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Comparing deliantra/server/common/living.C (file contents):
Revision 1.26 by root, Mon Jan 8 18:18:35 2007 UTC vs.
Revision 1.50 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
192static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
197 "Your face gets distorted!", 199 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
205 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
206 "You feel your charisma return.", 208 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
214 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
215 "You seem to look better.", 217 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
223 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
224 "You look ugly!", 226 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 231};
232 232
233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236
237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 236
270/* 237/*
271 * 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)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return; 245}
279 246
280 switch (attr) 247sint8 &
281 { 248living::stat (int index)
282 case STR: 249{
283 stats->Str += value; 250 switch (index)
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 } 251 {
306} 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 }
307 260
308/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
309 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
310 */ 263 return dummy;
264}
311 265
312sint8 266sint8
313get_attr_value (const living *stats, int attr) 267living::stat (int index) const
314{ 268{
315 switch (attr) 269 switch (index)
316 { 270 {
317 case STR: return stats->Str; 271 case STR: return Str;
318 case DEX: return stats->Dex; 272 case DEX: return Dex;
319 case CON: return stats->Con; 273 case CON: return Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
323 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
324 } 278 }
325 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
326 return 0; 282 return dummy;
327} 283}
328 284
329/* 285/*
330 * 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
331 * 1-30 stat limit. 287 * 1-30 stat limit.
332 */ 288 */
333
334void 289void
335check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
336{ 291{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
341 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 296 }
344} 297}
345 298
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 300
348/* 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,
357/* 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
358 * the object. 311 * the object.
359 * 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
360 * can be applied or not. 313 * can be applied or not.
361 * 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
362 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 319 * that gives them that ability.
367 */ 320 */
385 potion_max = 1; 338 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
387 { 340 {
388 int nstat, ostat; 341 int nstat, ostat;
389 342
390 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
391 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
392 345
393 /* 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 */
394 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
395 348
396 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
398 * 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
399 * to allow for that. 352 * to allow for that.
400 */ 353 */
401 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 355 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
406 }
407 358
408 if (nstat != ostat) 359 if (nstat != ostat)
409 { 360 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 362 potion_max = 0;
412 } 363 }
413 else if (i) 364 else if (i)
414 { 365 {
415 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
420 /* 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
421 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 373 * recalculates this anyway.
423 */ 374 */
424 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
425 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));
426 377
427 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 379 } /* end of potion handling code */
429 } 380 }
430 381
431 /* 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
432 * everything to set 383 * everything to set
433 */ 384 */
434 if (flag == -1) 385 if (flag == -1)
435 { 386 {
436 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 392 * and not the other move_ fields.
442 */ 393 */
443 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
444 } 395 }
445 396
446 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
447 * 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
448 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
449 */ 400 */
450 op->update_stats (); 401 op->update_stats ();
451 402
452 /* 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
500 * in that case, you don't actually land 451 * in that case, you don't actually land
501 */ 452 */
502 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 455 }
456
505 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
506 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");
507 459
508 /* 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 */
509 check_move_on (op, op); 461 check_move_on (op, op);
658 610
659 if (!potion_max) 611 if (!potion_max)
660 { 612 {
661 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
662 { 614 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
664 { 616 {
665 success = 1; 617 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 619 }
668 } 620 }
673 625
674/* 626/*
675 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 629 */
678
679void 630void
680object::drain_stat () 631object::drain_stat ()
681{ 632{
682 drain_specific_stat (RANDOM () % NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
683} 634}
684 635
685void 636void
686object::drain_specific_stat (int deplete_stats) 637object::drain_specific_stat (int deplete_stats)
687{ 638{
755 return; 706 return;
756 707
757 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
759 */ 710 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 712 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 714
764 stats.luck += diff; 715 stats.luck += diff;
765 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
818 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
820 * 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.
821 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
823 */ 774 *
824
825/* 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.
826 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
827 */ 777 */
828
829void 778void
830object::update_stats () 779object::update_stats ()
831{ 780{
832 int i, j; 781 int i, j;
833 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;
839 788
840 /* 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 */
841 if (type == PLAYER) 790 if (type == PLAYER)
842 { 791 {
843 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 793 stats.stat (i) = contr->orig_stats.stat (i);
845 794
846 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 796 contr->encumbrance = 0;
848 797
849 attacktype = 0; 798 attacktype = 0;
799
850 contr->digestion = 0; 800 contr->digestion = 0;
851 contr->gen_hp = 0; 801 contr->gen_hp = 0;
852 contr->gen_sp = 0; 802 contr->gen_sp = 0;
853 contr->gen_grace = 0; 803 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 805 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 806 }
866 807
867 memcpy (body_used, body_info, sizeof (body_info)); 808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
868 810
869 slaying = 0; 811 slaying = 0;
870 812
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 814 {
881 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);
882 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);
883 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);
884 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);
885 827
886 path_attuned = arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
891 chosen_skill = NULL; 834 chosen_skill = 0;
892 835
893 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
894 * archetype clone 837 * archetype clone
895 */ 838 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 842 {
900 if (resist[i] > 0) 843 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
902 else 845 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
904 potion_resist[i] = 0; 848 potion_resist[i] = 0;
905 } 849 }
906 850
907 wc = arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 870 speed = arch->clone.speed;
927 871
928 /* 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.
929 * 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.
930 */ 874 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 875 for (tmp = inv; tmp; tmp = tmp->below)
933 { 876 {
934 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
936 */ 879 */
937 if (tmp->glow_radius > glow_radius) 880 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
939 882
940 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
941 * 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
942 * then calls this function. 885 * then calls this function.
943 */ 886 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 888 continue;
946 889
972 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
975 * up, etc. 918 * up, etc.
976 */ 919 */
977 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
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
979 { 925 {
980 if (type == PLAYER) 926 if (type == PLAYER)
981 { 927 {
982 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
984 930 continue;
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987 931
988 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
990 934
991 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
992 * 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
993 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
994 */ 938 */
995 if ((tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 946 tmp->type == SKILL)
1003 { 947 {
1004 contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1010 } 954 }
1011 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1012 961
1013 /* Update slots used for items */ 962 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1017 966
1018 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1019 { 968 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1021 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1023 } 973 }
1024 974
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 979 */
1030 if (tmp->type != POTION) 980 if (tmp->type != POTION)
1031 { 981 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 991 else
1042 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
1043 } 993 }
1044 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 998 }
1049 } 999 }
1050 1000
1051 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1053 attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 1011 }
1060 1012
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1029
1078 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1031 {
1080 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1081 { 1033 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1036 }
1085 else 1037 else
1086 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1087 } 1039 }
1088 1040
1089 switch (tmp->type) 1041 switch (tmp->type)
1090 { 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
1091 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1093 case SKILL: 1054 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1056 break;
1103 chosen_skill = tmp; 1064 chosen_skill = tmp;
1104 1065
1105 if (tmp->stats.dam > 0) 1066 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1067 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1069 weapon_speed = WEAPON_SPEED (tmp);
1109 1070
1110 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1111 weapon_speed = 0; 1072 weapon_speed = 0;
1112 1073
1113 weapon_weight = tmp->weight; 1074 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1077 if (tmp->magic)
1117 stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1118 } 1079 }
1119 1080
1120 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1122 1083
1123 if (tmp->slaying != NULL) 1084 if (tmp->slaying)
1124 slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1125 1086
1126 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1128 1089
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1092
1135 break; 1093 break;
1136 1094
1137 case SKILL_TOOL: 1095 case SKILL_TOOL:
1138 if (chosen_skill) 1096 if (chosen_skill)
1139 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);
1140 1098
1141 chosen_skill = tmp; 1099 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1100 break;
1146 1101
1147 case SHIELD: 1102 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1108 case HELMET:
1154 case BOOTS: 1109 case BOOTS:
1155 case GLOVES: 1110 case GLOVES:
1156 case CLOAK: 1111 case CLOAK:
1157 if (tmp->stats.wc) 1112 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1159 1114
1160 if (tmp->stats.dam) 1115 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1116 stats.dam += tmp->stats.dam + tmp->magic;
1162 1117
1163 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= tmp->stats.ac + tmp->magic;
1165 1120
1166 break; 1121 break;
1167 1122
1123 case BOW:
1168 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1170 1128
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1173 1131
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1135
1178 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1179 weapon_speed = 0; 1137 weapon_speed = 0;
1180 1138
1181 slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1140
1182 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1184 * go. 1143 * go.
1185 */ 1144 */
1186 current_weapon = tmp; 1145
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1189 1150
1190 break; 1151 break;
1191 1152
1192 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1155 contr->encumbrance += tmp->weight / 1000;
1195 1156
1196 case BRACERS: 1157 case BRACERS:
1197 case FORCE: 1158 case FORCE:
1198 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1199 { 1160 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1222 1183
1223 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1225 1186
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1189
1229 break; 1190 break;
1230 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1231 } /* item is equipped */ 1192 } /* item is equipped */
1232 } /* for loop of items */ 1193 } /* for loop of items */
1300 1261
1301 if (mana_obj == this && type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1263 stats.maxsp = 1;
1303 else 1264 else
1304 { 1265 {
1305 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1306 1267
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1269 {
1309 float stmp; 1270 float stmp;
1310 1271
1311 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1312 if (i < 2) 1273 if (i < 2)
1313 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;
1314 else 1275 else
1315 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;
1316 1277
1317 if (stmp < 1.0) 1278 if (stmp < 1.f)
1318 stmp = 1.0; 1279 stmp = 1.f;
1319 1280
1320 sp_tmp += stmp; 1281 sp_tmp += stmp;
1321 } 1282 }
1322 1283
1323 stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1324 1285
1325 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1287 stats.maxsp += 2;
1327 } 1288 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* 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
1341 * 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
1342 * 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
1343 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1305 */
1345 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1346 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++)
1347 { 1308 {
1348 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1349 1310
1350 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1351 if (i < 2) 1312 if (i < 2)
1352 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;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1314 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((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;
1357 1316
1358 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1360 1319
1361 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1362 } 1321 }
1363 1322
1364 stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1365 1324
1366 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1369 } 1328 }
1389 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1390 */ 1349 */
1391 1350
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1352 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1395 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1396 { 1356 {
1397 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1358 if (!(i % 6))
1399 wc--; 1359 wc--;
1360
1400 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1364 }
1404 } 1365 }
1405 else 1366 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1407 1368
1408 stats.dam += dam_bonus[stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1409 1370
1410 if (stats.dam < 1) 1371 if (stats.dam < 1)
1411 stats.dam = 1; 1372 stats.dam = 1;
1412 1373
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1414 1375
1415 if (settings.search_items && contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1377 speed -= 1;
1417 1378
1418 if (attacktype == 0) 1379 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1420 1381
1421 } /* End if player */ 1382 } /* End if player */
1422 1383
1423 if (added_speed >= 0) 1384 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1427 1388
1428 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1429 if (speed > max) 1390 if (speed > max)
1430 speed = max; 1391 speed = max;
1431 1392
1436 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1438 */ 1399 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1401 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1403 }
1443 1404
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1406
1446 /* 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
1447 * 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.
1448 */ 1409 */
1449 speed = speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1450 1411
1451 if (speed < 0.01 && type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1413 speed = 0.01f;
1453 1414
1454 if (type == PLAYER) 1415 if (type == PLAYER)
1455 { 1416 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1462 */ 1421 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1468 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
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1429 K *= (4 + level) *1.2f / (6 + level);
1430
1470 if (K <= 0) 1431 if (K <= 0.f)
1471 K = 0.01; 1432 K = 0.01f;
1433
1472 S = speed / (K * s); 1434 float S = speed / (K * s);
1435
1473 contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1474 } 1437 }
1475 1438
1476 /* 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: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1479 1442
1480 /* 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
1481 * 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,
1482 * so its value is the same. 1445 * so its value is the same.
1515 if (type == PLAYER) 1478 if (type == PLAYER)
1516 { 1479 {
1517 esrv_update_stats (contr); 1480 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1481 esrv_update_spells (contr);
1519 } 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;
1520} 1487}
1521 1488
1522/* 1489/*
1523 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1524 * 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
1527 * false otherwise. 1494 * false otherwise.
1528 */ 1495 */
1529int 1496int
1530allowed_class (const object *op) 1497allowed_class (const object *op)
1531{ 1498{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1533 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;
1534} 1506}
1535 1507
1536/* 1508/*
1537 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1581 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1584
1613 /* 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
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1590 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1591 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1592 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1593 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1594 skin = tmp;
1622 } 1595
1623 }
1624 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1597 if (abil == NULL)
1626 return; 1598 return;
1627 1599
1628 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1760sint64 1732sint64
1761level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1762{ 1734{
1763 if (level > settings.max_level) 1735 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1765 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1766} 1739}
1767 1740
1768/* 1741/*
1769 * 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.
1806 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1807 int i; 1780 int i;
1808 1781
1809 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1783 if (op->contr->braced)
1811 exp = exp / 5; 1784 exp /= 5;
1812 1785
1813 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1814 * 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
1815 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1789 * the players inventory.
1817 */ 1790 */
1818 if (skill_name) 1791 if (skill_name)
1819 { 1792 {
1820 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))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1926 player_lvl_adj (op, tmp);
1954 } 1927 }
1955 } 1928 }
1929
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1931 {
1958 del_exp = check_exp_loss (op, exp); 1932 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1934 player_lvl_adj (op, NULL);
1961 } 1935 }
1962} 1936}
1963
1964
1965 1937
1966/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1967 * 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.
1968 * 1940 *
1969 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1972 * 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.
1973 * these last two values are only used for players. 1945 * these last two values are only used for players.
1974 */ 1946 */
1975
1976void 1947void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1949{
1979
1980#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1981 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);
1982#endif 1952#endif
1983 1953
1984 /* safety */ 1954 /* safety */
2025 else 1995 else
2026 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
2028 * along. 1998 * along.
2029 */ 1999 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2001 }
2033} 2002}
2034 2003
2035/* 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
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2007 */
2039
2040void 2008void
2041apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2042{ 2010{
2043 object *tmp; 2011 object *tmp;
2044 sint64 loss; 2012 sint64 loss;

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