 stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1312 1285
1313 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2; 1287 stats.maxsp += 2;
1315 } 1288 }
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1328 /* store grace in a float - this way, the divisions below don't create 1301 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1302 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1303 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1305 */
1333 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 { 1308 {
1336 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1337 1310
1338 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1339 if (i < 2) 1312 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1314 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1316
1346 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1347 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1348 1319
1349 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1350 } 1321 }
1351 1322
1352 stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1353 1324
1354 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1355 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1356 stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1357 } 1328 }
1377 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1378 */ 1349 */
1379 1350
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 { 1352 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1383 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1384 { 1356 {
1385 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1386 if (!(i % 6)) 1358 if (!(i % 6))
1387 wc--; 1359 wc--;
1360
1388 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1364 }
1392 } 1365 }
1393 else 1366 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1395 1368
1396 stats.dam += dam_bonus[stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1397 1370
1398 if (stats.dam < 1) 1371 if (stats.dam < 1)
1399 stats.dam = 1; 1372 stats.dam = 1;
1400 1373
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1402 1375
1403 if (settings.search_items && contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1377 speed -= 1;
1405 1378
1406 if (attacktype == 0) 1379 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1408 1381
1409 } /* End if player */ 1382 } /* End if player */
1410 1383
1411 if (added_speed >= 0) 1384 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1415 1388
1416 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1417 if (speed > max) 1390 if (speed > max)
1418 speed = max; 1391 speed = max;
1419 1392
1424 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1426 */ 1399 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1401 if (f > 0)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1403 }
1431 1404
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1406
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1407 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1409 */
1437 speed = speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1438 1411
1439 if (speed < 0.01 && type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1440 speed = 0.01; 1413 speed = 0.01f;
1441 1414
1442 if (type == PLAYER) 1415 if (type == PLAYER)
1443 { 1416 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1450 */ 1421 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1429 K *= (4 + level) *1.2f / (6 + level);
1430
1458 if (K <= 0) 1431 if (K <= 0.f)
1459 K = 0.01; 1432 K = 0.01f;
1433
1460 S = speed / (K * s); 1434 float S = speed / (K * s);
1435
1461 contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1462 } 1437 }
1463 1438
1464 /* I want to limit the power of small monsters with big weapons: */ 1439 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1467 1442
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1469 * should be more than enough - remember, AC is also in 8 bits, 1444 * should be more than enough - remember, AC is also in 8 bits,
1470 * so its value is the same. 1445 * so its value is the same.
1492 if (move_type == 0) 1467 if (move_type == 0)
1493 move_type = MOVE_WALK; 1468 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1470 move_type &= ~MOVE_WALK;
1496 1471
1497 update_ob_speed (this); 1472 if (speed != old_speed)
1473 set_speed (speed);
1498 1474
1499 /* It is quite possible that a player's spell costing might have changed, 1475 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1476 * so we will check that now.
1501 */ 1477 */
1502 if (type == PLAYER) 1478 if (type == PLAYER)
1503 { 1479 {
1504 esrv_update_stats (contr); 1480 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1481 esrv_update_spells (contr);
1506 } 1482 }
1483
1484 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0;
1507} 1487}
1508 1488
1509/* 1489/*
1510 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1491 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1494 * false otherwise.
1515 */ 1495 */
1516int 1496int
1517allowed_class (const object *op) 1497allowed_class (const object *op)
1518{ 1498{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1505 && op->stats.Cha > 0;
1521} 1506}
1522 1507
1523/* 1508/*
1524 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1596 object *skin = NULL; /* pointer to dragon skin force */ 1581 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1584
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1585 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1590 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1591 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1592 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1593 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1594 skin = tmp;
1609 } 1595
1610 }
1611 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1597 if (abil == NULL)
1613 return; 1598 return;
1614 1599
1615 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1666 */ 1651 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1653 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1654 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1655 insert_ob_in_ob (skill_obj, op);
1656
1671 if (op->contr) 1657 if (op->contr)
1672 { 1658 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1662 }
1663
1676 return skill_obj; 1664 return skill_obj;
1677} 1665}
1678 1666
1679 1667
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1668/* player_lvl_adj() - for the new exp system. we are concerned with
1744sint64 1732sint64
1745level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1746{ 1734{
1747 if (level > settings.max_level) 1735 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1749 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1750} 1739}
1751 1740
1752/* 1741/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1742 * Ensure that the permanent experience requirements in an exp object are met.
1790 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1791 int i; 1780 int i;
1792 1781
1793 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1783 if (op->contr->braced)
1795 exp = exp / 5; 1784 exp /= 5;
1796 1785
1797 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1789 * the players inventory.
1801 */ 1790 */
1802 if (skill_name) 1791 if (skill_name)
1803 { 1792 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1926 player_lvl_adj (op, tmp);
1938 } 1927 }
1939 } 1928 }
1929
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1931 {
1942 del_exp = check_exp_loss (op, exp); 1932 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1934 player_lvl_adj (op, NULL);
1945 } 1935 }
1946} 1936}
1947
1948
1949 1937
1950/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1939 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1940 *
1953 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1944 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1945 * these last two values are only used for players.
1958 */ 1946 */
1959
1960void 1947void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1949{
1963
1964#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1952#endif
1967 1953
1968 /* safety */ 1954 /* safety */
2009 else 1995 else
2010 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
2012 * along. 1998 * along.
2013 */ 1999 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 2001 }
2017} 2002}
2018 2003
2019/* Applies a death penalty experience, the size of this is defined by the 2004/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 2007 */
2023
2024void 2008void
2025apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2026{ 2010{
2027 object *tmp; 2011 object *tmp;
2028 sint64 loss; 2012 sint64 loss;

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