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Comparing deliantra/server/common/living.C (file contents):
Revision 1.88 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.117 by root, Tue Apr 6 21:11:48 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.
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 */
523 { 521 {
524 success = 1; 522 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 524 }
527 525
526 if (digest_types [tmp->type])
527 {
528 if (tmp->stats.hp && op->type == PLAYER) 528 if (tmp->stats.hp && op->type == PLAYER)
529 { 529 {
530 success = 1; 530 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 532 }
533 533
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 534 if (tmp->stats.sp && op->type == PLAYER
535 { 535 && tmp->type != SKILL && tmp->type != BOW)
536 {
536 success = 1; 537 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 539 }
539 540
540 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 542 if (tmp->stats.grace && op->type == PLAYER)
542 { 543 {
543 success = 1; 544 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 546 }
546 547
547 if (tmp->stats.food && op->type == PLAYER) 548 if (tmp->stats.food && op->type == PLAYER)
548 { 549 {
549 success = 1; 550 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 }
551 } 553 }
552 554
553 /* Messages for changed resistance */ 555 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 556 for (int i = 0; i < NROFATTACKS; i++)
555 { 557 {
594object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
595{ 597{
596 object *tmp; 598 object *tmp;
597 archetype *at; 599 archetype *at;
598 600
599 at = archetype::find (ARCH_DEPLETION); 601 at = archetype::find (shstr_depletion);
600 if (!at) 602 if (!at)
601 { 603 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 605 return;
604 } 606 }
606 { 608 {
607 tmp = present_arch_in_ob (at, this); 609 tmp = present_arch_in_ob (at, this);
608 610
609 if (!tmp) 611 if (!tmp)
610 { 612 {
611 tmp = arch_to_object (at); 613 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 614 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
614 } 616 }
615 } 617 }
616 618
624 * via an applied bad_luck object. 626 * via an applied bad_luck object.
625 */ 627 */
626void 628void
627object::change_luck (int value) 629object::change_luck (int value)
628{ 630{
629 archetype *at = archetype::find ("luck"); 631 archetype *at = archetype::find (shstr_luck);
630 if (!at) 632 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 634 else
633 { 635 {
634 object *tmp = present_arch_in_ob (at, this); 636 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 638 if (!tmp)
637 { 639 {
638 if (!value) 640 if (!value)
639 return; 641 return;
640 642
641 tmp = arch_to_object (at); 643 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 644 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
644 } 646 }
645 647
646 if (value) 648 if (value)
701 sint8 v = arch->stats.stat (i); 703 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 704 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
704 } 706 }
705} 707}
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;
732 708
733static struct copy_flags : object::flags_t 709static struct copy_flags : object::flags_t
734{ 710{
735 copy_flags () 711 copy_flags ()
736 { 712 {
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 741 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 742 int stat_sum [NUM_STATS];
767 743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
745
768 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 747 if (type == PLAYER)
770 { 748 {
749 contr->delayed_update = false;
750
771 for (int i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 752 stat_sum [i] = contr->orig_stats.stat (i);
773 753
774 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 755 contr->encumbrance = 0;
808 path_repelled = arch->path_repelled; 788 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 789 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 790 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 791 move_type = arch->move_type;
812 792
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
816 * archetype clone 794 * archetype clone
817 */ 795 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
819 797
820 for (int i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
821 { 799 {
822 if (resist[i] > 0) 800 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
824 else 802 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
826 804
827 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
828 } 806 }
829 807
830 wc = arch->stats.wc; 808 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 809 stats.dam = arch->stats.dam;
832 810
846 ac = arch->stats.ac; 824 ac = arch->stats.ac;
847 825
848 stats.luck = arch->stats.luck; 826 stats.luck = arch->stats.luck;
849 speed = arch->speed; 827 speed = arch->speed;
850 828
829 chosen_skill = 0;
830
851 /* OK - we've reset most all the objects attributes to sane values. 831 /* 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. 832 * now go through and make adjustments for what the player has equipped.
853 */ 833 */
854 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
855 { 835 {
858 * then calls this function. 838 * then calls this function.
859 */ 839 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 841 continue;
862 842
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); 843 glow_radius += tmp->glow_radius;
867 844
868 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
870 { 847 {
871 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
896 * up, etc. 873 * up, etc.
897 */ 874 */
898 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 879 {
904 if (type == PLAYER) 880 if (type == PLAYER)
905 { 881 {
906 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
907 883
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++) 884 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
917 886
918 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
919 { 888 {
920 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
930 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
931 current_weapon = tmp; 900 current_weapon = tmp;
932 } 901 }
933 902
934 /* Update slots used for items */ 903 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
938 907
939 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 910
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 915 */
948 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
961 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 }
967 }
968 925
969 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
971 { 928 {
972 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
980 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
981 938
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 SET_FLAG (this, FLAG_UNDEAD); 940 SET_FLAG (this, FLAG_UNDEAD);
984 941
942 //TODO: copy_flags?
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 { 944 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 945 SET_FLAG (this, FLAG_MAKE_INVIS);
988 invisible = 1; 946 invisible = 1;
989 } 947 }
999 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1000 } 958 }
1001 959
1002 switch (tmp->type) 960 switch (tmp->type)
1003 { 961 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL: 962 case SKILL:
1016 { 963 {
964 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 966 break;
1019 967
1020 if (chosen_skill) 968 if (chosen_skill)
1021 { 969 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 972
1025 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 974 update_stats ();
1027 return; 975 return;
1028 } 976 }
1029 else 977
1030 chosen_skill = tmp; 978 chosen_skill = tmp;
1031 979
1032 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1035 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 984
1040 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 987
1043 if (tmp->magic) 988 if (tmp->magic)
1052 997
1053 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1055 1000
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += 3 * tmp->weight / 1000;
1058 } 1003 }
1059 1004
1060 break; 1005 break;
1061 1006
1062 case SHIELD: 1007 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += tmp->weight / 2000;
1010 //FALLTHROUGH
1065 case RING: 1011 case RING:
1066 case AMULET: 1012 case AMULET:
1067 case GIRDLE: 1013 case GIRDLE:
1068 case HELMET: 1014 case HELMET:
1069 case BOOTS: 1015 case BOOTS:
1078 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1080 1026
1081 break; 1027 break;
1082 1028
1029 case WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1083 case BOW: 1034 case BOW:
1084 case WEAPON: 1035 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1036 wc -= tmp->stats.wc + tmp->magic;
1088 1037
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1091 1040
1092 stats.dam += tmp->stats.dam + tmp->magic; 1041 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1044
1096 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1097 weapon_speed = 0; 1046 weapon_speed = 0;
1098 1047
1099 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1100 1049
1101 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1103 * go. 1052 * go.
1104 */ 1053 */
1105 1054
1106 if (type == PLAYER) 1055 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1056 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1110 1058
1111 break; 1059 break;
1112 1060
1113 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 else /* To nullify the below effect */ 1085 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1086 ac += tmp->stats.ac + tmp->magic;
1139 } 1087 }
1140 1088
1141 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1090 wc -= tmp->stats.wc + tmp->magic;
1143 1091
1144 if (tmp->stats.ac) 1092 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1093 ac -= tmp->stats.ac + tmp->magic;
1146 1094
1147 if (ARMOUR_SPEED (tmp)) 1095 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1096 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1097
1150 break; 1098 break;
1151 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1152 } /* item is equipped */ 1100 } /* item is equipped */
1153 } /* for loop of items */ 1101 } /* for loop of items */
1102
1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1154 1104
1155 /* We've gone through all the objects the player has equipped. For many things, we 1105 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1106 * have generated intermediate values which we now need to assign.
1157 */ 1107 */
1158 1108
1164 */ 1114 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1115 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1116 {
1167 resist[i] = prot[i] - vuln[i]; 1117 resist[i] = prot[i] - vuln[i];
1168 1118
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1119 if (potion_resist[i] != -1000
1120 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1170 resist[i] = potion_resist[i]; 1121 resist[i] = potion_resist[i];
1171 } 1122 }
1172 1123
1173 if (type == PLAYER) 1124 if (type == PLAYER)
1174 { 1125 {
1175 // clamp various player stats 1126 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1127 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1128 stats.stat (i) = stat_sum [i];
1129
1130 check_stat_bounds (&stats);
1178 1131
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1132 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1133
1181 /* Figure out the players sp/mana/hp totals. */ 1134 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1135 int pl_level;
1183 1136
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1137 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1138
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1139 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1140 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1141 */
1193 stats.maxhp = 0; 1142 stats.maxhp = 0;
1328 1277
1329 speed = 1.f + speed_bonus[stats.Dex]; 1278 speed = 1.f + speed_bonus[stats.Dex];
1330 1279
1331 if (settings.search_items && contr->search_str[0]) 1280 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1281 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1282 } /* End if player */
1337 1283
1338 if (added_speed >= 0) 1284 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1285 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1286 else /* Something wrong here...: */
1359 speed *= speed_reduce_from_disease; 1305 speed *= speed_reduce_from_disease;
1360 1306
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1307 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1308 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1309 */
1364 if (speed < 0.04f && type == PLAYER) 1310 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 speed = 0.04f;
1366 1311
1367 if (speed != old_speed) 1312 if (speed != old_speed)
1368 set_speed (speed); 1313 set_speed (speed);
1369 1314
1370 if (type == PLAYER) 1315 if (type == PLAYER)
1405 if (move_type == 0) 1350 if (move_type == 0)
1406 move_type = MOVE_WALK; 1351 move_type = MOVE_WALK;
1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1352 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK; 1353 move_type &= ~MOVE_WALK;
1409 1354
1355 // now apply the new move_type
1356 if (this->move_type != move_type)
1357 change_move_type (move_type);
1358
1410 /* It is quite possible that a player's spell costing might have changed, 1359 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now. 1360 * so we will check that now.
1412 */ 1361 */
1413 if (type == PLAYER) 1362 if (is_player ())
1414 { 1363 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1364
1419 // update the mapspace, if we are on a map 1365 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1366 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1367 map->at (x, y).flags_ = 0;
1368}
1369
1370void
1371object::set_glow_radius (sint8 rad)
1372{
1373 glow_radius = rad;
1374
1375 if (is_on_map ())
1376 update_all_los (map, x, y);
1377 else if (object *env = outer_env ())
1378 {
1379 env->update_stats ();
1380
1381 if (env->is_on_map ())
1382 update_all_los (env->map, env->x, env->y);
1383 }
1422} 1384}
1423 1385
1424/* 1386/*
1425 * Returns true if the given player is a legal class. 1387 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1388 * The function to add and remove class-bonuses to the stats doesn't
1490/* 1452/*
1491 * This function is called when a dragon-player gains 1453 * This function is called when a dragon-player gains
1492 * an overall level. Here, the dragon might gain new abilities 1454 * an overall level. Here, the dragon might gain new abilities
1493 * or change the ability-focus. 1455 * or change the ability-focus.
1494 */ 1456 */
1495void 1457static void
1496dragon_level_gain (object *who) 1458dragon_level_gain (object *who)
1497{ 1459{
1498 object *abil = NULL; /* pointer to dragon ability force */ 1460 object *abil = NULL; /* pointer to dragon ability force */
1499 object *skin = NULL; /* pointer to dragon skin force */ 1461 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1462 object *tmp = NULL; /* tmp. object */
1556 object *skill_obj; 1518 object *skill_obj;
1557 1519
1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1520 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1559 if (!skill_obj) 1521 if (!skill_obj)
1560 { 1522 {
1561 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1523 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1562 return NULL; 1524 return NULL;
1563 } 1525 }
1564 1526
1565 /* clear the flag - exp goes into this bucket, but player 1527 /* clear the flag - exp goes into this bucket, but player
1566 * still doesn't know it. 1528 * still doesn't know it.
1567 */ 1529 */
1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1530 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1569 skill_obj->stats.exp = 0; 1531 skill_obj->stats.exp = 0;
1570 skill_obj->level = 1; 1532 skill_obj->level = 1;
1571 insert_ob_in_ob (skill_obj, op); 1533 op->insert (skill_obj);
1572 1534
1573 if (player *pl = op->contr) 1535 if (player *pl = op->contr)
1574 { 1536 pl->link_skills ();
1575 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1576 if (pl->ns)
1577 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1578 }
1579 1537
1580 return skill_obj; 1538 return skill_obj;
1581} 1539}
1582 1540
1583/* player_lvl_adj() - for the new exp system. we are concerned with 1541/* player_lvl_adj() - for the new exp system. we are concerned with
1600 { 1558 {
1601 changed = true; 1559 changed = true;
1602 1560
1603 op->level++; 1561 op->level++;
1604 1562
1605 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1563 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1606 dragon_level_gain (who); 1564 dragon_level_gain (who);
1607 1565
1608 /* Only roll these if it is the player (who) that gained the level */ 1566 /* Only roll these if it is the player (who) that gained the level */
1609 if (op == who && (who->level < 11) && who->type == PLAYER) 1567 if (op == who && (who->level < 11) && who->type == PLAYER)
1610 { 1568 {
1643 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1601 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1644 } 1602 }
1645 } 1603 }
1646 1604
1647 if (changed) 1605 if (changed)
1648 { 1606 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1649 who->update_stats ();
1650 esrv_update_stats (who->contr);
1651 /* check if the spell data has changed */
1652 esrv_update_spells (who->contr);
1653 }
1654} 1607}
1655 1608
1656/* 1609/*
1657 * Returns how much experience is needed for a player to become 1610 * Returns how much experience is needed for a player to become
1658 * the given level. level should really never exceed max_level 1611 * the given level. level should really never exceed max_level
1702 * flag is what to do if the player doesn't have the skill: 1655 * flag is what to do if the player doesn't have the skill:
1703 */ 1656 */
1704static void 1657static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1658add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1706{ 1659{
1707 object *skill_obj = NULL; 1660 object *skill_obj;
1708 sint64 limit, exp_to_add; 1661 sint64 limit, exp_to_add;
1709 int i; 1662 int i;
1710 1663
1711 /* prevents some forms of abuse. */ 1664 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1665 if (op->contr->braced)
1715 /* Try to find the matching skill. 1668 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches 1669 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through 1670 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1671 * the players inventory.
1719 */ 1672 */
1673 skill_obj = 0;
1674
1720 if (skill_name) 1675 if (skill_name)
1721 { 1676 {
1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1677 skill_obj = op->contr->find_skill (skill_name);
1723 skill_obj = op->chosen_skill;
1724 else
1725 {
1726 for (i = 0; i < NUM_SKILLS; i++)
1727 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1728 {
1729 skill_obj = op->contr->last_skill_ob[i];
1730 break;
1731 }
1732 1678
1733 /* Player doesn't have the skill. Check to see what to do, and give 1679 /* Player doesn't have the skill. Check to see what to do, and give
1734 * it to the player if necessary 1680 * it to the player if necessary
1735 */ 1681 */
1736 if (!skill_obj) 1682 if (!skill_obj)
1737 { 1683 {
1738 if (flag == SK_EXP_NONE) 1684 if (flag == SK_EXP_NONE)
1739 return; 1685 return;
1686
1740 else if (flag == SK_EXP_ADD_SKILL) 1687 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1688 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1689 }
1744 } 1690 }
1745 1691
1746 if (flag != SK_EXP_SKILL_ONLY) 1692 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1693 {
1780 player_lvl_adj (op, skill_obj); 1726 player_lvl_adj (op, skill_obj);
1781 } 1727 }
1782} 1728}
1783 1729
1784/* This function checks to make sure that object 'op' can 1730/* This function checks to make sure that object 'op' can
1785 * lost 'exp' experience. It returns the amount of exp 1731 * lose 'exp' experience. It returns the amount of exp
1786 * object 'op' can in fact lose - it basically makes 1732 * object 'op' can in fact lose - it basically makes
1787 * adjustments based on permanent exp and the like. 1733 * adjustments based on permanent exp and the like.
1788 * This function should always be used for losing experience - 1734 * This function should always be used for losing experience -
1789 * the 'exp' value passed should be positive - this is the 1735 * the 'exp' value passed should be positive - this is the
1790 * amount that should get subtract from the player. 1736 * amount that should get subtract from the player.
1791 */ 1737 */
1792sint64 1738static sint64
1793check_exp_loss (const object *op, sint64 exp) 1739check_exp_loss (const object *op, sint64 exp)
1794{ 1740{
1795 sint64 del_exp; 1741 sint64 del_exp;
1796 1742
1797 if (exp > op->stats.exp) 1743 if (exp > op->stats.exp)
1798 exp = op->stats.exp; 1744 exp = op->stats.exp;
1745
1799 if (settings.permanent_exp_ratio) 1746 if (settings.permanent_exp_ratio)
1800 { 1747 {
1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1748 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1749
1802 if (del_exp < 0) 1750 if (del_exp < 0)
1803 del_exp = 0; 1751 del_exp = 0;
1752
1804 if (exp > del_exp) 1753 if (exp > del_exp)
1805 exp = del_exp; 1754 exp = del_exp;
1806 } 1755 }
1756
1807 return exp; 1757 return exp;
1808} 1758}
1809 1759
1810sint64 1760sint64
1811check_exp_adjust (const object *op, sint64 exp) 1761check_exp_adjust (const object *op, sint64 exp)
1812{ 1762{
1813 if (exp < 0) 1763 if (exp < 0)
1814 return check_exp_loss (op, exp); 1764 return check_exp_loss (op, exp);
1815 else 1765 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1766 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817} 1767}
1818
1819 1768
1820/* Subtracts experience from player. 1769/* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1770 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise, 1771 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1772 * this subtracts a portion from all
1837 sint64 del_exp; 1786 sint64 del_exp;
1838 1787
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1789 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1790 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1791 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 { 1792 {
1844 del_exp = check_exp_loss (tmp, exp); 1793 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1847 } 1796 }
1935 * amount of permenent experience, whichever gives the lowest loss. 1884 * amount of permenent experience, whichever gives the lowest loss.
1936 */ 1885 */
1937void 1886void
1938apply_death_exp_penalty (object *op) 1887apply_death_exp_penalty (object *op)
1939{ 1888{
1940 object *tmp;
1941 sint64 loss; 1889 sint64 loss;
1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1890 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1891 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1944 1892
1945 for (tmp = op->inv; tmp; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if (tmp->type == SKILL && tmp->stats.exp) 1894 if (tmp->type == SKILL && tmp->stats.exp)
1947 { 1895 {
1948
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1896 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1950 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1897 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1951 1898
1952 /* With the revised exp system, you can get cases where 1899 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more 1900 * losing several levels would still require that you have more
1954 * exp than you currently have - this is true if the levels 1901 * exp than you currently have - this is true if the levels
1955 * tables is a lot harder. 1902 * tables is a lot harder.
1956 */ 1903 */
1957 if (level_loss < 0) 1904 if (level_loss < 0)
1958 level_loss = 0; 1905 level_loss = 0;
1959 1906
1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1907 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961 1908
1962 tmp->stats.exp -= loss; 1909 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1910 player_lvl_adj (op, tmp);
1964 } 1911 }
1965 1912
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1913 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1914 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968 1915
1969 if (level_loss < 0) 1916 if (level_loss < 0)
1970 level_loss = 0; 1917 level_loss = 0;
1918
1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1919 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1972 1920
1973 op->stats.exp -= loss; 1921 op->stats.exp -= loss;
1974 player_lvl_adj (op, NULL); 1922 player_lvl_adj (op, NULL);
1975} 1923}
1976 1924

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