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Comparing deliantra/server/common/living.C (file contents):
Revision 1.85 by root, Sun May 4 19:14:23 2008 UTC vs.
Revision 1.113 by root, Sun Mar 28 17:04:37 2010 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
261/* 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,
262 * 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
263 * 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.
264 */ 265 */
265#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 268
268/* 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. */
269 270
270/* 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
271 * the object. 272 * the object.
400 /* 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
401 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
402 */ 403 */
403 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))
404 { 405 {
405 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.");
406 } 407 }
407 408
408 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 410 {
410 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
414 (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."));
415 } 416 }
416 417
417 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
418 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");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 420 }
423 421
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 423 * originally undead may change their status
426 */ 424 */
594object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
595{ 593{
596 object *tmp; 594 object *tmp;
597 archetype *at; 595 archetype *at;
598 596
599 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
600 if (!at) 598 if (!at)
601 { 599 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 601 return;
604 } 602 }
606 { 604 {
607 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
608 606
609 if (!tmp) 607 if (!tmp)
610 { 608 {
611 tmp = arch_to_object (at); 609 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
614 } 612 }
615 } 613 }
616 614
624 * via an applied bad_luck object. 622 * via an applied bad_luck object.
625 */ 623 */
626void 624void
627object::change_luck (int value) 625object::change_luck (int value)
628{ 626{
629 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
630 if (!at) 628 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 630 else
633 { 631 {
634 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 634 if (!tmp)
637 { 635 {
638 if (!value) 636 if (!value)
639 return; 637 return;
640 638
641 tmp = arch_to_object (at); 639 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
644 } 642 }
645 643
646 if (value) 644 if (value)
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 763 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
767 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
768 /* 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 */
769 if (type == PLAYER) 769 if (type == PLAYER)
770 { 770 {
771 contr->delayed_update = false;
772
771 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
773 775
774 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 777 contr->encumbrance = 0;
808 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 813 move_type = arch->move_type;
812 814
813 chosen_skill = 0; 815 object *chosen_skill = 0;
814 816
815 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
816 * archetype clone 818 * archetype clone
817 */ 819 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
819 821
820 for (int i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
821 { 823 {
822 if (resist[i] > 0) 824 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
824 else 826 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -resist[i], prot[i] = 0;
826 828
827 potion_resist[i] = 0; 829 potion_resist[i] = -1000;
828 } 830 }
829 831
830 wc = arch->stats.wc; 832 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 833 stats.dam = arch->stats.dam;
832 834
858 * then calls this function. 860 * then calls this function.
859 */ 861 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 863 continue;
862 864
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius); 865 glow_radius += tmp->glow_radius;
867 866
868 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
870 { 869 {
871 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
896 * up, etc. 895 * up, etc.
897 */ 896 */
898 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 901 {
904 if (type == PLAYER) 902 if (type == PLAYER)
905 { 903 {
906 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
907 905
911 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
913 continue; 911 continue;
914 912
915 for (int i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 914 stat_sum [i] += tmp->stats.stat (i);
917 915
918 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
919 { 917 {
920 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
922 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
925 } 924 }
926 } /* if this is a player */ 925 } /* if this is a player */
927 else 926 else
929 if (tmp->type == WEAPON) 928 if (tmp->type == WEAPON)
930 current_weapon = tmp; 929 current_weapon = tmp;
931 } 930 }
932 931
933 /* Update slots used for items */ 932 /* Update slots used for items */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
937 936
938 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
939 speed_reduce_from_disease =
940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
941 939
942 /* Pos. and neg. protections are counted separate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 944 */
947 if (tmp->type != POTION) 945 if (tmp->type == POTION_EFFECT)
948 {
949 for (int i = 0; i < NROFATTACKS; i++) 946 for (int i = 0; i < NROFATTACKS; i++)
950 {
951 /* Potential for cursed potions, in which case we just can use
952 * a straight MAX, as potion_resist is initialised to zero.
953 */
954 if (tmp->type == POTION_EFFECT)
955 {
956 if (potion_resist[i])
957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
958 else
959 potion_resist[i] = tmp->resist[i]; 947 max_it (potion_resist[i], tmp->resist[i]);
960 } 948 else if (tmp->type != POTION)
949 for (int i = 0; i < NROFATTACKS; i++)
961 else if (tmp->resist[i] > 0) 950 if (tmp->resist[i] > 0)
962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 951 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
963 else if (tmp->resist[i] < 0) 952 else if (tmp->resist[i] < 0)
964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 953 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
965 }
966 }
967 954
968 /* There may be other things that should not adjust the attacktype */ 955 /* There may be other things that should not adjust the attacktype */
969 if (tmp->type != SYMPTOM) 956 if (tmp->type != SYMPTOM)
970 { 957 {
971 attacktype |= tmp->attacktype; 958 attacktype |= tmp->attacktype;
998 added_speed += tmp->stats.exp; 985 added_speed += tmp->stats.exp;
999 } 986 }
1000 987
1001 switch (tmp->type) 988 switch (tmp->type)
1002 { 989 {
1003#if 0
1004 case WAND:
1005 case ROD:
1006 case HORN:
1007 if (type != PLAYER || current_weapon == tmp)
1008 chosen_skill = tmp;
1009 break;
1010#endif
1011
1012 /* skills modifying the character -b.t. */ 990 /* skills modifying the character -b.t. */
1013 /* for all skills and skill granting objects */ 991 /* for all skills and skill granting objects */
1014 case SKILL: 992 case SKILL:
1015 { 993 {
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1051 1029
1052 if (tmp->stats.ac) 1030 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic; 1031 ac -= tmp->stats.ac + tmp->magic;
1054 1032
1055 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1033 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1034 contr->encumbrance += 3 * tmp->weight / 1000;
1057 } 1035 }
1058 1036
1059 break; 1037 break;
1060 1038
1061 case SHIELD: 1039 case SHIELD:
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1040 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) tmp->weight / 2000; 1041 contr->encumbrance += tmp->weight / 2000;
1042 //FALLTHROUGH
1064 case RING: 1043 case RING:
1065 case AMULET: 1044 case AMULET:
1066 case GIRDLE: 1045 case GIRDLE:
1067 case HELMET: 1046 case HELMET:
1068 case BOOTS: 1047 case BOOTS:
1077 if (tmp->stats.ac) 1056 if (tmp->stats.ac)
1078 ac -= tmp->stats.ac + tmp->magic; 1057 ac -= tmp->stats.ac + tmp->magic;
1079 1058
1080 break; 1059 break;
1081 1060
1061 case WAND:
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
1082 case BOW: 1069 case BOW:
1083 case WEAPON: 1070 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp) 1071 if (type != PLAYER || current_weapon == tmp)
1085 { 1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1086 wc -= tmp->stats.wc + tmp->magic; 1075 wc -= tmp->stats.wc + tmp->magic;
1087 1076
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic; 1078 ac -= tmp->stats.ac + tmp->magic;
1090 1079
1136 else /* To nullify the below effect */ 1125 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic; 1126 ac += tmp->stats.ac + tmp->magic;
1138 } 1127 }
1139 1128
1140 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1141 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1142 1131
1143 if (tmp->stats.ac) 1132 if (tmp->stats.ac)
1144 ac -= (tmp->stats.ac + tmp->magic); 1133 ac -= tmp->stats.ac + tmp->magic;
1145 1134
1146 if (ARMOUR_SPEED (tmp)) 1135 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1136 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 1137
1149 break; 1138 break;
1150 } /* switch tmp->type */ 1139 } /* switch tmp->type */
1151 } /* item is equipped */ 1140 } /* item is equipped */
1152 } /* for loop of items */ 1141 } /* for loop of items */
1142
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145
1146 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1153 1147
1154 /* We've gone through all the objects the player has equipped. For many things, we 1148 /* We've gone through all the objects the player has equipped. For many things, we
1155 * have generated intermediate values which we now need to assign. 1149 * have generated intermediate values which we now need to assign.
1156 */ 1150 */
1157 1151
1163 */ 1157 */
1164 for (int i = 0; i < NROFATTACKS; i++) 1158 for (int i = 0; i < NROFATTACKS; i++)
1165 { 1159 {
1166 resist[i] = prot[i] - vuln[i]; 1160 resist[i] = prot[i] - vuln[i];
1167 1161
1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1162 if (potion_resist[i] != -1000
1163 && (potion_resist[i] > resist[i] || potion_resist[i] < 0))
1169 resist[i] = potion_resist[i]; 1164 resist[i] = potion_resist[i];
1170 } 1165 }
1171 1166
1172 if (type == PLAYER) 1167 if (type == PLAYER)
1173 { 1168 {
1174 // clamp various player stats 1169 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i) 1170 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1171 stats.stat (i) = stat_sum [i];
1172
1173 check_stat_bounds (&stats);
1177 1174
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1175 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179 1176
1180 /* Figure out the players sp/mana/hp totals. */ 1177 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level; 1178 int pl_level;
1182 1179
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1180 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188 1181
1189 /* You basically get half a con bonus/level. But we do take into account rounding, 1182 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1183 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */ 1184 */
1192 stats.maxhp = 0; 1185 stats.maxhp = 0;
1327 1320
1328 speed = 1.f + speed_bonus[stats.Dex]; 1321 speed = 1.f + speed_bonus[stats.Dex];
1329 1322
1330 if (settings.search_items && contr->search_str[0]) 1323 if (settings.search_items && contr->search_str[0])
1331 speed -= 1; 1324 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */ 1325 } /* End if player */
1336 1326
1337 if (added_speed >= 0) 1327 if (added_speed >= 0)
1338 speed += added_speed / 10.f; 1328 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */ 1329 else /* Something wrong here...: */
1358 speed *= speed_reduce_from_disease; 1348 speed *= speed_reduce_from_disease;
1359 1349
1360 /* Put a lower limit on speed. Note with this speed, you move once every 1350 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1351 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */ 1352 */
1363 if (speed < 0.04f && type == PLAYER) 1353 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364 speed = 0.04f;
1365 1354
1366 if (speed != old_speed) 1355 if (speed != old_speed)
1367 set_speed (speed); 1356 set_speed (speed);
1368 1357
1369 if (type == PLAYER) 1358 if (type == PLAYER)
1404 if (move_type == 0) 1393 if (move_type == 0)
1405 move_type = MOVE_WALK; 1394 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1395 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1396 move_type &= ~MOVE_WALK;
1408 1397
1398 // now apply the new move_type
1399 if (this->move_type != move_type)
1400 change_move_type (move_type);
1401
1409 /* It is quite possible that a player's spell costing might have changed, 1402 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now. 1403 * so we will check that now.
1411 */ 1404 */
1412 if (type == PLAYER) 1405 if (is_player ())
1413 { 1406 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1407
1418 // update the mapspace, if we are on a map 1408 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1409 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1410 map->at (x, y).flags_ = 0;
1411}
1412
1413void
1414object::set_glow_radius (sint8 rad)
1415{
1416 glow_radius = rad;
1417
1418 if (is_on_map ())
1419 update_all_los (map, x, y);
1420 else if (object *env = outer_env ())
1421 {
1422 env->update_stats ();
1423
1424 if (env->is_on_map ())
1425 update_all_los (env->map, env->x, env->y);
1426 }
1421} 1427}
1422 1428
1423/* 1429/*
1424 * Returns true if the given player is a legal class. 1430 * Returns true if the given player is a legal class.
1425 * The function to add and remove class-bonuses to the stats doesn't 1431 * The function to add and remove class-bonuses to the stats doesn't
1441 1447
1442/* 1448/*
1443 * set the new dragon name after gaining levels or 1449 * set the new dragon name after gaining levels or
1444 * changing ability focus (later this can be extended to 1450 * changing ability focus (later this can be extended to
1445 * eventually change the player's face and animation) 1451 * eventually change the player's face and animation)
1446 *
1447 * Note that the title is written to 'own_title' in the
1448 * player struct. This should be changed to 'ext_title'
1449 * as soon as clients support this!
1450 * Please, anyone, write support for 'ext_title'.
1451 */ 1452 */
1452void 1453void
1453set_dragon_name (object *pl, const object *abil, const object *skin) 1454set_dragon_name (object *pl, const object *abil, const object *skin)
1454{ 1455{
1455 int atnr = -1; /* attacknumber of highest level */ 1456 int atnr = -1; /* attacknumber of highest level */
1473 /* now if there are equals at highest level, pick the one with focus, 1474 /* now if there are equals at highest level, pick the one with focus,
1474 or else at random */ 1475 or else at random */
1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1476 atnr = abil->stats.exp; 1477 atnr = abil->stats.exp;
1477 1478
1478 level = (int) (level / 25.);
1479
1480 /* now set the new title */ 1479 /* now set the new title */
1481 if (pl->contr)
1482 {
1483 if (level == 0)
1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1480 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1485 else if (level == 1)
1486 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1481 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1487 else if (level == 2)
1488 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1482 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1489 else if (level == 3)
1490 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1483 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491 else 1484 else
1492 { 1485 {
1493 /* special titles for extra high resistance! */ 1486 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80)
1495 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1487 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496 else if (skin->resist[atnr] > 50)
1497 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1488 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1498 else
1499 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1489 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1500 }
1501 } 1490 }
1502 1491
1503 strcpy (pl->contr->own_title, ""); 1492 strcpy (pl->contr->own_title, "");
1504} 1493}
1505 1494
1506/* 1495/*
1507 * This function is called when a dragon-player gains 1496 * This function is called when a dragon-player gains
1508 * an overall level. Here, the dragon might gain new abilities 1497 * an overall level. Here, the dragon might gain new abilities
1509 * or change the ability-focus. 1498 * or change the ability-focus.
1510 */ 1499 */
1511void 1500static void
1512dragon_level_gain (object *who) 1501dragon_level_gain (object *who)
1513{ 1502{
1514 object *abil = NULL; /* pointer to dragon ability force */ 1503 object *abil = NULL; /* pointer to dragon ability force */
1515 object *skin = NULL; /* pointer to dragon skin force */ 1504 object *skin = NULL; /* pointer to dragon skin force */
1516 object *tmp = NULL; /* tmp. object */ 1505 object *tmp = NULL; /* tmp. object */
1572 object *skill_obj; 1561 object *skill_obj;
1573 1562
1574 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1563 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1575 if (!skill_obj) 1564 if (!skill_obj)
1576 { 1565 {
1577 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1566 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1578 return NULL; 1567 return NULL;
1579 } 1568 }
1580 1569
1581 /* clear the flag - exp goes into this bucket, but player 1570 /* clear the flag - exp goes into this bucket, but player
1582 * still doesn't know it. 1571 * still doesn't know it.
1583 */ 1572 */
1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1585 skill_obj->stats.exp = 0; 1574 skill_obj->stats.exp = 0;
1586 skill_obj->level = 1; 1575 skill_obj->level = 1;
1587 insert_ob_in_ob (skill_obj, op); 1576 op->insert (skill_obj);
1588 1577
1589 if (player *pl = op->contr) 1578 if (player *pl = op->contr)
1590 { 1579 pl->link_skills ();
1591 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1592 if (pl->ns)
1593 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1594 }
1595 1580
1596 return skill_obj; 1581 return skill_obj;
1597} 1582}
1598 1583
1599/* player_lvl_adj() - for the new exp system. we are concerned with 1584/* player_lvl_adj() - for the new exp system. we are concerned with
1616 { 1601 {
1617 changed = true; 1602 changed = true;
1618 1603
1619 op->level++; 1604 op->level++;
1620 1605
1621 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1606 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1622 dragon_level_gain (who); 1607 dragon_level_gain (who);
1623 1608
1624 /* Only roll these if it is the player (who) that gained the level */ 1609 /* Only roll these if it is the player (who) that gained the level */
1625 if (op == who && (who->level < 11) && who->type == PLAYER) 1610 if (op == who && (who->level < 11) && who->type == PLAYER)
1626 { 1611 {
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1644 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1645 }
1661 } 1646 }
1662 1647
1663 if (changed) 1648 if (changed)
1664 { 1649 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1665 who->update_stats ();
1666 esrv_update_stats (who->contr);
1667 /* check if the spell data has changed */
1668 esrv_update_spells (who->contr);
1669 }
1670} 1650}
1671 1651
1672/* 1652/*
1673 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1674 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1718 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1719 */ 1699 */
1720static void 1700static void
1721add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1722{ 1702{
1723 object *skill_obj = NULL; 1703 object *skill_obj;
1724 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1725 int i; 1705 int i;
1726 1706
1727 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1728 if (op->contr->braced) 1708 if (op->contr->braced)
1731 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1732 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1733 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1734 * the players inventory. 1714 * the players inventory.
1735 */ 1715 */
1716 skill_obj = 0;
1717
1736 if (skill_name) 1718 if (skill_name)
1737 { 1719 {
1738 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1720 skill_obj = op->contr->find_skill (skill_name);
1739 skill_obj = op->chosen_skill;
1740 else
1741 {
1742 for (i = 0; i < NUM_SKILLS; i++)
1743 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1744 {
1745 skill_obj = op->contr->last_skill_ob[i];
1746 break;
1747 }
1748 1721
1749 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1750 * it to the player if necessary 1723 * it to the player if necessary
1751 */ 1724 */
1752 if (!skill_obj) 1725 if (!skill_obj)
1753 { 1726 {
1754 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1755 return; 1728 return;
1729
1756 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1757 give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1758 }
1759 } 1732 }
1760 } 1733 }
1761 1734
1762 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1763 { 1736 {
1796 player_lvl_adj (op, skill_obj); 1769 player_lvl_adj (op, skill_obj);
1797 } 1770 }
1798} 1771}
1799 1772
1800/* This function checks to make sure that object 'op' can 1773/* This function checks to make sure that object 'op' can
1801 * lost 'exp' experience. It returns the amount of exp 1774 * lose 'exp' experience. It returns the amount of exp
1802 * object 'op' can in fact lose - it basically makes 1775 * object 'op' can in fact lose - it basically makes
1803 * adjustments based on permanent exp and the like. 1776 * adjustments based on permanent exp and the like.
1804 * This function should always be used for losing experience - 1777 * This function should always be used for losing experience -
1805 * the 'exp' value passed should be positive - this is the 1778 * the 'exp' value passed should be positive - this is the
1806 * amount that should get subtract from the player. 1779 * amount that should get subtract from the player.
1807 */ 1780 */
1808sint64 1781static sint64
1809check_exp_loss (const object *op, sint64 exp) 1782check_exp_loss (const object *op, sint64 exp)
1810{ 1783{
1811 sint64 del_exp; 1784 sint64 del_exp;
1812 1785
1813 if (exp > op->stats.exp) 1786 if (exp > op->stats.exp)
1814 exp = op->stats.exp; 1787 exp = op->stats.exp;
1788
1815 if (settings.permanent_exp_ratio) 1789 if (settings.permanent_exp_ratio)
1816 { 1790 {
1817 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1792
1818 if (del_exp < 0) 1793 if (del_exp < 0)
1819 del_exp = 0; 1794 del_exp = 0;
1795
1820 if (exp > del_exp) 1796 if (exp > del_exp)
1821 exp = del_exp; 1797 exp = del_exp;
1822 } 1798 }
1799
1823 return exp; 1800 return exp;
1824} 1801}
1825 1802
1826sint64 1803sint64
1827check_exp_adjust (const object *op, sint64 exp) 1804check_exp_adjust (const object *op, sint64 exp)
1828{ 1805{
1829 if (exp < 0) 1806 if (exp < 0)
1830 return check_exp_loss (op, exp); 1807 return check_exp_loss (op, exp);
1831 else 1808 else
1832 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1809 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1833} 1810}
1834
1835 1811
1836/* Subtracts experience from player. 1812/* Subtracts experience from player.
1837 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1813 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1838 * only subtract from the matching skill. Otherwise, 1814 * only subtract from the matching skill. Otherwise,
1839 * this subtracts a portion from all 1815 * this subtracts a portion from all
1853 sint64 del_exp; 1829 sint64 del_exp;
1854 1830
1855 for (tmp = op->inv; tmp; tmp = tmp->below) 1831 for (tmp = op->inv; tmp; tmp = tmp->below)
1856 if (tmp->type == SKILL && tmp->stats.exp) 1832 if (tmp->type == SKILL && tmp->stats.exp)
1857 { 1833 {
1858 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1834 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1859 { 1835 {
1860 del_exp = check_exp_loss (tmp, exp); 1836 del_exp = check_exp_loss (tmp, exp);
1861 tmp->stats.exp -= del_exp; 1837 tmp->stats.exp -= del_exp;
1862 player_lvl_adj (op, tmp); 1838 player_lvl_adj (op, tmp);
1863 } 1839 }
1951 * amount of permenent experience, whichever gives the lowest loss. 1927 * amount of permenent experience, whichever gives the lowest loss.
1952 */ 1928 */
1953void 1929void
1954apply_death_exp_penalty (object *op) 1930apply_death_exp_penalty (object *op)
1955{ 1931{
1956 object *tmp;
1957 sint64 loss; 1932 sint64 loss;
1958 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1933 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1959 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1934 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1960 1935
1961 for (tmp = op->inv; tmp; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 if (tmp->type == SKILL && tmp->stats.exp) 1937 if (tmp->type == SKILL && tmp->stats.exp)
1963 { 1938 {
1964
1965 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1939 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1966 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1940 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1967 1941
1968 /* With the revised exp system, you can get cases where 1942 /* With the revised exp system, you can get cases where
1969 * losing several levels would still require that you have more 1943 * losing several levels would still require that you have more
1970 * exp than you currently have - this is true if the levels 1944 * exp than you currently have - this is true if the levels
1971 * tables is a lot harder. 1945 * tables is a lot harder.
1972 */ 1946 */
1973 if (level_loss < 0) 1947 if (level_loss < 0)
1974 level_loss = 0; 1948 level_loss = 0;
1975 1949
1976 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1950 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1977 1951
1978 tmp->stats.exp -= loss; 1952 tmp->stats.exp -= loss;
1979 player_lvl_adj (op, tmp); 1953 player_lvl_adj (op, tmp);
1980 } 1954 }
1981 1955
1982 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1956 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1983 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1957 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1984 1958
1985 if (level_loss < 0) 1959 if (level_loss < 0)
1986 level_loss = 0; 1960 level_loss = 0;
1961
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1988 1963
1989 op->stats.exp -= loss; 1964 op->stats.exp -= loss;
1990 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1991} 1966}
1992 1967

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