--- deliantra/server/common/living.C 2008/12/18 19:56:09 1.93
+++ 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);
@@ -1407,37 +1348,35 @@
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);
+ }
}
/*
@@ -1492,7 +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 */
@@ -1513,7 +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)
{
@@ -1565,7 +1504,7 @@
/* 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;
op->insert (skill_obj);
@@ -1598,7 +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 */
@@ -1641,12 +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
}
/*
@@ -1657,10 +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);
}
/*
@@ -1676,7 +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);
@@ -1698,11 +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;
sint64 limit, exp_to_add;
- int i;
/* prevents some forms of abuse. */
if (op->contr->braced)
@@ -1738,7 +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;
@@ -1755,7 +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;
@@ -1778,7 +1708,7 @@
* 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;
@@ -1822,7 +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;
@@ -1831,7 +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;
@@ -1842,7 +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);
}
@@ -1866,7 +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);
@@ -1885,7 +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.
@@ -1893,7 +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
@@ -1922,7 +1852,7 @@
}
}
-/* 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.
*/
@@ -1937,7 +1867,7 @@
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
@@ -1954,7 +1884,7 @@
}
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;