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Comparing deliantra/server/common/living.C (file contents):
Revision 1.112 by root, Sun Mar 28 16:41:45 2010 UTC vs.
Revision 1.131 by root, Wed Nov 14 05:18:17 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26 26
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
461 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 461 else
464 { 462 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 465 if (op->type == PLAYER)
468 op->contr->do_los = 1; 466 op->contr->do_los = 1;
469 } 467 }
470 } 468 }
471 else 469 else
473 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 473 else
476 { 474 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 477 if (op->type == PLAYER)
480 op->contr->do_los = 1; 478 op->contr->do_los = 1;
481 } 479 }
482 } 480 }
483 } 481 }
521 { 519 {
522 success = 1; 520 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 } 522 }
525 523
524 if (digest_types [tmp->type])
525 {
526 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
527 { 527 {
528 success = 1; 528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 } 530 }
531 531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
533 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
534 success = 1; 535 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 } 537 }
537 538
538 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
540 { 541 {
541 success = 1; 542 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 } 544 }
544 545
545 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
546 { 547 {
547 success = 1; 548 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
549 } 551 }
550 552
551 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
606 608
607 if (!tmp) 609 if (!tmp)
608 { 610 {
609 tmp = at->instance (); 611 tmp = at->instance ();
610 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
611 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
612 } 614 }
613 } 615 }
614 616
615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
636 if (!value) 638 if (!value)
637 return; 639 return;
638 640
639 tmp = at->instance (); 641 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
642 } 644 }
643 645
644 if (value) 646 if (value)
645 { 647 {
646 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
699 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
700 stats.stat (i) += v; 702 stats.stat (i) += v;
701 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
702 } 704 }
703} 705}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730 706
731static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
732{ 708{
733 copy_flags () 709 copy_flags ()
734 { 710 {
753 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
754 */ 730 */
755void 731void
756object::update_stats () 732object::update_stats ()
757{ 733{
758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
759 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
762 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed; 740 float old_speed = speed;
764 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
791 768
792 slaying = 0; 769 slaying = 0;
793 770
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
799 776
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
803 780
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 785
809 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 790 move_type = arch->move_type;
814 791
815 object *chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
818 * archetype clone 793 * archetype clone
819 */ 794 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
821 796
822 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
823 { 798 {
824 if (resist[i] > 0) 799 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
826 else 801 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
828 803
829 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
830 } 805 }
831 806
832 wc = arch->stats.wc; 807 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
834 809
837 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 815 * that their protection from physical goes down
841 */ 816 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 818 {
844 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 821 }
847 else 822 else
848 ac = arch->stats.ac; 823 ac = arch->stats.ac;
849 824
850 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
851 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
852 829
853 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
855 */ 832 */
856 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
857 { 834 {
858 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 837 * then calls this function.
861 */ 838 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 840 continue;
864 841
865 glow_radius += tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
866 843
867 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
894 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
895 * up, etc. 872 * up, etc.
896 */ 873 */
897 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 879 {
902 if (type == PLAYER) 880 if (type == PLAYER)
903 { 881 {
904 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912 883
913 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
915 886
916 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
928 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
929 current_weapon = tmp; 900 current_weapon = tmp;
930 } 901 }
931 902
932 /* Update slots used for items */ 903 /* Update slots used for items */
933 if (tmp->flag [FLAG_APPLIED]) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
936 907
937 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 915 */
945 if (tmp->type == POTION_EFFECT) 916 if (tmp->type == POTION_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
947 {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialised to zero.
950 // TODO: this is askign for a magic marker optimisation
951 */
952 if (potion_resist[i])
953 max_it (potion_resist[i], tmp->resist[i]); 918 max_it (potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
957 else if (tmp->type != POTION) 919 else if (tmp->type != POTION)
958 for (int i = 0; i < NROFATTACKS; i++) 920 for (int i = 0; i < NROFATTACKS; i++)
959 if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
961 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
963 925
964 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
966 { 928 {
967 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
972 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
973 } 935 }
974 936
975 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
976 938
977 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
978 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
979 941
980 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
981 { 944 {
982 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
983 invisible = 1; 946 invisible = 1;
984 } 947 }
985 948
986 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
987 { 950 {
994 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
995 } 958 }
996 959
997 switch (tmp->type) 960 switch (tmp->type)
998 { 961 {
999 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */
1001 case SKILL: 962 case SKILL:
1002 { 963 {
964 // some skills will end up here without counting as "applied"
1003 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1004 break; 966 break;
1005 967
1006 if (chosen_skill) 968 if (chosen_skill)
1007 { 969 {
1008 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1010 972
1011 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1012 update_stats (); 974 update_stats ();
1013 return; 975 return;
1014 } 976 }
1015 else 977
1016 chosen_skill = tmp; 978 chosen_skill = tmp;
1017 979
1018 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1019 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1020 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1021 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1022
1023 if (weapon_speed < 0)
1024 weapon_speed = 0;
1025 984
1026 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1027 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1028 987
1029 if (tmp->magic) 988 if (tmp->magic)
1038 997
1039 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1040 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1041 1000
1042 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 contr->encumbrance += 3 * tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1044 } 1003 }
1045 1004
1046 break; 1005 break;
1047 1006
1048 case SHIELD: 1007 case SHIELD:
1049 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1050 contr->encumbrance += tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1051 //FALLTHROUGH 1010 //FALLTHROUGH
1052 case RING: 1011 case RING:
1053 case AMULET: 1012 case AMULET:
1054 case GIRDLE: 1013 case GIRDLE:
1055 case HELMET: 1014 case HELMET:
1065 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1066 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1067 1026
1068 break; 1027 break;
1069 1028
1070 case WAND: 1029 case RANGED:
1071 case ROD:
1072 case HORN:
1073 case SKILL_TOOL:
1074 if (type != PLAYER)
1075 chosen_skill = find_skill_by_name (this, tmp->skill);
1076 break;
1077
1078 case BOW: 1030 case BOW:
1079 case WEAPON: 1031 case WEAPON:
1080 if (type != PLAYER || current_weapon == tmp)
1081 {
1082 chosen_skill = find_skill_by_name (this, tmp->skill);
1083
1084 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1085 1033
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1088 1036
1089 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1090 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092 1040
1093 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1094 weapon_speed = 0; 1042 weapon_speed = 0;
1095 1043
1096 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1097 1045
1098 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1099 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1100 * go. 1048 * go.
1101 */ 1049 */
1102 1050
1103 if (type == PLAYER) 1051 if (type == PLAYER)
1104 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1105 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1106 }
1107 1054
1108 break; 1055 break;
1109 1056
1110 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1113 1060
1114 case BRACERS: 1061 case BRACERS:
1115 case FORCE: 1062 case FORCE:
1116 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1117 { 1064 {
1140 1087
1141 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1142 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1143 1090
1144 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146 1093
1147 break; 1094 break;
1148 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1149 } /* item is equipped */ 1096 } /* item is equipped */
1150 } /* for loop of items */ 1097 } /* for loop of items */
1151 1098
1152 if (type != PLAYER)
1153 this->chosen_skill = chosen_skill;
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1100
1157 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1159 */ 1103 */
1160 1104
1166 */ 1110 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1112 {
1169 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1170 1114
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1173 } 1118 }
1174 1119
1175 if (type == PLAYER) 1120 if (type == PLAYER)
1176 { 1121 {
1345 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1349 */ 1294 */
1350 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1351 if (f > 0.f) 1296 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1353 } 1298 }
1354 1299
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1357 1302
1433 update_all_los (env->map, env->x, env->y); 1378 update_all_los (env->map, env->x, env->y);
1434 } 1379 }
1435} 1380}
1436 1381
1437/* 1382/*
1438 * Returns true if the given player is a legal class.
1439 * The function to add and remove class-bonuses to the stats doesn't
1440 * check if the stat becomes negative, thus this function
1441 * merely checks that all stats are 1 or more, and returns
1442 * false otherwise.
1443 */
1444int
1445allowed_class (const object *op)
1446{
1447 return op->stats.Dex > 0
1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1454}
1455
1456/*
1457 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1458 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1459 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1460 */ 1386 */
1461void 1387void
1576 } 1502 }
1577 1503
1578 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it. 1505 * still doesn't know it.
1580 */ 1506 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1; 1509 skill_obj->level = 1;
1584 op->insert (skill_obj); 1510 op->insert (skill_obj);
1585 1511
1586 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1663 */ 1589 */
1664 1590
1665sint64 1591sint64
1666level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1667{ 1593{
1668 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1669 return (sint64) (expmul * levels[settings.max_level]);
1670
1671 return (sint64) (expmul * levels[level]);
1672} 1595}
1673 1596
1674/* 1597/*
1675 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1676 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1704 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1705 * total, but not any particular skill. 1628 * total, but not any particular skill.
1706 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1707 */ 1630 */
1708static void 1631static void
1709add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1710{ 1633{
1711 object *skill_obj; 1634 object *skill_obj;
1712 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1713 int i;
1714 1636
1715 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1716 if (op->contr->braced) 1638 if (op->contr->braced)
1717 exp /= 5; 1639 exp /= 5;
1718 1640
1744 { 1666 {
1745 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1746 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1747 */ 1669 */
1748 exp_to_add = exp; 1670 exp_to_add = exp;
1749 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1750 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1751 exp_to_add = limit; 1673 exp_to_add = limit;
1752 1674
1753 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1754 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1761 } 1683 }
1762 1684
1763 if (skill_obj) 1685 if (skill_obj)
1764 { 1686 {
1765 exp_to_add = exp; 1687 exp_to_add = exp;
1766 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1767 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1768 exp_to_add = limit; 1690 exp_to_add = limit;
1769 1691
1770 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1771 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1828 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1829 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1830 * a postive number. 1752 * a postive number.
1831 */ 1753 */
1832static void 1754static void
1833subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1834{ 1756{
1835 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1836 object *tmp; 1758 object *tmp;
1837 sint64 del_exp; 1759 sint64 del_exp;
1838 1760
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1763 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1843 { 1765 {
1844 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1847 } 1769 }
1848 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1849 { 1771 {
1850 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1851 * to match a specific skill. 1773 * to match a specific skill.
1852 */ 1774 */
1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1854 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1855 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1856 } 1778 }
1857 } 1779 }
1858 1780
1872 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1873 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1874 * these last two values are only used for players. 1796 * these last two values are only used for players.
1875 */ 1797 */
1876void 1798void
1877change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1878{ 1800{
1879#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1881#endif 1803#endif
1882 1804
1899 * worth. 1821 * worth.
1900 */ 1822 */
1901 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1902 { 1824 {
1903 /* Sanity check */ 1825 /* Sanity check */
1904 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1905 return; 1827 return;
1906 1828
1907 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1908 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1909 * more than max exp, just return. 1831 * more than max exp, just return.
1960 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1961 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1962 } 1884 }
1963 1885
1964 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1965 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1966 1888
1967 if (level_loss < 0) 1889 if (level_loss < 0)
1968 level_loss = 0; 1890 level_loss = 0;
1969 1891
1970 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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