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Comparing deliantra/server/common/living.C (file contents):
Revision 1.88 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.130 by root, Mon Nov 12 10:32:18 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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,
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
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.
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 */
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;
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int 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
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 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius); 842 glow_radius += tmp->glow_radius;
867 843
868 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
870 { 846 {
871 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
895 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
896 * up, etc. 872 * up, etc.
897 */ 873 */
898 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
901 || (tmp->type == SKILL 877 && tmp->type != SPELL)
902 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 879 {
904 if (type == PLAYER) 880 if (type == PLAYER)
905 { 881 {
906 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
907 883
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914
915 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
917 886
918 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
919 { 888 {
920 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
930 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
931 current_weapon = tmp; 900 current_weapon = tmp;
932 } 901 }
933 902
934 /* Update slots used for items */ 903 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
938 907
939 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 910
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 915 */
948 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
961 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
964 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
966 }
967 }
968 925
969 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
971 { 928 {
972 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
978 } 935 }
979 936
980 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
981 938
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
984 941
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 944 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 946 invisible = 1;
989 } 947 }
990 948
991 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
992 { 950 {
999 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1000 } 958 }
1001 959
1002 switch (tmp->type) 960 switch (tmp->type)
1003 { 961 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL: 962 case SKILL:
1016 { 963 {
964 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 966 break;
1019 967
1020 if (chosen_skill) 968 if (chosen_skill)
1021 { 969 {
1022 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",
1024 972
1025 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 974 update_stats ();
1027 return; 975 return;
1028 } 976 }
1029 else 977
1030 chosen_skill = tmp; 978 chosen_skill = tmp;
1031 979
1032 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 984
1040 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 987
1043 if (tmp->magic) 988 if (tmp->magic)
1052 997
1053 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1055 1000
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1058 } 1003 }
1059 1004
1060 break; 1005 break;
1061 1006
1062 case SHIELD: 1007 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1065 case RING: 1011 case RING:
1066 case AMULET: 1012 case AMULET:
1067 case GIRDLE: 1013 case GIRDLE:
1068 case HELMET: 1014 case HELMET:
1069 case BOOTS: 1015 case BOOTS:
1078 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1080 1026
1081 break; 1027 break;
1082 1028
1029 case RANGED:
1083 case BOW: 1030 case BOW:
1084 case WEAPON: 1031 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1088 1033
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1091 1036
1092 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1040
1096 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1097 weapon_speed = 0; 1042 weapon_speed = 0;
1098 1043
1099 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1100 1045
1101 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1103 * go. 1048 * go.
1104 */ 1049 */
1105 1050
1106 if (type == PLAYER) 1051 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1109 }
1110 1054
1111 break; 1055 break;
1112 1056
1113 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1116 1060
1117 case BRACERS: 1061 case BRACERS:
1118 case FORCE: 1062 case FORCE:
1119 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1120 { 1064 {
1137 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1139 } 1083 }
1140 1084
1141 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1143 1087
1144 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1146 1090
1147 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1093
1150 break; 1094 break;
1151 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1152 } /* item is equipped */ 1096 } /* item is equipped */
1153 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1154 1100
1155 /* 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
1156 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1157 */ 1103 */
1158 1104
1164 */ 1110 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1112 {
1167 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1168 1114
1169 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]))
1170 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1171 } 1118 }
1172 1119
1173 if (type == PLAYER) 1120 if (type == PLAYER)
1174 { 1121 {
1175 // clamp various player stats 1122 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1123 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1178 1127
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1129
1181 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1131 int pl_level;
1183 1132
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 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! */
1189 1134
1190 /* 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,
1191 * 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.
1192 */ 1137 */
1193 stats.maxhp = 0; 1138 stats.maxhp = 0;
1328 1273
1329 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1330 1275
1331 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1277 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1278 } /* End if player */
1337 1279
1338 if (added_speed >= 0) 1280 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1348 /* 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)
1349 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1350 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1351 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1352 */ 1294 */
1353 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1354 if (f > 0.f) 1296 if (f > 0.f)
1355 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1356 } 1298 }
1357 1299
1358 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1360 1302
1361 /* 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
1362 * 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.
1363 */ 1305 */
1364 if (speed < 0.04f && type == PLAYER) 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 speed = 0.04f;
1366 1307
1367 if (speed != old_speed) 1308 if (speed != old_speed)
1368 set_speed (speed); 1309 set_speed (speed);
1369 1310
1370 if (type == PLAYER) 1311 if (type == PLAYER)
1405 if (move_type == 0) 1346 if (move_type == 0)
1406 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1409 1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1410 /* 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,
1411 * so we will check that now. 1356 * so we will check that now.
1412 */ 1357 */
1413 if (type == PLAYER) 1358 if (is_player ())
1414 { 1359 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1360
1419 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1422} 1380}
1423 1381
1424/* 1382/*
1425 * Returns true if the given player is a legal class. 1383 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1384 * The function to add and remove class-bonuses to the stats doesn't
1490/* 1448/*
1491 * This function is called when a dragon-player gains 1449 * This function is called when a dragon-player gains
1492 * an overall level. Here, the dragon might gain new abilities 1450 * an overall level. Here, the dragon might gain new abilities
1493 * or change the ability-focus. 1451 * or change the ability-focus.
1494 */ 1452 */
1495void 1453static void
1496dragon_level_gain (object *who) 1454dragon_level_gain (object *who)
1497{ 1455{
1498 object *abil = NULL; /* pointer to dragon ability force */ 1456 object *abil = NULL; /* pointer to dragon ability force */
1499 object *skin = NULL; /* pointer to dragon skin force */ 1457 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1458 object *tmp = NULL; /* tmp. object */
1556 object *skill_obj; 1514 object *skill_obj;
1557 1515
1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1516 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1559 if (!skill_obj) 1517 if (!skill_obj)
1560 { 1518 {
1561 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1519 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1562 return NULL; 1520 return NULL;
1563 } 1521 }
1564 1522
1565 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1566 * still doesn't know it. 1524 * still doesn't know it.
1567 */ 1525 */
1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1569 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1570 skill_obj->level = 1; 1528 skill_obj->level = 1;
1571 insert_ob_in_ob (skill_obj, op); 1529 op->insert (skill_obj);
1572 1530
1573 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1574 { 1532 pl->link_skills ();
1575 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1576 if (pl->ns)
1577 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1578 }
1579 1533
1580 return skill_obj; 1534 return skill_obj;
1581} 1535}
1582 1536
1583/* player_lvl_adj() - for the new exp system. we are concerned with 1537/* player_lvl_adj() - for the new exp system. we are concerned with
1600 { 1554 {
1601 changed = true; 1555 changed = true;
1602 1556
1603 op->level++; 1557 op->level++;
1604 1558
1605 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1559 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1606 dragon_level_gain (who); 1560 dragon_level_gain (who);
1607 1561
1608 /* Only roll these if it is the player (who) that gained the level */ 1562 /* Only roll these if it is the player (who) that gained the level */
1609 if (op == who && (who->level < 11) && who->type == PLAYER) 1563 if (op == who && (who->level < 11) && who->type == PLAYER)
1610 { 1564 {
1643 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1597 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1644 } 1598 }
1645 } 1599 }
1646 1600
1647 if (changed) 1601 if (changed)
1648 { 1602 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1649 who->update_stats ();
1650 esrv_update_stats (who->contr);
1651 /* check if the spell data has changed */
1652 esrv_update_spells (who->contr);
1653 }
1654} 1603}
1655 1604
1656/* 1605/*
1657 * Returns how much experience is needed for a player to become 1606 * Returns how much experience is needed for a player to become
1658 * the given level. level should really never exceed max_level 1607 * the given level. level should really never exceed max_level
1659 */ 1608 */
1660 1609
1661sint64 1610sint64
1662level_exp (int level, double expmul) 1611level_exp (int level, double expmul)
1663{ 1612{
1664 if (level > settings.max_level) 1613 return expmul * level_to_min_exp (level);
1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1667 return (sint64) (expmul * levels[level]);
1668} 1614}
1669 1615
1670/* 1616/*
1671 * Ensure that the permanent experience requirements in an exp object are met. 1617 * Ensure that the permanent experience requirements in an exp object are met.
1672 * This really just checks 'op to make sure the perm_exp value is within 1618 * This really just checks 'op to make sure the perm_exp value is within
1700 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1701 * total, but not any particular skill. 1647 * total, but not any particular skill.
1702 * flag is what to do if the player doesn't have the skill: 1648 * flag is what to do if the player doesn't have the skill:
1703 */ 1649 */
1704static void 1650static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1651add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1706{ 1652{
1707 object *skill_obj = NULL; 1653 object *skill_obj;
1708 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1709 int i;
1710 1655
1711 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1657 if (op->contr->braced)
1713 exp /= 5; 1658 exp /= 5;
1714 1659
1715 /* Try to find the matching skill. 1660 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches 1661 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through 1662 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1663 * the players inventory.
1719 */ 1664 */
1665 skill_obj = 0;
1666
1720 if (skill_name) 1667 if (skill_name)
1721 { 1668 {
1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1669 skill_obj = op->contr->find_skill (skill_name);
1723 skill_obj = op->chosen_skill;
1724 else
1725 {
1726 for (i = 0; i < NUM_SKILLS; i++)
1727 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1728 {
1729 skill_obj = op->contr->last_skill_ob[i];
1730 break;
1731 }
1732 1670
1733 /* Player doesn't have the skill. Check to see what to do, and give 1671 /* Player doesn't have the skill. Check to see what to do, and give
1734 * it to the player if necessary 1672 * it to the player if necessary
1735 */ 1673 */
1736 if (!skill_obj) 1674 if (!skill_obj)
1737 { 1675 {
1738 if (flag == SK_EXP_NONE) 1676 if (flag == SK_EXP_NONE)
1739 return; 1677 return;
1678
1740 else if (flag == SK_EXP_ADD_SKILL) 1679 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1680 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1681 }
1744 } 1682 }
1745 1683
1746 if (flag != SK_EXP_SKILL_ONLY) 1684 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1685 {
1748 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1749 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1750 */ 1688 */
1751 exp_to_add = exp; 1689 exp_to_add = exp;
1752 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1753 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1754 exp_to_add = limit; 1692 exp_to_add = limit;
1755 1693
1756 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1757 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1764 } 1702 }
1765 1703
1766 if (skill_obj) 1704 if (skill_obj)
1767 { 1705 {
1768 exp_to_add = exp; 1706 exp_to_add = exp;
1769 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1770 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1771 exp_to_add = limit; 1709 exp_to_add = limit;
1772 1710
1773 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1774 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1780 player_lvl_adj (op, skill_obj); 1718 player_lvl_adj (op, skill_obj);
1781 } 1719 }
1782} 1720}
1783 1721
1784/* This function checks to make sure that object 'op' can 1722/* This function checks to make sure that object 'op' can
1785 * lost 'exp' experience. It returns the amount of exp 1723 * lose 'exp' experience. It returns the amount of exp
1786 * object 'op' can in fact lose - it basically makes 1724 * object 'op' can in fact lose - it basically makes
1787 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1788 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1789 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1790 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1791 */ 1729 */
1792sint64 1730static sint64
1793check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1794{ 1732{
1795 sint64 del_exp; 1733 sint64 del_exp;
1796 1734
1797 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1798 exp = op->stats.exp; 1736 exp = op->stats.exp;
1737
1799 if (settings.permanent_exp_ratio) 1738 if (settings.permanent_exp_ratio)
1800 { 1739 {
1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1740 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1741
1802 if (del_exp < 0) 1742 if (del_exp < 0)
1803 del_exp = 0; 1743 del_exp = 0;
1744
1804 if (exp > del_exp) 1745 if (exp > del_exp)
1805 exp = del_exp; 1746 exp = del_exp;
1806 } 1747 }
1748
1807 return exp; 1749 return exp;
1808} 1750}
1809 1751
1810sint64 1752sint64
1811check_exp_adjust (const object *op, sint64 exp) 1753check_exp_adjust (const object *op, sint64 exp)
1812{ 1754{
1813 if (exp < 0) 1755 if (exp < 0)
1814 return check_exp_loss (op, exp); 1756 return check_exp_loss (op, exp);
1815 else 1757 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1758 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817} 1759}
1818
1819 1760
1820/* Subtracts experience from player. 1761/* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1762 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise, 1763 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1764 * this subtracts a portion from all
1828 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1829 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1830 * a postive number. 1771 * a postive number.
1831 */ 1772 */
1832static void 1773static void
1833subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1834{ 1775{
1835 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1836 object *tmp; 1777 object *tmp;
1837 sint64 del_exp; 1778 sint64 del_exp;
1838 1779
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1782 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1843 { 1784 {
1844 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1847 } 1788 }
1848 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1849 { 1790 {
1850 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1851 * to match a specific skill. 1792 * to match a specific skill.
1852 */ 1793 */
1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1854 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1855 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1856 } 1797 }
1857 } 1798 }
1858 1799
1872 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1873 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1874 * these last two values are only used for players. 1815 * these last two values are only used for players.
1875 */ 1816 */
1876void 1817void
1877change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1878{ 1819{
1879#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1881#endif 1822#endif
1882 1823
1899 * worth. 1840 * worth.
1900 */ 1841 */
1901 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1902 { 1843 {
1903 /* Sanity check */ 1844 /* Sanity check */
1904 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1905 return; 1846 return;
1906 1847
1907 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1908 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1909 * more than max exp, just return. 1850 * more than max exp, just return.
1935 * amount of permenent experience, whichever gives the lowest loss. 1876 * amount of permenent experience, whichever gives the lowest loss.
1936 */ 1877 */
1937void 1878void
1938apply_death_exp_penalty (object *op) 1879apply_death_exp_penalty (object *op)
1939{ 1880{
1940 object *tmp;
1941 sint64 loss; 1881 sint64 loss;
1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1882 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1883 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1944 1884
1945 for (tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
1947 { 1887 {
1948
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1950 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1951 1890
1952 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
1954 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
1955 * tables is a lot harder. 1894 * tables is a lot harder.
1956 */ 1895 */
1957 if (level_loss < 0) 1896 if (level_loss < 0)
1958 level_loss = 0; 1897 level_loss = 0;
1959 1898
1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1899 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961 1900
1962 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1964 } 1903 }
1965 1904
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1968 1907
1969 if (level_loss < 0) 1908 if (level_loss < 0)
1970 level_loss = 0; 1909 level_loss = 0;
1910
1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1972 1912
1973 op->stats.exp -= loss; 1913 op->stats.exp -= loss;
1974 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
1975} 1915}
1976 1916

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