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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 1.129 by root, Mon Nov 12 03:14:32 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 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 (©) 2002,2007 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>
25 26
107 * 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
108 * before, you need to start someplace. 109 * before, you need to start someplace.
109 */ 110 */
110 111
111const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */ 113 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
119}; 120};
120 121
121const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
122 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,
123 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#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)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* 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 261 * 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. 262 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 268
270/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 270 * the object.
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
402 */ 401 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 403 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 405 }
407 406
408 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 408 {
410 /* double conditional - second case covers if you have move_fly_low - 409 /* 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 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 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
463 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
464 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.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
475 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
476 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.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
523 { 519 {
524 success = 1; 520 success = 1;
525 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.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 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!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 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.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 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.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 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 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
594object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
595{ 595{
596 object *tmp; 596 object *tmp;
597 archetype *at; 597 archetype *at;
598 598
599 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
600 if (!at) 600 if (!at)
601 { 601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 603 return;
604 } 604 }
606 { 606 {
607 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
608 608
609 if (!tmp) 609 if (!tmp)
610 { 610 {
611 tmp = arch_to_object (at); 611 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
614 } 614 }
615 } 615 }
616 616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
624 * via an applied bad_luck object. 624 * via an applied bad_luck object.
625 */ 625 */
626void 626void
627object::change_luck (int value) 627object::change_luck (int value)
628{ 628{
629 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
630 if (!at) 630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 632 else
633 { 633 {
634 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 636 if (!tmp)
637 { 637 {
638 if (!value) 638 if (!value)
639 return; 639 return;
640 640
641 tmp = arch_to_object (at); 641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
644 } 644 }
645 645
646 if (value) 646 if (value)
647 { 647 {
648 /* 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
701 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
704 } 704 }
705} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732 706
733static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
734{ 708{
735 copy_flags () 709 copy_flags ()
736 { 710 {
755 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
756 */ 730 */
757void 731void
758object::update_stats () 732object::update_stats ()
759{ 733{
760 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;
761 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 739 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
767 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
768 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 745 if (type == PLAYER)
770 { 746 {
747 contr->delayed_update = false;
748
771 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
773 751
774 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 753 contr->encumbrance = 0;
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
789 767
790 slaying = 0; 768 slaying = 0;
791 769
792 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
797 775
798 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
801 779
802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
806 784
807 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 789 move_type = arch->move_type;
812 790
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
816 * archetype clone 792 * archetype clone
817 */ 793 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
819 795
820 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
821 { 797 {
822 if (resist[i] > 0) 798 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
824 else 800 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
826 802
827 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
828 } 804 }
829 805
830 wc = arch->stats.wc; 806 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
832 808
835 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * 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, 812 * 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 813 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down 814 * that their protection from physical goes down
839 */ 815 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 817 {
842 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 } 820 }
845 else 821 else
846 ac = arch->stats.ac; 822 ac = arch->stats.ac;
847 823
848 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
849 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
850 828
851 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
853 */ 831 */
854 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
855 { 833 {
856 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
858 * then calls this function. 836 * then calls this function.
859 */ 837 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
861 continue; 839 continue;
862 840
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); 841 glow_radius += tmp->glow_radius;
867 842
868 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
870 { 845 {
871 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
895 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
896 * up, etc. 871 * up, etc.
897 */ 872 */
898 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
901 || (tmp->type == SKILL 876 && tmp->type != SPELL)
902 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 878 {
904 if (type == PLAYER) 879 if (type == PLAYER)
905 { 880 {
906 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
907 882
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914
915 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
917 885
918 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
919 { 887 {
920 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
922 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
925 } 894 }
926 } /* if this is a player */ 895 } /* if this is a player */
927 else 896 else
929 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
930 current_weapon = tmp; 899 current_weapon = tmp;
931 } 900 }
932 901
933 /* Update slots used for items */ 902 /* Update slots used for items */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
937 906
938 if (tmp->type == SYMPTOM) 907 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); 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
941 909
942 /* Pos. and neg. protections are counted separate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 914 */
947 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
948 {
949 for (int i = 0; i < NROFATTACKS; i++) 916 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]; 917 max_it (potion_resist[i], tmp->resist[i]);
960 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
961 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
963 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
965 }
966 }
967 924
968 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
969 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
970 { 927 {
971 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
976 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
977 } 934 }
978 935
979 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
980 937
981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
982 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
983 940
984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
985 { 943 {
986 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
987 invisible = 1; 945 invisible = 1;
988 } 946 }
989 947
990 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
991 { 949 {
998 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
999 } 957 }
1000 958
1001 switch (tmp->type) 959 switch (tmp->type)
1002 { 960 {
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. */
1013 /* for all skills and skill granting objects */
1014 case SKILL: 961 case SKILL:
1015 { 962 {
963 // some skills will end up here without counting as "applied"
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1017 break; 965 break;
1018 966
1019 if (chosen_skill) 967 if (chosen_skill)
1020 { 968 {
1021 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 971
1024 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats (); 973 update_stats ();
1026 return; 974 return;
1027 } 975 }
1028 else 976
1029 chosen_skill = tmp; 977 chosen_skill = tmp;
1030 978
1031 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1032 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1034 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1035
1036 if (weapon_speed < 0)
1037 weapon_speed = 0;
1038 983
1039 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041 986
1042 if (tmp->magic) 987 if (tmp->magic)
1051 996
1052 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1054 999
1055 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1057 } 1002 }
1058 1003
1059 break; 1004 break;
1060 1005
1061 case SHIELD: 1006 case SHIELD:
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1064 case RING: 1010 case RING:
1065 case AMULET: 1011 case AMULET:
1066 case GIRDLE: 1012 case GIRDLE:
1067 case HELMET: 1013 case HELMET:
1068 case BOOTS: 1014 case BOOTS:
1077 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1078 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1079 1025
1080 break; 1026 break;
1081 1027
1028 case RANGED:
1082 case BOW: 1029 case BOW:
1083 case WEAPON: 1030 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp)
1085 {
1086 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1087 1032
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1090 1035
1091 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094 1039
1095 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1096 weapon_speed = 0; 1041 weapon_speed = 0;
1097 1042
1098 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1099 1044
1100 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1102 * go. 1047 * go.
1103 */ 1048 */
1104 1049
1105 if (type == PLAYER) 1050 if (type == PLAYER)
1106 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1108 }
1109 1053
1110 break; 1054 break;
1111 1055
1112 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1115 1059
1116 case BRACERS: 1060 case BRACERS:
1117 case FORCE: 1061 case FORCE:
1118 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1119 { 1063 {
1136 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1138 } 1082 }
1139 1083
1140 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1141 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1142 1086
1143 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1144 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1145 1089
1146 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 1092
1149 break; 1093 break;
1150 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1151 } /* item is equipped */ 1095 } /* item is equipped */
1152 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1153 1099
1154 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* 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. 1101 * have generated intermediate values which we now need to assign.
1156 */ 1102 */
1157 1103
1163 */ 1109 */
1164 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1165 { 1111 {
1166 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1167 1113
1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1169 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1170 } 1117 }
1171 1118
1172 if (type == PLAYER) 1119 if (type == PLAYER)
1173 { 1120 {
1174 // clamp various player stats 1121 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1177 1126
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179 1128
1180 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level; 1130 int pl_level;
1182 1131
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! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188 1133
1189 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* 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. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */ 1136 */
1192 stats.maxhp = 0; 1137 stats.maxhp = 0;
1327 1272
1328 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1329 1274
1330 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1331 speed -= 1; 1276 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */ 1277 } /* End if player */
1336 1278
1337 if (added_speed >= 0) 1279 if (added_speed >= 0)
1338 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1347 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1348 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1351 */ 1293 */
1352 float f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1353 if (f > 0.f) 1295 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1355 } 1297 }
1356 1298
1357 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease; 1300 speed *= speed_reduce_from_disease;
1359 1301
1360 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* 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. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */ 1304 */
1363 if (speed < 0.04f && type == PLAYER) 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364 speed = 0.04f;
1365 1306
1366 if (speed != old_speed) 1307 if (speed != old_speed)
1367 set_speed (speed); 1308 set_speed (speed);
1368 1309
1369 if (type == PLAYER) 1310 if (type == PLAYER)
1404 if (move_type == 0) 1345 if (move_type == 0)
1405 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1408 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1409 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now. 1355 * so we will check that now.
1411 */ 1356 */
1412 if (type == PLAYER) 1357 if (is_player ())
1413 { 1358 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1359
1418 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1421} 1379}
1422 1380
1423/* 1381/*
1424 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1425 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1441 1399
1442/* 1400/*
1443 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1444 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1445 * eventually change the player's face and animation) 1403 * 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 */ 1404 */
1452void 1405void
1453set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1454{ 1407{
1455 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1473 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1474 or else at random */ 1427 or else at random */
1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1476 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1477 1430
1478 level = (int) (level / 25.);
1479
1480 /* now set the new title */ 1431 /* now set the new title */
1481 if (pl->contr)
1482 {
1483 if (level == 0)
1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 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]); 1433 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]); 1434 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]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491 else 1436 else
1492 { 1437 {
1493 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80)
1495 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 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]); 1440 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]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1500 }
1501 } 1442 }
1502 1443
1503 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1504} 1445}
1505 1446
1506/* 1447/*
1507 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1508 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1509 * or change the ability-focus. 1450 * or change the ability-focus.
1510 */ 1451 */
1511void 1452static void
1512dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1513{ 1454{
1514 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1515 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1516 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1572 object *skill_obj; 1513 object *skill_obj;
1573 1514
1574 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1575 if (!skill_obj) 1516 if (!skill_obj)
1576 { 1517 {
1577 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1578 return NULL; 1519 return NULL;
1579 } 1520 }
1580 1521
1581 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1582 * still doesn't know it. 1523 * still doesn't know it.
1583 */ 1524 */
1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1585 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1586 skill_obj->level = 1; 1527 skill_obj->level = 1;
1587 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1588 1529
1589 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1590 { 1531 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 1532
1596 return skill_obj; 1533 return skill_obj;
1597} 1534}
1598 1535
1599/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1616 { 1553 {
1617 changed = true; 1554 changed = true;
1618 1555
1619 op->level++; 1556 op->level++;
1620 1557
1621 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1622 dragon_level_gain (who); 1559 dragon_level_gain (who);
1623 1560
1624 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1625 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1626 { 1563 {
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1597 }
1661 } 1598 }
1662 1599
1663 if (changed) 1600 if (changed)
1664 { 1601 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} 1602}
1671 1603
1672/* 1604/*
1673 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1674 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1675 */ 1607 */
1676 1608
1677sint64 1609sint64
1678level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1679{ 1611{
1680 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1681 return (sint64) (expmul * levels[settings.max_level]);
1682
1683 return (sint64) (expmul * levels[level]);
1684} 1613}
1685 1614
1686/* 1615/*
1687 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1688 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1716 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1717 * total, but not any particular skill. 1646 * total, but not any particular skill.
1718 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1719 */ 1648 */
1720static void 1649static void
1721add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1722{ 1651{
1723 object *skill_obj = NULL; 1652 object *skill_obj;
1724 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1725 int i;
1726 1654
1727 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1728 if (op->contr->braced) 1656 if (op->contr->braced)
1729 exp /= 5; 1657 exp /= 5;
1730 1658
1731 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1732 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1733 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1734 * the players inventory. 1662 * the players inventory.
1735 */ 1663 */
1664 skill_obj = 0;
1665
1736 if (skill_name) 1666 if (skill_name)
1737 { 1667 {
1738 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 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 1669
1749 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1750 * it to the player if necessary 1671 * it to the player if necessary
1751 */ 1672 */
1752 if (!skill_obj) 1673 if (!skill_obj)
1753 { 1674 {
1754 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1755 return; 1676 return;
1677
1756 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1757 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1758 }
1759 } 1680 }
1760 } 1681 }
1761 1682
1762 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1763 { 1684 {
1764 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1765 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1766 */ 1687 */
1767 exp_to_add = exp; 1688 exp_to_add = exp;
1768 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1769 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1770 exp_to_add = limit; 1691 exp_to_add = limit;
1771 1692
1772 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1773 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1780 } 1701 }
1781 1702
1782 if (skill_obj) 1703 if (skill_obj)
1783 { 1704 {
1784 exp_to_add = exp; 1705 exp_to_add = exp;
1785 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1786 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1787 exp_to_add = limit; 1708 exp_to_add = limit;
1788 1709
1789 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1790 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1796 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1797 } 1718 }
1798} 1719}
1799 1720
1800/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1801 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1802 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1803 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1804 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1805 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1806 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1807 */ 1728 */
1808sint64 1729static sint64
1809check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1810{ 1731{
1811 sint64 del_exp; 1732 sint64 del_exp;
1812 1733
1813 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1814 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1815 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1816 { 1738 {
1817 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1818 if (del_exp < 0) 1741 if (del_exp < 0)
1819 del_exp = 0; 1742 del_exp = 0;
1743
1820 if (exp > del_exp) 1744 if (exp > del_exp)
1821 exp = del_exp; 1745 exp = del_exp;
1822 } 1746 }
1747
1823 return exp; 1748 return exp;
1824} 1749}
1825 1750
1826sint64 1751sint64
1827check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1828{ 1753{
1829 if (exp < 0) 1754 if (exp < 0)
1830 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1831 else 1756 else
1832 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1833} 1758}
1834
1835 1759
1836/* Subtracts experience from player. 1760/* Subtracts experience from player.
1837 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1838 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1839 * this subtracts a portion from all 1763 * this subtracts a portion from all
1844 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1845 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1846 * a postive number. 1770 * a postive number.
1847 */ 1771 */
1848static void 1772static void
1849subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1850{ 1774{
1851 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1852 object *tmp; 1776 object *tmp;
1853 sint64 del_exp; 1777 sint64 del_exp;
1854 1778
1855 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1856 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1857 { 1781 {
1858 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1859 { 1783 {
1860 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1861 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1862 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1863 } 1787 }
1864 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1865 { 1789 {
1866 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1867 * to match a specific skill. 1791 * to match a specific skill.
1868 */ 1792 */
1869 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1870 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1871 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1872 } 1796 }
1873 } 1797 }
1874 1798
1888 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1889 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1890 * these last two values are only used for players. 1814 * these last two values are only used for players.
1891 */ 1815 */
1892void 1816void
1893change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1894{ 1818{
1895#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1896 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1897#endif 1821#endif
1898 1822
1915 * worth. 1839 * worth.
1916 */ 1840 */
1917 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1918 { 1842 {
1919 /* Sanity check */ 1843 /* Sanity check */
1920 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1921 return; 1845 return;
1922 1846
1923 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1924 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1925 * more than max exp, just return. 1849 * more than max exp, just return.
1951 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1952 */ 1876 */
1953void 1877void
1954apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1955{ 1879{
1956 object *tmp;
1957 sint64 loss; 1880 sint64 loss;
1958 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1959 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1960 1883
1961 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1963 { 1886 {
1964
1965 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 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)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1967 1889
1968 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1969 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1970 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1971 * tables is a lot harder. 1893 * tables is a lot harder.
1972 */ 1894 */
1973 if (level_loss < 0) 1895 if (level_loss < 0)
1974 level_loss = 0; 1896 level_loss = 0;
1975 1897
1976 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1977 1899
1978 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1979 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1980 } 1902 }
1981 1903
1982 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 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)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1984 1906
1985 if (level_loss < 0) 1907 if (level_loss < 0)
1986 level_loss = 0; 1908 level_loss = 0;
1909
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1988 1911
1989 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1990 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
1991} 1914}
1992 1915

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