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Comparing deliantra/server/common/living.C (file contents):
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.63 by root, Tue May 22 10:49:57 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 *
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};
236 236
237/* 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
270/*
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;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
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 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 245}
328 246
329/* 247/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 249 * 1-30 stat limit.
332 */ 250 */
333
334void 251void
335check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
336{ 253{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
341 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 258 }
344} 259}
345 260
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 262
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* 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 272/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 273 * the object.
359 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 275 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 277 * 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 278 * 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 279 * 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 280 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 281 * that gives them that ability.
367 */ 282 */
368int 283int
369change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
370{ 285{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 /* 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 291 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
406 }
407 318
408 if (nstat != ostat) 319 if (nstat != ostat)
409 { 320 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 322 potion_max = 0;
412 } 323 }
413 else if (i) 324 else if (i)
414 { 325 {
415 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
419 330
420 /* This section of code ups the characters normal stats also. I am not 331 /* 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 332 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 333 * recalculates this anyway.
423 */ 334 */
424 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 337
427 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 339 } /* end of potion handling code */
429 } 340 }
430 341
431 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 343 * everything to set
433 */ 344 */
434 if (flag == -1) 345 if (flag == -1)
435 { 346 {
436 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 352 * and not the other move_ fields.
442 */ 353 */
443 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
444 } 355 }
445 356
446 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
449 */ 360 */
450 op->update_stats (); 361 op->update_stats ();
451 362
452 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 364 * print out message if this is a bow.
454 */ 365 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 367 {
457 success = 1; 368 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 409 {
499 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 411 * in that case, you don't actually land
501 */ 412 */
502 DIFF_MSG (flag, "You soar into the air air!.", 413 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 415 }
416
505 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 419
508 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 421 check_move_on (op, op);
637 success = 1; 549 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
656 } 568 }
657 } 569 }
658 570
659 if (!potion_max) 571 if (!potion_max)
660 { 572 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
664 { 576 {
665 success = 1; 577 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 579 }
668 } 580 }
673 585
674/* 586/*
675 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 589 */
678
679void 590void
680object::drain_stat () 591object::drain_stat ()
681{ 592{
682 drain_specific_stat (rndm (NUM_STATS)); 593 drain_specific_stat (rndm (NUM_STATS));
683} 594}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 684 */
774void 685void
775object::remove_statbonus () 686object::remove_statbonus ()
776{ 687{
777 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 689 {
779 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 693 }
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} 694}
793 695
794/* 696/*
795 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 698 */
797void 699void
798object::add_statbonus () 700object::add_statbonus ()
799{ 701{
800 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 703 {
802 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 707 }
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} 708}
816 709
817/* 710/*
818 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
830 int i, j; 723 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 729 float old_speed = speed;
837 730
838 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 732 if (type == PLAYER)
840 { 733 {
841 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
843 736
844 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 738 contr->encumbrance = 0;
846 739
847 attacktype = 0; 740 attacktype = 0;
741
848 contr->digestion = 0; 742 contr->digestion = 0;
849 contr->gen_hp = 0; 743 contr->gen_hp = 0;
850 contr->gen_sp = 0; 744 contr->gen_sp = 0;
851 contr->gen_grace = 0; 745 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 747 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 } 748 }
864 749
865 memcpy (body_used, body_info, sizeof (body_info)); 750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
866 752
867 slaying = 0; 753 slaying = 0;
868 754
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 756 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 769
884 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
889 chosen_skill = NULL; 776 chosen_skill = 0;
890 777
891 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
892 * archetype clone 779 * archetype clone
893 */ 780 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 784 {
898 if (resist[i] > 0) 785 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
900 else 787 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
902 potion_resist[i] = 0; 790 potion_resist[i] = 0;
903 } 791 }
904 792
905 wc = arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
933 */ 821 */
934 if (tmp->glow_radius > glow_radius) 822 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
936 824
937 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 827 * then calls this function.
940 */ 828 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue; 830 continue;
943 831
969 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
972 * up, etc. 860 * up, etc.
973 */ 861 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
976 { 867 {
977 if (type == PLAYER) 868 if (type == PLAYER)
978 { 869 {
979 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
980 contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon
981 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 873 && !tmp->flag [FLAG_CURSED]
983 contr->ranges[range_misc] = tmp; 874 && !tmp->flag [FLAG_DAMNED])
875 continue;
984 876
985 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
987 879
988 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
989 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
991 */ 883 */
992 if ((tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
994 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 889 tmp->type == BRACERS || tmp->type == CLOAK ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) || 890 tmp->type == DISEASE || tmp->type == FORCE ||
999 (tmp->type == SKILL)) 891 tmp->type == SKILL)
1000 { 892 {
1001 contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
1003 contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
1007 } 899 }
1008 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1009 906
1010 /* Update slots used for items */ 907 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1014 911
1015 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1016 { 913 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1018 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1020 } 918 }
1021 919
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 943 }
1046 } 944 }
1047 945
1048 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1050 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type; 955 }
1057 956
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1074 973
1075 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 975 {
1077 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1078 { 977 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 980 }
1082 else 981 else
1083 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1084 } 983 }
1085 984
1086 switch (tmp->type) 985 switch (tmp->type)
1087 { 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
1088 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1090 case SKILL: 998 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1092 break; 1001 break;
1093 1002
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1099 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1100 chosen_skill = tmp; 1013 chosen_skill = tmp;
1101 1014
1102 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1106 1019
1107 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1108 weapon_speed = 0; 1021 weapon_speed = 0;
1109 1022
1110 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1112 1025
1113 if (tmp->magic) 1026 if (tmp->magic)
1114 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1115 } 1028 }
1116 1029
1117 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1119 1032
1120 if (tmp->slaying != NULL) 1033 if (tmp->slaying)
1121 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1122 1035
1123 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1125 1038
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break; 1041 }
1133 1042
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1043 break;
1143 1044
1144 case SHIELD: 1045 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1150 case HELMET: 1051 case HELMET:
1151 case BOOTS: 1052 case BOOTS:
1152 case GLOVES: 1053 case GLOVES:
1153 case CLOAK: 1054 case CLOAK:
1154 if (tmp->stats.wc) 1055 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic); 1056 wc -= tmp->stats.wc + tmp->magic;
1156 1057
1157 if (tmp->stats.dam) 1058 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic); 1059 stats.dam += tmp->stats.dam + tmp->magic;
1159 1060
1160 if (tmp->stats.ac) 1061 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic); 1062 ac -= tmp->stats.ac + tmp->magic;
1162 1063
1163 break; 1064 break;
1164 1065
1066 case BOW:
1165 case WEAPON: 1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1166 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1167 1071
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic; 1073 ac -= tmp->stats.ac + tmp->magic;
1170 1074
1171 stats.dam += (tmp->stats.dam + tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1076 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 1078
1175 if (weapon_speed < 0) 1079 if (weapon_speed < 0)
1176 weapon_speed = 0; 1080 weapon_speed = 0;
1177 1081
1178 slaying = tmp->slaying; 1082 slaying = tmp->slaying;
1083
1179 /* If there is desire that two handed weapons should do 1084 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1085 * extra strength damage, this is where the code should
1181 * go. 1086 * go.
1182 */ 1087 */
1183 current_weapon = tmp; 1088
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1089 if (type == PLAYER)
1090 if (settings.spell_encumbrance)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1186 1093
1187 break; 1094 break;
1188 1095
1189 case ARMOUR: /* Only the best of these three are used: */ 1096 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000; 1098 contr->encumbrance += tmp->weight / 1000;
1192 1099
1193 case BRACERS: 1100 case BRACERS:
1194 case FORCE: 1101 case FORCE:
1195 if (tmp->stats.wc) 1102 if (tmp->stats.wc)
1196 { 1103 {
1218 wc -= (tmp->stats.wc + tmp->magic); 1125 wc -= (tmp->stats.wc + tmp->magic);
1219 1126
1220 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic); 1128 ac -= (tmp->stats.ac + tmp->magic);
1222 1129
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1224 max = ARMOUR_SPEED (tmp) / 10.0; 1131 max = ARMOUR_SPEED (tmp) / 10.f;
1225 1132
1226 break; 1133 break;
1227 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1228 } /* item is equipped */ 1135 } /* item is equipped */
1229 } /* for loop of items */ 1136 } /* for loop of items */
1297 1204
1298 if (mana_obj == this && type == PLAYER) 1205 if (mana_obj == this && type == PLAYER)
1299 stats.maxsp = 1; 1206 stats.maxsp = 1;
1300 else 1207 else
1301 { 1208 {
1302 sp_tmp = 0.0; 1209 sp_tmp = 0.f;
1303 1210
1304 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305 { 1212 {
1306 float stmp; 1213 float stmp;
1307 1214
1308 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1309 if (i < 2) 1216 if (i < 2)
1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1311 else 1218 else
1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1313 1220
1314 if (stmp < 1.0) 1221 if (stmp < 1.f)
1315 stmp = 1.0; 1222 stmp = 1.f;
1316 1223
1317 sp_tmp += stmp; 1224 sp_tmp += stmp;
1318 } 1225 }
1319 1226
1320 stats.maxsp = (int) sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1321 1228
1322 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1323 stats.maxsp += 2; 1230 stats.maxsp += 2;
1324 } 1231 }
1232
1325 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1326 if (stats.sp > stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1327 stats.sp = stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1328 1236
1329 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1337 /* store grace in a float - this way, the divisions below don't create 1245 /* store grace in a float - this way, the divisions below don't create
1338 * big jumps when you go from level to level - with int's, it then 1246 * big jumps when you go from level to level - with int's, it then
1339 * becomes big jumps when the sums of the bonuses jump to the next 1247 * becomes big jumps when the sums of the bonuses jump to the next
1340 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1341 */ 1249 */
1342 sp_tmp = 0.0; 1250 sp_tmp = 0.f;
1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1344 { 1252 {
1345 float grace_tmp = 0.0; 1253 float grace_tmp = 0.f;
1346 1254
1347 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1348 if (i < 2) 1256 if (i < 2)
1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1351 else 1258 else
1352 grace_tmp = (float) contr->levgrace[i]
1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1354 1260
1355 if (grace_tmp < 1.0) 1261 if (grace_tmp < 1.f)
1356 grace_tmp = 1.0; 1262 grace_tmp = 1.f;
1357 1263
1358 sp_tmp += grace_tmp; 1264 sp_tmp += grace_tmp;
1359 } 1265 }
1360 1266
1361 stats.maxgrace = (int) sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1362 1268
1363 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1364 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1365 stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1366 } 1272 }
1273
1367 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1368 1275
1369 if (contr->braced) 1276 if (contr->braced)
1370 { 1277 {
1371 ac += 2; 1278 ac += 2;
1383 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1384 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1385 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1386 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1387 */ 1294 */
1295 object *wc_obj = chosen_skill;
1388 1296
1389 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1390 { 1298 {
1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1392 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1393 { 1302 {
1394 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1395 if (!(i % 6)) 1304 if (!(i % 6))
1396 wc--; 1305 wc--;
1306
1397 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1400 } 1310 }
1401 } 1311 }
1402 else 1312 else
1403 wc -= (level + thaco_bonus[stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1404 1314
1405 stats.dam += dam_bonus[stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1406 1316
1407 if (stats.dam < 1) 1317 if (stats.dam < 1)
1408 stats.dam = 1; 1318 stats.dam = 1;
1409 1319
1410 speed = 1.0 + speed_bonus[stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1411 1321
1412 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1413 speed -= 1; 1323 speed -= 1;
1414 1324
1415 if (attacktype == 0) 1325 if (attacktype == 0)
1416 attacktype = arch->clone.attacktype; 1326 attacktype = arch->clone.attacktype;
1417
1418 } /* End if player */ 1327 } /* End if player */
1419 1328
1420 if (added_speed >= 0) 1329 if (added_speed >= 0)
1421 speed += added_speed / 10.0; 1330 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1423 speed /= (float) (1.0 - added_speed); 1332 speed /= 1.f - added_speed;
1424 1333
1425 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1426 if (speed > max) 1335 if (speed > max)
1427 speed = max; 1336 speed = max;
1428 1337
1433 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1435 */ 1344 */
1436 f = (carrying / 1000) - max_carry[stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1346 if (f > 0)
1438 speed = speed / (1.0 + f / max_carry[stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1348 }
1440 1349
1441 speed += bonus_speed / 10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1351
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1354 */
1446 speed = speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1447 1356
1448 if (speed < 0.01 && type == PLAYER) 1357 if (speed < 0.01f && type == PLAYER)
1449 speed = 0.01; 1358 speed = 0.01f;
1450 1359
1451 if (type == PLAYER) 1360 if (type == PLAYER)
1452 { 1361 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1459 */ 1366 */
1460 M = (max_carry[stats.Str] - 121) / 121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[stats.Str] / 100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1369 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1464 D = (stats.Dex - 14) / 14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1373
1466 K *= (4 + level) / (float) (6 + level) * 1.2; 1374 K *= (4 + level) * 1.2f / (6 + level);
1375
1467 if (K <= 0) 1376 if (K <= 0.01f)
1468 K = 0.01; 1377 K = 0.01f;
1469 S = speed / (K * s); 1378
1470 contr->weapon_sp = S; 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1380 }
1472 1381
1473 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1475 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->clone.stats.dam * 3;
1476 1385
1477 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1478 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1479 * so its value is the same.
1480 */
1481 if (wc > 120)
1482 wc = 120;
1483 else if (wc < -120)
1484 wc = -120;
1485
1486 stats.wc = wc;
1487
1488 if (ac > 120)
1489 ac = 120;
1490 else if (ac < -120)
1491 ac = -120;
1492
1493 stats.ac = ac;
1494 1388
1495 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1496 * give them walking as a default. 1390 * give them walking as a default.
1497 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1498 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1528 * false otherwise. 1422 * false otherwise.
1529 */ 1423 */
1530int 1424int
1531allowed_class (const object *op) 1425allowed_class (const object *op)
1532{ 1426{
1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1427 return op->stats.Dex > 0
1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1433 && op->stats.Cha > 0;
1535} 1434}
1536 1435
1537/* 1436/*
1538 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1539 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1673 if (!skill_obj) 1572 if (!skill_obj)
1674 { 1573 {
1675 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1676 return NULL; 1575 return NULL;
1677 } 1576 }
1577
1678 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1679 * still doesn't know it. 1579 * still doesn't know it.
1680 */ 1580 */
1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1682 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1683 skill_obj->level = 1; 1583 skill_obj->level = 1;
1684 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1685 1585
1686 if (op->contr) 1586 if (player *pl = op->contr)
1687 { 1587 {
1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1689 if (op->contr->ns) 1589 if (pl->ns)
1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1691 } 1591 }
1692 1592
1693 return skill_obj; 1593 return skill_obj;
1694} 1594}
1695
1696 1595
1697/* player_lvl_adj() - for the new exp system. we are concerned with 1596/* player_lvl_adj() - for the new exp system. we are concerned with
1698 * whether the player gets more hp, sp and new levels. 1597 * whether the player gets more hp, sp and new levels.
1699 * Note this this function should only be called for players. Monstes 1598 * Note this this function should only be called for players. Monstes
1700 * don't really gain levels 1599 * don't really gain levels
1711 1610
1712 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1713 { 1612 {
1714 op->level++; 1613 op->level++;
1715 1614
1716 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1717 dragon_level_gain (who); 1616 dragon_level_gain (who);
1718 1617
1719 /* Only roll these if it is the player (who) that gained the level */ 1618 /* Only roll these if it is the player (who) that gained the level */
1720 if (op == who && (who->level < 11) && who->type == PLAYER) 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1721 { 1620 {
1729 { 1628 {
1730 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1732 else 1631 else
1733 sprintf (buf, "You are now level %d.", op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1633
1734 if (who) 1634 if (who)
1735 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1736 } 1636 }
1637
1737 player_lvl_adj (who, op); /* To increase more levels */ 1638 player_lvl_adj (who, op); /* To increase more levels */
1738 } 1639 }
1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1740 { 1641 {
1741 op->level--; 1642 op->level--;
1742 who->update_stats (); 1643 who->update_stats ();
1644
1743 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1744 { 1646 {
1745 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1747 } 1649 }
1650
1748 player_lvl_adj (who, op); /* To decrease more levels */ 1651 player_lvl_adj (who, op); /* To decrease more levels */
1749 } 1652 }
1750 1653
1751 /* check if the spell data has changed */ 1654 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr); 1655 esrv_update_stats (who->contr);
1761sint64 1664sint64
1762level_exp (int level, double expmul) 1665level_exp (int level, double expmul)
1763{ 1666{
1764 if (level > settings.max_level) 1667 if (level > settings.max_level)
1765 return (sint64) (expmul * levels[settings.max_level]); 1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1766 return (sint64) (expmul * levels[level]); 1670 return (sint64) (expmul * levels[level]);
1767} 1671}
1768 1672
1769/* 1673/*
1770 * Ensure that the permanent experience requirements in an exp object are met. 1674 * Ensure that the permanent experience requirements in an exp object are met.
1807 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1808 int i; 1712 int i;
1809 1713
1810 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1811 if (op->contr->braced) 1715 if (op->contr->braced)
1812 exp = exp / 5; 1716 exp /= 5;
1813 1717
1814 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1815 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1816 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1817 * the players inventory. 1721 * the players inventory.
1818 */ 1722 */
1819 if (skill_name) 1723 if (skill_name)
1820 { 1724 {
1821 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1725 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1973 * these last two values are only used for players. 1877 * these last two values are only used for players.
1974 */ 1878 */
1975void 1879void
1976change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1880change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{ 1881{
1978
1979#ifdef EXP_DEBUG 1882#ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1883 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981#endif 1884#endif
1982 1885
1983 /* safety */ 1886 /* safety */
2032 1935
2033/* Applies a death penalty experience, the size of this is defined by the 1936/* Applies a death penalty experience, the size of this is defined by the
2034 * settings death_penalty_percentage and death_penalty_levels, and by the 1937 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss. 1938 * amount of permenent experience, whichever gives the lowest loss.
2036 */ 1939 */
2037
2038void 1940void
2039apply_death_exp_penalty (object *op) 1941apply_death_exp_penalty (object *op)
2040{ 1942{
2041 object *tmp; 1943 object *tmp;
2042 sint64 loss; 1944 sint64 loss;
2064 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
2065 } 1967 }
2066 1968
2067 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971
2069 if (level_loss < 0) 1972 if (level_loss < 0)
2070 level_loss = 0; 1973 level_loss = 0;
2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2072 1975
2073 op->stats.exp -= loss; 1976 op->stats.exp -= loss;

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