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Comparing deliantra/server/common/living.C (file contents):
Revision 1.116 by root, Sun Apr 4 04:10:47 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;
835 * 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 -
836 * 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,
837 * 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
838 * that their protection from physical goes down 815 * that their protection from physical goes down
839 */ 816 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 818 {
842 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
843 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;
844 } 821 }
845 else 822 else
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;
939 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
940 max_it (potion_resist[i], tmp->resist[i]); 918 max_it (potion_resist[i], tmp->resist[i]);
941 else if (tmp->type != POTION) 919 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++) 920 for (int i = 0; i < NROFATTACKS; i++)
943 if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
945 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
947 925
948 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
950 { 928 {
951 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
956 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
957 } 935 }
958 936
959 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
960 938
961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
962 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
963 941
964 //TODO: copy_flags? 942 //TODO: copy_flags?
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 if (tmp->flag [FLAG_MAKE_INVIS])
966 { 944 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
968 invisible = 1; 946 invisible = 1;
969 } 947 }
970 948
971 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
972 { 950 {
999 977
1000 chosen_skill = tmp; 978 chosen_skill = tmp;
1001 979
1002 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1003 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1005 weapon_speed = max (0, WEAPON_SPEED (tmp)); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1006 984
1007 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1009 987
1019 997
1020 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1021 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1022 1000
1023 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1024 contr->encumbrance += 3 * tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1025 } 1003 }
1026 1004
1027 break; 1005 break;
1028 1006
1029 case SHIELD: 1007 case SHIELD:
1030 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1031 contr->encumbrance += tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1032 //FALLTHROUGH 1010 //FALLTHROUGH
1033 case RING: 1011 case RING:
1034 case AMULET: 1012 case AMULET:
1035 case GIRDLE: 1013 case GIRDLE:
1036 case HELMET: 1014 case HELMET:
1046 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1047 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1048 1026
1049 break; 1027 break;
1050 1028
1051 case WAND: 1029 case RANGED:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1056 case BOW: 1030 case BOW:
1057 case WEAPON: 1031 case WEAPON:
1058 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1059 1033
1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 * go. 1048 * go.
1075 */ 1049 */
1076 1050
1077 if (type == PLAYER) 1051 if (type == PLAYER)
1078 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1079 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1080 1054
1081 break; 1055 break;
1082 1056
1083 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1084 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1085 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1086 1060
1087 case BRACERS: 1061 case BRACERS:
1088 case FORCE: 1062 case FORCE:
1089 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1090 { 1064 {
1113 1087
1114 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1115 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1116 1090
1117 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1119 1093
1120 break; 1094 break;
1121 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1122 } /* item is equipped */ 1096 } /* item is equipped */
1123 } /* for loop of items */ 1097 } /* for loop of items */
1316 /* 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)
1317 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1318 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1319 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1320 */ 1294 */
1321 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1322 if (f > 0.f) 1296 if (f > 0.f)
1323 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1324 } 1298 }
1325 1299
1326 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1328 1302
1404 update_all_los (env->map, env->x, env->y); 1378 update_all_los (env->map, env->x, env->y);
1405 } 1379 }
1406} 1380}
1407 1381
1408/* 1382/*
1409 * Returns true if the given player is a legal class.
1410 * The function to add and remove class-bonuses to the stats doesn't
1411 * check if the stat becomes negative, thus this function
1412 * merely checks that all stats are 1 or more, and returns
1413 * false otherwise.
1414 */
1415int
1416allowed_class (const object *op)
1417{
1418 return op->stats.Dex > 0
1419 && op->stats.Str > 0
1420 && op->stats.Con > 0
1421 && op->stats.Int > 0
1422 && op->stats.Wis > 0
1423 && op->stats.Pow > 0
1424 && op->stats.Cha > 0;
1425}
1426
1427/*
1428 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1429 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1430 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1431 */ 1386 */
1432void 1387void
1547 } 1502 }
1548 1503
1549 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1550 * still doesn't know it. 1505 * still doesn't know it.
1551 */ 1506 */
1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1553 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1554 skill_obj->level = 1; 1509 skill_obj->level = 1;
1555 op->insert (skill_obj); 1510 op->insert (skill_obj);
1556 1511
1557 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1634 */ 1589 */
1635 1590
1636sint64 1591sint64
1637level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1638{ 1593{
1639 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1640 return (sint64) (expmul * levels[settings.max_level]);
1641
1642 return (sint64) (expmul * levels[level]);
1643} 1595}
1644 1596
1645/* 1597/*
1646 * 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.
1647 * 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
1675 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1676 * total, but not any particular skill. 1628 * total, but not any particular skill.
1677 * 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:
1678 */ 1630 */
1679static void 1631static void
1680add_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)
1681{ 1633{
1682 object *skill_obj; 1634 object *skill_obj;
1683 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1684 int i;
1685 1636
1686 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1687 if (op->contr->braced) 1638 if (op->contr->braced)
1688 exp /= 5; 1639 exp /= 5;
1689 1640
1715 { 1666 {
1716 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1717 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1718 */ 1669 */
1719 exp_to_add = exp; 1670 exp_to_add = exp;
1720 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1721 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1722 exp_to_add = limit; 1673 exp_to_add = limit;
1723 1674
1724 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)));
1725 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1732 } 1683 }
1733 1684
1734 if (skill_obj) 1685 if (skill_obj)
1735 { 1686 {
1736 exp_to_add = exp; 1687 exp_to_add = exp;
1737 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1738 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1739 exp_to_add = limit; 1690 exp_to_add = limit;
1740 1691
1741 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1742 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1799 * 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.
1800 * 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
1801 * a postive number. 1752 * a postive number.
1802 */ 1753 */
1803static void 1754static void
1804subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1805{ 1756{
1806 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1807 object *tmp; 1758 object *tmp;
1808 sint64 del_exp; 1759 sint64 del_exp;
1809 1760
1810 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1811 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1812 { 1763 {
1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1814 { 1765 {
1815 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1816 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1817 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1818 } 1769 }
1819 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1820 { 1771 {
1821 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1822 * to match a specific skill. 1773 * to match a specific skill.
1823 */ 1774 */
1824 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1825 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1826 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1827 } 1778 }
1828 } 1779 }
1829 1780
1843 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1844 * 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.
1845 * these last two values are only used for players. 1796 * these last two values are only used for players.
1846 */ 1797 */
1847void 1798void
1848change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1849{ 1800{
1850#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1851 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);
1852#endif 1803#endif
1853 1804
1870 * worth. 1821 * worth.
1871 */ 1822 */
1872 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1873 { 1824 {
1874 /* Sanity check */ 1825 /* Sanity check */
1875 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1876 return; 1827 return;
1877 1828
1878 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1879 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1880 * more than max exp, just return. 1831 * more than max exp, just return.
1931 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1932 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1933 } 1884 }
1934 1885
1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1936 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)];
1937 1888
1938 if (level_loss < 0) 1889 if (level_loss < 0)
1939 level_loss = 0; 1890 level_loss = 0;
1940 1891
1941 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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