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

Comparing deliantra/server/common/living.C (file contents):
Revision 1.83 by root, Fri May 2 20:16:24 2008 UTC vs.
Revision 1.114 by root, Sun Mar 28 18:44:21 2010 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 265 */
265#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 268
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 270
270/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 272 * the object.
279 * that gives them that ability. 280 * that gives them that ability.
280 */ 281 */
281int 282int
282change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
283{ 284{
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
285 char message[MAX_BUF]; 287 char message[MAX_BUF];
286 int potion_max = 0; 288 int potion_max = 0;
287 289
290 // keep some stats for comparison purposes
288 object::flags_t prev_flag = op->flag; 291 object::flags_t prev_flag = op->flag;
289 MoveType prev_move_type = op->move_type; 292 MoveType prev_move_type = op->move_type;
290 sint16 prev_resist [NROFATTACKS]; // clumsy 293 sint16 prev_resist [NROFATTACKS]; // clumsy
291 assert (sizeof (prev_resist) == sizeof (op->resist)); 294 assert (sizeof (prev_resist) == sizeof (op->resist));
292 memcpy (prev_resist, op->resist, sizeof (prev_resist)); 295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 if (op->type == PLAYER) 297 if (op->type == PLAYER)
295 { 298 {
296 if (tmp->type == POTION) 299 if (tmp->type == POTION)
297 { 300 {
298 potion_max = 1; 301 potion_max = 1;
302
299 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
300 { 304 {
301 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
303 307
304 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
305 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
306 310
307 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
308 * potions do so right now, there is the potential for potions
309 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
310 * to allow for that. 313 * to allow for that.
311 */ 314 */
312 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
313 nstat = 1; 316 nstat = 1;
398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
400 */ 403 */
401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 { 405 {
403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
404 } 407 }
405 408
406 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
407 { 410 {
408 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
413 } 416 }
414 417
415 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
417
418 /* Changing move status may mean you are affected by things you weren't before */
419 check_move_on (op, op);
420 } 420 }
421 421
422 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status 423 * originally undead may change their status
424 */ 424 */
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 567 }
568 } 568 }
569 569
570 if (!potion_max) 570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 572 if (int i = tmp->stats.stat (j))
575 { 573 {
576 success = 1; 574 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 576 }
579 }
580 }
581 577
582 return success; 578 return success;
583} 579}
584 580
585/* 581/*
596object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
597{ 593{
598 object *tmp; 594 object *tmp;
599 archetype *at; 595 archetype *at;
600 596
601 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
602 if (!at) 598 if (!at)
603 { 599 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 601 return;
606 } 602 }
608 { 604 {
609 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
610 606
611 if (!tmp) 607 if (!tmp)
612 { 608 {
613 tmp = arch_to_object (at); 609 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
616 } 612 }
617 } 613 }
618 614
626 * via an applied bad_luck object. 622 * via an applied bad_luck object.
627 */ 623 */
628void 624void
629object::change_luck (int value) 625object::change_luck (int value)
630{ 626{
631 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
632 if (!at) 628 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 630 else
635 { 631 {
636 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 634 if (!tmp)
639 { 635 {
640 if (!value) 636 if (!value)
641 return; 637 return;
642 638
643 tmp = arch_to_object (at); 639 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
646 } 642 }
647 643
648 if (value) 644 if (value)
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 763 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
769 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
770 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 769 if (type == PLAYER)
772 { 770 {
771 contr->delayed_update = false;
772
773 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
775 775
776 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 777 contr->encumbrance = 0;
810 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 813 move_type = arch->move_type;
814 814
815 chosen_skill = 0; 815 object *chosen_skill = 0;
816 816
817 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
818 * archetype clone 818 * archetype clone
819 */ 819 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
821 821
822 for (int i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
823 { 823 {
824 if (resist[i] > 0) 824 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
826 else 826 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -resist[i], prot[i] = 0;
828 828
829 potion_resist[i] = 0; 829 potion_resist[i] = -1000;
830 } 830 }
831 831
832 wc = arch->stats.wc; 832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 833 stats.dam = arch->stats.dam;
834 834
860 * then calls this function. 860 * then calls this function.
861 */ 861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue; 863 continue;
864 864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 865 glow_radius += tmp->glow_radius;
870 866
871 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
873 { 869 {
874 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 884 grace_obj = tmp;
889 } 885 }
890 } 886 }
891 887
892 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 889 * objects need to make adjustments.
894 * This block should handle all player specific changes 890 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
899 * up, etc. 895 * up, etc.
900 */ 896 */
901 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
905 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 901 {
907 if (type == PLAYER) 902 if (type == PLAYER)
908 { 903 {
909 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
910 905
914 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
916 continue; 911 continue;
917 912
918 for (int i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 914 stat_sum [i] += tmp->stats.stat (i);
920 915
921 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
922 { 917 {
923 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 924 }
929 } /* if this is a player */ 925 } /* if this is a player */
930 else 926 else
932 if (tmp->type == WEAPON) 928 if (tmp->type == WEAPON)
933 current_weapon = tmp; 929 current_weapon = tmp;
934 } 930 }
935 931
936 /* Update slots used for items */ 932 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
940 936
941 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
942 speed_reduce_from_disease =
943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 939
945 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
946 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
947 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
948 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
949 */ 944 */
950 if (tmp->type != POTION) 945 if (tmp->type == POTION_EFFECT)
951 {
952 for (int i = 0; i < NROFATTACKS; i++) 946 for (int i = 0; i < NROFATTACKS; i++)
953 {
954 /* Potential for cursed potions, in which case we just can use
955 * a straight MAX, as potion_resist is initialised to zero.
956 */
957 if (tmp->type == POTION_EFFECT)
958 {
959 if (potion_resist[i])
960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
961 else
962 potion_resist[i] = tmp->resist[i]; 947 max_it (potion_resist[i], tmp->resist[i]);
963 } 948 else if (tmp->type != POTION)
949 for (int i = 0; i < NROFATTACKS; i++)
964 else if (tmp->resist[i] > 0) 950 if (tmp->resist[i] > 0)
965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 951 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
966 else if (tmp->resist[i] < 0) 952 else if (tmp->resist[i] < 0)
967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 953 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
968 }
969 }
970 954
971 /* There may be other things that should not adjust the attacktype */ 955 /* There may be other things that should not adjust the attacktype */
972 if (tmp->type != SYMPTOM) 956 if (tmp->type != SYMPTOM)
973 { 957 {
974 attacktype |= tmp->attacktype; 958 attacktype |= tmp->attacktype;
1001 added_speed += tmp->stats.exp; 985 added_speed += tmp->stats.exp;
1002 } 986 }
1003 987
1004 switch (tmp->type) 988 switch (tmp->type)
1005 { 989 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1015 /* skills modifying the character -b.t. */ 990 /* skills modifying the character -b.t. */
1016 /* for all skills and skill granting objects */ 991 /* for all skills and skill granting objects */
1017 case SKILL: 992 case SKILL:
1018 { 993 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1054 1029
1055 if (tmp->stats.ac) 1030 if (tmp->stats.ac)
1056 ac -= tmp->stats.ac + tmp->magic; 1031 ac -= tmp->stats.ac + tmp->magic;
1057 1032
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1033 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1034 contr->encumbrance += 3 * tmp->weight / 1000;
1060 } 1035 }
1061 1036
1062 break; 1037 break;
1063 1038
1064 case SHIELD: 1039 case SHIELD:
1065 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1040 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1066 contr->encumbrance += (int) tmp->weight / 2000; 1041 contr->encumbrance += tmp->weight / 2000;
1042 //FALLTHROUGH
1067 case RING: 1043 case RING:
1068 case AMULET: 1044 case AMULET:
1069 case GIRDLE: 1045 case GIRDLE:
1070 case HELMET: 1046 case HELMET:
1071 case BOOTS: 1047 case BOOTS:
1080 if (tmp->stats.ac) 1056 if (tmp->stats.ac)
1081 ac -= tmp->stats.ac + tmp->magic; 1057 ac -= tmp->stats.ac + tmp->magic;
1082 1058
1083 break; 1059 break;
1084 1060
1061 case WAND:
1062 case ROD:
1063 case HORN:
1064 case SKILL_TOOL:
1065 if (type != PLAYER)
1066 chosen_skill = find_skill_by_name (this, tmp->skill);
1067 break;
1068
1085 case BOW: 1069 case BOW:
1086 case WEAPON: 1070 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp) 1071 if (type != PLAYER || current_weapon == tmp)
1088 { 1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1089 wc -= tmp->stats.wc + tmp->magic; 1075 wc -= tmp->stats.wc + tmp->magic;
1090 1076
1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1092 ac -= tmp->stats.ac + tmp->magic; 1078 ac -= tmp->stats.ac + tmp->magic;
1093 1079
1139 else /* To nullify the below effect */ 1125 else /* To nullify the below effect */
1140 ac += tmp->stats.ac + tmp->magic; 1126 ac += tmp->stats.ac + tmp->magic;
1141 } 1127 }
1142 1128
1143 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1145 1131
1146 if (tmp->stats.ac) 1132 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic); 1133 ac -= tmp->stats.ac + tmp->magic;
1148 1134
1149 if (ARMOUR_SPEED (tmp)) 1135 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1136 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151 1137
1152 break; 1138 break;
1153 } /* switch tmp->type */ 1139 } /* switch tmp->type */
1154 } /* item is equipped */ 1140 } /* item is equipped */
1155 } /* for loop of items */ 1141 } /* for loop of items */
1142
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145
1146 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1147
1157 /* We've gone through all the objects the player has equipped. For many things, we 1148 /* 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. 1149 * have generated intermediate values which we now need to assign.
1159 */ 1150 */
1160 1151
1166 */ 1157 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1158 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1159 {
1169 resist[i] = prot[i] - vuln[i]; 1160 resist[i] = prot[i] - vuln[i];
1170 1161
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1162 if (potion_resist[i] != -1000
1163 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1164 resist[i] = potion_resist[i];
1173 } 1165 }
1174 1166
1175 if (type == PLAYER) 1167 if (type == PLAYER)
1176 { 1168 {
1177 // clamp various player stats 1169 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i) 1170 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1171 stats.stat (i) = stat_sum [i];
1172
1173 check_stat_bounds (&stats);
1180 1174
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1175 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182 1176
1183 /* Figure out the players sp/mana/hp totals. */ 1177 /* Figure out the players sp/mana/hp totals. */
1184 int pl_level; 1178 int pl_level;
1185 1179
1186 check_stat_bounds (&(stats));
1187 pl_level = level;
1188
1189 if (pl_level < 1)
1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1180 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1191 1181
1192 /* You basically get half a con bonus/level. But we do take into account rounding, 1182 /* You basically get half a con bonus/level. But we do take into account rounding,
1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1183 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194 */ 1184 */
1195 stats.maxhp = 0; 1185 stats.maxhp = 0;
1330 1320
1331 speed = 1.f + speed_bonus[stats.Dex]; 1321 speed = 1.f + speed_bonus[stats.Dex];
1332 1322
1333 if (settings.search_items && contr->search_str[0]) 1323 if (settings.search_items && contr->search_str[0])
1334 speed -= 1; 1324 speed -= 1;
1335
1336 if (attacktype == 0)
1337 attacktype = arch->attacktype;
1338 } /* End if player */ 1325 } /* End if player */
1339 1326
1340 if (added_speed >= 0) 1327 if (added_speed >= 0)
1341 speed += added_speed / 10.f; 1328 speed += added_speed / 10.f;
1342 else /* Something wrong here...: */ 1329 else /* Something wrong here...: */
1361 speed *= speed_reduce_from_disease; 1348 speed *= speed_reduce_from_disease;
1362 1349
1363 /* Put a lower limit on speed. Note with this speed, you move once every 1350 /* Put a lower limit on speed. Note with this speed, you move once every
1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1351 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1365 */ 1352 */
1366 if (speed < 0.04f && type == PLAYER) 1353 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1367 speed = 0.04f;
1368 1354
1369 if (speed != old_speed) 1355 if (speed != old_speed)
1370 set_speed (speed); 1356 set_speed (speed);
1371 1357
1372 if (type == PLAYER) 1358 if (type == PLAYER)
1407 if (move_type == 0) 1393 if (move_type == 0)
1408 move_type = MOVE_WALK; 1394 move_type = MOVE_WALK;
1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1395 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1410 move_type &= ~MOVE_WALK; 1396 move_type &= ~MOVE_WALK;
1411 1397
1398 // now apply the new move_type
1399 if (this->move_type != move_type)
1400 change_move_type (move_type);
1401
1412 /* It is quite possible that a player's spell costing might have changed, 1402 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now. 1403 * so we will check that now.
1414 */ 1404 */
1415 if (type == PLAYER) 1405 if (is_player ())
1416 { 1406 contr->update_spells ();
1417 esrv_update_stats (contr);
1418 esrv_update_spells (contr);
1419 }
1420 1407
1421 // update the mapspace, if we are on a map 1408 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map) 1409 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0; 1410 map->at (x, y).flags_ = 0;
1411}
1412
1413void
1414object::set_glow_radius (sint8 rad)
1415{
1416 glow_radius = rad;
1417
1418 if (is_on_map ())
1419 update_all_los (map, x, y);
1420 else if (object *env = outer_env ())
1421 {
1422 env->update_stats ();
1423
1424 if (env->is_on_map ())
1425 update_all_los (env->map, env->x, env->y);
1426 }
1424} 1427}
1425 1428
1426/* 1429/*
1427 * Returns true if the given player is a legal class. 1430 * Returns true if the given player is a legal class.
1428 * The function to add and remove class-bonuses to the stats doesn't 1431 * The function to add and remove class-bonuses to the stats doesn't
1444 1447
1445/* 1448/*
1446 * set the new dragon name after gaining levels or 1449 * set the new dragon name after gaining levels or
1447 * changing ability focus (later this can be extended to 1450 * changing ability focus (later this can be extended to
1448 * eventually change the player's face and animation) 1451 * eventually change the player's face and animation)
1449 *
1450 * Note that the title is written to 'own_title' in the
1451 * player struct. This should be changed to 'ext_title'
1452 * as soon as clients support this!
1453 * Please, anyone, write support for 'ext_title'.
1454 */ 1452 */
1455void 1453void
1456set_dragon_name (object *pl, const object *abil, const object *skin) 1454set_dragon_name (object *pl, const object *abil, const object *skin)
1457{ 1455{
1458 int atnr = -1; /* attacknumber of highest level */ 1456 int atnr = -1; /* attacknumber of highest level */
1476 /* now if there are equals at highest level, pick the one with focus, 1474 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1475 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1477 atnr = abil->stats.exp;
1480 1478
1481 level = (int) (level / 25.);
1482
1483 /* now set the new title */ 1479 /* now set the new title */
1484 if (pl->contr)
1485 {
1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1480 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1481 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490 else if (level == 2)
1491 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1482 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1492 else if (level == 3)
1493 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1483 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1494 else 1484 else
1495 { 1485 {
1496 /* special titles for extra high resistance! */ 1486 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1487 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499 else if (skin->resist[atnr] > 50)
1500 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1488 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1501 else
1502 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1489 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1503 }
1504 } 1490 }
1505 1491
1506 strcpy (pl->contr->own_title, ""); 1492 strcpy (pl->contr->own_title, "");
1507} 1493}
1508 1494
1509/* 1495/*
1510 * This function is called when a dragon-player gains 1496 * This function is called when a dragon-player gains
1511 * an overall level. Here, the dragon might gain new abilities 1497 * an overall level. Here, the dragon might gain new abilities
1512 * or change the ability-focus. 1498 * or change the ability-focus.
1513 */ 1499 */
1514void 1500static void
1515dragon_level_gain (object *who) 1501dragon_level_gain (object *who)
1516{ 1502{
1517 object *abil = NULL; /* pointer to dragon ability force */ 1503 object *abil = NULL; /* pointer to dragon ability force */
1518 object *skin = NULL; /* pointer to dragon skin force */ 1504 object *skin = NULL; /* pointer to dragon skin force */
1519 object *tmp = NULL; /* tmp. object */ 1505 object *tmp = NULL; /* tmp. object */
1575 object *skill_obj; 1561 object *skill_obj;
1576 1562
1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1563 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578 if (!skill_obj) 1564 if (!skill_obj)
1579 { 1565 {
1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1566 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1581 return NULL; 1567 return NULL;
1582 } 1568 }
1583 1569
1584 /* clear the flag - exp goes into this bucket, but player 1570 /* clear the flag - exp goes into this bucket, but player
1585 * still doesn't know it. 1571 * still doesn't know it.
1586 */ 1572 */
1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1588 skill_obj->stats.exp = 0; 1574 skill_obj->stats.exp = 0;
1589 skill_obj->level = 1; 1575 skill_obj->level = 1;
1590 insert_ob_in_ob (skill_obj, op); 1576 op->insert (skill_obj);
1591 1577
1592 if (player *pl = op->contr) 1578 if (player *pl = op->contr)
1593 { 1579 pl->link_skills ();
1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1597 }
1598 1580
1599 return skill_obj; 1581 return skill_obj;
1600} 1582}
1601 1583
1602/* player_lvl_adj() - for the new exp system. we are concerned with 1584/* player_lvl_adj() - for the new exp system. we are concerned with
1619 { 1601 {
1620 changed = true; 1602 changed = true;
1621 1603
1622 op->level++; 1604 op->level++;
1623 1605
1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1606 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1625 dragon_level_gain (who); 1607 dragon_level_gain (who);
1626 1608
1627 /* Only roll these if it is the player (who) that gained the level */ 1609 /* Only roll these if it is the player (who) that gained the level */
1628 if (op == who && (who->level < 11) && who->type == PLAYER) 1610 if (op == who && (who->level < 11) && who->type == PLAYER)
1629 { 1611 {
1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1644 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1663 } 1645 }
1664 } 1646 }
1665 1647
1666 if (changed) 1648 if (changed)
1667 { 1649 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1670 /* check if the spell data has changed */
1671 esrv_update_spells (who->contr);
1672 }
1673} 1650}
1674 1651
1675/* 1652/*
1676 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1677 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1721 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1722 */ 1699 */
1723static void 1700static void
1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1725{ 1702{
1726 object *skill_obj = NULL; 1703 object *skill_obj;
1727 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1728 int i; 1705 int i;
1729 1706
1730 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1731 if (op->contr->braced) 1708 if (op->contr->braced)
1734 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1735 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1736 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1737 * the players inventory. 1714 * the players inventory.
1738 */ 1715 */
1716 skill_obj = 0;
1717
1739 if (skill_name) 1718 if (skill_name)
1740 { 1719 {
1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1720 skill_obj = op->contr->find_skill (skill_name);
1742 skill_obj = op->chosen_skill;
1743 else
1744 {
1745 for (i = 0; i < NUM_SKILLS; i++)
1746 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1747 {
1748 skill_obj = op->contr->last_skill_ob[i];
1749 break;
1750 }
1751 1721
1752 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1753 * it to the player if necessary 1723 * it to the player if necessary
1754 */ 1724 */
1755 if (!skill_obj) 1725 if (!skill_obj)
1756 { 1726 {
1757 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1758 return; 1728 return;
1729
1759 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1760 give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1761 }
1762 } 1732 }
1763 } 1733 }
1764 1734
1765 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1766 { 1736 {
1799 player_lvl_adj (op, skill_obj); 1769 player_lvl_adj (op, skill_obj);
1800 } 1770 }
1801} 1771}
1802 1772
1803/* This function checks to make sure that object 'op' can 1773/* This function checks to make sure that object 'op' can
1804 * lost 'exp' experience. It returns the amount of exp 1774 * lose 'exp' experience. It returns the amount of exp
1805 * object 'op' can in fact lose - it basically makes 1775 * object 'op' can in fact lose - it basically makes
1806 * adjustments based on permanent exp and the like. 1776 * adjustments based on permanent exp and the like.
1807 * This function should always be used for losing experience - 1777 * This function should always be used for losing experience -
1808 * the 'exp' value passed should be positive - this is the 1778 * the 'exp' value passed should be positive - this is the
1809 * amount that should get subtract from the player. 1779 * amount that should get subtract from the player.
1810 */ 1780 */
1811sint64 1781static sint64
1812check_exp_loss (const object *op, sint64 exp) 1782check_exp_loss (const object *op, sint64 exp)
1813{ 1783{
1814 sint64 del_exp; 1784 sint64 del_exp;
1815 1785
1816 if (exp > op->stats.exp) 1786 if (exp > op->stats.exp)
1817 exp = op->stats.exp; 1787 exp = op->stats.exp;
1788
1818 if (settings.permanent_exp_ratio) 1789 if (settings.permanent_exp_ratio)
1819 { 1790 {
1820 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1792
1821 if (del_exp < 0) 1793 if (del_exp < 0)
1822 del_exp = 0; 1794 del_exp = 0;
1795
1823 if (exp > del_exp) 1796 if (exp > del_exp)
1824 exp = del_exp; 1797 exp = del_exp;
1825 } 1798 }
1799
1826 return exp; 1800 return exp;
1827} 1801}
1828 1802
1829sint64 1803sint64
1830check_exp_adjust (const object *op, sint64 exp) 1804check_exp_adjust (const object *op, sint64 exp)
1831{ 1805{
1832 if (exp < 0) 1806 if (exp < 0)
1833 return check_exp_loss (op, exp); 1807 return check_exp_loss (op, exp);
1834 else 1808 else
1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1809 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1836} 1810}
1837
1838 1811
1839/* Subtracts experience from player. 1812/* Subtracts experience from player.
1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1813 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841 * only subtract from the matching skill. Otherwise, 1814 * only subtract from the matching skill. Otherwise,
1842 * this subtracts a portion from all 1815 * this subtracts a portion from all
1856 sint64 del_exp; 1829 sint64 del_exp;
1857 1830
1858 for (tmp = op->inv; tmp; tmp = tmp->below) 1831 for (tmp = op->inv; tmp; tmp = tmp->below)
1859 if (tmp->type == SKILL && tmp->stats.exp) 1832 if (tmp->type == SKILL && tmp->stats.exp)
1860 { 1833 {
1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1834 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1862 { 1835 {
1863 del_exp = check_exp_loss (tmp, exp); 1836 del_exp = check_exp_loss (tmp, exp);
1864 tmp->stats.exp -= del_exp; 1837 tmp->stats.exp -= del_exp;
1865 player_lvl_adj (op, tmp); 1838 player_lvl_adj (op, tmp);
1866 } 1839 }
1954 * amount of permenent experience, whichever gives the lowest loss. 1927 * amount of permenent experience, whichever gives the lowest loss.
1955 */ 1928 */
1956void 1929void
1957apply_death_exp_penalty (object *op) 1930apply_death_exp_penalty (object *op)
1958{ 1931{
1959 object *tmp;
1960 sint64 loss; 1932 sint64 loss;
1961 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1933 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1962 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1934 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1963 1935
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->type == SKILL && tmp->stats.exp) 1937 if (tmp->type == SKILL && tmp->stats.exp)
1966 { 1938 {
1967
1968 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1939 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1940 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1970 1941
1971 /* With the revised exp system, you can get cases where 1942 /* With the revised exp system, you can get cases where
1972 * losing several levels would still require that you have more 1943 * losing several levels would still require that you have more
1973 * exp than you currently have - this is true if the levels 1944 * exp than you currently have - this is true if the levels
1974 * tables is a lot harder. 1945 * tables is a lot harder.
1975 */ 1946 */
1976 if (level_loss < 0) 1947 if (level_loss < 0)
1977 level_loss = 0; 1948 level_loss = 0;
1978 1949
1979 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1950 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1980 1951
1981 tmp->stats.exp -= loss; 1952 tmp->stats.exp -= loss;
1982 player_lvl_adj (op, tmp); 1953 player_lvl_adj (op, tmp);
1983 } 1954 }
1984 1955
1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1956 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1957 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1987 1958
1988 if (level_loss < 0) 1959 if (level_loss < 0)
1989 level_loss = 0; 1960 level_loss = 0;
1961
1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1991 1963
1992 op->stats.exp -= loss; 1964 op->stats.exp -= loss;
1993 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1994} 1966}
1995 1967

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines