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Comparing deliantra/server/common/living.C (file contents):
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.103 by root, Mon Nov 23 12:19:57 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
279 * that gives them that ability. 280 * that gives them that ability.
280 */ 281 */
281int 282int
282change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
283{ 284{
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
285 char message[MAX_BUF]; 287 char message[MAX_BUF];
286 int potion_max = 0; 288 int potion_max = 0;
287 289
288 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
289 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
290 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
291 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
292 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
293 296
294 if (op->type == PLAYER) 297 if (op->type == PLAYER)
295 { 298 {
296 if (tmp->type == POTION) 299 if (tmp->type == POTION)
297 { 300 {
298 potion_max = 1; 301 potion_max = 1;
302
299 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
300 { 304 {
301 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
303 307
304 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
305 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
306 310
307 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
308 * potions do so right now, there is the potential for potions
309 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
310 * to allow for that. 313 * to allow for that.
311 */ 314 */
312 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
313 nstat = 1; 316 nstat = 1;
365 { 368 {
366 success = 1; 369 success = 1;
367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
368 } 371 }
369 372
370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
371 { 374 {
372 success = 1; 375 success = 1;
373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
374 } 377 }
375 378
376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
377 { 380 {
378 success = 1; 381 success = 1;
379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
380 } 383 }
381 384
382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
383 { 386 {
384 success = 1; 387 success = 1;
385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
386 } 389 }
387 390
389 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
390 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
391 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
392 * from fly high) 395 * from fly high)
393 */ 396 */
394 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
395 { 398 {
396 success = 1; 399 success = 1;
397 400
398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
400 */ 403 */
401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 { 405 {
403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
404 } 407 }
405 408
406 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
407 { 410 {
408 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
420 } 423 }
421 424
422 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status 426 * originally undead may change their status
424 */ 427 */
425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 { 430 {
428 success = 1; 431 success = 1;
429 if (flag > 0) 432 if (flag > 0)
430 { 433 {
431 op->race = "undead"; 434 op->race = "undead";
436 op->race = op->arch->race; 439 op->race = op->arch->race;
437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 } 441 }
439 } 442 }
440 443
441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 { 445 {
443 success = 1; 446 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 } 448 }
446 449
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 { 451 {
449 success = 1; 452 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 } 454 }
452 455
453 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision 457 * vision
455 */ 458 */
456 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
457 { 460 {
458 success = 1; 461 success = 1;
459 if (flag > 0) 462 if (flag > 0)
460 { 463 {
461 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 466 else
464 { 467 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
468 op->contr->do_los = 1; 471 op->contr->do_los = 1;
469 } 472 }
470 } 473 }
471 else 474 else
472 { 475 {
473 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 478 else
476 { 479 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
480 op->contr->do_los = 1; 483 op->contr->do_los = 1;
481 } 484 }
482 } 485 }
483 } 486 }
484 487
485 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 { 489 {
487 success = 1; 490 success = 1;
488 if (op->type == PLAYER) 491 if (op->type == PLAYER)
489 op->contr->do_los = 1; 492 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 } 494 }
492 495
493 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 { 497 {
495 success = 1; 498 success = 1;
496 if (flag > 0) 499 if (flag > 0)
497 { 500 {
498 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else 503 else
501 { 504 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER) 506 if (op->type == PLAYER)
504 op->contr->do_los = 1; 507 op->contr->do_los = 1;
505 } 508 }
506 } 509 }
507 else 510 else
508 { 511 {
509 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511 else 514 else
512 { 515 {
513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514 if (op->type == PLAYER) 517 if (op->type == PLAYER)
552 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
553 { 556 {
554 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
556 559
557 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
558 { 561 {
559 success = 1; 562 success = 1;
563
560 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
561 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
562 else 566 else
563 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
564 568
565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 } 570 }
567 } 571 }
568 572
569 if (!potion_max) 573 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j)) 575 if (int i = tmp->stats.stat (j))
574 { 576 {
575 success = 1; 577 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
577 } 579 }
578 }
579 }
580 580
581 return success; 581 return success;
582} 582}
583 583
584/* 584/*
595object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
596{ 596{
597 object *tmp; 597 object *tmp;
598 archetype *at; 598 archetype *at;
599 599
600 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
601 if (!at) 601 if (!at)
602 { 602 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 604 return;
605 } 605 }
625 * via an applied bad_luck object. 625 * via an applied bad_luck object.
626 */ 626 */
627void 627void
628object::change_luck (int value) 628object::change_luck (int value)
629{ 629{
630 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
631 if (!at) 631 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 633 else
634 { 634 {
635 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
767 int stat_sum [NUM_STATS]; 767 int stat_sum [NUM_STATS];
768 768
769 /* 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 */
770 if (type == PLAYER) 770 if (type == PLAYER)
771 { 771 {
772 contr->delayed_update = false;
773
772 for (int i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 775 stat_sum [i] = contr->orig_stats.stat (i);
774 776
775 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 778 contr->encumbrance = 0;
859 * then calls this function. 861 * then calls this function.
860 */ 862 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue; 864 continue;
863 865
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius; 866 glow_radius += tmp->glow_radius;
869 867
870 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
872 { 870 {
873 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 885 grace_obj = tmp;
888 } 886 }
889 } 887 }
890 888
891 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 890 * objects need to make adjustments.
893 * This block should handle all player specific changes 891 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
913 && !tmp->flag [FLAG_CURSED] 911 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED]) 912 && !tmp->flag [FLAG_DAMNED])
915 continue; 913 continue;
916 914
917 for (int i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 916 stat_sum [i] += tmp->stats.stat (i);
919 917
920 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
921 { 919 {
922 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
923 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
924 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
925 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
926 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
927 } 926 }
928 } /* if this is a player */ 927 } /* if this is a player */
929 else 928 else
939 938
940 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease = 940 speed_reduce_from_disease =
942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
943 942
944 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
945 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
946 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
947 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
948 */ 947 */
949 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1138 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1139 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1140 } 1139 }
1141 1140
1142 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1143 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= tmp->stats.wc + tmp->magic;
1144 1143
1145 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1146 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= tmp->stats.ac + tmp->magic;
1147 1146
1148 if (ARMOUR_SPEED (tmp)) 1147 if (ARMOUR_SPEED (tmp))
1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150 1149
1151 break; 1150 break;
1152 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1153 } /* item is equipped */ 1152 } /* item is equipped */
1154 } /* for loop of items */ 1153 } /* for loop of items */
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1155 1156
1156 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1158 */ 1159 */
1159 1160
1173 1174
1174 if (type == PLAYER) 1175 if (type == PLAYER)
1175 { 1176 {
1176 // clamp various player stats 1177 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i) 1178 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1179 1182
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181 1184
1182 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1186 int pl_level;
1184 1187
1185 check_stat_bounds (&(stats));
1186 pl_level = level;
1187
1188 if (pl_level < 1)
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1190 1189
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1192 */
1194 stats.maxhp = 0; 1193 stats.maxhp = 0;
1329 1328
1330 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1331 1330
1332 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1332 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1333 } /* End if player */
1338 1334
1339 if (added_speed >= 0) 1335 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1409 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1410 1406
1411 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1412 * so we will check that now. 1408 * so we will check that now.
1413 */ 1409 */
1414 if (type == PLAYER) 1410 if (is_player ())
1415 { 1411 contr->update_spells ();
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419 1412
1420 // update the mapspace, if we are on a map 1413 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map) 1414 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0; 1415 map->at (x, y).flags_ = 0;
1416}
1417
1418void
1419object::set_glow_radius (sint8 rad)
1420{
1421 glow_radius = rad;
1422
1423 if (is_on_map ())
1424 update_all_los (map, x, y);
1425 else if (object *env = outer_env ())
1426 {
1427 env->update_stats ();
1428
1429 if (env->is_on_map ())
1430 update_all_los (env->map, env->x, env->y);
1431 }
1423} 1432}
1424 1433
1425/* 1434/*
1426 * Returns true if the given player is a legal class. 1435 * Returns true if the given player is a legal class.
1427 * The function to add and remove class-bonuses to the stats doesn't 1436 * The function to add and remove class-bonuses to the stats doesn't
1443 1452
1444/* 1453/*
1445 * set the new dragon name after gaining levels or 1454 * set the new dragon name after gaining levels or
1446 * changing ability focus (later this can be extended to 1455 * changing ability focus (later this can be extended to
1447 * eventually change the player's face and animation) 1456 * eventually change the player's face and animation)
1448 *
1449 * Note that the title is written to 'own_title' in the
1450 * player struct. This should be changed to 'ext_title'
1451 * as soon as clients support this!
1452 * Please, anyone, write support for 'ext_title'.
1453 */ 1457 */
1454void 1458void
1455set_dragon_name (object *pl, const object *abil, const object *skin) 1459set_dragon_name (object *pl, const object *abil, const object *skin)
1456{ 1460{
1457 int atnr = -1; /* attacknumber of highest level */ 1461 int atnr = -1; /* attacknumber of highest level */
1475 /* now if there are equals at highest level, pick the one with focus, 1479 /* now if there are equals at highest level, pick the one with focus,
1476 or else at random */ 1480 or else at random */
1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1481 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1478 atnr = abil->stats.exp; 1482 atnr = abil->stats.exp;
1479 1483
1480 level = (int) (level / 25.);
1481
1482 /* now set the new title */ 1484 /* now set the new title */
1483 if (pl->contr)
1484 {
1485 if (level == 0)
1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1485 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1487 else if (level == 1)
1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1486 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489 else if (level == 2)
1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1487 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491 else if (level == 3)
1492 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1488 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1493 else 1489 else
1494 { 1490 {
1495 /* special titles for extra high resistance! */ 1491 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1492 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1493 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1500 else
1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1494 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1502 }
1503 } 1495 }
1504 1496
1505 strcpy (pl->contr->own_title, ""); 1497 strcpy (pl->contr->own_title, "");
1506} 1498}
1507 1499
1508/* 1500/*
1509 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1510 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1511 * or change the ability-focus. 1503 * or change the ability-focus.
1512 */ 1504 */
1513void 1505static void
1514dragon_level_gain (object *who) 1506dragon_level_gain (object *who)
1515{ 1507{
1516 object *abil = NULL; /* pointer to dragon ability force */ 1508 object *abil = NULL; /* pointer to dragon ability force */
1517 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1518 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1574 object *skill_obj; 1566 object *skill_obj;
1575 1567
1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1577 if (!skill_obj) 1569 if (!skill_obj)
1578 { 1570 {
1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1580 return NULL; 1572 return NULL;
1581 } 1573 }
1582 1574
1583 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1584 * still doesn't know it. 1576 * still doesn't know it.
1585 */ 1577 */
1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1587 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1588 skill_obj->level = 1; 1580 skill_obj->level = 1;
1589 insert_ob_in_ob (skill_obj, op); 1581 op->insert (skill_obj);
1590 1582
1591 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1592 { 1584 pl->link_skills ();
1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1596 }
1597 1585
1598 return skill_obj; 1586 return skill_obj;
1599} 1587}
1600 1588
1601/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 } 1650 }
1663 } 1651 }
1664 1652
1665 if (changed) 1653 if (changed)
1666 { 1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1669 /* check if the spell data has changed */
1670 esrv_update_spells (who->contr);
1671 }
1672} 1655}
1673 1656
1674/* 1657/*
1675 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1676 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1720 * flag is what to do if the player doesn't have the skill: 1703 * flag is what to do if the player doesn't have the skill:
1721 */ 1704 */
1722static void 1705static void
1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1706add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1724{ 1707{
1725 object *skill_obj = NULL; 1708 object *skill_obj;
1726 sint64 limit, exp_to_add; 1709 sint64 limit, exp_to_add;
1727 int i; 1710 int i;
1728 1711
1729 /* prevents some forms of abuse. */ 1712 /* prevents some forms of abuse. */
1730 if (op->contr->braced) 1713 if (op->contr->braced)
1733 /* Try to find the matching skill. 1716 /* Try to find the matching skill.
1734 * We do a shortcut/time saving mechanism first - see if it matches 1717 * We do a shortcut/time saving mechanism first - see if it matches
1735 * chosen_skill. This means we don't need to search through 1718 * chosen_skill. This means we don't need to search through
1736 * the players inventory. 1719 * the players inventory.
1737 */ 1720 */
1721 skill_obj = 0;
1722
1738 if (skill_name) 1723 if (skill_name)
1739 { 1724 {
1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1725 skill_obj = op->contr->find_skill (skill_name);
1741 skill_obj = op->chosen_skill;
1742 else
1743 {
1744 for (i = 0; i < NUM_SKILLS; i++)
1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1746 {
1747 skill_obj = op->contr->last_skill_ob[i];
1748 break;
1749 }
1750 1726
1751 /* Player doesn't have the skill. Check to see what to do, and give 1727 /* Player doesn't have the skill. Check to see what to do, and give
1752 * it to the player if necessary 1728 * it to the player if necessary
1753 */ 1729 */
1754 if (!skill_obj) 1730 if (!skill_obj)
1755 { 1731 {
1756 if (flag == SK_EXP_NONE) 1732 if (flag == SK_EXP_NONE)
1757 return; 1733 return;
1734
1758 else if (flag == SK_EXP_ADD_SKILL) 1735 if (flag == SK_EXP_ADD_SKILL)
1759 give_skill_by_name (op, skill_name); 1736 skill_obj = give_skill_by_name (op, skill_name);
1760 }
1761 } 1737 }
1762 } 1738 }
1763 1739
1764 if (flag != SK_EXP_SKILL_ONLY) 1740 if (flag != SK_EXP_SKILL_ONLY)
1765 { 1741 {
1798 player_lvl_adj (op, skill_obj); 1774 player_lvl_adj (op, skill_obj);
1799 } 1775 }
1800} 1776}
1801 1777
1802/* This function checks to make sure that object 'op' can 1778/* This function checks to make sure that object 'op' can
1803 * lost 'exp' experience. It returns the amount of exp 1779 * lose 'exp' experience. It returns the amount of exp
1804 * object 'op' can in fact lose - it basically makes 1780 * object 'op' can in fact lose - it basically makes
1805 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1806 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1807 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1808 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1809 */ 1785 */
1810sint64 1786static sint64
1811check_exp_loss (const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1812{ 1788{
1813 sint64 del_exp; 1789 sint64 del_exp;
1814 1790
1815 if (exp > op->stats.exp) 1791 if (exp > op->stats.exp)
1816 exp = op->stats.exp; 1792 exp = op->stats.exp;
1793
1817 if (settings.permanent_exp_ratio) 1794 if (settings.permanent_exp_ratio)
1818 { 1795 {
1819 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1796 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1797
1820 if (del_exp < 0) 1798 if (del_exp < 0)
1821 del_exp = 0; 1799 del_exp = 0;
1800
1822 if (exp > del_exp) 1801 if (exp > del_exp)
1823 exp = del_exp; 1802 exp = del_exp;
1824 } 1803 }
1804
1825 return exp; 1805 return exp;
1826} 1806}
1827 1807
1828sint64 1808sint64
1829check_exp_adjust (const object *op, sint64 exp) 1809check_exp_adjust (const object *op, sint64 exp)
1830{ 1810{
1831 if (exp < 0) 1811 if (exp < 0)
1832 return check_exp_loss (op, exp); 1812 return check_exp_loss (op, exp);
1833 else 1813 else
1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1814 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1835} 1815}
1836
1837 1816
1838/* Subtracts experience from player. 1817/* Subtracts experience from player.
1839 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1818 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1840 * only subtract from the matching skill. Otherwise, 1819 * only subtract from the matching skill. Otherwise,
1841 * this subtracts a portion from all 1820 * this subtracts a portion from all
1855 sint64 del_exp; 1834 sint64 del_exp;
1856 1835
1857 for (tmp = op->inv; tmp; tmp = tmp->below) 1836 for (tmp = op->inv; tmp; tmp = tmp->below)
1858 if (tmp->type == SKILL && tmp->stats.exp) 1837 if (tmp->type == SKILL && tmp->stats.exp)
1859 { 1838 {
1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1839 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1861 { 1840 {
1862 del_exp = check_exp_loss (tmp, exp); 1841 del_exp = check_exp_loss (tmp, exp);
1863 tmp->stats.exp -= del_exp; 1842 tmp->stats.exp -= del_exp;
1864 player_lvl_adj (op, tmp); 1843 player_lvl_adj (op, tmp);
1865 } 1844 }
1953 * amount of permenent experience, whichever gives the lowest loss. 1932 * amount of permenent experience, whichever gives the lowest loss.
1954 */ 1933 */
1955void 1934void
1956apply_death_exp_penalty (object *op) 1935apply_death_exp_penalty (object *op)
1957{ 1936{
1958 object *tmp;
1959 sint64 loss; 1937 sint64 loss;
1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1962 1940
1963 for (tmp = op->inv; tmp; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 if (tmp->type == SKILL && tmp->stats.exp) 1942 if (tmp->type == SKILL && tmp->stats.exp)
1965 { 1943 {
1966
1967 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1968 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1945 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1969 1946
1970 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1971 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1972 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1973 * tables is a lot harder. 1950 * tables is a lot harder.
1974 */ 1951 */
1975 if (level_loss < 0) 1952 if (level_loss < 0)
1976 level_loss = 0; 1953 level_loss = 0;
1977 1954
1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1955 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1979 1956
1980 tmp->stats.exp -= loss; 1957 tmp->stats.exp -= loss;
1981 player_lvl_adj (op, tmp); 1958 player_lvl_adj (op, tmp);
1982 } 1959 }
1983 1960
1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1961 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1962 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1986 1963
1987 if (level_loss < 0) 1964 if (level_loss < 0)
1988 level_loss = 0; 1965 level_loss = 0;
1966
1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1990 1968
1991 op->stats.exp -= loss; 1969 op->stats.exp -= loss;
1992 player_lvl_adj (op, NULL); 1970 player_lvl_adj (op, NULL);
1993} 1971}
1994 1972

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