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Comparing deliantra/server/common/living.C (file contents):
Revision 1.114 by root, Sun Mar 28 18:44:21 2010 UTC vs.
Revision 1.130 by root, Mon Nov 12 10:32:18 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
815 object *chosen_skill = 0;
816 791
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));
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);
946 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
947 max_it (potion_resist[i], tmp->resist[i]); 918 max_it (potion_resist[i], tmp->resist[i]);
948 else if (tmp->type != POTION) 919 else if (tmp->type != POTION)
949 for (int i = 0; i < NROFATTACKS; i++) 920 for (int i = 0; i < NROFATTACKS; i++)
950 if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
951 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
952 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
953 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
954 925
955 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
956 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
957 { 928 {
958 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
963 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
964 } 935 }
965 936
966 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
967 938
968 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
969 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
970 941
971 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
972 { 944 {
973 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
974 invisible = 1; 946 invisible = 1;
975 } 947 }
976 948
977 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
978 { 950 {
985 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
986 } 958 }
987 959
988 switch (tmp->type) 960 switch (tmp->type)
989 { 961 {
990 /* skills modifying the character -b.t. */
991 /* for all skills and skill granting objects */
992 case SKILL: 962 case SKILL:
993 { 963 {
964 // some skills will end up here without counting as "applied"
994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
995 break; 966 break;
996 967
997 if (chosen_skill) 968 if (chosen_skill)
998 { 969 {
999 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",
1001 972
1002 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1003 update_stats (); 974 update_stats ();
1004 return; 975 return;
1005 } 976 }
1006 else 977
1007 chosen_skill = tmp; 978 chosen_skill = tmp;
1008 979
1009 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1010 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1011 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1012 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1013
1014 if (weapon_speed < 0)
1015 weapon_speed = 0;
1016 984
1017 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1018 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1019 987
1020 if (tmp->magic) 988 if (tmp->magic)
1029 997
1030 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1031 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1032 1000
1033 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1034 contr->encumbrance += 3 * tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1035 } 1003 }
1036 1004
1037 break; 1005 break;
1038 1006
1039 case SHIELD: 1007 case SHIELD:
1040 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1041 contr->encumbrance += tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1042 //FALLTHROUGH 1010 //FALLTHROUGH
1043 case RING: 1011 case RING:
1044 case AMULET: 1012 case AMULET:
1045 case GIRDLE: 1013 case GIRDLE:
1046 case HELMET: 1014 case HELMET:
1056 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1057 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1058 1026
1059 break; 1027 break;
1060 1028
1061 case WAND: 1029 case RANGED:
1062 case ROD:
1063 case HORN:
1064 case SKILL_TOOL:
1065 if (type != PLAYER)
1066 chosen_skill = find_skill_by_name (this, tmp->skill);
1067 break;
1068
1069 case BOW: 1030 case BOW:
1070 case WEAPON: 1031 case WEAPON:
1071 if (type != PLAYER || current_weapon == tmp)
1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1075 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1076 1033
1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1078 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1079 1036
1080 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1081 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1082 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1083 1040
1084 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1085 weapon_speed = 0; 1042 weapon_speed = 0;
1086 1043
1087 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1088 1045
1089 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1090 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1091 * go. 1048 * go.
1092 */ 1049 */
1093 1050
1094 if (type == PLAYER) 1051 if (type == PLAYER)
1095 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1096 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1097 }
1098 1054
1099 break; 1055 break;
1100 1056
1101 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1102 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1103 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1104 1060
1105 case BRACERS: 1061 case BRACERS:
1106 case FORCE: 1062 case FORCE:
1107 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1108 { 1064 {
1131 1087
1132 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1133 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1134 1090
1135 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1136 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1137 1093
1138 break; 1094 break;
1139 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1140 } /* item is equipped */ 1096 } /* item is equipped */
1141 } /* for loop of items */ 1097 } /* for loop of items */
1142
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145 1098
1146 min_it (glow_radius, MAX_LIGHT_RADIUS); 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1147 1100
1148 /* 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
1149 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1337 /* 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)
1338 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1339 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1340 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1341 */ 1294 */
1342 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1343 if (f > 0.f) 1296 if (f > 0.f)
1344 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1345 } 1298 }
1346 1299
1347 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1348 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1349 1302
1568 } 1521 }
1569 1522
1570 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1571 * still doesn't know it. 1524 * still doesn't know it.
1572 */ 1525 */
1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1574 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1575 skill_obj->level = 1; 1528 skill_obj->level = 1;
1576 op->insert (skill_obj); 1529 op->insert (skill_obj);
1577 1530
1578 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1655 */ 1608 */
1656 1609
1657sint64 1610sint64
1658level_exp (int level, double expmul) 1611level_exp (int level, double expmul)
1659{ 1612{
1660 if (level > settings.max_level) 1613 return expmul * level_to_min_exp (level);
1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1663 return (sint64) (expmul * levels[level]);
1664} 1614}
1665 1615
1666/* 1616/*
1667 * Ensure that the permanent experience requirements in an exp object are met. 1617 * Ensure that the permanent experience requirements in an exp object are met.
1668 * This really just checks 'op to make sure the perm_exp value is within 1618 * This really just checks 'op to make sure the perm_exp value is within
1696 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1697 * total, but not any particular skill. 1647 * total, but not any particular skill.
1698 * flag is what to do if the player doesn't have the skill: 1648 * flag is what to do if the player doesn't have the skill:
1699 */ 1649 */
1700static void 1650static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1651add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1702{ 1652{
1703 object *skill_obj; 1653 object *skill_obj;
1704 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1705 int i;
1706 1655
1707 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1657 if (op->contr->braced)
1709 exp /= 5; 1658 exp /= 5;
1710 1659
1736 { 1685 {
1737 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1738 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1739 */ 1688 */
1740 exp_to_add = exp; 1689 exp_to_add = exp;
1741 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1742 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1743 exp_to_add = limit; 1692 exp_to_add = limit;
1744 1693
1745 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1746 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1753 } 1702 }
1754 1703
1755 if (skill_obj) 1704 if (skill_obj)
1756 { 1705 {
1757 exp_to_add = exp; 1706 exp_to_add = exp;
1758 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1759 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1760 exp_to_add = limit; 1709 exp_to_add = limit;
1761 1710
1762 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1763 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1820 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1821 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1822 * a postive number. 1771 * a postive number.
1823 */ 1772 */
1824static void 1773static void
1825subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1826{ 1775{
1827 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1828 object *tmp; 1777 object *tmp;
1829 sint64 del_exp; 1778 sint64 del_exp;
1830 1779
1831 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1832 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1833 { 1782 {
1834 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1835 { 1784 {
1836 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1837 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1838 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1839 } 1788 }
1840 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1841 { 1790 {
1842 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1843 * to match a specific skill. 1792 * to match a specific skill.
1844 */ 1793 */
1845 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1846 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1847 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1848 } 1797 }
1849 } 1798 }
1850 1799
1864 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1865 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1866 * these last two values are only used for players. 1815 * these last two values are only used for players.
1867 */ 1816 */
1868void 1817void
1869change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1870{ 1819{
1871#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1872 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1873#endif 1822#endif
1874 1823
1891 * worth. 1840 * worth.
1892 */ 1841 */
1893 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1894 { 1843 {
1895 /* Sanity check */ 1844 /* Sanity check */
1896 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1897 return; 1846 return;
1898 1847
1899 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1900 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1901 * more than max exp, just return. 1850 * more than max exp, just return.
1952 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1953 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1954 } 1903 }
1955 1904
1956 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1957 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1958 1907
1959 if (level_loss < 0) 1908 if (level_loss < 0)
1960 level_loss = 0; 1909 level_loss = 0;
1961 1910
1962 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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