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Comparing deliantra/server/common/living.C (file contents):
Revision 1.21 by root, Mon Dec 25 06:53:39 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", "intelligence", "wisdom", "power", "charisma" 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", "Int", "Wis", "Pow", "Cha" 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 */
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 }
406 358
407 if (nstat != ostat) 359 if (nstat != ostat)
408 { 360 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 362 potion_max = 0;
411 } 363 }
412 else if (i) 364 else if (i)
413 { 365 {
414 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
419 /* 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
420 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 373 * recalculates this anyway.
422 */ 374 */
423 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
424 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));
425 377
426 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 379 } /* end of potion handling code */
428 } 380 }
429 381
430 /* 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
431 * everything to set 383 * everything to set
432 */ 384 */
433 if (flag == -1) 385 if (flag == -1)
434 { 386 {
435 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 392 * and not the other move_ fields.
441 */ 393 */
442 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
443 } 395 }
444 396
445 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
446 * 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
447 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
448 */ 400 */
449 op->update_stats (); 401 op->update_stats ();
450 402
451 /* 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
499 * in that case, you don't actually land 451 * in that case, you don't actually land
500 */ 452 */
501 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 455 }
456
504 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
505 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");
506 459
507 /* 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 */
508 check_move_on (op, op); 461 check_move_on (op, op);
657 610
658 if (!potion_max) 611 if (!potion_max)
659 { 612 {
660 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
661 { 614 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
663 { 616 {
664 success = 1; 617 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 619 }
667 } 620 }
672 625
673/* 626/*
674 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 629 */
677
678void 630void
679object::drain_stat () 631object::drain_stat ()
680{ 632{
681 drain_specific_stat (RANDOM () % NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
682} 634}
683 635
684void 636void
685object::drain_specific_stat (int deplete_stats) 637object::drain_specific_stat (int deplete_stats)
686{ 638{
754 return; 706 return;
755 707
756 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
758 */ 710 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 712 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 714
763 stats.luck += diff; 715 stats.luck += diff;
764 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
819 * 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.
820 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
822 */ 774 *
823
824/* 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.
825 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
826 */ 777 */
827
828void 778void
829object::update_stats () 779object::update_stats ()
830{ 780{
831 int i, j; 781 int i, j;
832 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;
833 int weapon_weight = 0, weapon_speed = 0; 783 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 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;
837 788
838 /* 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 */
839 if (type == PLAYER) 790 if (type == PLAYER)
840 { 791 {
841 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 793 stats.stat (i) = contr->orig_stats.stat (i);
843 794
844 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 796 contr->encumbrance = 0;
846 797
847 attacktype = 0; 798 attacktype = 0;
799
848 contr->digestion = 0; 800 contr->digestion = 0;
849 contr->gen_hp = 0; 801 contr->gen_hp = 0;
850 contr->gen_sp = 0; 802 contr->gen_sp = 0;
851 contr->gen_grace = 0; 803 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 805 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 806 }
864 807
865 memcpy (body_used, body_info, sizeof (body_info)); 808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
866 810
867 slaying = 0; 811 slaying = 0;
868 812
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 814 {
879 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);
880 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);
881 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);
882 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);
883 827
884 path_attuned = arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
889 chosen_skill = NULL; 834 chosen_skill = 0;
890 835
891 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
892 * archetype clone 837 * archetype clone
893 */ 838 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 842 {
898 if (resist[i] > 0) 843 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
900 else 845 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
902 potion_resist[i] = 0; 848 potion_resist[i] = 0;
903 } 849 }
904 850
905 wc = arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
924 speed = arch->clone.speed; 870 speed = arch->clone.speed;
925 871
926 /* 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.
927 * 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.
928 */ 874 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 875 for (tmp = inv; tmp; tmp = tmp->below)
931 { 876 {
932 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
934 */ 879 */
935 if (tmp->glow_radius > glow_radius) 880 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
937 882
938 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
939 * 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
940 * then calls this function. 885 * then calls this function.
941 */ 886 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 888 continue;
944 889
970 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
973 * up, etc. 918 * up, etc.
974 */ 919 */
975 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
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
977 { 925 {
978 if (type == PLAYER) 926 if (type == PLAYER)
979 { 927 {
980 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
981 contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
982 930 continue;
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985 931
986 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
988 934
989 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
990 * 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
991 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
992 */ 938 */
993 if ((tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
1000 (tmp->type == SKILL)) 946 tmp->type == SKILL)
1001 { 947 {
1002 contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1008 } 954 }
1009 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1010 961
1011 /* Update slots used for items */ 962 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1015 966
1016 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1017 { 968 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1019 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1021 } 973 }
1022 974
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 979 */
1028 if (tmp->type != POTION) 980 if (tmp->type != POTION)
1029 { 981 {
1030 for (i = 0; i < NROFATTACKS; i++) 982 for (i = 0; i < NROFATTACKS; i++)
1031 { 983 {
1032 /* Potential for cursed potions, in which case we just can use 984 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 985 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 986 */
1035 if (tmp->type == POTION_EFFECT) 987 if (tmp->type == POTION_EFFECT)
1036 { 988 {
1037 if (potion_resist[i]) 989 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 991 else
1040 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
1041 } 993 }
1042 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 998 }
1047 } 999 }
1048 1000
1049 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1051 attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 1011 }
1058 1012
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 1029
1076 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 1031 {
1078 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1079 { 1033 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 1036 }
1083 else 1037 else
1084 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1085 } 1039 }
1086 1040
1087 switch (tmp->type) 1041 switch (tmp->type)
1088 { 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
1089 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1091 case SKILL: 1054 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 1056 break;
1101 chosen_skill = tmp; 1064 chosen_skill = tmp;
1102 1065
1103 if (tmp->stats.dam > 0) 1066 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1067 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1069 weapon_speed = WEAPON_SPEED (tmp);
1107 1070
1108 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1109 weapon_speed = 0; 1072 weapon_speed = 0;
1110 1073
1111 weapon_weight = tmp->weight; 1074 weapon_weight = tmp->weight;
1114 if (tmp->magic) 1077 if (tmp->magic)
1115 stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1116 } 1079 }
1117 1080
1118 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1120 1083
1121 if (tmp->slaying != NULL) 1084 if (tmp->slaying)
1122 slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1123 1086
1124 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1126 1089
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132 1092
1133 break; 1093 break;
1134 1094
1135 case SKILL_TOOL: 1095 case SKILL_TOOL:
1136 if (chosen_skill) 1096 if (chosen_skill)
1137 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);
1138 1098
1139 chosen_skill = tmp; 1099 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1100 break;
1144 1101
1145 case SHIELD: 1102 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1108 case HELMET:
1152 case BOOTS: 1109 case BOOTS:
1153 case GLOVES: 1110 case GLOVES:
1154 case CLOAK: 1111 case CLOAK:
1155 if (tmp->stats.wc) 1112 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1157 1114
1158 if (tmp->stats.dam) 1115 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1116 stats.dam += tmp->stats.dam + tmp->magic;
1160 1117
1161 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= tmp->stats.ac + tmp->magic;
1163 1120
1164 break; 1121 break;
1165 1122
1123 case BOW:
1166 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1168 1128
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1171 1131
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1135
1176 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1177 weapon_speed = 0; 1137 weapon_speed = 0;
1178 1138
1179 slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1140
1180 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1182 * go. 1143 * go.
1183 */ 1144 */
1184 current_weapon = tmp; 1145
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1187 1150
1188 break; 1151 break;
1189 1152
1190 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1155 contr->encumbrance += tmp->weight / 1000;
1193 1156
1194 case BRACERS: 1157 case BRACERS:
1195 case FORCE: 1158 case FORCE:
1196 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1197 { 1160 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1220 1183
1221 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1223 1186
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1189
1227 break; 1190 break;
1228 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1229 } /* item is equipped */ 1192 } /* item is equipped */
1230 } /* for loop of items */ 1193 } /* for loop of items */
1298 1261
1299 if (mana_obj == this && type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1263 stats.maxsp = 1;
1301 else 1264 else
1302 { 1265 {
1303 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1304 1267
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1269 {
1307 float stmp; 1270 float stmp;
1308 1271
1309 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1310 if (i < 2) 1273 if (i < 2)
1311 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;
1312 else 1275 else
1313 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;
1314 1277
1315 if (stmp < 1.0) 1278 if (stmp < 1.f)
1316 stmp = 1.0; 1279 stmp = 1.f;
1317 1280
1318 sp_tmp += stmp; 1281 sp_tmp += stmp;
1319 } 1282 }
1320 1283
1321 stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1322 1285
1323 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1287 stats.maxsp += 2;
1325 } 1288 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* 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
1339 * 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
1340 * 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
1341 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1305 */
1343 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1344 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++)
1345 { 1308 {
1346 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1347 1310
1348 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1349 if (i < 2) 1312 if (i < 2)
1350 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;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1314 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((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;
1355 1316
1356 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1358 1319
1359 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1360 } 1321 }
1361 1322
1362 stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1363 1324
1364 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1367 } 1328 }
1387 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1388 */ 1349 */
1389 1350
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1352 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1393 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1394 { 1356 {
1395 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1358 if (!(i % 6))
1397 wc--; 1359 wc--;
1360
1398 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1364 }
1402 } 1365 }
1403 else 1366 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1405 1368
1406 stats.dam += dam_bonus[stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1407 1370
1408 if (stats.dam < 1) 1371 if (stats.dam < 1)
1409 stats.dam = 1; 1372 stats.dam = 1;
1410 1373
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1412 1375
1413 if (settings.search_items && contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1377 speed -= 1;
1415 1378
1416 if (attacktype == 0) 1379 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1418 1381
1419 } /* End if player */ 1382 } /* End if player */
1420 1383
1421 if (added_speed >= 0) 1384 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1425 1388
1426 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1427 if (speed > max) 1390 if (speed > max)
1428 speed = max; 1391 speed = max;
1429 1392
1434 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1436 */ 1399 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1401 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1403 }
1441 1404
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1406
1444 /* 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
1445 * 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.
1446 */ 1409 */
1447 speed = speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1448 1411
1449 if (speed < 0.01 && type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1413 speed = 0.01f;
1451 1414
1452 if (type == PLAYER) 1415 if (type == PLAYER)
1453 { 1416 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1460 */ 1421 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1466 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
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1429 K *= (4 + level) *1.2f / (6 + level);
1430
1468 if (K <= 0) 1431 if (K <= 0.f)
1469 K = 0.01; 1432 K = 0.01f;
1433
1470 S = speed / (K * s); 1434 float S = speed / (K * s);
1435
1471 contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1472 } 1437 }
1473 1438
1474 /* 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: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1477 1442
1478 /* 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
1479 * 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,
1480 * so its value is the same. 1445 * so its value is the same.
1502 if (move_type == 0) 1467 if (move_type == 0)
1503 move_type = MOVE_WALK; 1468 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1470 move_type &= ~MOVE_WALK;
1506 1471
1507 update_ob_speed (this); 1472 if (speed != old_speed)
1473 set_speed (speed);
1508 1474
1509 /* 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,
1510 * so we will check that now. 1476 * so we will check that now.
1511 */ 1477 */
1512 if (type == PLAYER) 1478 if (type == PLAYER)
1513 { 1479 {
1514 esrv_update_stats (contr); 1480 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1481 esrv_update_spells (contr);
1516 } 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;
1517} 1487}
1518 1488
1519/* 1489/*
1520 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1521 * 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
1524 * false otherwise. 1494 * false otherwise.
1525 */ 1495 */
1526int 1496int
1527allowed_class (const object *op) 1497allowed_class (const object *op)
1528{ 1498{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1530 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;
1531} 1506}
1532 1507
1533/* 1508/*
1534 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1581 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1584
1610 /* 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
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1590 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1591 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1592 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1593 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1594 skin = tmp;
1619 } 1595
1620 }
1621 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1597 if (abil == NULL)
1623 return; 1598 return;
1624 1599
1625 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1651 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1653 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1654 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1655 insert_ob_in_ob (skill_obj, op);
1656
1681 if (op->contr) 1657 if (op->contr)
1682 { 1658 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 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
1685 } 1662 }
1663
1686 return skill_obj; 1664 return skill_obj;
1687} 1665}
1688 1666
1689 1667
1690/* 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
1754sint64 1732sint64
1755level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1756{ 1734{
1757 if (level > settings.max_level) 1735 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1759 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1760} 1739}
1761 1740
1762/* 1741/*
1763 * 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.
1800 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1801 int i; 1780 int i;
1802 1781
1803 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1783 if (op->contr->braced)
1805 exp = exp / 5; 1784 exp /= 5;
1806 1785
1807 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1808 * 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
1809 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1789 * the players inventory.
1811 */ 1790 */
1812 if (skill_name) 1791 if (skill_name)
1813 { 1792 {
1814 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))
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1926 player_lvl_adj (op, tmp);
1948 } 1927 }
1949 } 1928 }
1929
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1931 {
1952 del_exp = check_exp_loss (op, exp); 1932 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1934 player_lvl_adj (op, NULL);
1955 } 1935 }
1956} 1936}
1957
1958
1959 1937
1960/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1961 * 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.
1962 * 1940 *
1963 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1966 * 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.
1967 * these last two values are only used for players. 1945 * these last two values are only used for players.
1968 */ 1946 */
1969
1970void 1947void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1949{
1973
1974#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1975 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);
1976#endif 1952#endif
1977 1953
1978 /* safety */ 1954 /* safety */
2019 else 1995 else
2020 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
2022 * along. 1998 * along.
2023 */ 1999 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 2001 }
2027} 2002}
2028 2003
2029/* 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
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 2007 */
2033
2034void 2008void
2035apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2036{ 2010{
2037 object *tmp; 2011 object *tmp;
2038 sint64 loss; 2012 sint64 loss;

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