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Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
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
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!", 197 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 198 "Your spirit feels drained!",
199 "Your face gets distorted!", 199 "Your face gets distorted!",
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 memory return.",
206 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return." 207 "You feel your spirits return.",
208 "You feel your charisma return.", 208 "You feel your charisma 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 smarter.",
215 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent." 216 "You feel more potent.",
217 "You seem to look better.", 217 "You seem to look better.",
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 feel stupid!",
224 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!", 226 "You look ugly!",
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 */
368int 321int
369change_abil (object *op, object *tmp) 322change_abil (object *op, object *tmp)
370{ 323{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 325 char message[MAX_BUF];
373 int potion_max = 0; 326 int potion_max = 0;
374 327
375 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 334 if (op->type == PLAYER)
382 { 335 {
383 if (tmp->type == POTION) 336 if (tmp->type == POTION)
384 { 337 {
385 potion_max = 1; 338 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 339 for (int j = 0; j < NUM_STATS; j++)
387 { 340 {
388 int nstat, ostat; 341 int ostat = op->contr->orig_stats.stat (j);
389 342 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 343
393 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 345 int nstat = flag * i + ostat;
395 346
396 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
399 * to allow for that. 350 * to allow for that.
400 */ 351 */
401 if (nstat < 1 && i * flag < 0) 352 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 353 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
406 }
407 356
408 if (nstat != ostat) 357 if (nstat != ostat)
409 { 358 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 359 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 360 potion_max = 0;
412 } 361 }
413 else if (i) 362 else if (i)
414 { 363 {
415 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
419 368
420 /* This section of code ups the characters normal stats also. I am not 369 /* 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 370 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 371 * recalculates this anyway.
423 */ 372 */
424 for (j = 0; j < NUM_STATS; j++) 373 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 375
427 check_stat_bounds (&(op->stats)); 376 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 377 } /* end of potion handling code */
429 } 378 }
430 379
431 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 381 * everything to set
433 */ 382 */
434 if (flag == -1) 383 if (flag == -1)
435 { 384 {
436 op->attacktype &= ~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 390 * and not the other move_ fields.
442 */ 391 */
443 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
444 } 393 }
445 394
446 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
449 */ 398 */
450 op->update_stats (); 399 op->update_stats ();
451 400
452 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 402 * print out message if this is a bow.
454 */ 403 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 405 {
457 success = 1; 406 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 446 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 447 {
499 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 449 * in that case, you don't actually land
501 */ 450 */
502 DIFF_MSG (flag, "You soar into the air air!.", 451 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 453 }
454
505 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 457
508 /* Changing move status may mean you are affected by things you weren't before */ 458 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 459 check_move_on (op, op);
637 success = 1; 587 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 589 }
640 590
641 /* Messages for changed resistance */ 591 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 592 for (int i = 0; i < NROFATTACKS; i++)
643 { 593 {
644 if (i == ATNR_PHYSICAL) 594 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 595 continue; /* Don't display about armour */
646 596
647 if (op->resist[i] != refop.resist[i]) 597 if (op->resist[i] != refop.resist[i])
656 } 606 }
657 } 607 }
658 608
659 if (!potion_max) 609 if (!potion_max)
660 { 610 {
661 for (j = 0; j < NUM_STATS; j++) 611 for (int j = 0; j < NUM_STATS; j++)
662 { 612 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 613 if (int i = tmp->stats.stat (j))
664 { 614 {
665 success = 1; 615 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 617 }
668 } 618 }
673 623
674/* 624/*
675 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 627 */
678
679void 628void
680object::drain_stat () 629object::drain_stat ()
681{ 630{
682 drain_specific_stat (RANDOM () % NUM_STATS); 631 drain_specific_stat (rndm (NUM_STATS));
683} 632}
684 633
685void 634void
686object::drain_specific_stat (int deplete_stats) 635object::drain_specific_stat (int deplete_stats)
687{ 636{
755 return; 704 return;
756 705
757 /* Randomly change the players luck. Basically, we move it 706 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 707 * back neutral (if greater>0, subtract, otherwise add)
759 */ 708 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 710 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 711 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 712
764 stats.luck += diff; 713 stats.luck += diff;
765 tmp->stats.luck += diff; 714 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 722 */
774void 723void
775object::remove_statbonus () 724object::remove_statbonus ()
776{ 725{
777 stats.Str -= arch->clone.stats.Str; 726 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 727 {
779 stats.Con -= arch->clone.stats.Con; 728 sint8 v = arch->clone.stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 729 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 730 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 731 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 732}
793 733
794/* 734/*
795 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 736 */
797void 737void
798object::add_statbonus () 738object::add_statbonus ()
799{ 739{
800 stats.Str += arch->clone.stats.Str; 740 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 741 {
802 stats.Con += arch->clone.stats.Con; 742 sint8 v = arch->clone.stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 743 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 744 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 745 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 746}
816 747
817/* 748/*
818 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
823 */ 754 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
827 */ 757 */
828
829void 758void
830object::update_stats () 759object::update_stats ()
831{ 760{
832 int i, j; 761 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
839 768
840 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 770 if (type == PLAYER)
842 { 771 {
843 for (i = 0; i < NUM_STATS; i++) 772 for (i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stats.stat (i) = contr->orig_stats.stat (i);
845 774
846 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 776 contr->encumbrance = 0;
848 777
849 attacktype = 0; 778 attacktype = 0;
779
850 contr->digestion = 0; 780 contr->digestion = 0;
851 contr->gen_hp = 0; 781 contr->gen_hp = 0;
852 contr->gen_sp = 0; 782 contr->gen_sp = 0;
853 contr->gen_grace = 0; 783 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 785 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 } 786 }
866 787
867 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
868 790
869 slaying = 0; 791 slaying = 0;
870 792
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 794 {
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 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); 804 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); 805 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); 806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 807
886 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 810 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 812 move_type = arch->clone.move_type;
813
891 chosen_skill = NULL; 814 chosen_skill = 0;
892 815
893 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
894 * archetype clone 817 * archetype clone
895 */ 818 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 822 {
900 if (resist[i] > 0) 823 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
902 else 825 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
904 potion_resist[i] = 0; 828 potion_resist[i] = 0;
905 } 829 }
906 830
907 wc = arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 850 speed = arch->clone.speed;
927 851
928 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
930 */ 854 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
933 { 856 {
934 /* See note in map.c:update_position about making this additive 857 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 858 * since light sources are never applied, need to put check here.
936 */ 859 */
937 if (tmp->glow_radius > glow_radius) 860 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 861 glow_radius = tmp->glow_radius;
939 862
940 /* This happens because apply_potion calls change_abil with the potion 863 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 864 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 865 * then calls this function.
943 */ 866 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 868 continue;
946 869
972 * in the praying skill, and the player should always get those. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
975 * up, etc. 898 * up, etc.
976 */ 899 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
979 { 905 {
980 if (type == PLAYER) 906 if (type == PLAYER)
981 { 907 {
982 if (tmp->type == BOW) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_bow] = tmp; 909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
984 910 continue;
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987 911
988 for (i = 0; i < NUM_STATS; i++) 912 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
990 914
991 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
994 */ 918 */
995 if ((tmp->type == WEAPON) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 924 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 925 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 926 tmp->type == SKILL)
1003 { 927 {
1004 contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
1010 } 934 }
1011 } /* if this is a player */ 935 } /* if this is a player */
936 else
937 {
938 if (tmp->type == WEAPON)
939 current_weapon = tmp;
940 }
1012 941
1013 /* Update slots used for items */ 942 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 945 slot[i].used += tmp->slot[i].info;
1017 946
1018 if (tmp->type == SYMPTOM) 947 if (tmp->type == SYMPTOM)
1019 { 948 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
950
1021 if (speed_reduce_from_disease == 0) 951 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 952 speed_reduce_from_disease = 1;
1023 } 953 }
1024 954
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 956 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 957 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 958 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 959 */
1030 if (tmp->type != POTION) 960 if (tmp->type != POTION)
1031 { 961 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 971 else
1042 potion_resist[i] = tmp->resist[i]; 972 potion_resist[i] = tmp->resist[i];
1043 } 973 }
1044 else if (tmp->resist[i] > 0) 974 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 976 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 978 }
1049 } 979 }
1050 980
1051 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
1053 attacktype |= tmp->attacktype; 985 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 988 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 990 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 991 }
1060 992
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 993 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); 994 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); 995 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); 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1009
1078 if (tmp->stats.exp && tmp->type != SKILL) 1010 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1011 {
1080 if (tmp->stats.exp > 0) 1012 if (tmp->stats.exp > 0)
1081 { 1013 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1014 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1016 }
1085 else 1017 else
1086 added_speed += (float) tmp->stats.exp; 1018 added_speed += tmp->stats.exp;
1087 } 1019 }
1088 1020
1089 switch (tmp->type) 1021 switch (tmp->type)
1090 { 1022 {
1023#if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030#endif
1031
1091 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1093 case SKILL: 1034 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1036 break;
1103 chosen_skill = tmp; 1044 chosen_skill = tmp;
1104 1045
1105 if (tmp->stats.dam > 0) 1046 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1047 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1049 weapon_speed = WEAPON_SPEED (tmp);
1109 1050
1110 if (weapon_speed < 0) 1051 if (weapon_speed < 0)
1111 weapon_speed = 0; 1052 weapon_speed = 0;
1112 1053
1113 weapon_weight = tmp->weight; 1054 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1057 if (tmp->magic)
1117 stats.dam += tmp->magic; 1058 stats.dam += tmp->magic;
1118 } 1059 }
1119 1060
1120 if (tmp->stats.wc) 1061 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1122 1063
1123 if (tmp->slaying != NULL) 1064 if (tmp->slaying)
1124 slaying = tmp->slaying; 1065 slaying = tmp->slaying;
1125 1066
1126 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1068 ac -= tmp->stats.ac + tmp->magic;
1128 1069
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1072
1135 break; 1073 break;
1136 1074
1137 case SKILL_TOOL: 1075 case SKILL_TOOL:
1138 if (chosen_skill) 1076 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140 1078
1141 chosen_skill = tmp; 1079 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1080 break;
1146 1081
1147 case SHIELD: 1082 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1084 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1088 case HELMET:
1154 case BOOTS: 1089 case BOOTS:
1155 case GLOVES: 1090 case GLOVES:
1156 case CLOAK: 1091 case CLOAK:
1157 if (tmp->stats.wc) 1092 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1093 wc -= tmp->stats.wc + tmp->magic;
1159 1094
1160 if (tmp->stats.dam) 1095 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1096 stats.dam += tmp->stats.dam + tmp->magic;
1162 1097
1163 if (tmp->stats.ac) 1098 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1099 ac -= tmp->stats.ac + tmp->magic;
1165 1100
1166 break; 1101 break;
1167 1102
1103 case BOW:
1168 case WEAPON: 1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1107 wc -= tmp->stats.wc + tmp->magic;
1170 1108
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1110 ac -= tmp->stats.ac + tmp->magic;
1173 1111
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1112 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1113 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1115
1178 if (weapon_speed < 0) 1116 if (weapon_speed < 0)
1179 weapon_speed = 0; 1117 weapon_speed = 0;
1180 1118
1181 slaying = tmp->slaying; 1119 slaying = tmp->slaying;
1120
1182 /* If there is desire that two handed weapons should do 1121 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1122 * extra strength damage, this is where the code should
1184 * go. 1123 * go.
1185 */ 1124 */
1186 current_weapon = tmp; 1125
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1126 if (type == PLAYER)
1127 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1189 1130
1190 break; 1131 break;
1191 1132
1192 case ARMOUR: /* Only the best of these three are used: */ 1133 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1135 contr->encumbrance += tmp->weight / 1000;
1195 1136
1196 case BRACERS: 1137 case BRACERS:
1197 case FORCE: 1138 case FORCE:
1198 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1199 { 1140 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= (tmp->stats.wc + tmp->magic);
1222 1163
1223 if (tmp->stats.ac) 1164 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1165 ac -= (tmp->stats.ac + tmp->magic);
1225 1166
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1168 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1169
1229 break; 1170 break;
1230 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1231 } /* item is equipped */ 1172 } /* item is equipped */
1232 } /* for loop of items */ 1173 } /* for loop of items */
1300 1241
1301 if (mana_obj == this && type == PLAYER) 1242 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1243 stats.maxsp = 1;
1303 else 1244 else
1304 { 1245 {
1305 sp_tmp = 0.0; 1246 sp_tmp = 0.f;
1306 1247
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1249 {
1309 float stmp; 1250 float stmp;
1310 1251
1311 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1312 if (i < 2) 1253 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1255 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1257
1317 if (stmp < 1.0) 1258 if (stmp < 1.f)
1318 stmp = 1.0; 1259 stmp = 1.f;
1319 1260
1320 sp_tmp += stmp; 1261 sp_tmp += stmp;
1321 } 1262 }
1322 1263
1323 stats.maxsp = (int) sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1324 1265
1325 for (i = 11; i <= mana_obj->level; i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1267 stats.maxsp += 2;
1327 } 1268 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* store grace in a float - this way, the divisions below don't create 1281 /* 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 1282 * 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 1283 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1285 */
1345 sp_tmp = 0.0; 1286 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1288 {
1348 float grace_tmp = 0.0; 1289 float grace_tmp = 0.f;
1349 1290
1350 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1351 if (i < 2) 1292 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1293 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 1294 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1296
1358 if (grace_tmp < 1.0) 1297 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1298 grace_tmp = 1.f;
1360 1299
1361 sp_tmp += grace_tmp; 1300 sp_tmp += grace_tmp;
1362 } 1301 }
1363 1302
1364 stats.maxgrace = (int) sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1365 1304
1366 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1307 stats.maxgrace += 2;
1369 } 1308 }
1389 * monster bonus the same as before. -b.t. 1328 * monster bonus the same as before. -b.t.
1390 */ 1329 */
1391 1330
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1332 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1395 for (i = 1; i < wc_obj->level; i++) 1335 for (i = 1; i < wc_obj->level; i++)
1396 { 1336 {
1397 /* addtional wc every 6 levels */ 1337 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1338 if (!(i % 6))
1399 wc--; 1339 wc--;
1340
1400 /* addtional dam every 4 levels. */ 1341 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1344 }
1404 } 1345 }
1405 else 1346 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1347 wc -= level + thaco_bonus[stats.Str];
1407 1348
1408 stats.dam += dam_bonus[stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1409 1350
1410 if (stats.dam < 1) 1351 if (stats.dam < 1)
1411 stats.dam = 1; 1352 stats.dam = 1;
1412 1353
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1414 1355
1415 if (settings.search_items && contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1357 speed -= 1;
1417 1358
1418 if (attacktype == 0) 1359 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1420 1361
1421 } /* End if player */ 1362 } /* End if player */
1422 1363
1423 if (added_speed >= 0) 1364 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1365 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1367 speed /= 1.f - added_speed;
1427 1368
1428 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1429 if (speed > max) 1370 if (speed > max)
1430 speed = max; 1371 speed = max;
1431 1372
1436 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1438 */ 1379 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1381 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1383 }
1443 1384
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1386
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1387 /* 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. 1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1389 */
1449 speed = speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1450 1391
1451 if (speed < 0.01 && type == PLAYER) 1392 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1393 speed = 0.01f;
1453 1394
1454 if (type == PLAYER) 1395 if (type == PLAYER)
1455 { 1396 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1462 */ 1401 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1404 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1405 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1409 K *= (4 + level) *1.2f / (6 + level);
1410
1470 if (K <= 0) 1411 if (K <= 0.f)
1471 K = 0.01; 1412 K = 0.01f;
1413
1472 S = speed / (K * s); 1414 float S = speed / (K * s);
1415
1473 contr->weapon_sp = S; 1416 contr->weapon_sp = S;
1474 } 1417 }
1475 1418
1476 /* I want to limit the power of small monsters with big weapons: */ 1419 /* 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) 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1421 stats.dam = arch->clone.stats.dam * 3;
1479 1422
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1423 /* 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, 1424 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1425 * so its value is the same.
1515 if (type == PLAYER) 1458 if (type == PLAYER)
1516 { 1459 {
1517 esrv_update_stats (contr); 1460 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1461 esrv_update_spells (contr);
1519 } 1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1520} 1467}
1521 1468
1522/* 1469/*
1523 * Returns true if the given player is a legal class. 1470 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1471 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1474 * false otherwise.
1528 */ 1475 */
1529int 1476int
1530allowed_class (const object *op) 1477allowed_class (const object *op)
1531{ 1478{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1479 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1485 && op->stats.Cha > 0;
1534} 1486}
1535 1487
1536/* 1488/*
1537 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1561 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1562 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1563 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1564
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1570 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1571 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1572 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1573 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1574 skin = tmp;
1622 } 1575
1623 }
1624 /* if the force is missing -> bail out */ 1576 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1577 if (abil == NULL)
1626 return; 1578 return;
1627 1579
1628 /* The ability_force keeps track of maximum level ever achieved. 1580 /* The ability_force keeps track of maximum level ever achieved.
1760sint64 1712sint64
1761level_exp (int level, double expmul) 1713level_exp (int level, double expmul)
1762{ 1714{
1763 if (level > settings.max_level) 1715 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1765 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1766} 1719}
1767 1720
1768/* 1721/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1722 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1807 int i; 1760 int i;
1808 1761
1809 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1763 if (op->contr->braced)
1811 exp = exp / 5; 1764 exp /= 5;
1812 1765
1813 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1767 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1769 * the players inventory.
1817 */ 1770 */
1818 if (skill_name) 1771 if (skill_name)
1819 { 1772 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1773 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)); 1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1905 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
1954 } 1907 }
1955 } 1908 }
1909
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1911 {
1958 del_exp = check_exp_loss (op, exp); 1912 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1913 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
1961 } 1915 }
1962} 1916}
1963
1964
1965 1917
1966/* change_exp() - changes experience to a player/monster. This 1918/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1919 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1920 *
1969 * The exp passed is typically not modified much by this function - 1921 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1922 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1923 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1924 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1925 * these last two values are only used for players.
1974 */ 1926 */
1975
1976void 1927void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1928change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1929{
1979
1980#ifdef EXP_DEBUG 1930#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1932#endif
1983 1933
1984 /* safety */ 1934 /* safety */
2025 else 1975 else
2026 /* note that when you lose exp, it doesn't go against 1976 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1977 * a particular skill, so we don't need to pass that
2028 * along. 1978 * along.
2029 */ 1979 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1980 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1981 }
2033} 1982}
2034 1983
2035/* Applies a death penalty experience, the size of this is defined by the 1984/* 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 1985 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1986 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1987 */
2039
2040void 1988void
2041apply_death_exp_penalty (object *op) 1989apply_death_exp_penalty (object *op)
2042{ 1990{
2043 object *tmp; 1991 object *tmp;
2044 sint64 loss; 1992 sint64 loss;

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