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Comparing deliantra/server/common/living.C (file contents):
Revision 1.107 by root, Fri Mar 26 00:05:45 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 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.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26 26
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
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 -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,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
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, 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,
108 * 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
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
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 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,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
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
461 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
462 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.");
463 else 461 else
464 { 462 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 465 if (op->type == PLAYER)
468 op->contr->do_los = 1; 466 op->contr->do_los = 1;
469 } 467 }
470 } 468 }
471 else 469 else
473 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
474 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.");
475 else 473 else
476 { 474 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 477 if (op->type == PLAYER)
480 op->contr->do_los = 1; 478 op->contr->do_los = 1;
481 } 479 }
482 } 480 }
483 } 481 }
521 { 519 {
522 success = 1; 520 success = 1;
523 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.");
524 } 522 }
525 523
524 if (digest_types [tmp->type])
525 {
526 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
527 { 527 {
528 success = 1; 528 success = 1;
529 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!");
530 } 530 }
531 531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
533 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
534 success = 1; 535 success = 1;
535 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.");
536 } 537 }
537 538
538 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
540 { 541 {
541 success = 1; 542 success = 1;
542 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.");
543 } 544 }
544 545
545 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
546 { 547 {
547 success = 1; 548 success = 1;
548 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 }
549 } 551 }
550 552
551 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
606 608
607 if (!tmp) 609 if (!tmp)
608 { 610 {
609 tmp = at->instance (); 611 tmp = at->instance ();
610 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
611 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
612 } 614 }
613 } 615 }
614 616
615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
636 if (!value) 638 if (!value)
637 return; 639 return;
638 640
639 tmp = at->instance (); 641 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
642 } 644 }
643 645
644 if (value) 646 if (value)
645 { 647 {
646 /* 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
699 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
700 stats.stat (i) += v; 702 stats.stat (i) += v;
701 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
702 } 704 }
703} 705}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730 706
731static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
732{ 708{
733 copy_flags () 709 copy_flags ()
734 { 710 {
753 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
754 */ 730 */
755void 731void
756object::update_stats () 732object::update_stats ()
757{ 733{
758 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;
759 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
762 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed; 740 float old_speed = speed;
764 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
791 768
792 slaying = 0; 769 slaying = 0;
793 770
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
799 776
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
803 780
804 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);
805 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);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 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);
808 785
809 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 790 move_type = arch->move_type;
814 791
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
818 * archetype clone 793 * archetype clone
819 */ 794 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
821 796
822 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
823 { 798 {
824 if (resist[i] > 0) 799 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
826 else 801 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
828 803
829 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
830 } 805 }
831 806
832 wc = arch->stats.wc; 807 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
834 809
837 * 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 -
838 * 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,
839 * 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
840 * that their protection from physical goes down 815 * that their protection from physical goes down
841 */ 816 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 818 {
844 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
845 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;
846 } 821 }
847 else 822 else
848 ac = arch->stats.ac; 823 ac = arch->stats.ac;
849 824
850 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
851 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
852 829
853 /* 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.
854 * 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.
855 */ 832 */
856 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
857 { 834 {
858 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
859 * 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
860 * then calls this function. 837 * then calls this function.
861 */ 838 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 840 continue;
864 841
865 glow_radius += tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
866 843
867 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
894 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
895 * up, etc. 872 * up, etc.
896 */ 873 */
897 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
900 || (tmp->type == SKILL 877 && tmp->type != SPELL)
901 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
902 { 879 {
903 if (type == PLAYER) 880 if (type == PLAYER)
904 { 881 {
905 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
906
907 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
908 if (tmp != current_weapon
909 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
910 && !tmp->flag [FLAG_CURSED]
911 && !tmp->flag [FLAG_DAMNED])
912 continue;
913 883
914 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
915 stat_sum [i] += tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
916 886
917 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
929 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
930 current_weapon = tmp; 900 current_weapon = tmp;
931 } 901 }
932 902
933 /* Update slots used for items */ 903 /* Update slots used for items */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
937 907
938 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
939 speed_reduce_from_disease =
940 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);
941 910
942 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 915 */
947 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
948 {
949 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
950 {
951 /* Potential for cursed potions, in which case we just can use
952 * a straight MAX, as potion_resist is initialised to zero.
953 */
954 if (tmp->type == POTION_EFFECT)
955 {
956 if (potion_resist[i])
957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
958 else
959 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
960 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
961 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
963 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
965 }
966 }
967 925
968 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
969 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
970 { 928 {
971 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
976 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
977 } 935 }
978 936
979 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
980 938
981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
982 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
983 941
984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
985 { 944 {
986 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
987 invisible = 1; 946 invisible = 1;
988 } 947 }
989 948
990 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
991 { 950 {
998 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
999 } 958 }
1000 959
1001 switch (tmp->type) 960 switch (tmp->type)
1002 { 961 {
1003#if 0
1004 case WAND:
1005 case ROD:
1006 case HORN:
1007 if (type != PLAYER || current_weapon == tmp)
1008 chosen_skill = tmp;
1009 break;
1010#endif
1011
1012 /* skills modifying the character -b.t. */
1013 /* for all skills and skill granting objects */
1014 case SKILL: 962 case SKILL:
1015 { 963 {
964 // some skills will end up here without counting as "applied"
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1017 break; 966 break;
1018 967
1019 if (chosen_skill) 968 if (chosen_skill)
1020 { 969 {
1021 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",
1023 972
1024 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats (); 974 update_stats ();
1026 return; 975 return;
1027 } 976 }
1028 else 977
1029 chosen_skill = tmp; 978 chosen_skill = tmp;
1030 979
1031 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1032 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1034 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1035
1036 if (weapon_speed < 0)
1037 weapon_speed = 0;
1038 984
1039 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041 987
1042 if (tmp->magic) 988 if (tmp->magic)
1051 997
1052 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1054 1000
1055 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1057 } 1003 }
1058 1004
1059 break; 1005 break;
1060 1006
1061 case SHIELD: 1007 case SHIELD:
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1064 case RING: 1011 case RING:
1065 case AMULET: 1012 case AMULET:
1066 case GIRDLE: 1013 case GIRDLE:
1067 case HELMET: 1014 case HELMET:
1068 case BOOTS: 1015 case BOOTS:
1077 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1078 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1079 1026
1080 break; 1027 break;
1081 1028
1029 case RANGED:
1082 case BOW: 1030 case BOW:
1083 case WEAPON: 1031 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp)
1085 {
1086 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1087 1033
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1090 1036
1091 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094 1040
1095 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1096 weapon_speed = 0; 1042 weapon_speed = 0;
1097 1043
1098 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1099 1045
1100 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1102 * go. 1048 * go.
1103 */ 1049 */
1104 1050
1105 if (type == PLAYER) 1051 if (type == PLAYER)
1106 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1108 }
1109 1054
1110 break; 1055 break;
1111 1056
1112 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1115 1060
1116 case BRACERS: 1061 case BRACERS:
1117 case FORCE: 1062 case FORCE:
1118 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1119 { 1064 {
1142 1087
1143 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1144 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1145 1090
1146 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 1093
1149 break; 1094 break;
1150 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1151 } /* item is equipped */ 1096 } /* item is equipped */
1152 } /* for loop of items */ 1097 } /* for loop of items */
1153 1098
1154 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1155 1100
1156 /* 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
1157 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1158 */ 1103 */
1159 1104
1165 */ 1110 */
1166 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1167 { 1112 {
1168 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1169 1114
1170 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]))
1171 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1172 } 1118 }
1173 1119
1174 if (type == PLAYER) 1120 if (type == PLAYER)
1175 { 1121 {
1344 /* 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)
1345 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1346 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1347 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1348 */ 1294 */
1349 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1350 if (f > 0.f) 1296 if (f > 0.f)
1351 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1352 } 1298 }
1353 1299
1354 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1356 1302
1575 } 1521 }
1576 1522
1577 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1578 * still doesn't know it. 1524 * still doesn't know it.
1579 */ 1525 */
1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1581 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1582 skill_obj->level = 1; 1528 skill_obj->level = 1;
1583 op->insert (skill_obj); 1529 op->insert (skill_obj);
1584 1530
1585 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1662 */ 1608 */
1663 1609
1664sint64 1610sint64
1665level_exp (int level, double expmul) 1611level_exp (int level, double expmul)
1666{ 1612{
1667 if (level > settings.max_level) 1613 return expmul * level_to_min_exp (level);
1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1670 return (sint64) (expmul * levels[level]);
1671} 1614}
1672 1615
1673/* 1616/*
1674 * 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.
1675 * 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
1703 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1704 * total, but not any particular skill. 1647 * total, but not any particular skill.
1705 * 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:
1706 */ 1649 */
1707static void 1650static void
1708add_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)
1709{ 1652{
1710 object *skill_obj; 1653 object *skill_obj;
1711 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1712 int i;
1713 1655
1714 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1715 if (op->contr->braced) 1657 if (op->contr->braced)
1716 exp /= 5; 1658 exp /= 5;
1717 1659
1743 { 1685 {
1744 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1745 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1746 */ 1688 */
1747 exp_to_add = exp; 1689 exp_to_add = exp;
1748 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1749 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1750 exp_to_add = limit; 1692 exp_to_add = limit;
1751 1693
1752 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)));
1753 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1760 } 1702 }
1761 1703
1762 if (skill_obj) 1704 if (skill_obj)
1763 { 1705 {
1764 exp_to_add = exp; 1706 exp_to_add = exp;
1765 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1766 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1767 exp_to_add = limit; 1709 exp_to_add = limit;
1768 1710
1769 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1770 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1827 * 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.
1828 * 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
1829 * a postive number. 1771 * a postive number.
1830 */ 1772 */
1831static void 1773static void
1832subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1833{ 1775{
1834 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1835 object *tmp; 1777 object *tmp;
1836 sint64 del_exp; 1778 sint64 del_exp;
1837 1779
1838 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1839 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1840 { 1782 {
1841 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1842 { 1784 {
1843 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1844 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1845 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1846 } 1788 }
1847 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1848 { 1790 {
1849 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1850 * to match a specific skill. 1792 * to match a specific skill.
1851 */ 1793 */
1852 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1853 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1854 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1855 } 1797 }
1856 } 1798 }
1857 1799
1871 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1872 * 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.
1873 * these last two values are only used for players. 1815 * these last two values are only used for players.
1874 */ 1816 */
1875void 1817void
1876change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1877{ 1819{
1878#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1879 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);
1880#endif 1822#endif
1881 1823
1898 * worth. 1840 * worth.
1899 */ 1841 */
1900 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1901 { 1843 {
1902 /* Sanity check */ 1844 /* Sanity check */
1903 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1904 return; 1846 return;
1905 1847
1906 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1907 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1908 * more than max exp, just return. 1850 * more than max exp, just return.
1959 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1960 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1961 } 1903 }
1962 1904
1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1964 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)];
1965 1907
1966 if (level_loss < 0) 1908 if (level_loss < 0)
1967 level_loss = 0; 1909 level_loss = 0;
1968 1910
1969 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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