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Comparing deliantra/server/common/living.C (file contents):
Revision 1.104 by root, Mon Nov 23 14:09:05 2009 UTC vs.
Revision 1.125 by root, Sat Dec 31 06:18:01 2011 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 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#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)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* 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,
263 * 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
264 * 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.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* 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. */
270 268
271/* 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
272 * the object. 270 * the object.
415 (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."));
416 } 414 }
417 415
418 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
419 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");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 418 }
424 419
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 421 * originally undead may change their status
427 */ 422 */
464 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
465 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.");
466 else 461 else
467 { 462 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
470 if (op->type == PLAYER) 465 if (op->type == PLAYER)
471 op->contr->do_los = 1; 466 op->contr->do_los = 1;
472 } 467 }
473 } 468 }
474 else 469 else
476 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
477 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.");
478 else 473 else
479 { 474 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
482 if (op->type == PLAYER) 477 if (op->type == PLAYER)
483 op->contr->do_los = 1; 478 op->contr->do_los = 1;
484 } 479 }
485 } 480 }
486 } 481 }
524 { 519 {
525 success = 1; 520 success = 1;
526 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.");
527 } 522 }
528 523
524 if (digest_types [tmp->type])
525 {
529 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
530 { 527 {
531 success = 1; 528 success = 1;
532 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!");
533 } 530 }
534 531
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
536 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
537 success = 1; 535 success = 1;
538 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.");
539 } 537 }
540 538
541 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
543 { 541 {
544 success = 1; 542 success = 1;
545 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.");
546 } 544 }
547 545
548 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
549 { 547 {
550 success = 1; 548 success = 1;
551 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 }
552 } 551 }
553 552
554 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
556 { 555 {
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* 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
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 739 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
768 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
769 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 745 if (type == PLAYER)
771 { 746 {
772 contr->delayed_update = false; 747 contr->delayed_update = false;
773 748
790 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
792 767
793 slaying = 0; 768 slaying = 0;
794 769
795 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
796 {
797 CLEAR_FLAG (this, FLAG_XRAYS);
798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
799 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
800 775
801 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
802 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
803 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
804 779
805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
809 784
810 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
814 move_type = arch->move_type; 789 move_type = arch->move_type;
815 790
816 chosen_skill = 0;
817
818 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
819 * archetype clone 792 * archetype clone
820 */ 793 */
821 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
822 795
823 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
824 { 797 {
825 if (resist[i] > 0) 798 if (resist[i] > 0)
826 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
827 else 800 else
828 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
829 802
830 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
831 } 804 }
832 805
833 wc = arch->stats.wc; 806 wc = arch->stats.wc;
834 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
835 808
838 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
839 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
840 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
841 * that their protection from physical goes down 814 * that their protection from physical goes down
842 */ 815 */
843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
844 { 817 {
845 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
847 } 820 }
848 else 821 else
849 ac = arch->stats.ac; 822 ac = arch->stats.ac;
850 823
851 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
852 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
853 828
854 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
855 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
856 */ 831 */
857 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
858 { 833 {
859 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
860 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
861 * then calls this function. 836 * then calls this function.
862 */ 837 */
863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
864 continue; 839 continue;
865 840
866 glow_radius += tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
867 842
868 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
895 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
896 * up, etc. 871 * up, etc.
897 */ 872 */
898 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
901 || (tmp->type == SKILL 876 && tmp->type != SPELL)
902 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 878 {
904 if (type == PLAYER) 879 if (type == PLAYER)
905 { 880 {
906 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
907
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;
914 882
915 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] += tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
917 885
918 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
930 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
931 current_weapon = tmp; 899 current_weapon = tmp;
932 } 900 }
933 901
934 /* Update slots used for items */ 902 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
938 906
939 if (tmp->type == SYMPTOM) 907 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); 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 909
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 914 */
948 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 916 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]; 917 max_it (potion_resist[i], tmp->resist[i]);
961 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
964 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
966 }
967 }
968 924
969 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
971 { 927 {
972 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
978 } 934 }
979 935
980 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
981 937
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
984 940
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 943 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 945 invisible = 1;
989 } 946 }
990 947
991 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
992 { 949 {
999 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1000 } 957 }
1001 958
1002 switch (tmp->type) 959 switch (tmp->type)
1003 { 960 {
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: 961 case SKILL:
1016 { 962 {
963 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 965 break;
1019 966
1020 if (chosen_skill) 967 if (chosen_skill)
1021 { 968 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 971
1025 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 973 update_stats ();
1027 return; 974 return;
1028 } 975 }
1029 else 976
1030 chosen_skill = tmp; 977 chosen_skill = tmp;
1031 978
1032 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 983
1040 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 986
1043 if (tmp->magic) 987 if (tmp->magic)
1052 996
1053 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1055 999
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1058 } 1002 }
1059 1003
1060 break; 1004 break;
1061 1005
1062 case SHIELD: 1006 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1065 case RING: 1010 case RING:
1066 case AMULET: 1011 case AMULET:
1067 case GIRDLE: 1012 case GIRDLE:
1068 case HELMET: 1013 case HELMET:
1069 case BOOTS: 1014 case BOOTS:
1078 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1080 1025
1081 break; 1026 break;
1082 1027
1028 case RANGED:
1083 case BOW: 1029 case BOW:
1084 case WEAPON: 1030 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1088 1032
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1091 1035
1092 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1039
1096 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1097 weapon_speed = 0; 1041 weapon_speed = 0;
1098 1042
1099 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1100 1044
1101 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1103 * go. 1047 * go.
1104 */ 1048 */
1105 1049
1106 if (type == PLAYER) 1050 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1110 1053
1111 break; 1054 break;
1112 1055
1113 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1143 1086
1144 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1145 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1146 1089
1147 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1092
1150 break; 1093 break;
1151 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1152 } /* item is equipped */ 1095 } /* item is equipped */
1153 } /* for loop of items */ 1096 } /* for loop of items */
1154 1097
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1099
1157 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1159 */ 1102 */
1160 1103
1166 */ 1109 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1111 {
1169 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1170 1113
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1173 } 1117 }
1174 1118
1175 if (type == PLAYER) 1119 if (type == PLAYER)
1176 { 1120 {
1401 if (move_type == 0) 1345 if (move_type == 0)
1402 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1405 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1406 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1407 * so we will check that now. 1355 * so we will check that now.
1408 */ 1356 */
1409 if (is_player ()) 1357 if (is_player ())
1410 contr->update_spells (); 1358 contr->update_spells ();
1572 } 1520 }
1573 1521
1574 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1575 * still doesn't know it. 1523 * still doesn't know it.
1576 */ 1524 */
1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1578 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1579 skill_obj->level = 1; 1527 skill_obj->level = 1;
1580 op->insert (skill_obj); 1528 op->insert (skill_obj);
1581 1529
1582 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1605 { 1553 {
1606 changed = true; 1554 changed = true;
1607 1555
1608 op->level++; 1556 op->level++;
1609 1557
1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1611 dragon_level_gain (who); 1559 dragon_level_gain (who);
1612 1560
1613 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1614 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1615 { 1563 {
1659 */ 1607 */
1660 1608
1661sint64 1609sint64
1662level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1663{ 1611{
1664 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1667 return (sint64) (expmul * levels[level]);
1668} 1613}
1669 1614
1670/* 1615/*
1671 * Ensure that the permanent experience requirements in an exp object are met. 1616 * 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 1617 * This really just checks 'op to make sure the perm_exp value is within
1700 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1701 * total, but not any particular skill. 1646 * total, but not any particular skill.
1702 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1703 */ 1648 */
1704static void 1649static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1706{ 1651{
1707 object *skill_obj; 1652 object *skill_obj;
1708 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1709 int i; 1654 int i;
1710 1655
1740 { 1685 {
1741 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1742 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1743 */ 1688 */
1744 exp_to_add = exp; 1689 exp_to_add = exp;
1745 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1746 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1747 exp_to_add = limit; 1692 exp_to_add = limit;
1748 1693
1749 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)));
1750 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1757 } 1702 }
1758 1703
1759 if (skill_obj) 1704 if (skill_obj)
1760 { 1705 {
1761 exp_to_add = exp; 1706 exp_to_add = exp;
1762 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1763 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1764 exp_to_add = limit; 1709 exp_to_add = limit;
1765 1710
1766 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1767 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1824 * 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.
1825 * 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
1826 * a postive number. 1771 * a postive number.
1827 */ 1772 */
1828static void 1773static void
1829subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1830{ 1775{
1831 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1832 object *tmp; 1777 object *tmp;
1833 sint64 del_exp; 1778 sint64 del_exp;
1834 1779
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1782 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1839 { 1784 {
1840 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1843 } 1788 }
1844 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1845 { 1790 {
1846 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1847 * to match a specific skill. 1792 * to match a specific skill.
1848 */ 1793 */
1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1850 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1852 } 1797 }
1853 } 1798 }
1854 1799
1868 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1869 * 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.
1870 * these last two values are only used for players. 1815 * these last two values are only used for players.
1871 */ 1816 */
1872void 1817void
1873change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1874{ 1819{
1875#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1876 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);
1877#endif 1822#endif
1878 1823
1895 * worth. 1840 * worth.
1896 */ 1841 */
1897 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1898 { 1843 {
1899 /* Sanity check */ 1844 /* Sanity check */
1900 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1901 return; 1846 return;
1902 1847
1903 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1904 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905 * more than max exp, just return. 1850 * more than max exp, just return.
1956 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1957 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1958 } 1903 }
1959 1904
1960 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1961 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)];
1962 1907
1963 if (level_loss < 0) 1908 if (level_loss < 0)
1964 level_loss = 0; 1909 level_loss = 0;
1965 1910
1966 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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