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Comparing deliantra/server/common/living.C (file contents):
Revision 1.110 by root, Sun Mar 28 16:17:27 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
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 {
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
791 767
792 slaying = 0; 768 slaying = 0;
793 769
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
799 775
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
803 779
804 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);
805 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);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 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); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 784
809 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 789 move_type = arch->move_type;
814 790
815 object *chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
818 * archetype clone 792 * archetype clone
819 */ 793 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
821 795
822 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
823 { 797 {
824 if (resist[i] > 0) 798 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
826 else 800 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
828 802
829 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
830 } 804 }
831 805
832 wc = arch->stats.wc; 806 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
834 808
837 * 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 -
838 * 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,
839 * 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
840 * that their protection from physical goes down 814 * that their protection from physical goes down
841 */ 815 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 817 {
844 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
845 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;
846 } 820 }
847 else 821 else
848 ac = arch->stats.ac; 822 ac = arch->stats.ac;
849 823
850 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
851 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
852 828
853 /* 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.
854 * 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.
855 */ 831 */
856 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
857 { 833 {
858 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
859 * 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
860 * then calls this function. 836 * then calls this function.
861 */ 837 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 839 continue;
864 840
865 glow_radius += tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
866 842
867 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
894 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
895 * up, etc. 871 * up, etc.
896 */ 872 */
897 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 878 {
902 if (type == PLAYER) 879 if (type == PLAYER)
903 { 880 {
904 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912 882
913 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
915 885
916 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
928 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
929 current_weapon = tmp; 899 current_weapon = tmp;
930 } 900 }
931 901
932 /* Update slots used for items */ 902 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
936 906
937 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
938 min_it (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);
940 /* Pos. and neg. protections are counted separate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 914 */
945 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
946 {
947 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
958 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
959 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
961 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
963 }
964 }
965 924
966 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
968 { 927 {
969 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
974 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
975 } 934 }
976 935
977 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
978 937
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
980 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
981 940
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
983 { 943 {
984 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
985 invisible = 1; 945 invisible = 1;
986 } 946 }
987 947
988 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
989 { 949 {
996 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
997 } 957 }
998 958
999 switch (tmp->type) 959 switch (tmp->type)
1000 { 960 {
1001 /* skills modifying the character -b.t. */
1002 /* for all skills and skill granting objects */
1003 case SKILL: 961 case SKILL:
1004 { 962 {
963 // some skills will end up here without counting as "applied"
1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1006 break; 965 break;
1007 966
1008 if (chosen_skill) 967 if (chosen_skill)
1009 { 968 {
1010 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",
1012 971
1013 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1014 update_stats (); 973 update_stats ();
1015 return; 974 return;
1016 } 975 }
1017 else 976
1018 chosen_skill = tmp; 977 chosen_skill = tmp;
1019 978
1020 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1021 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1022 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1023 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1024
1025 if (weapon_speed < 0)
1026 weapon_speed = 0;
1027 983
1028 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1029 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1030 986
1031 if (tmp->magic) 987 if (tmp->magic)
1067 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1069 1025
1070 break; 1026 break;
1071 1027
1072 case WAND: 1028 case RANGED:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1080 case BOW: 1029 case BOW:
1081 case WEAPON: 1030 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1086 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1087 1032
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1090 1035
1091 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094 1039
1095 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1096 weapon_speed = 0; 1041 weapon_speed = 0;
1097 1042
1098 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1099 1044
1100 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1102 * go. 1047 * go.
1103 */ 1048 */
1104 1049
1105 if (type == PLAYER) 1050 if (type == PLAYER)
1106 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1109 1053
1110 break; 1054 break;
1111 1055
1112 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1142 1086
1143 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1144 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1145 1089
1146 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 1092
1149 break; 1093 break;
1150 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1151 } /* item is equipped */ 1095 } /* item is equipped */
1152 } /* for loop of items */ 1096 } /* for loop of items */
1153 1097
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1158 1099
1159 /* 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
1160 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1161 */ 1102 */
1162 1103
1168 */ 1109 */
1169 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1170 { 1111 {
1171 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1172 1113
1173 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]))
1174 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1175 } 1117 }
1176 1118
1177 if (type == PLAYER) 1119 if (type == PLAYER)
1178 { 1120 {
1578 } 1520 }
1579 1521
1580 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1581 * still doesn't know it. 1523 * still doesn't know it.
1582 */ 1524 */
1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1584 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1585 skill_obj->level = 1; 1527 skill_obj->level = 1;
1586 op->insert (skill_obj); 1528 op->insert (skill_obj);
1587 1529
1588 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1665 */ 1607 */
1666 1608
1667sint64 1609sint64
1668level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1669{ 1611{
1670 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1671 return (sint64) (expmul * levels[settings.max_level]);
1672
1673 return (sint64) (expmul * levels[level]);
1674} 1613}
1675 1614
1676/* 1615/*
1677 * 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.
1678 * 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
1706 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1707 * total, but not any particular skill. 1646 * total, but not any particular skill.
1708 * 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:
1709 */ 1648 */
1710static void 1649static void
1711add_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)
1712{ 1651{
1713 object *skill_obj; 1652 object *skill_obj;
1714 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1715 int i; 1654 int i;
1716 1655
1746 { 1685 {
1747 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1748 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1749 */ 1688 */
1750 exp_to_add = exp; 1689 exp_to_add = exp;
1751 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1752 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1753 exp_to_add = limit; 1692 exp_to_add = limit;
1754 1693
1755 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)));
1756 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1763 } 1702 }
1764 1703
1765 if (skill_obj) 1704 if (skill_obj)
1766 { 1705 {
1767 exp_to_add = exp; 1706 exp_to_add = exp;
1768 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1769 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1770 exp_to_add = limit; 1709 exp_to_add = limit;
1771 1710
1772 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1773 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1830 * 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.
1831 * 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
1832 * a postive number. 1771 * a postive number.
1833 */ 1772 */
1834static void 1773static void
1835subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1836{ 1775{
1837 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1838 object *tmp; 1777 object *tmp;
1839 sint64 del_exp; 1778 sint64 del_exp;
1840 1779
1841 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1842 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1843 { 1782 {
1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1845 { 1784 {
1846 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1847 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1848 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1849 } 1788 }
1850 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1851 { 1790 {
1852 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1853 * to match a specific skill. 1792 * to match a specific skill.
1854 */ 1793 */
1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1856 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1857 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1858 } 1797 }
1859 } 1798 }
1860 1799
1874 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1875 * 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.
1876 * these last two values are only used for players. 1815 * these last two values are only used for players.
1877 */ 1816 */
1878void 1817void
1879change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1880{ 1819{
1881#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1882 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);
1883#endif 1822#endif
1884 1823
1901 * worth. 1840 * worth.
1902 */ 1841 */
1903 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1904 { 1843 {
1905 /* Sanity check */ 1844 /* Sanity check */
1906 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1907 return; 1846 return;
1908 1847
1909 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1910 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1911 * more than max exp, just return. 1850 * more than max exp, just return.
1962 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1964 } 1903 }
1965 1904
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1968 1907
1969 if (level_loss < 0) 1908 if (level_loss < 0)
1970 level_loss = 0; 1909 level_loss = 0;
1971 1910
1972 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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