--- deliantra/server/common/living.C 2007/05/17 00:33:29 1.59 +++ deliantra/server/common/living.C 2017/01/29 02:47:04 1.133 @@ -1,29 +1,28 @@ /* - * CrossFire, A Multiplayer game - * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen - * - * This program 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 2 of the License, or - * (at your option) any later version. - * + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * 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 + * 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, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * - * The authors can be reached via e-mail at + * 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 */ #include -#include /* Handy little macro that adds exp and keeps it within bounds. Since * we are now using 64 bit values, I'm not all concerned about overflow issues @@ -36,7 +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. */ @@ -50,14 +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 @@ -111,13 +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] = { @@ -142,7 +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 @@ -153,15 +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 @@ -265,7 +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. */ @@ -283,21 +280,24 @@ int change_abil (object *op, object *tmp) { - int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; + int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; + int success = 0; char message[MAX_BUF]; int potion_max = 0; - /* remember what object was like before it was changed. note that - * refop is a local copy of op only to be used for detecting changes - * found by update_stats. refop is not a real object - */ - object_copy refop = *op; + // keep some stats for comparison purposes + object::flags_t prev_flag = op->flag; + MoveType prev_move_type = op->move_type; + sint16 prev_resist [NROFATTACKS]; // clumsy + assert (sizeof (prev_resist) == sizeof (op->resist)); + memcpy (prev_resist, op->resist, sizeof (prev_resist)); if (op->type == PLAYER) { if (tmp->type == POTION) { potion_max = 1; + for (int j = 0; j < NUM_STATS; j++) { int ostat = op->contr->orig_stats.stat (j); @@ -306,15 +306,14 @@ /* nstat is what the stat will be after use of the potion */ int nstat = flag * i + ostat; - /* Do some bounds checking. While I don't think any - * potions do so right now, there is the potential for potions + /* Do some bounds checking. There is the potential for potions * that adjust that stat by more than one point, so we need * to allow for that. */ if (nstat < 1 && i * flag < 0) nstat = 1; - else if (nstat > 20 + op->arch->clone.stats.stat (j)) - nstat = 20 + op->arch->clone.stats.stat (j); + else if (nstat > 20 + op->arch->stats.stat (j)) + nstat = 20 + op->arch->stats.stat (j); if (nstat != ostat) { @@ -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) { @@ -369,19 +368,19 @@ DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); } - if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) + if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) { success = 1; DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); } - if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) + if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) { success = 1; DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); } - if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) + if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) { success = 1; DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); @@ -393,7 +392,7 @@ * can be misleading (a little higher could be miscontrued from * from fly high) */ - if (tmp->move_type && op->move_type != refop.move_type) + if (tmp->move_type && op->move_type != prev_move_type) { success = 1; @@ -402,7 +401,7 @@ */ if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { - DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); + DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); } if (tmp->move_type & MOVE_FLY_HIGH) @@ -416,16 +415,13 @@ 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 (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) - if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) + if (!op->arch->flag [FLAG_UNDEAD]) + if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) { success = 1; if (flag > 0) @@ -435,56 +431,56 @@ } else { - op->race = op->arch->clone.race; + op->race = op->arch->race; new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); } } - if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) + if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) { success = 1; DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); } - if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) + if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) { success = 1; DIFF_MSG (flag, "You become transparent.", "You can see yourself."); } /* blinded you can tell if more blinded since blinded player has minimal - * vision + * vision */ - if (QUERY_FLAG (tmp, FLAG_BLIND)) + if (tmp->flag [FLAG_BLIND]) { success = 1; if (flag > 0) { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 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; } } else { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 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; } } } - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) + if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) { success = 1; if (op->type == PLAYER) @@ -492,12 +488,12 @@ DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); } - if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) + if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) { success = 1; if (flag > 0) { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); else { @@ -508,7 +504,7 @@ } else { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); else { @@ -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 */ @@ -556,29 +556,26 @@ if (i == ATNR_PHYSICAL) continue; /* Don't display about armour */ - if (op->resist[i] != refop.resist[i]) + if (op->resist [i] != prev_resist [i]) { success = 1; - if (op->resist[i] > refop.resist[i]) - sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); + + if (op->resist [i] > prev_resist [i]) + sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); else - sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); + sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); } } if (!potion_max) - { - for (int j = 0; j < NUM_STATS; j++) + for (int j = 0; j < NUM_STATS; j++) + if (int i = tmp->stats.stat (j)) { - if (int i = tmp->stats.stat (j)) - { - success = 1; - DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); - } + success = 1; + DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); } - } return success; } @@ -599,7 +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"); @@ -611,9 +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); } } @@ -629,7 +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 @@ -641,9 +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) @@ -687,7 +684,7 @@ { for (int i = 0; i < NUM_STATS; ++i) { - sint8 v = arch->clone.stats.stat (i); + sint8 v = arch->stats.stat (i); stats.stat (i) -= v; contr->orig_stats.stat (i) -= v; } @@ -701,12 +698,26 @@ { for (int i = 0; i < NUM_STATS; ++i) { - sint8 v = arch->clone.stats.stat (i); + sint8 v = arch->stats.stat (i); stats.stat (i) += v; contr->orig_stats.stat (i) += v; } } +static struct copy_flags : object::flags_t +{ + copy_flags () + { + set (FLAG_LIFESAVE); + set (FLAG_REFL_SPELL); + set (FLAG_REFL_MISSILE); + set (FLAG_STEALTH); + set (FLAG_XRAYS); + set (FLAG_BLIND); + set (FLAG_SEE_IN_DARK); + } +} copy_flags; + /* * Updates all abilities given by applied objects in the inventory * of the given object. Note: This function works for both monsters @@ -720,19 +731,24 @@ void object::update_stats () { - int i, j; - float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, 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) { - for (i = 0; i < NUM_STATS; i++) - stats.stat (i) = contr->orig_stats.stat (i); + contr->delayed_update = false; + + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] = contr->orig_stats.stat (i); if (settings.spell_encumbrance == TRUE) contr->encumbrance = 0; @@ -752,83 +768,79 @@ 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); - - if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); - if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); - if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); - if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); - - path_attuned = arch->clone.path_attuned; - path_repelled = arch->clone.path_repelled; - path_denied = arch->clone.path_denied; - glow_radius = arch->clone.glow_radius; - move_type = arch->clone.move_type; - - chosen_skill = 0; + this->clr_flag (FLAG_LIFESAVE); + this->clr_flag (FLAG_STEALTH); + this->clr_flag (FLAG_BLIND); + + 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; + path_denied = arch->path_denied; + glow_radius = arch->glow_radius; + move_type = arch->move_type; /* initializing resistances from the values in player/monster's * archetype clone */ - memcpy (&resist, &arch->clone.resist, sizeof (resist)); + memcpy (&resist, &arch->resist, sizeof (resist)); - for (i = 0; i < NROFATTACKS; i++) + 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->clone.stats.wc; - stats.dam = arch->clone.stats.dam; + 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->clone.stats.ac - level / 3); + ac = max (-10, arch->stats.ac - level / 3); prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; } else - ac = arch->clone.stats.ac; + ac = arch->stats.ac; - stats.luck = arch->clone.stats.luck; - speed = arch->clone.speed; + 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. */ for (tmp = inv; tmp; tmp = tmp->below) { - /* See note in map.c:update_position about making this additive - * since light sources are never applied, need to put check here. - */ - if (tmp->glow_radius > glow_radius) - glow_radius = tmp->glow_radius; - /* This happens because apply_potion calls change_abil with the potion * 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; + glow_radius += tmp->glow_radius; + /* For some things, we don't care what is equipped */ if (tmp->type == SKILL) { @@ -850,52 +862,36 @@ } } - /* Container objects are not meant to adjust a players, but other applied + /* 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) { - 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 (i = 0; i < NUM_STATS; i++) - change_attr_value (&stats, i, tmp->stats.stat (i)); - - /* 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. - */ - if (tmp->type == WEAPON || tmp->type == BOW || - tmp->type == ARMOUR || tmp->type == HELMET || - tmp->type == SHIELD || tmp->type == RING || - tmp->type == BOOTS || tmp->type == GLOVES || - tmp->type == AMULET || tmp->type == GIRDLE || - tmp->type == BRACERS || tmp->type == CLOAK || - tmp->type == DISEASE || tmp->type == FORCE || - tmp->type == SKILL) + contr->item_power += tmp->item_power; + + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] += tmp->stats.stat (i); + + if (digest_types [tmp->type]) { contr->digestion += tmp->stats.food; contr->gen_hp += tmp->stats.hp; - contr->gen_sp += tmp->stats.sp; + if (tmp->type != BOW) // ugly exception for bows + contr->gen_sp += tmp->stats.sp; contr->gen_grace += tmp->stats.grace; contr->gen_sp_armour += tmp->gen_sp_armour; - contr->item_power += tmp->item_power; } } /* if this is a player */ else @@ -905,43 +901,27 @@ } /* Update slots used for items */ - if (QUERY_FLAG (tmp, FLAG_APPLIED)) - for (i = 0; i < NUM_BODY_LOCATIONS; i++) + 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 = tmp->last_sp / 100.f; - - if (speed_reduce_from_disease == 0) - speed_reduce_from_disease = 1; - } + min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); - /* Pos. and neg. protections are counted seperate (-> pro/vuln). + /* 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 (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) @@ -954,20 +934,15 @@ stats.luck += tmp->stats.luck; } - if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); - if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); - if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); - if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); - if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); - if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); - if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); + flag |= tmp->flag & copy_flags; - if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, 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; } @@ -984,58 +959,55 @@ 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)) - break; + { + // 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) - LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); + if (chosen_skill) + { + LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", + &name, &chosen_skill->name, &tmp->name); - chosen_skill = tmp; + tmp->flag [FLAG_APPLIED] = false; + update_stats (); + return; + } - if (tmp->stats.dam > 0) - { /* skill is a 'weapon' */ - if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) - weapon_speed = WEAPON_SPEED (tmp); + chosen_skill = tmp; - if (weapon_speed < 0) - weapon_speed = 0; + if (tmp->stats.dam > 0) + { /* skill is a 'weapon' */ + 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); + weapon_weight = tmp->weight; + stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; - if (tmp->magic) - stats.dam += tmp->magic; - } + if (tmp->magic) + stats.dam += tmp->magic; + } - if (tmp->stats.wc) - wc -= tmp->stats.wc + tmp->magic; + if (tmp->stats.wc) + wc -= tmp->stats.wc + tmp->magic; - if (tmp->slaying) - slaying = tmp->slaying; + if (tmp->slaying) + slaying = tmp->slaying; - if (tmp->stats.ac) - ac -= tmp->stats.ac + tmp->magic; + if (tmp->stats.ac) + ac -= tmp->stats.ac + tmp->magic; - if (settings.spell_encumbrance == TRUE && type == PLAYER) - contr->encumbrance += (int) 3 *tmp->weight / 1000; + if (settings.spell_encumbrance == TRUE && type == PLAYER) + 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: @@ -1054,39 +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: @@ -1113,19 +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) && ARMOUR_SPEED (tmp) / 10.f < max) - max = ARMOUR_SPEED (tmp) / 10.f; + if (ARMOUR_SPEED (tmp)) + 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. */ @@ -1134,53 +1106,56 @@ * 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 (i = 0; i < NROFATTACKS; i++) + 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]; } - /* Figure out the players sp/mana/hp totals. */ if (type == PLAYER) { - int pl_level; + // clamp various player stats + for (int i = 0; i < NUM_STATS; ++i) + stats.stat (i) = stat_sum [i]; - check_stat_bounds (&(stats)); - pl_level = level; + check_stat_bounds (&stats); - if (pl_level < 1) - pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ + contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); + + /* Figure out the players sp/mana/hp totals. */ + int pl_level; + + 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. */ - for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) + stats.maxhp = 0; + for (int i = 1; i <= min (10, pl_level); i++) { - j = contr->levhp[i] + con_bonus[stats.Con] / 2; + int j = contr->levhp[i] + con_bonus[stats.Con] / 2; if (i % 2 && con_bonus[stats.Con] % 2) - { - if (con_bonus[stats.Con] > 0) - j++; - else - j--; - } + if (con_bonus[stats.Con] > 0) + j++; + else + j--; stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ } - for (i = 11; i <= level; i++) - stats.maxhp += 2; + stats.maxhp += 2 * max (0, level - 10); 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) @@ -1197,9 +1172,9 @@ stats.maxsp = 1; else { - sp_tmp = 0.f; + float sp_tmp = 0.f; - for (i = 1; i <= mana_obj->level && i <= 10; i++) + for (int i = 1; i <= min (10, mana_obj->level); i++) { float stmp; @@ -1209,21 +1184,14 @@ else stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; - if (stmp < 1.f) - stmp = 1.f; - - sp_tmp += stmp; + sp_tmp += max (1.f, stmp); } - stats.maxsp = (sint16)sp_tmp; - - for (i = 11; i <= mana_obj->level; i++) - stats.maxsp += 2; + stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); } /* Characters can get their sp supercharged via rune of transferrance */ - if (stats.sp > stats.maxsp * 2) - stats.sp = stats.maxsp * 2; + stats.sp = min (stats.sp, stats.maxsp * 2); /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ if (!grace_obj || !grace_obj->level || type != PLAYER) @@ -1238,8 +1206,9 @@ * becomes big jumps when the sums of the bonuses jump to the next * step of 8 - with floats, even fractional ones are useful. */ - sp_tmp = 0.f; - for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) + float sp_tmp = 0.f; + + for (int i = 1; i <= min (10, grace_obj->level); i++) { float grace_tmp = 0.f; @@ -1249,17 +1218,11 @@ else grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; - if (grace_tmp < 1.f) - grace_tmp = 1.f; - - sp_tmp += grace_tmp; + sp_tmp += max (1.f, grace_tmp); } - stats.maxgrace = (sint16)sp_tmp; - - /* two grace points per level after 11 */ - for (i = 11; i <= grace_obj->level; i++) - stats.maxgrace += 2; + /* two grace points per level after 10 */ + stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); } /* No limit on grace vs maxgrace */ @@ -1272,15 +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; @@ -1289,7 +1252,7 @@ { wc -= wc_obj->level + thaco_bonus[stats.Str]; - for (i = 1; i < wc_obj->level; i++) + for (int i = 1; i < wc_obj->level; i++) { /* additional wc every 6 levels */ if (!(i % 6)) @@ -1312,9 +1275,6 @@ if (settings.search_items && contr->search_str[0]) speed -= 1; - - if (attacktype == 0) - attacktype = arch->clone.attacktype; } /* End if player */ if (added_speed >= 0) @@ -1323,8 +1283,7 @@ speed /= 1.f - added_speed; /* Max is determined by armour */ - if (speed > max) - speed = max; + speed = min (speed, max_speed); if (type == PLAYER) { @@ -1333,20 +1292,21 @@ * weight limit, then player suffers a speed reduction based on how * much above he is, and what is max carry is */ - f = (carrying / 1000) - max_carry[stats.Str]; - if (f > 0) - speed = speed / (1.f + f / max_carry[stats.Str]); + float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; + if (f > 0.f) + speed /= (1.f + f / max_carry[stats.Str]); } speed += bonus_speed / 10.f; /* Not affected by limits */ + speed *= speed_reduce_from_disease; /* Put a lower limit on speed. Note with this speed, you move once every - * 100 ticks or so. This amounts to once every 12 seconds of realtime. + * 25 ticks or so. This amounts to once every 3 seconds of realtime. */ - speed = speed * speed_reduce_from_disease; + max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); - if (speed < 0.01f && type == PLAYER) - speed = 0.01f; + if (speed != old_speed) + set_speed (speed); if (type == PLAYER) { @@ -1367,14 +1327,12 @@ if (K <= 0.01f) K = 0.01f; - float S = speed / (K * s); - - contr->weapon_sp = S; + contr->weapon_sp = K * s * .5f; //TODO: balance the .5 } /* I want to limit the power of small monsters with big weapons: */ - if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) - stats.dam = arch->clone.stats.dam * 3; + if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) + stats.dam = arch->stats.dam * 3; stats.wc = clamp (wc, MIN_WC, MAX_WC); stats.ac = clamp (ac, MIN_AC, MAX_AC); @@ -1390,51 +1348,41 @@ else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) move_type &= ~MOVE_WALK; - if (speed != old_speed) - set_speed (speed); + // 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) @@ -1462,29 +1410,17 @@ if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) atnr = abil->stats.exp; - level = (int) (level / 5.); - /* now set the new title */ - if (pl->contr != NULL) + 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, ""); @@ -1495,7 +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 */ @@ -1504,14 +1440,11 @@ char buf[MAX_BUF]; /* tmp. string buffer */ /* now grab the 'dragon_ability'-forces from the player's inventory */ - shstr_cmp dragon_ability_force ("dragon_ability_force"); - shstr_cmp dragon_skin_force ("dragon_skin_force"); - for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == FORCE) - if (tmp->arch->name == dragon_ability_force) + if (tmp->arch->archname == shstr_dragon_ability_force) abil = tmp; - else if (tmp->arch->name == dragon_skin_force) + else if (tmp->arch->archname == shstr_dragon_skin_force) skin = tmp; /* if the force is missing -> bail out */ @@ -1519,7 +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) { @@ -1564,24 +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; } @@ -1597,15 +1526,18 @@ player_lvl_adj (object *who, object *op) { char buf[MAX_BUF]; + bool changed = false; if (!op) /* when rolling stats */ op = who; - if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) + while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) { + changed = true; + 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 */ @@ -1616,37 +1548,39 @@ who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; } - who->update_stats (); if (op->level > 1) { if (op->type != PLAYER) - sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); + { + who->contr->play_sound (sound_find ("skill_up")); + sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); + } else - sprintf (buf, "You are now level %d.", op->level); + { + who->contr->play_sound (sound_find ("level_up")); + sprintf (buf, "You are now level %d.", op->level); + } if (who) new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); } - - player_lvl_adj (who, op); /* To increase more levels */ } - else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) + + while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) { + changed = true; + op->level--; - who->update_stats (); if (op->type != PLAYER) { sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); } - - player_lvl_adj (who, op); /* To decrease more levels */ } - /* check if the spell data has changed */ - esrv_update_stats (who->contr); - esrv_update_spells (who->contr); + if (changed) + 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 = NULL; + object *skill_obj; sint64 limit, exp_to_add; - int i; /* prevents some forms of abuse. */ if (op->contr->braced) @@ -1713,29 +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); } } @@ -1745,7 +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; @@ -1762,7 +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; @@ -1778,28 +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; } @@ -1809,10 +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, @@ -1826,7 +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; @@ -1835,7 +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; @@ -1846,7 +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); } @@ -1870,7 +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); @@ -1889,7 +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. @@ -1897,7 +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 @@ -1926,24 +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 @@ -1953,18 +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);