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Comparing deliantra/server/common/living.C (file contents):
Revision 1.75 by root, Tue Aug 7 22:36:18 2007 UTC vs.
Revision 1.115 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 265 */
266#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 268
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 270
271/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 272 * the object.
280 * that gives them that ability. 280 * that gives them that ability.
281 */ 281 */
282int 282int
283change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
284{ 284{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
286 char message[MAX_BUF]; 287 char message[MAX_BUF];
287 int potion_max = 0; 288 int potion_max = 0;
288 289
289 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
292 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 296
295 if (op->type == PLAYER) 297 if (op->type == PLAYER)
296 { 298 {
297 if (tmp->type == POTION) 299 if (tmp->type == POTION)
298 { 300 {
299 potion_max = 1; 301 potion_max = 1;
302
300 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
301 { 304 {
302 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
304 307
305 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
307 310
308 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
311 * to allow for that. 313 * to allow for that.
312 */ 314 */
313 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 316 nstat = 1;
366 { 368 {
367 success = 1; 369 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 371 }
370 372
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 374 {
373 success = 1; 375 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 377 }
376 378
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 380 {
379 success = 1; 381 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 383 }
382 384
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 386 {
385 success = 1; 387 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 389 }
388 390
390 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 395 * from fly high)
394 */ 396 */
395 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
396 { 398 {
397 success = 1; 399 success = 1;
398 400
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
401 */ 403 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 405 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 407 }
406 408
407 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 410 {
409 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 } 416 }
415 417
416 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 420 }
422 421
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 423 * originally undead may change their status
425 */ 424 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 427 {
429 success = 1; 428 success = 1;
430 if (flag > 0) 429 if (flag > 0)
431 { 430 {
432 op->race = "undead"; 431 op->race = "undead";
437 op->race = op->arch->race; 436 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 438 }
440 } 439 }
441 440
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 442 {
444 success = 1; 443 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 445 }
447 446
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 448 {
450 success = 1; 449 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 451 }
453 452
454 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 454 * vision
456 */ 455 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
458 { 457 {
459 success = 1; 458 success = 1;
460 if (flag > 0) 459 if (flag > 0)
461 { 460 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 463 else
465 { 464 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 468 op->contr->do_los = 1;
470 } 469 }
471 } 470 }
472 else 471 else
473 { 472 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 475 else
477 { 476 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 480 op->contr->do_los = 1;
482 } 481 }
483 } 482 }
484 } 483 }
485 484
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 486 {
488 success = 1; 487 success = 1;
489 if (op->type == PLAYER) 488 if (op->type == PLAYER)
490 op->contr->do_los = 1; 489 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 491 }
493 492
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 494 {
496 success = 1; 495 success = 1;
497 if (flag > 0) 496 if (flag > 0)
498 { 497 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 500 else
502 { 501 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 503 if (op->type == PLAYER)
505 op->contr->do_los = 1; 504 op->contr->do_los = 1;
506 } 505 }
507 } 506 }
508 else 507 else
509 { 508 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 511 else
513 { 512 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 514 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
554 { 553 {
555 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
557 556
558 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
559 { 558 {
560 success = 1; 559 success = 1;
560
561 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 565
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 567 }
568 } 568 }
569 569
570 if (!potion_max) 570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 572 if (int i = tmp->stats.stat (j))
575 { 573 {
576 success = 1; 574 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 576 }
579 }
580 }
581 577
582 return success; 578 return success;
583} 579}
584 580
585/* 581/*
596object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
597{ 593{
598 object *tmp; 594 object *tmp;
599 archetype *at; 595 archetype *at;
600 596
601 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
602 if (!at) 598 if (!at)
603 { 599 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 601 return;
606 } 602 }
608 { 604 {
609 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
610 606
611 if (!tmp) 607 if (!tmp)
612 { 608 {
613 tmp = arch_to_object (at); 609 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
616 } 612 }
617 } 613 }
618 614
626 * via an applied bad_luck object. 622 * via an applied bad_luck object.
627 */ 623 */
628void 624void
629object::change_luck (int value) 625object::change_luck (int value)
630{ 626{
631 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
632 if (!at) 628 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 630 else
635 { 631 {
636 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 634 if (!tmp)
639 { 635 {
640 if (!value) 636 if (!value)
641 return; 637 return;
642 638
643 tmp = arch_to_object (at); 639 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
646 } 642 }
647 643
648 if (value) 644 if (value)
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 763 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
769 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
770 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 769 if (type == PLAYER)
772 { 770 {
771 contr->delayed_update = false;
772
773 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
775 775
776 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 777 contr->encumbrance = 0;
810 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 813 move_type = arch->move_type;
814 814
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
818 * archetype clone 816 * archetype clone
819 */ 817 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
821 819
822 for (int i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
823 { 821 {
824 if (resist[i] > 0) 822 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
826 else 824 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
828 826
829 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
830 } 828 }
831 829
832 wc = arch->stats.wc; 830 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 831 stats.dam = arch->stats.dam;
834 832
848 ac = arch->stats.ac; 846 ac = arch->stats.ac;
849 847
850 stats.luck = arch->stats.luck; 848 stats.luck = arch->stats.luck;
851 speed = arch->speed; 849 speed = arch->speed;
852 850
851 chosen_skill = 0;
852
853 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
855 */ 855 */
856 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
857 { 857 {
860 * then calls this function. 860 * then calls this function.
861 */ 861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue; 863 continue;
864 864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 865 glow_radius += tmp->glow_radius;
870 866
871 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
873 { 869 {
874 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 884 grace_obj = tmp;
889 } 885 }
890 } 886 }
891 887
892 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 889 * objects need to make adjustments.
894 * This block should handle all player specific changes 890 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
899 * up, etc. 895 * up, etc.
900 */ 896 */
901 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
905 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 901 {
907 if (type == PLAYER) 902 if (type == PLAYER)
908 { 903 {
909 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
910 905
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
917
918 for (int i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 907 stat_sum [i] += tmp->stats.stat (i);
920 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 908
922 if (digest_types [tmp->type]) 909 if (digest_types [tmp->type])
923 { 910 {
924 contr->digestion += tmp->stats.food; 911 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
926 contr->gen_sp += tmp->stats.sp; 914 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 915 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 916 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 917 }
930 } /* if this is a player */ 918 } /* if this is a player */
931 else 919 else
933 if (tmp->type == WEAPON) 921 if (tmp->type == WEAPON)
934 current_weapon = tmp; 922 current_weapon = tmp;
935 } 923 }
936 924
937 /* Update slots used for items */ 925 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
939 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 928 slot[i].used += tmp->slot[i].info;
941 929
942 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f; 931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
945 932
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 937 */
955 if (tmp->type != POTION) 938 if (tmp->type == POTION_EFFECT)
956 {
957 for (int i = 0; i < NROFATTACKS; i++) 939 for (int i = 0; i < NROFATTACKS; i++)
958 {
959 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero.
961 */
962 if (tmp->type == POTION_EFFECT)
963 {
964 if (potion_resist[i])
965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
966 else
967 potion_resist[i] = tmp->resist[i]; 940 max_it (potion_resist[i], tmp->resist[i]);
968 } 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
969 else if (tmp->resist[i] > 0) 943 if (tmp->resist[i] > 0)
970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
971 else if (tmp->resist[i] < 0) 945 else if (tmp->resist[i] < 0)
972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
973 }
974 }
975 947
976 /* There may be other things that should not adjust the attacktype */ 948 /* There may be other things that should not adjust the attacktype */
977 if (tmp->type != SYMPTOM) 949 if (tmp->type != SYMPTOM)
978 { 950 {
979 attacktype |= tmp->attacktype; 951 attacktype |= tmp->attacktype;
987 flag |= tmp->flag & copy_flags; 959 flag |= tmp->flag & copy_flags;
988 960
989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
990 SET_FLAG (this, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
991 963
964 //TODO: copy_flags?
992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
993 { 966 {
994 SET_FLAG (this, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
995 invisible = 1; 968 invisible = 1;
996 } 969 }
1006 added_speed += tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1007 } 980 }
1008 981
1009 switch (tmp->type) 982 switch (tmp->type)
1010 { 983 {
1011#if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018#endif
1019
1020 /* skills modifying the character -b.t. */
1021 /* for all skills and skill granting objects */
1022 case SKILL: 984 case SKILL:
1023 { 985 {
986 // some skills will end up here without counting as "applied"
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY)
1025 break; 988 break;
1026 989
1027 if (chosen_skill) 990 if (chosen_skill)
1028 { 991 {
1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1031 994
1032 tmp->flag [FLAG_APPLIED] = false; 995 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats (); 996 update_stats ();
1034 return; 997 return;
1035 } 998 }
1036 else 999
1037 chosen_skill = tmp; 1000 chosen_skill = tmp;
1038 1001
1039 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1040 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1042 weapon_speed = WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1043
1044 if (weapon_speed < 0)
1045 weapon_speed = 0;
1046 1006
1047 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049 1009
1050 if (tmp->magic) 1010 if (tmp->magic)
1059 1019
1060 if (tmp->stats.ac) 1020 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic; 1021 ac -= tmp->stats.ac + tmp->magic;
1062 1022
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1024 contr->encumbrance += 3 * tmp->weight / 1000;
1065 } 1025 }
1066 1026
1067 break; 1027 break;
1068 1028
1069 case SHIELD: 1029 case SHIELD:
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) tmp->weight / 2000; 1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1072 case RING: 1033 case RING:
1073 case AMULET: 1034 case AMULET:
1074 case GIRDLE: 1035 case GIRDLE:
1075 case HELMET: 1036 case HELMET:
1076 case BOOTS: 1037 case BOOTS:
1085 if (tmp->stats.ac) 1046 if (tmp->stats.ac)
1086 ac -= tmp->stats.ac + tmp->magic; 1047 ac -= tmp->stats.ac + tmp->magic;
1087 1048
1088 break; 1049 break;
1089 1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1090 case BOW: 1056 case BOW:
1091 case WEAPON: 1057 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1094 wc -= tmp->stats.wc + tmp->magic; 1058 wc -= tmp->stats.wc + tmp->magic;
1095 1059
1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1097 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1098 1062
1099 stats.dam += tmp->stats.dam + tmp->magic; 1063 stats.dam += tmp->stats.dam + tmp->magic;
1100 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102 1066
1103 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1104 weapon_speed = 0; 1068 weapon_speed = 0;
1105 1069
1106 slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1107 1071
1108 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1109 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1110 * go. 1074 * go.
1111 */ 1075 */
1112 1076
1113 if (type == PLAYER) 1077 if (type == PLAYER)
1114 if (settings.spell_encumbrance) 1078 if (settings.spell_encumbrance)
1115 contr->encumbrance += tmp->weight * 3 / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1116 }
1117 1080
1118 break; 1081 break;
1119 1082
1120 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1121 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1144 else /* To nullify the below effect */ 1107 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic; 1108 ac += tmp->stats.ac + tmp->magic;
1146 } 1109 }
1147 1110
1148 if (tmp->stats.wc) 1111 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic); 1112 wc -= tmp->stats.wc + tmp->magic;
1150 1113
1151 if (tmp->stats.ac) 1114 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1115 ac -= tmp->stats.ac + tmp->magic;
1153 1116
1154 if (ARMOUR_SPEED (tmp)) 1117 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156 1119
1157 break; 1120 break;
1158 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1159 } /* item is equipped */ 1122 } /* item is equipped */
1160 } /* for loop of items */ 1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1161 1126
1162 /* We've gone through all the objects the player has equipped. For many things, we 1127 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1164 */ 1129 */
1165 1130
1171 */ 1136 */
1172 for (int i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1138 {
1174 resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1175 1140
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1177 resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1178 } 1144 }
1179 1145
1180 if (type == PLAYER) 1146 if (type == PLAYER)
1181 { 1147 {
1182 // clamp various player stats 1148 // clamp various player stats
1183 for (int i = 0; i < NUM_STATS; ++i) 1149 for (int i = 0; i < NUM_STATS; ++i)
1184 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1185 1153
1186 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1187 1155
1188 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1189 int pl_level; 1157 int pl_level;
1190 1158
1191 check_stat_bounds (&(stats));
1192 pl_level = level;
1193
1194 if (pl_level < 1)
1195 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1196 1160
1197 /* You basically get half a con bonus/level. But we do take into account rounding, 1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1198 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1199 */ 1163 */
1200 stats.maxhp = 0; 1164 stats.maxhp = 0;
1335 1299
1336 speed = 1.f + speed_bonus[stats.Dex]; 1300 speed = 1.f + speed_bonus[stats.Dex];
1337 1301
1338 if (settings.search_items && contr->search_str[0]) 1302 if (settings.search_items && contr->search_str[0])
1339 speed -= 1; 1303 speed -= 1;
1340
1341 if (attacktype == 0)
1342 attacktype = arch->attacktype;
1343 } /* End if player */ 1304 } /* End if player */
1344 1305
1345 if (added_speed >= 0) 1306 if (added_speed >= 0)
1346 speed += added_speed / 10.f; 1307 speed += added_speed / 10.f;
1347 else /* Something wrong here...: */ 1308 else /* Something wrong here...: */
1355 /* f is a number the represents the number of kg above (positive num) 1316 /* f is a number the represents the number of kg above (positive num)
1356 * or below (negative number) that the player is carrying. If above 1317 * or below (negative number) that the player is carrying. If above
1357 * weight limit, then player suffers a speed reduction based on how 1318 * weight limit, then player suffers a speed reduction based on how
1358 * much above he is, and what is max carry is 1319 * much above he is, and what is max carry is
1359 */ 1320 */
1360 f = (carrying / 1000) - max_carry[stats.Str]; 1321 float f = (carrying / 1000) - max_carry[stats.Str];
1361 if (f > 0) 1322 if (f > 0.f)
1362 speed = speed / (1.f + f / max_carry[stats.Str]); 1323 speed = speed / (1.f + f / max_carry[stats.Str]);
1363 } 1324 }
1364 1325
1365 speed += bonus_speed / 10.f; /* Not affected by limits */ 1326 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease;
1366 1328
1367 /* Put a lower limit on speed. Note with this speed, you move once every 1329 /* Put a lower limit on speed. Note with this speed, you move once every
1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1369 */ 1331 */
1370 speed = speed * speed_reduce_from_disease; 1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1371 1333
1372 if (speed < 0.01f && type == PLAYER) 1334 if (speed != old_speed)
1373 speed = 0.01f; 1335 set_speed (speed);
1374 1336
1375 if (type == PLAYER) 1337 if (type == PLAYER)
1376 { 1338 {
1377 /* (This formula was made by vidarl@ifi.uio.no) 1339 /* (This formula was made by vidarl@ifi.uio.no)
1378 * Note that we never used these values again - basically 1340 * Note that we never used these values again - basically
1410 if (move_type == 0) 1372 if (move_type == 0)
1411 move_type = MOVE_WALK; 1373 move_type = MOVE_WALK;
1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413 move_type &= ~MOVE_WALK; 1375 move_type &= ~MOVE_WALK;
1414 1376
1415 if (speed != old_speed) 1377 // now apply the new move_type
1416 set_speed (speed); 1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1417 1380
1418 /* It is quite possible that a player's spell costing might have changed, 1381 /* It is quite possible that a player's spell costing might have changed,
1419 * so we will check that now. 1382 * so we will check that now.
1420 */ 1383 */
1421 if (type == PLAYER) 1384 if (is_player ())
1422 { 1385 contr->update_spells ();
1423 esrv_update_stats (contr);
1424 esrv_update_spells (contr);
1425 }
1426 1386
1427 // update the mapspace, if we are on a map 1387 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map) 1388 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0; 1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
1396
1397 if (is_on_map ())
1398 update_all_los (map, x, y);
1399 else if (object *env = outer_env ())
1400 {
1401 env->update_stats ();
1402
1403 if (env->is_on_map ())
1404 update_all_los (env->map, env->x, env->y);
1405 }
1430} 1406}
1431 1407
1432/* 1408/*
1433 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1434 * The function to add and remove class-bonuses to the stats doesn't 1410 * The function to add and remove class-bonuses to the stats doesn't
1450 1426
1451/* 1427/*
1452 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1453 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1454 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1455 *
1456 * Note that the title is written to 'own_title' in the
1457 * player struct. This should be changed to 'ext_title'
1458 * as soon as clients support this!
1459 * Please, anyone, write support for 'ext_title'.
1460 */ 1431 */
1461void 1432void
1462set_dragon_name (object *pl, const object *abil, const object *skin) 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1463{ 1434{
1464 int atnr = -1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1482 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */ 1454 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1455 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp; 1456 atnr = abil->stats.exp;
1486 1457
1487 level = (int) (level / 5.);
1488
1489 /* now set the new title */ 1458 /* now set the new title */
1490 if (pl->contr != NULL)
1491 {
1492 if (level == 0)
1493 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1459 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1494 else if (level == 1)
1495 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1460 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1496 else if (level == 2)
1497 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1461 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1498 else if (level == 3)
1499 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1500 else 1463 else
1501 { 1464 {
1502 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1503 if (skin->resist[atnr] > 80)
1504 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1505 else if (skin->resist[atnr] > 50)
1506 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1507 else
1508 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1509 }
1510 } 1469 }
1511 1470
1512 strcpy (pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1513} 1472}
1514 1473
1515/* 1474/*
1516 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1517 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1518 * or change the ability-focus. 1477 * or change the ability-focus.
1519 */ 1478 */
1520void 1479static void
1521dragon_level_gain (object *who) 1480dragon_level_gain (object *who)
1522{ 1481{
1523 object *abil = NULL; /* pointer to dragon ability force */ 1482 object *abil = NULL; /* pointer to dragon ability force */
1524 object *skin = NULL; /* pointer to dragon skin force */ 1483 object *skin = NULL; /* pointer to dragon skin force */
1525 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1581 object *skill_obj; 1540 object *skill_obj;
1582 1541
1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584 if (!skill_obj) 1543 if (!skill_obj)
1585 { 1544 {
1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1587 return NULL; 1546 return NULL;
1588 } 1547 }
1589 1548
1590 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1550 * still doesn't know it.
1592 */ 1551 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1554 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1555 op->insert (skill_obj);
1597 1556
1598 if (player *pl = op->contr) 1557 if (player *pl = op->contr)
1599 { 1558 pl->link_skills ();
1600 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (pl->ns)
1602 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604 1559
1605 return skill_obj; 1560 return skill_obj;
1606} 1561}
1607 1562
1608/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1625 { 1580 {
1626 changed = true; 1581 changed = true;
1627 1582
1628 op->level++; 1583 op->level++;
1629 1584
1630 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1631 dragon_level_gain (who); 1586 dragon_level_gain (who);
1632 1587
1633 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1634 if (op == who && (who->level < 11) && who->type == PLAYER) 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1635 { 1590 {
1668 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1669 } 1624 }
1670 } 1625 }
1671 1626
1672 if (changed) 1627 if (changed)
1673 { 1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1674 who->update_stats ();
1675 esrv_update_stats (who->contr);
1676 /* check if the spell data has changed */
1677 esrv_update_spells (who->contr);
1678 }
1679} 1629}
1680 1630
1681/* 1631/*
1682 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1683 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1727 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1728 */ 1678 */
1729static void 1679static void
1730add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1731{ 1681{
1732 object *skill_obj = NULL; 1682 object *skill_obj;
1733 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1734 int i; 1684 int i;
1735 1685
1736 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1737 if (op->contr->braced) 1687 if (op->contr->braced)
1740 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1741 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1742 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1743 * the players inventory. 1693 * the players inventory.
1744 */ 1694 */
1695 skill_obj = 0;
1696
1745 if (skill_name) 1697 if (skill_name)
1746 { 1698 {
1747 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1699 skill_obj = op->contr->find_skill (skill_name);
1748 skill_obj = op->chosen_skill;
1749 else
1750 {
1751 for (i = 0; i < NUM_SKILLS; i++)
1752 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1753 {
1754 skill_obj = op->contr->last_skill_ob[i];
1755 break;
1756 }
1757 1700
1758 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1759 * it to the player if necessary 1702 * it to the player if necessary
1760 */ 1703 */
1761 if (!skill_obj) 1704 if (!skill_obj)
1762 { 1705 {
1763 if (flag == SK_EXP_NONE) 1706 if (flag == SK_EXP_NONE)
1764 return; 1707 return;
1708
1765 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1766 give_skill_by_name (op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1767 }
1768 } 1711 }
1769 } 1712 }
1770 1713
1771 if (flag != SK_EXP_SKILL_ONLY) 1714 if (flag != SK_EXP_SKILL_ONLY)
1772 { 1715 {
1805 player_lvl_adj (op, skill_obj); 1748 player_lvl_adj (op, skill_obj);
1806 } 1749 }
1807} 1750}
1808 1751
1809/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1810 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1811 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1812 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1813 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1814 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1815 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1816 */ 1759 */
1817sint64 1760static sint64
1818check_exp_loss (const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1819{ 1762{
1820 sint64 del_exp; 1763 sint64 del_exp;
1821 1764
1822 if (exp > op->stats.exp) 1765 if (exp > op->stats.exp)
1823 exp = op->stats.exp; 1766 exp = op->stats.exp;
1767
1824 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1825 { 1769 {
1826 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1771
1827 if (del_exp < 0) 1772 if (del_exp < 0)
1828 del_exp = 0; 1773 del_exp = 0;
1774
1829 if (exp > del_exp) 1775 if (exp > del_exp)
1830 exp = del_exp; 1776 exp = del_exp;
1831 } 1777 }
1778
1832 return exp; 1779 return exp;
1833} 1780}
1834 1781
1835sint64 1782sint64
1836check_exp_adjust (const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1837{ 1784{
1838 if (exp < 0) 1785 if (exp < 0)
1839 return check_exp_loss (op, exp); 1786 return check_exp_loss (op, exp);
1840 else 1787 else
1841 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1842} 1789}
1843
1844 1790
1845/* Subtracts experience from player. 1791/* Subtracts experience from player.
1846 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1847 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1848 * this subtracts a portion from all 1794 * this subtracts a portion from all
1862 sint64 del_exp; 1808 sint64 del_exp;
1863 1809
1864 for (tmp = op->inv; tmp; tmp = tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1865 if (tmp->type == SKILL && tmp->stats.exp) 1811 if (tmp->type == SKILL && tmp->stats.exp)
1866 { 1812 {
1867 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1868 { 1814 {
1869 del_exp = check_exp_loss (tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1870 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1871 player_lvl_adj (op, tmp); 1817 player_lvl_adj (op, tmp);
1872 } 1818 }
1960 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
1961 */ 1907 */
1962void 1908void
1963apply_death_exp_penalty (object *op) 1909apply_death_exp_penalty (object *op)
1964{ 1910{
1965 object *tmp;
1966 sint64 loss; 1911 sint64 loss;
1967 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1968 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1969 1914
1970 for (tmp = op->inv; tmp; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->type == SKILL && tmp->stats.exp) 1916 if (tmp->type == SKILL && tmp->stats.exp)
1972 { 1917 {
1973
1974 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1975 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1976 1920
1977 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
1978 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
1979 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
1980 * tables is a lot harder. 1924 * tables is a lot harder.
1981 */ 1925 */
1982 if (level_loss < 0) 1926 if (level_loss < 0)
1983 level_loss = 0; 1927 level_loss = 0;
1984 1928
1985 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1986 1930
1987 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
1988 player_lvl_adj (op, tmp); 1932 player_lvl_adj (op, tmp);
1989 } 1933 }
1990 1934
1991 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1992 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1993 1937
1994 if (level_loss < 0) 1938 if (level_loss < 0)
1995 level_loss = 0; 1939 level_loss = 0;
1940
1996 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1997 1942
1998 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
1999 player_lvl_adj (op, NULL); 1944 player_lvl_adj (op, NULL);
2000} 1945}
2001 1946

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