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Comparing deliantra/server/common/living.C (file contents):
Revision 1.104 by root, Mon Nov 23 14:09:05 2009 UTC vs.
Revision 1.120 by root, Fri Apr 30 09:36:32 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 268
271/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 270 * the object.
415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 } 414 }
417 415
418 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 418 }
424 419
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 421 * originally undead may change their status
427 */ 422 */
464 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466 else 461 else
467 { 462 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
470 if (op->type == PLAYER) 465 if (op->type == PLAYER)
471 op->contr->do_los = 1; 466 op->contr->do_los = 1;
472 } 467 }
473 } 468 }
474 else 469 else
476 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
478 else 473 else
479 { 474 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
482 if (op->type == PLAYER) 477 if (op->type == PLAYER)
483 op->contr->do_los = 1; 478 op->contr->do_los = 1;
484 } 479 }
485 } 480 }
486 } 481 }
524 { 519 {
525 success = 1; 520 success = 1;
526 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
527 } 522 }
528 523
524 if (digest_types [tmp->type])
525 {
529 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
530 { 527 {
531 success = 1; 528 success = 1;
532 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
533 } 530 }
534 531
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
536 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
537 success = 1; 535 success = 1;
538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
539 } 537 }
540 538
541 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
543 { 541 {
544 success = 1; 542 success = 1;
545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
546 } 544 }
547 545
548 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
549 { 547 {
550 success = 1; 548 success = 1;
551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
552 } 551 }
553 552
554 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
556 { 555 {
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 739 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
768 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
769 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 745 if (type == PLAYER)
771 { 746 {
772 contr->delayed_update = false; 747 contr->delayed_update = false;
773 748
790 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
792 767
793 slaying = 0; 768 slaying = 0;
794 769
795 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
796 {
797 CLEAR_FLAG (this, FLAG_XRAYS);
798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
799 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
800 775
801 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
802 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
803 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
804 779
805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
809 784
810 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
814 move_type = arch->move_type; 789 move_type = arch->move_type;
815 790
816 chosen_skill = 0;
817
818 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
819 * archetype clone 792 * archetype clone
820 */ 793 */
821 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
822 795
823 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
824 { 797 {
825 if (resist[i] > 0) 798 if (resist[i] > 0)
826 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
827 else 800 else
828 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
829 802
830 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
831 } 804 }
832 805
833 wc = arch->stats.wc; 806 wc = arch->stats.wc;
834 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
835 808
838 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
839 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
840 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
841 * that their protection from physical goes down 814 * that their protection from physical goes down
842 */ 815 */
843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
844 { 817 {
845 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
847 } 820 }
848 else 821 else
849 ac = arch->stats.ac; 822 ac = arch->stats.ac;
850 823
851 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
852 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
853 828
854 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
855 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
856 */ 831 */
857 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
858 { 833 {
859 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
860 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
861 * then calls this function. 836 * then calls this function.
862 */ 837 */
863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
864 continue; 839 continue;
865 840
866 glow_radius += tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
867 842
868 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
896 * up, etc. 871 * up, etc.
897 */ 872 */
898 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING)) 876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 877 {
904 if (type == PLAYER) 878 if (type == PLAYER)
905 { 879 {
906 contr->item_power += tmp->item_power; 880 contr->item_power += tmp->item_power;
907
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914 881
915 for (int i = 0; i < NUM_STATS; i++) 882 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] += tmp->stats.stat (i); 883 stat_sum [i] += tmp->stats.stat (i);
917 884
918 if (digest_types [tmp->type]) 885 if (digest_types [tmp->type])
930 if (tmp->type == WEAPON) 897 if (tmp->type == WEAPON)
931 current_weapon = tmp; 898 current_weapon = tmp;
932 } 899 }
933 900
934 /* Update slots used for items */ 901 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 904 slot[i].used += tmp->slot[i].info;
938 905
939 if (tmp->type == SYMPTOM) 906 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 908
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 910 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 911 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 912 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 913 */
948 if (tmp->type != POTION) 914 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 915 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i]; 916 max_it (potion_resist[i], tmp->resist[i]);
961 } 917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 919 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 else if (tmp->resist[i] < 0) 921 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 }
967 }
968 923
969 /* There may be other things that should not adjust the attacktype */ 924 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 925 if (tmp->type != SYMPTOM)
971 { 926 {
972 attacktype |= tmp->attacktype; 927 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 932 stats.luck += tmp->stats.luck;
978 } 933 }
979 934
980 flag |= tmp->flag & copy_flags; 935 flag |= tmp->flag & copy_flags;
981 936
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 938 this->set_flag (FLAG_UNDEAD);
984 939
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 940 //TODO: copy_flags?
941 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 942 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 943 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 944 invisible = 1;
989 } 945 }
990 946
991 if (tmp->stats.exp && tmp->type != SKILL) 947 if (tmp->stats.exp && tmp->type != SKILL)
992 { 948 {
999 added_speed += tmp->stats.exp; 955 added_speed += tmp->stats.exp;
1000 } 956 }
1001 957
1002 switch (tmp->type) 958 switch (tmp->type)
1003 { 959 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL: 960 case SKILL:
1016 { 961 {
962 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 964 break;
1019 965
1020 if (chosen_skill) 966 if (chosen_skill)
1021 { 967 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 970
1025 tmp->flag [FLAG_APPLIED] = false; 971 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 972 update_stats ();
1027 return; 973 return;
1028 } 974 }
1029 else 975
1030 chosen_skill = tmp; 976 chosen_skill = tmp;
1031 977
1032 if (tmp->stats.dam > 0) 978 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 979 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 980 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 981 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 982
1040 weapon_weight = tmp->weight; 983 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 985
1043 if (tmp->magic) 986 if (tmp->magic)
1052 995
1053 if (tmp->stats.ac) 996 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 997 ac -= tmp->stats.ac + tmp->magic;
1055 998
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1000 contr->encumbrance += 3 * tmp->weight / 1000;
1058 } 1001 }
1059 1002
1060 break; 1003 break;
1061 1004
1062 case SHIELD: 1005 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1065 case RING: 1009 case RING:
1066 case AMULET: 1010 case AMULET:
1067 case GIRDLE: 1011 case GIRDLE:
1068 case HELMET: 1012 case HELMET:
1069 case BOOTS: 1013 case BOOTS:
1078 if (tmp->stats.ac) 1022 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1023 ac -= tmp->stats.ac + tmp->magic;
1080 1024
1081 break; 1025 break;
1082 1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1083 case BOW: 1032 case BOW:
1084 case WEAPON: 1033 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1034 wc -= tmp->stats.wc + tmp->magic;
1088 1035
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1091 1038
1092 stats.dam += tmp->stats.dam + tmp->magic; 1039 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1042
1096 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1097 weapon_speed = 0; 1044 weapon_speed = 0;
1098 1045
1099 slaying = tmp->slaying; 1046 slaying = tmp->slaying;
1100 1047
1101 /* If there is desire that two handed weapons should do 1048 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1049 * extra strength damage, this is where the code should
1103 * go. 1050 * go.
1104 */ 1051 */
1105 1052
1106 if (type == PLAYER) 1053 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1054 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1055 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1110 1056
1111 break; 1057 break;
1112 1058
1113 case ARMOUR: /* Only the best of these three are used: */ 1059 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1150 break; 1096 break;
1151 } /* switch tmp->type */ 1097 } /* switch tmp->type */
1152 } /* item is equipped */ 1098 } /* item is equipped */
1153 } /* for loop of items */ 1099 } /* for loop of items */
1154 1100
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1102
1157 /* We've gone through all the objects the player has equipped. For many things, we 1103 /* 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. 1104 * have generated intermediate values which we now need to assign.
1159 */ 1105 */
1160 1106
1166 */ 1112 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1113 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1114 {
1169 resist[i] = prot[i] - vuln[i]; 1115 resist[i] = prot[i] - vuln[i];
1170 1116
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1119 resist[i] = potion_resist[i];
1173 } 1120 }
1174 1121
1175 if (type == PLAYER) 1122 if (type == PLAYER)
1176 { 1123 {
1401 if (move_type == 0) 1348 if (move_type == 0)
1402 move_type = MOVE_WALK; 1349 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK; 1351 move_type &= ~MOVE_WALK;
1405 1352
1353 // now apply the new move_type
1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1356
1406 /* It is quite possible that a player's spell costing might have changed, 1357 /* It is quite possible that a player's spell costing might have changed,
1407 * so we will check that now. 1358 * so we will check that now.
1408 */ 1359 */
1409 if (is_player ()) 1360 if (is_player ())
1410 contr->update_spells (); 1361 contr->update_spells ();
1572 } 1523 }
1573 1524
1574 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1575 * still doesn't know it. 1526 * still doesn't know it.
1576 */ 1527 */
1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1578 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1579 skill_obj->level = 1; 1530 skill_obj->level = 1;
1580 op->insert (skill_obj); 1531 op->insert (skill_obj);
1581 1532
1582 if (player *pl = op->contr) 1533 if (player *pl = op->contr)
1605 { 1556 {
1606 changed = true; 1557 changed = true;
1607 1558
1608 op->level++; 1559 op->level++;
1609 1560
1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1611 dragon_level_gain (who); 1562 dragon_level_gain (who);
1612 1563
1613 /* Only roll these if it is the player (who) that gained the level */ 1564 /* Only roll these if it is the player (who) that gained the level */
1614 if (op == who && (who->level < 11) && who->type == PLAYER) 1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1615 { 1566 {
1659 */ 1610 */
1660 1611
1661sint64 1612sint64
1662level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1663{ 1614{
1664 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1667 return (sint64) (expmul * levels[level]);
1668} 1616}
1669 1617
1670/* 1618/*
1671 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1672 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1740 { 1688 {
1741 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1742 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1743 */ 1691 */
1744 exp_to_add = exp; 1692 exp_to_add = exp;
1745 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1746 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1747 exp_to_add = limit; 1695 exp_to_add = limit;
1748 1696
1749 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1750 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1757 } 1705 }
1758 1706
1759 if (skill_obj) 1707 if (skill_obj)
1760 { 1708 {
1761 exp_to_add = exp; 1709 exp_to_add = exp;
1762 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1763 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1764 exp_to_add = limit; 1712 exp_to_add = limit;
1765 1713
1766 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1767 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)
1895 * worth. 1843 * worth.
1896 */ 1844 */
1897 if (op->type != PLAYER) 1845 if (op->type != PLAYER)
1898 { 1846 {
1899 /* Sanity check */ 1847 /* Sanity check */
1900 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1848 if (!op->flag [FLAG_ALIVE])
1901 return; 1849 return;
1902 1850
1903 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
1904 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905 * more than max exp, just return. 1853 * more than max exp, just return.

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