--- deliantra/server/common/living.C 2008/05/06 17:31:21 1.87 +++ deliantra/server/common/living.C 2018/11/17 22:02:14 1.134 @@ -1,23 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen - * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. - * + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . - * + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * * The authors can be reached via e-mail to */ @@ -34,7 +35,7 @@ 22, 25, 30, 40, 50 }; -/* changed the name of this to "sp_bonus" from "int_bonus" +/* changed the name of this to "sp_bonus" from "int_bonus" * because Pow can now be the stat that controls spellpoint * advancement. -b.t. */ @@ -48,14 +49,14 @@ 30, 40, 50, 70, 100 }; -/* 0.92.7 Changed way charisma works. Values now +/* 0.92.7 Changed way charisma works. Values now * represent how much more it costs to buy something than to sell it * (10, a value of 10 means it is that if it costs 50 gp to buy, you * would only get 5 gp when you sell.) Let query_cost do the calculations * on how to really do this. Buy keeping it this simple number, it is * much easier to know how things will be influenced. A value of '1' means * buying and selling is both the same value - any value less than or equal - * to 1 should not be used. + * to 1 should not be used. * At least as of now, the only place that uses this code is query_cost, * in server/shop.c. This bonus is split evenly between buying and selling * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold @@ -109,13 +110,13 @@ */ const uint32 weight_limit[MAX_STAT + 1] = { - 200000, /* 0 */ - 250000, 300000, 350000, 400000, 500000, /* 5 */ - 600000, 700000, 800000, 900000, 1000000, /* 10 */ + 200000, /* 0 */ + 250000, 300000, 350000, 400000, 500000, /* 5 */ + 600000, 700000, 800000, 900000, 1000000, /* 10 */ 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ - 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ + 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ }; const int learn_spell[MAX_STAT + 1] = { @@ -140,7 +141,7 @@ Both come in handy at least in function add_exp() */ -#define MAX_EXPERIENCE levels[settings.max_level] +#define MAX_EXPERIENCE levels [settings.max_level] /* because exp_obj sum to make the total score, * we cannot allow that sum to exceed the maximum @@ -151,15 +152,13 @@ * otherwise the maximum level in any experience * category could be quite low. To help the situation * out a little I added 10 more levels, and jacked - * up the last level experience value. Its out of - * line with progression of previous levels, so + * up the last level experience value. Its out of + * line with progression of previous levels, so * if more levels are desired, this should be fixed. * -b.t. */ -#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) - -extern sint64 *levels; +#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) #define MAX_SAVE_LEVEL 110 @@ -263,7 +262,7 @@ * function since some of the values passed to new_draw_info are hardcoded. */ #define DIFF_MSG(flag, msg1, msg2) \ - new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); + new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ @@ -340,7 +339,7 @@ } /* reset attributes that update_stats doesn't reset since it doesn't search - * everything to set + * everything to set */ if (flag == -1) { @@ -416,13 +415,10 @@ if (tmp->move_type & MOVE_SWIM) DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); - - /* Changing move status may mean you are affected by things you weren't before */ - check_move_on (op, op); } /* becoming UNDEAD... a special treatment for this flag. Only those not - * originally undead may change their status + * originally undead may change their status */ if (!op->arch->flag [FLAG_UNDEAD]) if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) @@ -453,7 +449,7 @@ } /* blinded you can tell if more blinded since blinded player has minimal - * vision + * vision */ if (tmp->flag [FLAG_BLIND]) { @@ -465,7 +461,7 @@ else { new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); - SET_FLAG (op, FLAG_BLIND); + op->set_flag (FLAG_BLIND); if (op->type == PLAYER) op->contr->do_los = 1; } @@ -477,7 +473,7 @@ else { new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); - CLEAR_FLAG (op, FLAG_BLIND); + op->clr_flag (FLAG_BLIND); if (op->type == PLAYER) op->contr->do_los = 1; } @@ -525,29 +521,33 @@ DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); } - if (tmp->stats.hp && op->type == PLAYER) + if (digest_types [tmp->type]) { - success = 1; - DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); - } + if (tmp->stats.hp && op->type == PLAYER) + { + success = 1; + DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); + } - if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) - { - success = 1; - DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); - } + if (tmp->stats.sp && op->type == PLAYER + && tmp->type != SKILL && tmp->type != BOW) + { + success = 1; + DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); + } - /* for the future when artifacts set this -b.t. */ - if (tmp->stats.grace && op->type == PLAYER) - { - success = 1; - DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); - } + /* for the future when artifacts set this -b.t. */ + if (tmp->stats.grace && op->type == PLAYER) + { + success = 1; + DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); + } - if (tmp->stats.food && op->type == PLAYER) - { - success = 1; - DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); + if (tmp->stats.food && op->type == PLAYER) + { + success = 1; + DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); + } } /* Messages for changed resistance */ @@ -596,7 +596,7 @@ object *tmp; archetype *at; - at = archetype::find (ARCH_DEPLETION); + at = archetype::find (shstr_depletion); if (!at) { LOG (llevError, "Couldn't find archetype depletion.\n"); @@ -608,9 +608,9 @@ if (!tmp) { - tmp = arch_to_object (at); + tmp = at->instance (); tmp = insert_ob_in_ob (tmp, this); - SET_FLAG (tmp, FLAG_APPLIED); + tmp->set_flag (FLAG_APPLIED); } } @@ -626,7 +626,7 @@ void object::change_luck (int value) { - archetype *at = archetype::find ("luck"); + archetype *at = archetype::find (shstr_luck); if (!at) LOG (llevError, "Couldn't find archetype luck.\n"); else @@ -638,9 +638,9 @@ if (!value) return; - tmp = arch_to_object (at); + tmp = at->instance (); tmp = insert_ob_in_ob (tmp, this); - SET_FLAG (tmp, FLAG_APPLIED); + tmp->set_flag (FLAG_APPLIED); } if (value) @@ -704,32 +704,6 @@ } } -/* These are the items that currently can change digestion, regeneration, - * spell point recovery and mana point recovery. Seems sort of an arbitary - * list, but other items store other info into stats array. - */ -static struct digest_types : std::bitset -{ - digest_types () - { - set (WEAPON); - set (BOW); - set (ARMOUR); - set (HELMET); - set (SHIELD); - set (RING); - set (BOOTS); - set (GLOVES); - set (AMULET); - set (GIRDLE); - set (BRACERS); - set (CLOAK); - set (DISEASE); - set (FORCE); - set (SKILL); - } -} digest_types; - static struct copy_flags : object::flags_t { copy_flags () @@ -757,17 +731,22 @@ void object::update_stats () { - float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; - int weapon_weight = 0, weapon_speed = 0; + float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; + weight_t weapon_weight = 0; + int weapon_speed = 0; int best_wc = 0, best_ac = 0, wc = 0, ac = 0; int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; object *grace_obj = NULL, *mana_obj = NULL, *tmp; float old_speed = speed; int stat_sum [NUM_STATS]; + MoveType move_type; // we use change_move_type to change it, so use a local copy + /* First task is to clear all the values back to their original values */ if (type == PLAYER) { + contr->delayed_update = false; + for (int i = 0; i < NUM_STATS; i++) stat_sum [i] = contr->orig_stats.stat (i); @@ -784,25 +763,25 @@ contr->item_power = 0; } - for (int i = NUM_BODY_LOCATIONS; i--; ) + for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) slot[i].used = slot[i].info; slaying = 0; - if (!QUERY_FLAG (this, FLAG_WIZ)) + if (!this->flag [FLAG_WIZ]) { - CLEAR_FLAG (this, FLAG_XRAYS); - CLEAR_FLAG (this, FLAG_MAKE_INVIS); + this->clr_flag (FLAG_XRAYS); + this->clr_flag (FLAG_MAKE_INVIS); } - CLEAR_FLAG (this, FLAG_LIFESAVE); - CLEAR_FLAG (this, FLAG_STEALTH); - CLEAR_FLAG (this, FLAG_BLIND); + this->clr_flag (FLAG_LIFESAVE); + this->clr_flag (FLAG_STEALTH); + this->clr_flag (FLAG_BLIND); - if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); - if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); - if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); - if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); + if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); + if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); + if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); + if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); path_attuned = arch->path_attuned; path_repelled = arch->path_repelled; @@ -810,8 +789,6 @@ glow_radius = arch->glow_radius; move_type = arch->move_type; - chosen_skill = 0; - /* initializing resistances from the values in player/monster's * archetype clone */ @@ -820,24 +797,24 @@ for (int i = 0; i < NROFATTACKS; i++) { if (resist[i] > 0) - prot[i] = resist[i], vuln[i] = 0; + prot[i] = resist[i], vuln[i] = 0; else - vuln[i] = -(resist[i]), prot[i] = 0; + vuln[i] = -resist[i], prot[i] = 0; - potion_resist[i] = 0; + potion_resist[i] = -1000; } wc = arch->stats.wc; stats.dam = arch->stats.dam; /* for players which cannot use armour, they gain AC -1 per 3 levels, - * plus a small amount of physical resist, those poor suckers. ;) + * plus a small amount of physical resist, those poor suckers. ;) * the fact that maxlevel is factored in could be considered sort of bogus - * we should probably give them some bonus and cap it off - otherwise, * basically, if a server updates its max level, these playes may find * that their protection from physical goes down */ - if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) + if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) { ac = max (-10, arch->stats.ac - level / 3); prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; @@ -848,6 +825,8 @@ stats.luck = arch->stats.luck; speed = arch->speed; + chosen_skill = 0; + /* OK - we've reset most all the objects attributes to sane values. * now go through and make adjustments for what the player has equipped. */ @@ -857,13 +836,10 @@ * applied so we can tell the player what changed. But change_abil * then calls this function. */ - if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) + if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) continue; - /* See note in map.c:update_position about making this additive - * since light sources are never applied, need to put check here. - */ - glow_radius = max (glow_radius, tmp->glow_radius); + glow_radius += tmp->glow_radius; /* For some things, we don't care what is equipped */ if (tmp->type == SKILL) @@ -888,32 +864,25 @@ /* Container objects are not meant to adjust players, but other applied * objects need to make adjustments. - * This block should handle all player specific changes + * This block should handle all player specific changes * The check for Praying is a bit of a hack - god given bonuses are put * in the praying skill, and the player should always get those. - * It also means we need to put in additional checks for applied below, + * It also means we need to put in additional checks for applied below, * because the skill shouldn't count against body positions being used * up, etc. */ if ((tmp->flag [FLAG_APPLIED] && tmp->type != CONTAINER - && tmp->type != CLOSE_CON) - || (tmp->type == SKILL - && tmp->subtype == SK_PRAYING)) + && tmp->type != CLOSE_CON + && tmp->type != SPELL) + || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { if (type == PLAYER) { contr->item_power += tmp->item_power; - if (tmp == contr->combat_ob || tmp == contr->ranged_ob) - if (tmp != current_weapon - && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) - && !tmp->flag [FLAG_CURSED] - && !tmp->flag [FLAG_DAMNED]) - continue; - for (int i = 0; i < NUM_STATS; i++) - stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); + stat_sum [i] += tmp->stats.stat (i); if (digest_types [tmp->type]) { @@ -932,39 +901,27 @@ } /* Update slots used for items */ - if (QUERY_FLAG (tmp, FLAG_APPLIED)) + if (tmp->flag [FLAG_APPLIED]) // exclude praying... for (int i = 0; i < NUM_BODY_LOCATIONS; i++) slot[i].used += tmp->slot[i].info; if (tmp->type == SYMPTOM) - speed_reduce_from_disease = - min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); + min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); /* Pos. and neg. protections are counted separate (-> pro/vuln). * (Negative protections are calculated exactly like positive.) * Resistance from potions are treated special as well. If there's - * more than one potion-effect, the bigger prot.-value is taken. + * more than one potion-effect, the bigger prot.-value is taken. */ - if (tmp->type != POTION) - { - for (int i = 0; i < NROFATTACKS; i++) - { - /* Potential for cursed potions, in which case we just can use - * a straight MAX, as potion_resist is initialised to zero. - */ - if (tmp->type == POTION_EFFECT) - { - if (potion_resist[i]) - potion_resist[i] = max (potion_resist[i], tmp->resist[i]); - else - potion_resist[i] = tmp->resist[i]; - } - else if (tmp->resist[i] > 0) - prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; - else if (tmp->resist[i] < 0) - vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; - } - } + if (tmp->type == POTION_EFFECT) + for (int i = 0; i < NROFATTACKS; i++) + max_it (potion_resist[i], tmp->resist[i]); + else if (tmp->type != POTION) + for (int i = 0; i < NROFATTACKS; i++) + if (tmp->resist[i] > 0) + prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; + else if (tmp->resist[i] < 0) + vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; /* There may be other things that should not adjust the attacktype */ if (tmp->type != SYMPTOM) @@ -979,12 +936,13 @@ flag |= tmp->flag & copy_flags; - if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) - SET_FLAG (this, FLAG_UNDEAD); + if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) + this->set_flag (FLAG_UNDEAD); - if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) + //TODO: copy_flags? + if (tmp->flag [FLAG_MAKE_INVIS]) { - SET_FLAG (this, FLAG_MAKE_INVIS); + set_flag (FLAG_MAKE_INVIS); invisible = 1; } @@ -1001,20 +959,10 @@ switch (tmp->type) { -#if 0 - case WAND: - case ROD: - case HORN: - if (type != PLAYER || current_weapon == tmp) - chosen_skill = tmp; - break; -#endif - - /* skills modifying the character -b.t. */ - /* for all skills and skill granting objects */ case SKILL: { - if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) + // some skills will end up here without counting as "applied" + if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) break; if (chosen_skill) @@ -1026,16 +974,13 @@ update_stats (); return; } - else - chosen_skill = tmp; + + chosen_skill = tmp; if (tmp->stats.dam > 0) { /* skill is a 'weapon' */ - if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) - weapon_speed = WEAPON_SPEED (tmp); - - if (weapon_speed < 0) - weapon_speed = 0; + if (!this->flag [FLAG_READY_WEAPON]) + weapon_speed = max (0, WEAPON_SPEED (tmp)); weapon_weight = tmp->weight; stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; @@ -1054,14 +999,15 @@ ac -= tmp->stats.ac + tmp->magic; if (settings.spell_encumbrance == TRUE && type == PLAYER) - contr->encumbrance += (int) 3 *tmp->weight / 1000; + contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); } break; case SHIELD: if (settings.spell_encumbrance == TRUE && type == PLAYER) - contr->encumbrance += (int) tmp->weight / 2000; + contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; + //FALLTHROUGH case RING: case AMULET: case GIRDLE: @@ -1080,39 +1026,37 @@ break; + case RANGED: case BOW: case WEAPON: - if (type != PLAYER || current_weapon == tmp) - { - wc -= tmp->stats.wc + tmp->magic; - - if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) - ac -= tmp->stats.ac + tmp->magic; + wc -= tmp->stats.wc + tmp->magic; - stats.dam += tmp->stats.dam + tmp->magic; - weapon_weight = tmp->weight; - weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; - - if (weapon_speed < 0) - weapon_speed = 0; - - slaying = tmp->slaying; + if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) + ac -= tmp->stats.ac + tmp->magic; - /* If there is desire that two handed weapons should do - * extra strength damage, this is where the code should - * go. - */ - - if (type == PLAYER) - if (settings.spell_encumbrance) - contr->encumbrance += tmp->weight * 3 / 1000; - } + stats.dam += tmp->stats.dam + tmp->magic; + weapon_weight = tmp->weight; + weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; + + if (weapon_speed < 0) + weapon_speed = 0; + + slaying = tmp->slaying; + + /* If there is desire that two handed weapons should do + * extra strength damage, this is where the code should + * go. + */ + + if (type == PLAYER) + if (settings.spell_encumbrance) + contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); break; case ARMOUR: /* Only the best of these three are used: */ if (settings.spell_encumbrance == TRUE && type == PLAYER) - contr->encumbrance += tmp->weight / 1000; + contr->encumbrance += weight_to_kg_approx (tmp->weight); case BRACERS: case FORCE: @@ -1139,19 +1083,21 @@ } if (tmp->stats.wc) - wc -= (tmp->stats.wc + tmp->magic); + wc -= tmp->stats.wc + tmp->magic; if (tmp->stats.ac) - ac -= (tmp->stats.ac + tmp->magic); + ac -= tmp->stats.ac + tmp->magic; if (ARMOUR_SPEED (tmp)) - max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); + min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); break; } /* switch tmp->type */ } /* item is equipped */ } /* for loop of items */ + min_it (glow_radius, MAX_LIGHT_RADIUS); + /* We've gone through all the objects the player has equipped. For many things, we * have generated intermediate values which we now need to assign. */ @@ -1160,13 +1106,14 @@ * If there is an uncursed potion in effect, granting more protection * than that, we take: 'total resistance = resistance from potion'. * If there is a cursed (and no uncursed) potion in effect, we take - * 'total resistance = vulnerability from cursed potion'. + * 'total resistance = vulnerability from cursed potion'. */ for (int i = 0; i < NROFATTACKS; i++) { resist[i] = prot[i] - vuln[i]; - if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) + if (potion_resist[i] != -1000 + && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) resist[i] = potion_resist[i]; } @@ -1174,18 +1121,16 @@ { // clamp various player stats for (int i = 0; i < NUM_STATS; ++i) - stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); + stats.stat (i) = stat_sum [i]; + + check_stat_bounds (&stats); contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); /* Figure out the players sp/mana/hp totals. */ int pl_level; - check_stat_bounds (&(stats)); - pl_level = level; - - if (pl_level < 1) - pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ + pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ /* You basically get half a con bonus/level. But we do take into account rounding, * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. @@ -1209,8 +1154,8 @@ if (stats.hp > stats.maxhp) stats.hp = stats.maxhp; - /* Sp gain is controlled by the level of the player's - * relevant experience object (mana_obj, see above) + /* Sp gain is controlled by the level of the player's + * relevant experience object (mana_obj, see above) */ /* following happen when skills system is not used */ if (!mana_obj) @@ -1290,15 +1235,15 @@ else ac -= dex_bonus[stats.Dex]; - /* In new exp/skills system, wc bonuses are related to + /* In new exp/skills system, wc bonuses are related to * the players level in a relevant exp object (wc_obj) - * not the general player level -b.t. + * not the general player level -b.t. * I changed this slightly so that wc bonuses are better - * than before. This is to balance out the fact that + * than before. This is to balance out the fact that * the player no longer gets a personal weapon w/ 1 * improvement every level, now its fighterlevel/5. So * we give the player a bonus here in wc and dam - * to make up for the change. Note that I left the + * to make up for the change. Note that I left the * monster bonus the same as before. -b.t. */ object *wc_obj = chosen_skill; @@ -1330,9 +1275,6 @@ if (settings.search_items && contr->search_str[0]) speed -= 1; - - if (attacktype == 0) - attacktype = arch->attacktype; } /* End if player */ if (added_speed >= 0) @@ -1350,9 +1292,9 @@ * weight limit, then player suffers a speed reduction based on how * much above he is, and what is max carry is */ - float f = (carrying / 1000) - max_carry[stats.Str]; + float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; if (f > 0.f) - speed = speed / (1.f + f / max_carry[stats.Str]); + speed /= (1.f + f / max_carry[stats.Str]); } speed += bonus_speed / 10.f; /* Not affected by limits */ @@ -1361,8 +1303,7 @@ /* Put a lower limit on speed. Note with this speed, you move once every * 25 ticks or so. This amounts to once every 3 seconds of realtime. */ - if (speed < 0.04f && type == PLAYER) - speed = 0.04f; + max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); if (speed != old_speed) set_speed (speed); @@ -1407,48 +1348,41 @@ else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) move_type &= ~MOVE_WALK; + // now apply the new move_type + if (this->move_type != move_type) + change_move_type (move_type); + /* It is quite possible that a player's spell costing might have changed, * so we will check that now. */ - if (type == PLAYER) - { - esrv_update_stats (contr); - esrv_update_spells (contr); - } + if (is_player ()) + contr->update_spells (); // update the mapspace, if we are on a map if (!flag [FLAG_REMOVED] && map) map->at (x, y).flags_ = 0; } -/* - * Returns true if the given player is a legal class. - * The function to add and remove class-bonuses to the stats doesn't - * check if the stat becomes negative, thus this function - * merely checks that all stats are 1 or more, and returns - * false otherwise. - */ -int -allowed_class (const object *op) +void +object::set_glow_radius (sint8 rad) { - return op->stats.Dex > 0 - && op->stats.Str > 0 - && op->stats.Con > 0 - && op->stats.Int > 0 - && op->stats.Wis > 0 - && op->stats.Pow > 0 - && op->stats.Cha > 0; + glow_radius = rad; + + if (is_on_map ()) + update_all_los (map, x, y); + else if (object *env = outer_env ()) + { + env->update_stats (); + + if (env->is_on_map ()) + update_all_los (env->map, env->x, env->y); + } } /* * set the new dragon name after gaining levels or * changing ability focus (later this can be extended to * eventually change the player's face and animation) - * - * Note that the title is written to 'own_title' in the - * player struct. This should be changed to 'ext_title' - * as soon as clients support this! - * Please, anyone, write support for 'ext_title'. */ void set_dragon_name (object *pl, const object *abil, const object *skin) @@ -1476,29 +1410,17 @@ if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) atnr = abil->stats.exp; - level = (int) (level / 25.); - /* now set the new title */ - if (pl->contr) + if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); + else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); + else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); + else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); + else { - if (level == 0) - sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); - else if (level == 1) - sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); - else if (level == 2) - sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); - else if (level == 3) - sprintf (pl->contr->title, "%s dragon", attacks[atnr]); - else - { - /* special titles for extra high resistance! */ - if (skin->resist[atnr] > 80) - sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); - else if (skin->resist[atnr] > 50) - sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); - else - sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); - } + /* special titles for extra high resistance! */ + if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); + else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); + else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); } strcpy (pl->contr->own_title, ""); @@ -1509,7 +1431,7 @@ * an overall level. Here, the dragon might gain new abilities * or change the ability-focus. */ -void +static void dragon_level_gain (object *who) { object *abil = NULL; /* pointer to dragon ability force */ @@ -1530,7 +1452,7 @@ return; /* The ability_force keeps track of maximum level ever achieved. - * New abilties can only be gained by surpassing this max level + * New abilties can only be gained by surpassing this max level */ if (who->level > abil->level) { @@ -1575,24 +1497,20 @@ skill_obj = get_archetype_by_skill_name (skill_name, SKILL); if (!skill_obj) { - LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); + LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); return NULL; } /* clear the flag - exp goes into this bucket, but player * still doesn't know it. */ - CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); + skill_obj->clr_flag (FLAG_CAN_USE_SKILL); skill_obj->stats.exp = 0; skill_obj->level = 1; - insert_ob_in_ob (skill_obj, op); + op->insert (skill_obj); if (player *pl = op->contr) - { - pl->last_skill_ob [skill_obj->subtype] = skill_obj; - if (pl->ns) - pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous - } + pl->link_skills (); return skill_obj; } @@ -1619,7 +1537,7 @@ op->level++; - if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) + if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) dragon_level_gain (who); /* Only roll these if it is the player (who) that gained the level */ @@ -1662,12 +1580,7 @@ } if (changed) - { - who->update_stats (); - esrv_update_stats (who->contr); - /* check if the spell data has changed */ - esrv_update_spells (who->contr); - } + who->update_stats (); // should cause esrv_update_stats and esrv_update_spells } /* @@ -1678,10 +1591,7 @@ sint64 level_exp (int level, double expmul) { - if (level > settings.max_level) - return (sint64) (expmul * levels[settings.max_level]); - - return (sint64) (expmul * levels[level]); + return expmul * level_to_min_exp (level); } /* @@ -1697,7 +1607,7 @@ int p_exp_min; /* Ensure that our permanent experience minimum is met. - * permenent_exp_ratio is an integer percentage, we divide by 100 + * permenent_exp_ratio is an integer percentage, we divide by 100 * to get the fraction */ p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); @@ -1719,11 +1629,10 @@ * flag is what to do if the player doesn't have the skill: */ static void -add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) +add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) { - object *skill_obj = NULL; + object *skill_obj; sint64 limit, exp_to_add; - int i; /* prevents some forms of abuse. */ if (op->contr->braced) @@ -1734,29 +1643,22 @@ * chosen_skill. This means we don't need to search through * the players inventory. */ + skill_obj = 0; + if (skill_name) { - if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) - skill_obj = op->chosen_skill; - else + skill_obj = op->contr->find_skill (skill_name); + + /* Player doesn't have the skill. Check to see what to do, and give + * it to the player if necessary + */ + if (!skill_obj) { - for (i = 0; i < NUM_SKILLS; i++) - if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) - { - skill_obj = op->contr->last_skill_ob[i]; - break; - } + if (flag == SK_EXP_NONE) + return; - /* Player doesn't have the skill. Check to see what to do, and give - * it to the player if necessary - */ - if (!skill_obj) - { - if (flag == SK_EXP_NONE) - return; - else if (flag == SK_EXP_ADD_SKILL) - give_skill_by_name (op, skill_name); - } + if (flag == SK_EXP_ADD_SKILL) + skill_obj = give_skill_by_name (op, skill_name); } } @@ -1766,7 +1668,7 @@ * than half what you need to gain for next level. */ exp_to_add = exp; - limit = (levels[op->level + 1] - levels[op->level]) / 2; + limit = (levels [op->level + 1] - levels [op->level]) / 2; if (exp_to_add > limit) exp_to_add = limit; @@ -1783,7 +1685,7 @@ if (skill_obj) { exp_to_add = exp; - limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; + limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; if (exp_to_add > limit) exp_to_add = limit; @@ -1799,28 +1701,32 @@ } /* This function checks to make sure that object 'op' can - * lost 'exp' experience. It returns the amount of exp + * lose 'exp' experience. It returns the amount of exp * object 'op' can in fact lose - it basically makes * adjustments based on permanent exp and the like. * This function should always be used for losing experience - * the 'exp' value passed should be positive - this is the * amount that should get subtract from the player. */ -sint64 +static sint64 check_exp_loss (const object *op, sint64 exp) { sint64 del_exp; if (exp > op->stats.exp) exp = op->stats.exp; + if (settings.permanent_exp_ratio) { del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); + if (del_exp < 0) del_exp = 0; + if (exp > del_exp) exp = del_exp; } + return exp; } @@ -1830,10 +1736,9 @@ if (exp < 0) return check_exp_loss (op, exp); else - return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); + return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); } - /* Subtracts experience from player. * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we * only subtract from the matching skill. Otherwise, @@ -1847,7 +1752,7 @@ * a postive number. */ static void -subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) +subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) { float fraction = (float) exp / (float) op->stats.exp; object *tmp; @@ -1856,7 +1761,7 @@ for (tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL && tmp->stats.exp) { - if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) + if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) { del_exp = check_exp_loss (tmp, exp); tmp->stats.exp -= del_exp; @@ -1867,7 +1772,7 @@ /* only want to process other skills if we are not trying * to match a specific skill. */ - del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); + del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); tmp->stats.exp -= del_exp; player_lvl_adj (op, tmp); } @@ -1891,7 +1796,7 @@ * these last two values are only used for players. */ void -change_exp (object *op, sint64 exp, const char *skill_name, int flag) +change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) { #ifdef EXP_DEBUG LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); @@ -1910,7 +1815,7 @@ if (exp == 0) return; - /* Monsters are easy - we just adjust their exp - we + /* Monsters are easy - we just adjust their exp - we * don't adjust level, since in most cases it is unrelated to * the exp they have - the monsters exp represents what its * worth. @@ -1918,7 +1823,7 @@ if (op->type != PLAYER) { /* Sanity check */ - if (!QUERY_FLAG (op, FLAG_ALIVE)) + if (!op->flag [FLAG_ALIVE]) return; /* reset exp to max allowed value. We subtract from @@ -1947,24 +1852,22 @@ } } -/* Applies a death penalty experience, the size of this is defined by the +/* Applies a death penalty experience, the size of this is defined by the * settings death_penalty_percentage and death_penalty_levels, and by the * amount of permenent experience, whichever gives the lowest loss. */ void apply_death_exp_penalty (object *op) { - object *tmp; sint64 loss; sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ sint64 level_loss; /* defined by the setting 'death_penalty_levels */ - for (tmp = op->inv; tmp; tmp = tmp->below) + for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL && tmp->stats.exp) { - percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; - level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; + level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; /* With the revised exp system, you can get cases where * losing several levels would still require that you have more @@ -1974,18 +1877,19 @@ if (level_loss < 0) level_loss = 0; - loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); + loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); tmp->stats.exp -= loss; player_lvl_adj (op, tmp); } percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; - level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; + level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; if (level_loss < 0) level_loss = 0; - loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); + + loss = check_exp_loss (op, min (level_loss, percentage_loss)); op->stats.exp -= loss; player_lvl_adj (op, NULL);