ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.94 by root, Tue Dec 23 00:39:48 2008 UTC vs.
Revision 1.134 by root, Sat Nov 17 22:02:14 2018 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25 26
32static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
33 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
34 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
35}; 36};
36 37
37/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
38 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
39 * advancement. -b.t. 40 * advancement. -b.t.
40 */ 41 */
41static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
42 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
46static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
47 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
48 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
49}; 50};
50 51
51/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
52 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
53 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
54 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
55 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
56 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
57 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
58 * to 1 should not be used. 59 * to 1 should not be used.
59 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
60 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
61 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
62 * at .667 63 * at .667
63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
107 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
108 * before, you need to start someplace. 109 * before, you need to start someplace.
109 */ 110 */
110 111
111const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */ 113 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
119}; 120};
120 121
121const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
122 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
123 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
149 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
150 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
151 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
152 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
153 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
154 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 268
270/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 270 * the object.
338 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */ 338 } /* end of potion handling code */
340 } 339 }
341 340
342 /* reset attributes that update_stats doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set 342 * everything to set
344 */ 343 */
345 if (flag == -1) 344 if (flag == -1)
346 { 345 {
347 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
427 if (!op->arch->flag [FLAG_UNDEAD]) 423 if (!op->arch->flag [FLAG_UNDEAD])
428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 425 {
430 success = 1; 426 success = 1;
451 success = 1; 447 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 449 }
454 450
455 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 452 * vision
457 */ 453 */
458 if (tmp->flag [FLAG_BLIND]) 454 if (tmp->flag [FLAG_BLIND])
459 { 455 {
460 success = 1; 456 success = 1;
461 if (flag > 0) 457 if (flag > 0)
463 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
475 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
523 { 519 {
524 success = 1; 520 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
594object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
595{ 595{
596 object *tmp; 596 object *tmp;
597 archetype *at; 597 archetype *at;
598 598
599 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
600 if (!at) 600 if (!at)
601 { 601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 603 return;
604 } 604 }
606 { 606 {
607 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
608 608
609 if (!tmp) 609 if (!tmp)
610 { 610 {
611 tmp = arch_to_object (at); 611 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
614 } 614 }
615 } 615 }
616 616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
624 * via an applied bad_luck object. 624 * via an applied bad_luck object.
625 */ 625 */
626void 626void
627object::change_luck (int value) 627object::change_luck (int value)
628{ 628{
629 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
630 if (!at) 630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 632 else
633 { 633 {
634 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 636 if (!tmp)
637 { 637 {
638 if (!value) 638 if (!value)
639 return; 639 return;
640 640
641 tmp = arch_to_object (at); 641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
644 } 644 }
645 645
646 if (value) 646 if (value)
647 { 647 {
648 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
701 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
704 } 704 }
705} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732 706
733static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
734{ 708{
735 copy_flags () 709 copy_flags ()
736 { 710 {
755 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
756 */ 730 */
757void 731void
758object::update_stats () 732object::update_stats ()
759{ 733{
760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
761 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 740 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
767 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
768 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 746 if (type == PLAYER)
770 { 747 {
748 contr->delayed_update = false;
749
771 for (int i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
773 752
774 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 754 contr->encumbrance = 0;
782 contr->gen_grace = 0; 761 contr->gen_grace = 0;
783 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
784 contr->item_power = 0; 763 contr->item_power = 0;
785 } 764 }
786 765
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
788 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
789 768
790 slaying = 0; 769 slaying = 0;
791 770
792 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
797 776
798 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
801 780
802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
806 785
807 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 790 move_type = arch->move_type;
812 791
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
816 * archetype clone 793 * archetype clone
817 */ 794 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
819 796
820 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
821 { 798 {
822 if (resist[i] > 0) 799 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
824 else 801 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
826 803
827 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
828 } 805 }
829 806
830 wc = arch->stats.wc; 807 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
832 809
833 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down 815 * that their protection from physical goes down
839 */ 816 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 818 {
842 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 } 821 }
845 else 822 else
846 ac = arch->stats.ac; 823 ac = arch->stats.ac;
847 824
848 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
849 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
850 829
851 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
853 */ 832 */
854 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
855 { 834 {
856 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
858 * then calls this function. 837 * then calls this function.
859 */ 838 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
861 continue; 840 continue;
862 841
863 glow_radius += tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
864 843
865 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
883 } 862 }
884 } 863 }
885 864
886 /* Container objects are not meant to adjust players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
887 * objects need to make adjustments. 866 * objects need to make adjustments.
888 * This block should handle all player specific changes 867 * This block should handle all player specific changes
889 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
890 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
891 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
892 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
893 * up, etc. 872 * up, etc.
894 */ 873 */
895 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
898 || (tmp->type == SKILL 877 && tmp->type != SPELL)
899 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
900 { 879 {
901 if (type == PLAYER) 880 if (type == PLAYER)
902 { 881 {
903 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
904 883
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
911
912 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
914 886
915 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
916 { 888 {
917 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
918 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
927 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
928 current_weapon = tmp; 900 current_weapon = tmp;
929 } 901 }
930 902
931 /* Update slots used for items */ 903 /* Update slots used for items */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
934 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
935 907
936 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
937 speed_reduce_from_disease =
938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939 910
940 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 915 */
945 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
946 {
947 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
958 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
959 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
961 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
963 }
964 }
965 925
966 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
968 { 928 {
969 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
974 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
975 } 935 }
976 936
977 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
978 938
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
980 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
981 941
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
983 { 944 {
984 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
985 invisible = 1; 946 invisible = 1;
986 } 947 }
987 948
988 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
989 { 950 {
996 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
997 } 958 }
998 959
999 switch (tmp->type) 960 switch (tmp->type)
1000 { 961 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1010 /* skills modifying the character -b.t. */
1011 /* for all skills and skill granting objects */
1012 case SKILL: 962 case SKILL:
1013 { 963 {
964 // some skills will end up here without counting as "applied"
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1015 break; 966 break;
1016 967
1017 if (chosen_skill) 968 if (chosen_skill)
1018 { 969 {
1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 972
1022 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats (); 974 update_stats ();
1024 return; 975 return;
1025 } 976 }
1026 else 977
1027 chosen_skill = tmp; 978 chosen_skill = tmp;
1028 979
1029 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1030 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1032 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1033
1034 if (weapon_speed < 0)
1035 weapon_speed = 0;
1036 984
1037 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039 987
1040 if (tmp->magic) 988 if (tmp->magic)
1049 997
1050 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1051 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1052 1000
1053 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1054 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1055 } 1003 }
1056 1004
1057 break; 1005 break;
1058 1006
1059 case SHIELD: 1007 case SHIELD:
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1062 case RING: 1011 case RING:
1063 case AMULET: 1012 case AMULET:
1064 case GIRDLE: 1013 case GIRDLE:
1065 case HELMET: 1014 case HELMET:
1066 case BOOTS: 1015 case BOOTS:
1075 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1076 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1077 1026
1078 break; 1027 break;
1079 1028
1029 case RANGED:
1080 case BOW: 1030 case BOW:
1081 case WEAPON: 1031 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1085 1033
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1088 1036
1089 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1090 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092 1040
1093 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1094 weapon_speed = 0; 1042 weapon_speed = 0;
1095 1043
1096 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1097 1045
1098 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1099 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1100 * go. 1048 * go.
1101 */ 1049 */
1102 1050
1103 if (type == PLAYER) 1051 if (type == PLAYER)
1104 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1105 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1106 }
1107 1054
1108 break; 1055 break;
1109 1056
1110 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1113 1060
1114 case BRACERS: 1061 case BRACERS:
1115 case FORCE: 1062 case FORCE:
1116 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1117 { 1064 {
1134 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1135 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1136 } 1083 }
1137 1084
1138 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1139 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1140 1087
1141 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1142 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1143 1090
1144 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146 1093
1147 break; 1094 break;
1148 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1149 } /* item is equipped */ 1096 } /* item is equipped */
1150 } /* for loop of items */ 1097 } /* for loop of items */
1151 1098
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1153 1100
1154 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1155 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1156 */ 1103 */
1157 1104
1158 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1159 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1160 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1161 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1162 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1163 */ 1110 */
1164 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1165 { 1112 {
1166 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1167 1114
1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1169 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1170 } 1118 }
1171 1119
1172 if (type == PLAYER) 1120 if (type == PLAYER)
1173 { 1121 {
1174 // clamp various player stats 1122 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i) 1123 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1177 1127
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179 1129
1180 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level; 1131 int pl_level;
1182 1132
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188 1134
1189 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */ 1137 */
1192 stats.maxhp = 0; 1138 stats.maxhp = 0;
1206 stats.maxhp += 2 * max (0, level - 10); 1152 stats.maxhp += 2 * max (0, level - 10);
1207 1153
1208 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1209 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1210 1156
1211 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1212 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1213 */ 1159 */
1214 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1215 if (!mana_obj) 1161 if (!mana_obj)
1216 mana_obj = this; 1162 mana_obj = this;
1217 1163
1287 wc += 4; 1233 wc += 4;
1288 } 1234 }
1289 else 1235 else
1290 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1291 1237
1292 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1293 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1294 * not the general player level -b.t. 1240 * not the general player level -b.t.
1295 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1296 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1297 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1298 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1299 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1300 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1301 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1302 */ 1248 */
1303 object *wc_obj = chosen_skill; 1249 object *wc_obj = chosen_skill;
1304 1250
1305 if (contr && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1327 1273
1328 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1329 1275
1330 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1331 speed -= 1; 1277 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */ 1278 } /* End if player */
1336 1279
1337 if (added_speed >= 0) 1280 if (added_speed >= 0)
1338 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1347 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1348 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1351 */ 1294 */
1352 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1353 if (f > 0.f) 1296 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1355 } 1298 }
1356 1299
1357 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1359 1302
1360 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */ 1305 */
1363 if (speed < 0.04f && type == PLAYER) 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364 speed = 0.04f;
1365 1307
1366 if (speed != old_speed) 1308 if (speed != old_speed)
1367 set_speed (speed); 1309 set_speed (speed);
1368 1310
1369 if (type == PLAYER) 1311 if (type == PLAYER)
1404 if (move_type == 0) 1346 if (move_type == 0)
1405 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1408 1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1409 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now. 1356 * so we will check that now.
1411 */ 1357 */
1412 if (type == PLAYER) 1358 if (is_player ())
1413 { 1359 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1360
1418 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1421} 1364}
1422 1365
1423/* 1366void
1424 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1425 * The function to add and remove class-bonuses to the stats doesn't
1426 * check if the stat becomes negative, thus this function
1427 * merely checks that all stats are 1 or more, and returns
1428 * false otherwise.
1429 */
1430int
1431allowed_class (const object *op)
1432{ 1368{
1433 return op->stats.Dex > 0 1369 glow_radius = rad;
1434 && op->stats.Str > 0 1370
1435 && op->stats.Con > 0 1371 if (is_on_map ())
1436 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1437 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1438 && op->stats.Pow > 0 1374 {
1439 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1440} 1380}
1441 1381
1442/* 1382/*
1443 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1444 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1489/* 1429/*
1490 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1491 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1492 * or change the ability-focus. 1432 * or change the ability-focus.
1493 */ 1433 */
1494void 1434static void
1495dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1496{ 1436{
1497 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1498 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1499 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1510 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1511 if (abil == NULL) 1451 if (abil == NULL)
1512 return; 1452 return;
1513 1453
1514 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1515 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1516 */ 1456 */
1517 if (who->level > abil->level) 1457 if (who->level > abil->level)
1518 { 1458 {
1519 /* increase our focused ability */ 1459 /* increase our focused ability */
1520 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1562 } 1502 }
1563 1503
1564 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1565 * still doesn't know it. 1505 * still doesn't know it.
1566 */ 1506 */
1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1568 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1569 skill_obj->level = 1; 1509 skill_obj->level = 1;
1570 op->insert (skill_obj); 1510 op->insert (skill_obj);
1571 1511
1572 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1595 { 1535 {
1596 changed = true; 1536 changed = true;
1597 1537
1598 op->level++; 1538 op->level++;
1599 1539
1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1601 dragon_level_gain (who); 1541 dragon_level_gain (who);
1602 1542
1603 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1604 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1605 { 1545 {
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 } 1579 }
1640 } 1580 }
1641 1581
1642 if (changed) 1582 if (changed)
1643 { 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1646 /* check if the spell data has changed */
1647 esrv_update_spells (who->contr);
1648 }
1649} 1584}
1650 1585
1651/* 1586/*
1652 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1653 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1654 */ 1589 */
1655 1590
1656sint64 1591sint64
1657level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1658{ 1593{
1659 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1662 return (sint64) (expmul * levels[level]);
1663} 1595}
1664 1596
1665/* 1597/*
1666 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1667 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1673calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1674{ 1606{
1675 int p_exp_min; 1607 int p_exp_min;
1676 1608
1677 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1678 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1679 * to get the fraction */ 1611 * to get the fraction */
1680 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1681 1613
1682 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1683 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1695 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1696 * total, but not any particular skill. 1628 * total, but not any particular skill.
1697 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1698 */ 1630 */
1699static void 1631static void
1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1701{ 1633{
1702 object *skill_obj; 1634 object *skill_obj;
1703 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1704 int i;
1705 1636
1706 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1707 if (op->contr->braced) 1638 if (op->contr->braced)
1708 exp /= 5; 1639 exp /= 5;
1709 1640
1735 { 1666 {
1736 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1737 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1738 */ 1669 */
1739 exp_to_add = exp; 1670 exp_to_add = exp;
1740 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1741 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1742 exp_to_add = limit; 1673 exp_to_add = limit;
1743 1674
1744 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1745 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1752 } 1683 }
1753 1684
1754 if (skill_obj) 1685 if (skill_obj)
1755 { 1686 {
1756 exp_to_add = exp; 1687 exp_to_add = exp;
1757 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1758 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1759 exp_to_add = limit; 1690 exp_to_add = limit;
1760 1691
1761 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1762 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1775 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1776 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1777 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1778 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1779 */ 1710 */
1780sint64 1711static sint64
1781check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1782{ 1713{
1783 sint64 del_exp; 1714 sint64 del_exp;
1784 1715
1785 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1819 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1820 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1821 * a postive number. 1752 * a postive number.
1822 */ 1753 */
1823static void 1754static void
1824subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1825{ 1756{
1826 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1827 object *tmp; 1758 object *tmp;
1828 sint64 del_exp; 1759 sint64 del_exp;
1829 1760
1830 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1831 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1832 { 1763 {
1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1834 { 1765 {
1835 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1836 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1837 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1838 } 1769 }
1839 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1840 { 1771 {
1841 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1842 * to match a specific skill. 1773 * to match a specific skill.
1843 */ 1774 */
1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1845 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1847 } 1778 }
1848 } 1779 }
1849 1780
1863 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1864 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1865 * these last two values are only used for players. 1796 * these last two values are only used for players.
1866 */ 1797 */
1867void 1798void
1868change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1869{ 1800{
1870#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1871 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1872#endif 1803#endif
1873 1804
1882 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1883 */ 1814 */
1884 if (exp == 0) 1815 if (exp == 0)
1885 return; 1816 return;
1886 1817
1887 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1888 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1889 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1890 * worth. 1821 * worth.
1891 */ 1822 */
1892 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1893 { 1824 {
1894 /* Sanity check */ 1825 /* Sanity check */
1895 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1896 return; 1827 return;
1897 1828
1898 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1899 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1900 * more than max exp, just return. 1831 * more than max exp, just return.
1919 */ 1850 */
1920 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1921 } 1852 }
1922} 1853}
1923 1854
1924/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1925 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1926 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1927 */ 1858 */
1928void 1859void
1929apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1934 1865
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1937 { 1868 {
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1940 1871
1941 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1943 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1944 * tables is a lot harder. 1875 * tables is a lot harder.
1951 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1952 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1953 } 1884 }
1954 1885
1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1957 1888
1958 if (level_loss < 0) 1889 if (level_loss < 0)
1959 level_loss = 0; 1890 level_loss = 0;
1960 1891
1961 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines