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

Comparing deliantra/server/common/living.C (file contents):
Revision 1.75 by root, Tue Aug 7 22:36:18 2007 UTC vs.
Revision 1.96 by elmex, Mon Jan 12 00:17:22 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
280 * that gives them that ability. 279 * that gives them that ability.
281 */ 280 */
282int 281int
283change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
284{ 283{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
286 char message[MAX_BUF]; 286 char message[MAX_BUF];
287 int potion_max = 0; 287 int potion_max = 0;
288 288
289 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
292 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 295
295 if (op->type == PLAYER) 296 if (op->type == PLAYER)
296 { 297 {
297 if (tmp->type == POTION) 298 if (tmp->type == POTION)
298 { 299 {
299 potion_max = 1; 300 potion_max = 1;
301
300 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
301 { 303 {
302 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
304 306
305 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
307 309
308 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
311 * to allow for that. 312 * to allow for that.
312 */ 313 */
313 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 315 nstat = 1;
366 { 367 {
367 success = 1; 368 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 370 }
370 371
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 373 {
373 success = 1; 374 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 376 }
376 377
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 379 {
379 success = 1; 380 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 382 }
382 383
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 385 {
385 success = 1; 386 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 388 }
388 389
390 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 394 * from fly high)
394 */ 395 */
395 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
396 { 397 {
397 success = 1; 398 success = 1;
398 399
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
401 */ 402 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 404 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 406 }
406 407
407 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 409 {
409 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
421 } 422 }
422 423
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 425 * originally undead may change their status
425 */ 426 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 429 {
429 success = 1; 430 success = 1;
430 if (flag > 0) 431 if (flag > 0)
431 { 432 {
432 op->race = "undead"; 433 op->race = "undead";
437 op->race = op->arch->race; 438 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 440 }
440 } 441 }
441 442
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 444 {
444 success = 1; 445 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 447 }
447 448
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 450 {
450 success = 1; 451 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 453 }
453 454
454 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 456 * vision
456 */ 457 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
458 { 459 {
459 success = 1; 460 success = 1;
460 if (flag > 0) 461 if (flag > 0)
461 { 462 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 465 else
465 { 466 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 470 op->contr->do_los = 1;
470 } 471 }
471 } 472 }
472 else 473 else
473 { 474 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 477 else
477 { 478 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 482 op->contr->do_los = 1;
482 } 483 }
483 } 484 }
484 } 485 }
485 486
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 488 {
488 success = 1; 489 success = 1;
489 if (op->type == PLAYER) 490 if (op->type == PLAYER)
490 op->contr->do_los = 1; 491 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 493 }
493 494
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 496 {
496 success = 1; 497 success = 1;
497 if (flag > 0) 498 if (flag > 0)
498 { 499 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 502 else
502 { 503 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 505 if (op->type == PLAYER)
505 op->contr->do_los = 1; 506 op->contr->do_los = 1;
506 } 507 }
507 } 508 }
508 else 509 else
509 { 510 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 513 else
513 { 514 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 516 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 565 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
860 * then calls this function. 858 * then calls this function.
861 */ 859 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue; 861 continue;
864 862
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 863 glow_radius += tmp->glow_radius;
870 864
871 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
873 { 867 {
874 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 882 grace_obj = tmp;
889 } 883 }
890 } 884 }
891 885
892 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 887 * objects need to make adjustments.
894 * This block should handle all player specific changes 888 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
914 && !tmp->flag [FLAG_CURSED] 908 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 909 && !tmp->flag [FLAG_DAMNED])
916 continue; 910 continue;
917 911
918 for (int i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i)))
920 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
921 914
922 if (digest_types [tmp->type]) 915 if (digest_types [tmp->type])
923 { 916 {
924 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
926 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 923 }
930 } /* if this is a player */ 924 } /* if this is a player */
931 else 925 else
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 934 slot[i].used += tmp->slot[i].info;
941 935
942 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
948 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
949 939
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 944 */
955 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1144 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1146 } 1136 }
1147 1137
1148 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1150 1140
1151 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1153 1143
1154 if (ARMOUR_SPEED (tmp)) 1144 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156 1146
1157 break; 1147 break;
1158 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1159 } /* item is equipped */ 1149 } /* item is equipped */
1160 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1161 1153
1162 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1164 */ 1156 */
1165 1157
1355 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1356 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1357 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1358 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1359 */ 1351 */
1360 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1361 if (f > 0) 1353 if (f > 0.f)
1362 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1363 } 1355 }
1364 1356
1365 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1366 1359
1367 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1369 */ 1362 */
1370 speed = speed * speed_reduce_from_disease;
1371
1372 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1373 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1374 1368
1375 if (type == PLAYER) 1369 if (type == PLAYER)
1376 { 1370 {
1377 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1378 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1410 if (move_type == 0) 1404 if (move_type == 0)
1411 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1414 1408
1415 if (speed != old_speed)
1416 set_speed (speed);
1417
1418 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1419 * so we will check that now. 1410 * so we will check that now.
1420 */ 1411 */
1421 if (type == PLAYER) 1412 if (type == PLAYER)
1422 { 1413 {
1425 } 1416 }
1426 1417
1427 // update the mapspace, if we are on a map 1418 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map) 1419 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0; 1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1431 {
1432 env->update_stats ();
1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1436 }
1430} 1437}
1431 1438
1432/* 1439/*
1433 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1434 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1450 1457
1451/* 1458/*
1452 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1453 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1454 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1455 *
1456 * Note that the title is written to 'own_title' in the
1457 * player struct. This should be changed to 'ext_title'
1458 * as soon as clients support this!
1459 * Please, anyone, write support for 'ext_title'.
1460 */ 1462 */
1461void 1463void
1462set_dragon_name (object *pl, const object *abil, const object *skin) 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1463{ 1465{
1464 int atnr = -1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1482 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */ 1485 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1486 1488
1487 level = (int) (level / 5.);
1488
1489 /* now set the new title */ 1489 /* now set the new title */
1490 if (pl->contr != NULL)
1491 {
1492 if (level == 0)
1493 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1494 else if (level == 1)
1495 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1496 else if (level == 2)
1497 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1498 else if (level == 3)
1499 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1500 else 1494 else
1501 { 1495 {
1502 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1503 if (skin->resist[atnr] > 80)
1504 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1505 else if (skin->resist[atnr] > 50)
1506 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1507 else
1508 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1509 }
1510 } 1500 }
1511 1501
1512 strcpy (pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1513} 1503}
1514 1504
1581 object *skill_obj; 1571 object *skill_obj;
1582 1572
1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584 if (!skill_obj) 1574 if (!skill_obj)
1585 { 1575 {
1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1587 return NULL; 1577 return NULL;
1588 } 1578 }
1589 1579
1590 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1581 * still doesn't know it.
1592 */ 1582 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1585 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1586 op->insert (skill_obj);
1597 1587
1598 if (player *pl = op->contr) 1588 if (player *pl = op->contr)
1599 { 1589 pl->link_skills ();
1600 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (pl->ns)
1602 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604 1590
1605 return skill_obj; 1591 return skill_obj;
1606} 1592}
1607 1593
1608/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1727 * flag is what to do if the player doesn't have the skill: 1713 * flag is what to do if the player doesn't have the skill:
1728 */ 1714 */
1729static void 1715static void
1730add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1716add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1731{ 1717{
1732 object *skill_obj = NULL; 1718 object *skill_obj;
1733 sint64 limit, exp_to_add; 1719 sint64 limit, exp_to_add;
1734 int i; 1720 int i;
1735 1721
1736 /* prevents some forms of abuse. */ 1722 /* prevents some forms of abuse. */
1737 if (op->contr->braced) 1723 if (op->contr->braced)
1740 /* Try to find the matching skill. 1726 /* Try to find the matching skill.
1741 * We do a shortcut/time saving mechanism first - see if it matches 1727 * We do a shortcut/time saving mechanism first - see if it matches
1742 * chosen_skill. This means we don't need to search through 1728 * chosen_skill. This means we don't need to search through
1743 * the players inventory. 1729 * the players inventory.
1744 */ 1730 */
1731 skill_obj = 0;
1732
1745 if (skill_name) 1733 if (skill_name)
1746 { 1734 {
1747 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1735 skill_obj = op->contr->find_skill (skill_name);
1748 skill_obj = op->chosen_skill;
1749 else
1750 {
1751 for (i = 0; i < NUM_SKILLS; i++)
1752 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1753 {
1754 skill_obj = op->contr->last_skill_ob[i];
1755 break;
1756 }
1757 1736
1758 /* Player doesn't have the skill. Check to see what to do, and give 1737 /* Player doesn't have the skill. Check to see what to do, and give
1759 * it to the player if necessary 1738 * it to the player if necessary
1760 */ 1739 */
1761 if (!skill_obj) 1740 if (!skill_obj)
1762 { 1741 {
1763 if (flag == SK_EXP_NONE) 1742 if (flag == SK_EXP_NONE)
1764 return; 1743 return;
1744
1765 else if (flag == SK_EXP_ADD_SKILL) 1745 if (flag == SK_EXP_ADD_SKILL)
1766 give_skill_by_name (op, skill_name); 1746 skill_obj = give_skill_by_name (op, skill_name);
1767 }
1768 } 1747 }
1769 } 1748 }
1770 1749
1771 if (flag != SK_EXP_SKILL_ONLY) 1750 if (flag != SK_EXP_SKILL_ONLY)
1772 { 1751 {
1805 player_lvl_adj (op, skill_obj); 1784 player_lvl_adj (op, skill_obj);
1806 } 1785 }
1807} 1786}
1808 1787
1809/* This function checks to make sure that object 'op' can 1788/* This function checks to make sure that object 'op' can
1810 * lost 'exp' experience. It returns the amount of exp 1789 * lose 'exp' experience. It returns the amount of exp
1811 * object 'op' can in fact lose - it basically makes 1790 * object 'op' can in fact lose - it basically makes
1812 * adjustments based on permanent exp and the like. 1791 * adjustments based on permanent exp and the like.
1813 * This function should always be used for losing experience - 1792 * This function should always be used for losing experience -
1814 * the 'exp' value passed should be positive - this is the 1793 * the 'exp' value passed should be positive - this is the
1815 * amount that should get subtract from the player. 1794 * amount that should get subtract from the player.
1819{ 1798{
1820 sint64 del_exp; 1799 sint64 del_exp;
1821 1800
1822 if (exp > op->stats.exp) 1801 if (exp > op->stats.exp)
1823 exp = op->stats.exp; 1802 exp = op->stats.exp;
1803
1824 if (settings.permanent_exp_ratio) 1804 if (settings.permanent_exp_ratio)
1825 { 1805 {
1826 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1806 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1807
1827 if (del_exp < 0) 1808 if (del_exp < 0)
1828 del_exp = 0; 1809 del_exp = 0;
1810
1829 if (exp > del_exp) 1811 if (exp > del_exp)
1830 exp = del_exp; 1812 exp = del_exp;
1831 } 1813 }
1814
1832 return exp; 1815 return exp;
1833} 1816}
1834 1817
1835sint64 1818sint64
1836check_exp_adjust (const object *op, sint64 exp) 1819check_exp_adjust (const object *op, sint64 exp)
1837{ 1820{
1838 if (exp < 0) 1821 if (exp < 0)
1839 return check_exp_loss (op, exp); 1822 return check_exp_loss (op, exp);
1840 else 1823 else
1841 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1824 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1842} 1825}
1843
1844 1826
1845/* Subtracts experience from player. 1827/* Subtracts experience from player.
1846 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1828 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1847 * only subtract from the matching skill. Otherwise, 1829 * only subtract from the matching skill. Otherwise,
1848 * this subtracts a portion from all 1830 * this subtracts a portion from all
1862 sint64 del_exp; 1844 sint64 del_exp;
1863 1845
1864 for (tmp = op->inv; tmp; tmp = tmp->below) 1846 for (tmp = op->inv; tmp; tmp = tmp->below)
1865 if (tmp->type == SKILL && tmp->stats.exp) 1847 if (tmp->type == SKILL && tmp->stats.exp)
1866 { 1848 {
1867 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1849 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1868 { 1850 {
1869 del_exp = check_exp_loss (tmp, exp); 1851 del_exp = check_exp_loss (tmp, exp);
1870 tmp->stats.exp -= del_exp; 1852 tmp->stats.exp -= del_exp;
1871 player_lvl_adj (op, tmp); 1853 player_lvl_adj (op, tmp);
1872 } 1854 }
1960 * amount of permenent experience, whichever gives the lowest loss. 1942 * amount of permenent experience, whichever gives the lowest loss.
1961 */ 1943 */
1962void 1944void
1963apply_death_exp_penalty (object *op) 1945apply_death_exp_penalty (object *op)
1964{ 1946{
1965 object *tmp;
1966 sint64 loss; 1947 sint64 loss;
1967 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1948 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1968 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1949 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1969 1950
1970 for (tmp = op->inv; tmp; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->type == SKILL && tmp->stats.exp) 1952 if (tmp->type == SKILL && tmp->stats.exp)
1972 { 1953 {
1973
1974 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1954 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1975 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1955 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1976 1956
1977 /* With the revised exp system, you can get cases where 1957 /* With the revised exp system, you can get cases where
1978 * losing several levels would still require that you have more 1958 * losing several levels would still require that you have more
1980 * tables is a lot harder. 1960 * tables is a lot harder.
1981 */ 1961 */
1982 if (level_loss < 0) 1962 if (level_loss < 0)
1983 level_loss = 0; 1963 level_loss = 0;
1984 1964
1985 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1965 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1986 1966
1987 tmp->stats.exp -= loss; 1967 tmp->stats.exp -= loss;
1988 player_lvl_adj (op, tmp); 1968 player_lvl_adj (op, tmp);
1989 } 1969 }
1990 1970
1991 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1992 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1972 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1993 1973
1994 if (level_loss < 0) 1974 if (level_loss < 0)
1995 level_loss = 0; 1975 level_loss = 0;
1976
1996 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1977 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1997 1978
1998 op->stats.exp -= loss; 1979 op->stats.exp -= loss;
1999 player_lvl_adj (op, NULL); 1980 player_lvl_adj (op, NULL);
2000} 1981}
2001 1982

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines