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Comparing deliantra/server/common/living.C (file contents):
Revision 1.105 by root, Sun Nov 29 17:41:07 2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26 26
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* 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,
263 * 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
264 * 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.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* 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. */
270 268
271/* 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
272 * the object. 270 * the object.
415 (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."));
416 } 414 }
417 415
418 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
419 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");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 418 }
424 419
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 421 * originally undead may change their status
427 */ 422 */
464 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
465 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.");
466 else 461 else
467 { 462 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
470 if (op->type == PLAYER) 465 if (op->type == PLAYER)
471 op->contr->do_los = 1; 466 op->contr->do_los = 1;
472 } 467 }
473 } 468 }
474 else 469 else
476 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
477 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.");
478 else 473 else
479 { 474 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
482 if (op->type == PLAYER) 477 if (op->type == PLAYER)
483 op->contr->do_los = 1; 478 op->contr->do_los = 1;
484 } 479 }
485 } 480 }
486 } 481 }
524 { 519 {
525 success = 1; 520 success = 1;
526 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.");
527 } 522 }
528 523
524 if (digest_types [tmp->type])
525 {
529 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
530 { 527 {
531 success = 1; 528 success = 1;
532 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!");
533 } 530 }
534 531
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
536 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
537 success = 1; 535 success = 1;
538 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.");
539 } 537 }
540 538
541 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
543 { 541 {
544 success = 1; 542 success = 1;
545 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.");
546 } 544 }
547 545
548 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
549 { 547 {
550 success = 1; 548 success = 1;
551 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 }
552 } 551 }
553 552
554 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
556 { 555 {
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = at->instance (); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = at->instance (); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* 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
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 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;
762 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 739 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
768 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
769 /* 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 */
770 if (type == PLAYER) 745 if (type == PLAYER)
771 { 746 {
772 contr->delayed_update = false; 747 contr->delayed_update = false;
773 748
790 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
792 767
793 slaying = 0; 768 slaying = 0;
794 769
795 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
796 {
797 CLEAR_FLAG (this, FLAG_XRAYS);
798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
799 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
800 775
801 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
802 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
803 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
804 779
805 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);
806 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);
807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
808 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);
809 784
810 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
814 move_type = arch->move_type; 789 move_type = arch->move_type;
815 790
816 chosen_skill = 0;
817
818 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
819 * archetype clone 792 * archetype clone
820 */ 793 */
821 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
822 795
823 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
824 { 797 {
825 if (resist[i] > 0) 798 if (resist[i] > 0)
826 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
827 else 800 else
828 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
829 802
830 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
831 } 804 }
832 805
833 wc = arch->stats.wc; 806 wc = arch->stats.wc;
834 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
835 808
838 * 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 -
839 * 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,
840 * 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
841 * that their protection from physical goes down 814 * that their protection from physical goes down
842 */ 815 */
843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
844 { 817 {
845 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
846 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;
847 } 820 }
848 else 821 else
849 ac = arch->stats.ac; 822 ac = arch->stats.ac;
850 823
851 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
852 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
853 828
854 /* 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.
855 * 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.
856 */ 831 */
857 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
858 { 833 {
859 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
860 * 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
861 * then calls this function. 836 * then calls this function.
862 */ 837 */
863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
864 continue; 839 continue;
865 840
866 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 */
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
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;
914 882
915 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
916 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])
930 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
931 current_weapon = tmp; 899 current_weapon = tmp;
932 } 900 }
933 901
934 /* Update slots used for items */ 902 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
938 906
939 if (tmp->type == SYMPTOM) 907 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); 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 909
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 914 */
948 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 916 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]; 917 max_it (potion_resist[i], tmp->resist[i]);
961 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
964 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
966 }
967 }
968 924
969 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
971 { 927 {
972 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
978 } 934 }
979 935
980 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
981 937
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
984 940
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 943 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 945 invisible = 1;
989 } 946 }
990 947
991 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
992 { 949 {
999 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1000 } 957 }
1001 958
1002 switch (tmp->type) 959 switch (tmp->type)
1003 { 960 {
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: 961 case SKILL:
1016 { 962 {
963 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 965 break;
1019 966
1020 if (chosen_skill) 967 if (chosen_skill)
1021 { 968 {
1022 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",
1024 971
1025 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 973 update_stats ();
1027 return; 974 return;
1028 } 975 }
1029 else 976
1030 chosen_skill = tmp; 977 chosen_skill = tmp;
1031 978
1032 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 983
1040 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 986
1043 if (tmp->magic) 987 if (tmp->magic)
1052 996
1053 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1055 999
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1058 } 1002 }
1059 1003
1060 break; 1004 break;
1061 1005
1062 case SHIELD: 1006 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1065 case RING: 1010 case RING:
1066 case AMULET: 1011 case AMULET:
1067 case GIRDLE: 1012 case GIRDLE:
1068 case HELMET: 1013 case HELMET:
1069 case BOOTS: 1014 case BOOTS:
1078 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1080 1025
1081 break; 1026 break;
1082 1027
1028 case RANGED:
1083 case BOW: 1029 case BOW:
1084 case WEAPON: 1030 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1088 1032
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1091 1035
1092 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1039
1096 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1097 weapon_speed = 0; 1041 weapon_speed = 0;
1098 1042
1099 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1100 1044
1101 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1103 * go. 1047 * go.
1104 */ 1048 */
1105 1049
1106 if (type == PLAYER) 1050 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1109 }
1110 1053
1111 break; 1054 break;
1112 1055
1113 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1116 1059
1117 case BRACERS: 1060 case BRACERS:
1118 case FORCE: 1061 case FORCE:
1119 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1120 { 1063 {
1143 1086
1144 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1145 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1146 1089
1147 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1092
1150 break; 1093 break;
1151 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1152 } /* item is equipped */ 1095 } /* item is equipped */
1153 } /* for loop of items */ 1096 } /* for loop of items */
1154 1097
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1099
1157 /* 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
1158 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1159 */ 1102 */
1160 1103
1166 */ 1109 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1111 {
1169 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1170 1113
1171 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]))
1172 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1173 } 1117 }
1174 1118
1175 if (type == PLAYER) 1119 if (type == PLAYER)
1176 { 1120 {
1345 /* 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)
1346 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1349 */ 1293 */
1350 float f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1351 if (f > 0.f) 1295 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1353 } 1297 }
1354 1298
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease; 1300 speed *= speed_reduce_from_disease;
1357 1301
1401 if (move_type == 0) 1345 if (move_type == 0)
1402 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1405 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1406 /* 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,
1407 * so we will check that now. 1355 * so we will check that now.
1408 */ 1356 */
1409 if (is_player ()) 1357 if (is_player ())
1410 contr->update_spells (); 1358 contr->update_spells ();
1572 } 1520 }
1573 1521
1574 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1575 * still doesn't know it. 1523 * still doesn't know it.
1576 */ 1524 */
1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1578 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1579 skill_obj->level = 1; 1527 skill_obj->level = 1;
1580 op->insert (skill_obj); 1528 op->insert (skill_obj);
1581 1529
1582 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1605 { 1553 {
1606 changed = true; 1554 changed = true;
1607 1555
1608 op->level++; 1556 op->level++;
1609 1557
1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1611 dragon_level_gain (who); 1559 dragon_level_gain (who);
1612 1560
1613 /* 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 */
1614 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1615 { 1563 {
1659 */ 1607 */
1660 1608
1661sint64 1609sint64
1662level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1663{ 1611{
1664 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1667 return (sint64) (expmul * levels[level]);
1668} 1613}
1669 1614
1670/* 1615/*
1671 * 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.
1672 * 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
1700 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1701 * total, but not any particular skill. 1646 * total, but not any particular skill.
1702 * 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:
1703 */ 1648 */
1704static void 1649static void
1705add_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)
1706{ 1651{
1707 object *skill_obj; 1652 object *skill_obj;
1708 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1709 int i;
1710 1654
1711 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1656 if (op->contr->braced)
1713 exp /= 5; 1657 exp /= 5;
1714 1658
1740 { 1684 {
1741 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1742 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1743 */ 1687 */
1744 exp_to_add = exp; 1688 exp_to_add = exp;
1745 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1746 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1747 exp_to_add = limit; 1691 exp_to_add = limit;
1748 1692
1749 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)));
1750 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1757 } 1701 }
1758 1702
1759 if (skill_obj) 1703 if (skill_obj)
1760 { 1704 {
1761 exp_to_add = exp; 1705 exp_to_add = exp;
1762 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1763 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1764 exp_to_add = limit; 1708 exp_to_add = limit;
1765 1709
1766 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1767 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1824 * 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.
1825 * 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
1826 * a postive number. 1770 * a postive number.
1827 */ 1771 */
1828static void 1772static void
1829subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1830{ 1774{
1831 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1832 object *tmp; 1776 object *tmp;
1833 sint64 del_exp; 1777 sint64 del_exp;
1834 1778
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1781 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1839 { 1783 {
1840 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1843 } 1787 }
1844 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1845 { 1789 {
1846 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1847 * to match a specific skill. 1791 * to match a specific skill.
1848 */ 1792 */
1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1850 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1852 } 1796 }
1853 } 1797 }
1854 1798
1868 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1869 * 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.
1870 * these last two values are only used for players. 1814 * these last two values are only used for players.
1871 */ 1815 */
1872void 1816void
1873change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1874{ 1818{
1875#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1876 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);
1877#endif 1821#endif
1878 1822
1895 * worth. 1839 * worth.
1896 */ 1840 */
1897 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1898 { 1842 {
1899 /* Sanity check */ 1843 /* Sanity check */
1900 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1901 return; 1845 return;
1902 1846
1903 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1904 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905 * more than max exp, just return. 1849 * more than max exp, just return.
1956 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1957 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1958 } 1902 }
1959 1903
1960 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1961 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)];
1962 1906
1963 if (level_loss < 0) 1907 if (level_loss < 0)
1964 level_loss = 0; 1908 level_loss = 0;
1965 1909
1966 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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