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(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.70 by root, Tue Jul 10 05:51:37 2007 UTC vs.
Revision 1.101 by root, Mon Nov 9 18:47:55 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 <crossfire@schmorp.de> 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>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
280 * that gives them that ability. 280 * that gives them that ability.
281 */ 281 */
282int 282int
283change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
284{ 284{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
286 char message[MAX_BUF]; 287 char message[MAX_BUF];
287 int potion_max = 0; 288 int potion_max = 0;
288 289
289 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
292 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 296
295 if (op->type == PLAYER) 297 if (op->type == PLAYER)
296 { 298 {
297 if (tmp->type == POTION) 299 if (tmp->type == POTION)
298 { 300 {
299 potion_max = 1; 301 potion_max = 1;
302
300 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
301 { 304 {
302 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
304 307
305 /* 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 */
306 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
307 310
308 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * 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
311 * to allow for that. 313 * to allow for that.
312 */ 314 */
313 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 316 nstat = 1;
366 { 368 {
367 success = 1; 369 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 371 }
370 372
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 374 {
373 success = 1; 375 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 377 }
376 378
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 380 {
379 success = 1; 381 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 383 }
382 384
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 386 {
385 success = 1; 387 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 389 }
388 390
390 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 395 * from fly high)
394 */ 396 */
395 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
396 { 398 {
397 success = 1; 399 success = 1;
398 400
399 /* 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
400 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
401 */ 403 */
402 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))
403 { 405 {
404 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.");
405 } 407 }
406 408
407 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 410 {
409 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
421 } 423 }
422 424
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 426 * originally undead may change their status
425 */ 427 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 430 {
429 success = 1; 431 success = 1;
430 if (flag > 0) 432 if (flag > 0)
431 { 433 {
432 op->race = "undead"; 434 op->race = "undead";
437 op->race = op->arch->race; 439 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 441 }
440 } 442 }
441 443
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 445 {
444 success = 1; 446 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 448 }
447 449
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 451 {
450 success = 1; 452 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 454 }
453 455
454 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 457 * vision
456 */ 458 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
458 { 460 {
459 success = 1; 461 success = 1;
460 if (flag > 0) 462 if (flag > 0)
461 { 463 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 466 else
465 { 467 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 471 op->contr->do_los = 1;
470 } 472 }
471 } 473 }
472 else 474 else
473 { 475 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 478 else
477 { 479 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 483 op->contr->do_los = 1;
482 } 484 }
483 } 485 }
484 } 486 }
485 487
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 489 {
488 success = 1; 490 success = 1;
489 if (op->type == PLAYER) 491 if (op->type == PLAYER)
490 op->contr->do_los = 1; 492 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 494 }
493 495
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 497 {
496 success = 1; 498 success = 1;
497 if (flag > 0) 499 if (flag > 0)
498 { 500 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 503 else
502 { 504 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 506 if (op->type == PLAYER)
505 op->contr->do_los = 1; 507 op->contr->do_los = 1;
506 } 508 }
507 } 509 }
508 else 510 else
509 { 511 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 514 else
513 { 515 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 517 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
554 { 556 {
555 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
557 559
558 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
559 { 561 {
560 success = 1; 562 success = 1;
563
561 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 566 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 568
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 570 }
568 } 571 }
569 572
570 if (!potion_max) 573 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 575 if (int i = tmp->stats.stat (j))
575 { 576 {
576 success = 1; 577 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 579 }
579 }
580 }
581 580
582 return success; 581 return success;
583} 582}
584 583
585/* 584/*
596object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
597{ 596{
598 object *tmp; 597 object *tmp;
599 archetype *at; 598 archetype *at;
600 599
601 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
602 if (!at) 601 if (!at)
603 { 602 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 604 return;
606 } 605 }
626 * via an applied bad_luck object. 625 * via an applied bad_luck object.
627 */ 626 */
628void 627void
629object::change_luck (int value) 628object::change_luck (int value)
630{ 629{
631 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
632 if (!at) 631 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 633 else
635 { 634 {
636 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
703 sint8 v = arch->stats.stat (i); 702 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 703 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
706 } 705 }
707} 706}
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
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
708 747
709/* 748/*
710 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
717 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
718 */ 757 */
719void 758void
720object::update_stats () 759object::update_stats ()
721{ 760{
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
729 768
730 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
731 if (type == PLAYER) 770 if (type == PLAYER)
732 { 771 {
733 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i); 773 stat_sum [i] = contr->orig_stats.stat (i);
735 774
736 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0; 776 contr->encumbrance = 0;
738 777
739 attacktype = 0; 778 attacktype = 0;
777 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
778 * archetype clone 817 * archetype clone
779 */ 818 */
780 memcpy (&resist, &arch->resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
781 820
782 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
783 { 822 {
784 if (resist[i] > 0) 823 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
786 else 825 else
787 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
799 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 839 * that their protection from physical goes down
801 */ 840 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 842 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 845 }
807 else 846 else
808 ac = arch->stats.ac; 847 ac = arch->stats.ac;
809 848
820 * then calls this function. 859 * then calls this function.
821 */ 860 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue; 862 continue;
824 863
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius; 864 glow_radius += tmp->glow_radius;
830 865
831 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
832 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
833 { 868 {
834 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
847 else if (tmp->level > grace_obj->level) 882 else if (tmp->level > grace_obj->level)
848 grace_obj = tmp; 883 grace_obj = tmp;
849 } 884 }
850 } 885 }
851 886
852 /* Container objects are not meant to adjust a players, but other applied 887 /* Container objects are not meant to adjust players, but other applied
853 * objects need to make adjustments. 888 * objects need to make adjustments.
854 * This block should handle all player specific changes 889 * This block should handle all player specific changes
855 * The check for Praying is a bit of a hack - god given bonuses are put 890 * The check for Praying is a bit of a hack - god given bonuses are put
856 * in the praying skill, and the player should always get those. 891 * in the praying skill, and the player should always get those.
857 * It also means we need to put in additional checks for applied below, 892 * It also means we need to put in additional checks for applied below,
873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
876 continue; 911 continue;
877 912
878 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
879 change_attr_value (&stats, i, tmp->stats.stat (i)); 914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
880 915
881 /* These are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
882 * spell point recovery and mana point recovery. Seems sort of an arbitary
883 * list, but other items store other info into stats array.
884 */
885 if (tmp->type == WEAPON || tmp->type == BOW ||
886 tmp->type == ARMOUR || tmp->type == HELMET ||
887 tmp->type == SHIELD || tmp->type == RING ||
888 tmp->type == BOOTS || tmp->type == GLOVES ||
889 tmp->type == AMULET || tmp->type == GIRDLE ||
890 tmp->type == BRACERS || tmp->type == CLOAK ||
891 tmp->type == DISEASE || tmp->type == FORCE ||
892 tmp->type == SKILL)
893 { 917 {
894 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
895 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
896 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
897 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
898 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
899 } 924 }
900 } /* if this is a player */ 925 } /* if this is a player */
901 else 926 else
904 current_weapon = tmp; 929 current_weapon = tmp;
905 } 930 }
906 931
907 /* Update slots used for items */ 932 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
911 936
912 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1; 938 speed_reduce_from_disease =
918 } 939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
919 940
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 942 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 943 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 944 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 945 */
925 if (tmp->type != POTION) 946 if (tmp->type != POTION)
926 { 947 {
927 for (i = 0; i < NROFATTACKS; i++) 948 for (int i = 0; i < NROFATTACKS; i++)
928 { 949 {
929 /* Potential for cursed potions, in which case we just can use 950 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero. 951 * a straight MAX, as potion_resist is initialised to zero.
931 */ 952 */
932 if (tmp->type == POTION_EFFECT) 953 if (tmp->type == POTION_EFFECT)
933 { 954 {
934 if (potion_resist[i]) 955 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
936 else 957 else
937 potion_resist[i] = tmp->resist[i]; 958 potion_resist[i] = tmp->resist[i];
938 } 959 }
939 else if (tmp->resist[i] > 0) 960 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 path_denied |= tmp->path_denied; 973 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 974 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 975 stats.luck += tmp->stats.luck;
955 } 976 }
956 977
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 978 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 979
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 981 SET_FLAG (this, FLAG_UNDEAD);
967 982
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1120 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1121 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1122 } 1137 }
1123 1138
1124 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1126 1141
1127 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1129 1144
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1145 if (ARMOUR_SPEED (tmp))
1131 max = ARMOUR_SPEED (tmp) / 10.f; 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1132 1147
1133 break; 1148 break;
1134 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1135 } /* item is equipped */ 1150 } /* item is equipped */
1136 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1137 1154
1138 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* We've gone through all the objects the player has equipped. For many things, we
1139 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1140 */ 1157 */
1141 1158
1143 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1144 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1145 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1146 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1147 */ 1164 */
1148 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1149 { 1166 {
1150 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1151 1168
1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1153 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1154 } 1171 }
1155 1172
1156 /* Figure out the players sp/mana/hp totals. */
1157 if (type == PLAYER) 1173 if (type == PLAYER)
1158 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1159 int pl_level; 1182 int pl_level;
1160 1183
1161 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1162 pl_level = level; 1185 pl_level = level;
1163 1186
1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1166 1189
1167 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1169 */ 1192 */
1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1171 { 1195 {
1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173 1197
1174 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1176 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1177 j++; 1200 j++;
1178 else 1201 else
1179 j--; 1202 j--;
1180 }
1181 1203
1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 } 1205 }
1184 1206
1185 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1186 stats.maxhp += 2;
1187 1208
1188 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1189 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1190 1211
1191 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1204 1225
1205 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1206 stats.maxsp = 1; 1227 stats.maxsp = 1;
1207 else 1228 else
1208 { 1229 {
1209 sp_tmp = 0.f; 1230 float sp_tmp = 0.f;
1210 1231
1211 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1212 { 1233 {
1213 float stmp; 1234 float stmp;
1214 1235
1215 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1216 if (i < 2) 1237 if (i < 2)
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 else 1239 else
1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220 1241
1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1224 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1225 } 1243 }
1226 1244
1227 stats.maxsp = (sint16)sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1228
1229 for (i = 11; i <= mana_obj->level; i++)
1230 stats.maxsp += 2;
1231 } 1246 }
1232 1247
1233 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1234 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1235 stats.sp = stats.maxsp * 2;
1236 1250
1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this; 1253 grace_obj = this;
1240 1254
1245 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1246 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1247 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1248 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1249 */ 1263 */
1250 sp_tmp = 0.f; 1264 float sp_tmp = 0.f;
1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1252 { 1267 {
1253 float grace_tmp = 0.f; 1268 float grace_tmp = 0.f;
1254 1269
1255 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1256 if (i < 2) 1271 if (i < 2)
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 else 1273 else
1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260 1275
1261 if (grace_tmp < 1.f)
1262 grace_tmp = 1.f;
1263
1264 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1265 } 1277 }
1266 1278
1267 stats.maxgrace = (sint16)sp_tmp;
1268
1269 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1270 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1271 stats.maxgrace += 2;
1272 } 1281 }
1273 1282
1274 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1275 1284
1276 if (contr->braced) 1285 if (contr->braced)
1296 1305
1297 if (contr && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1298 { 1307 {
1299 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300 1309
1301 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1302 { 1311 {
1303 /* additional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1304 if (!(i % 6)) 1313 if (!(i % 6))
1305 wc--; 1314 wc--;
1306 1315
1319 1328
1320 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1321 1330
1322 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1323 speed -= 1; 1332 speed -= 1;
1324
1325 if (attacktype == 0)
1326 attacktype = arch->attacktype;
1327 } /* End if player */ 1333 } /* End if player */
1328 1334
1329 if (added_speed >= 0) 1335 if (added_speed >= 0)
1330 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1332 speed /= 1.f - added_speed; 1338 speed /= 1.f - added_speed;
1333 1339
1334 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1335 if (speed > max) 1341 speed = min (speed, max_speed);
1336 speed = max;
1337 1342
1338 if (type == PLAYER) 1343 if (type == PLAYER)
1339 { 1344 {
1340 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1341 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1342 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1343 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1344 */ 1349 */
1345 f = (carrying / 1000) - max_carry[stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0) 1351 if (f > 0.f)
1347 speed = speed / (1.f + f / max_carry[stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 } 1353 }
1349 1354
1350 speed += bonus_speed / 10.f; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1351 1357
1352 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1354 */ 1360 */
1355 speed = speed * speed_reduce_from_disease;
1356
1357 if (speed < 0.01f && type == PLAYER) 1361 if (speed < 0.04f && type == PLAYER)
1358 speed = 0.01f; 1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1359 1366
1360 if (type == PLAYER) 1367 if (type == PLAYER)
1361 { 1368 {
1362 /* (This formula was made by vidarl@ifi.uio.no) 1369 /* (This formula was made by vidarl@ifi.uio.no)
1363 * Note that we never used these values again - basically 1370 * Note that we never used these values again - basically
1395 if (move_type == 0) 1402 if (move_type == 0)
1396 move_type = MOVE_WALK; 1403 move_type = MOVE_WALK;
1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1399 1406
1400 if (speed != old_speed)
1401 set_speed (speed);
1402
1403 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1404 * so we will check that now. 1408 * so we will check that now.
1405 */ 1409 */
1406 if (type == PLAYER) 1410 if (is_player ())
1407 { 1411 contr->update_spells ();
1408 esrv_update_stats (contr);
1409 esrv_update_spells (contr);
1410 }
1411 1412
1412 // update the mapspace, if we are on a map 1413 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map) 1414 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0; 1415 map->at (x, y).flags_ = 0;
1416}
1417
1418void
1419object::set_glow_radius (sint8 rad)
1420{
1421 glow_radius = rad;
1422
1423 if (is_on_map ())
1424 update_all_los (map, x, y);
1425 else if (object *env = outer_env ())
1426 {
1427 env->update_stats ();
1428
1429 if (env->is_on_map ())
1430 update_all_los (env->map, env->x, env->y);
1431 }
1415} 1432}
1416 1433
1417/* 1434/*
1418 * Returns true if the given player is a legal class. 1435 * Returns true if the given player is a legal class.
1419 * The function to add and remove class-bonuses to the stats doesn't 1436 * The function to add and remove class-bonuses to the stats doesn't
1435 1452
1436/* 1453/*
1437 * set the new dragon name after gaining levels or 1454 * set the new dragon name after gaining levels or
1438 * changing ability focus (later this can be extended to 1455 * changing ability focus (later this can be extended to
1439 * eventually change the player's face and animation) 1456 * eventually change the player's face and animation)
1440 *
1441 * Note that the title is written to 'own_title' in the
1442 * player struct. This should be changed to 'ext_title'
1443 * as soon as clients support this!
1444 * Please, anyone, write support for 'ext_title'.
1445 */ 1457 */
1446void 1458void
1447set_dragon_name (object *pl, const object *abil, const object *skin) 1459set_dragon_name (object *pl, const object *abil, const object *skin)
1448{ 1460{
1449 int atnr = -1; /* attacknumber of highest level */ 1461 int atnr = -1; /* attacknumber of highest level */
1467 /* now if there are equals at highest level, pick the one with focus, 1479 /* now if there are equals at highest level, pick the one with focus,
1468 or else at random */ 1480 or else at random */
1469 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1481 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1470 atnr = abil->stats.exp; 1482 atnr = abil->stats.exp;
1471 1483
1472 level = (int) (level / 5.);
1473
1474 /* now set the new title */ 1484 /* now set the new title */
1475 if (pl->contr != NULL)
1476 {
1477 if (level == 0)
1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1485 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1479 else if (level == 1)
1480 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1486 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1481 else if (level == 2)
1482 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1487 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1483 else if (level == 3)
1484 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1488 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1485 else 1489 else
1486 { 1490 {
1487 /* special titles for extra high resistance! */ 1491 /* special titles for extra high resistance! */
1488 if (skin->resist[atnr] > 80)
1489 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1492 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490 else if (skin->resist[atnr] > 50)
1491 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1493 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1492 else
1493 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1494 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1494 }
1495 } 1495 }
1496 1496
1497 strcpy (pl->contr->own_title, ""); 1497 strcpy (pl->contr->own_title, "");
1498} 1498}
1499 1499
1500/* 1500/*
1501 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1502 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1503 * or change the ability-focus. 1503 * or change the ability-focus.
1504 */ 1504 */
1505void 1505static void
1506dragon_level_gain (object *who) 1506dragon_level_gain (object *who)
1507{ 1507{
1508 object *abil = NULL; /* pointer to dragon ability force */ 1508 object *abil = NULL; /* pointer to dragon ability force */
1509 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1510 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1566 object *skill_obj; 1566 object *skill_obj;
1567 1567
1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1569 if (!skill_obj) 1569 if (!skill_obj)
1570 { 1570 {
1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1572 return NULL; 1572 return NULL;
1573 } 1573 }
1574 1574
1575 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1576 * still doesn't know it. 1576 * still doesn't know it.
1577 */ 1577 */
1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1579 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1580 skill_obj->level = 1; 1580 skill_obj->level = 1;
1581 insert_ob_in_ob (skill_obj, op); 1581 op->insert (skill_obj);
1582 1582
1583 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1584 { 1584 pl->link_skills ();
1585 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1586 if (pl->ns)
1587 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1588 }
1589 1585
1590 return skill_obj; 1586 return skill_obj;
1591} 1587}
1592 1588
1593/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1599 */ 1595 */
1600void 1596void
1601player_lvl_adj (object *who, object *op) 1597player_lvl_adj (object *who, object *op)
1602{ 1598{
1603 char buf[MAX_BUF]; 1599 char buf[MAX_BUF];
1600 bool changed = false;
1604 1601
1605 if (!op) /* when rolling stats */ 1602 if (!op) /* when rolling stats */
1606 op = who; 1603 op = who;
1607 1604
1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1605 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 { 1606 {
1607 changed = true;
1608
1610 op->level++; 1609 op->level++;
1611 1610
1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1611 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1613 dragon_level_gain (who); 1612 dragon_level_gain (who);
1614 1613
1618 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1617 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1619 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1618 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1620 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1619 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1621 } 1620 }
1622 1621
1623 who->update_stats ();
1624 if (op->level > 1) 1622 if (op->level > 1)
1625 { 1623 {
1626 if (op->type != PLAYER) 1624 if (op->type != PLAYER)
1625 {
1626 who->contr->play_sound (sound_find ("skill_up"));
1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1628 }
1628 else 1629 else
1630 {
1631 who->contr->play_sound (sound_find ("level_up"));
1629 sprintf (buf, "You are now level %d.", op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1633 }
1630 1634
1631 if (who) 1635 if (who)
1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1636 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1633 } 1637 }
1634
1635 player_lvl_adj (who, op); /* To increase more levels */
1636 } 1638 }
1639
1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1640 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1638 { 1641 {
1642 changed = true;
1643
1639 op->level--; 1644 op->level--;
1640 who->update_stats ();
1641 1645
1642 if (op->type != PLAYER) 1646 if (op->type != PLAYER)
1643 { 1647 {
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1648 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1646 } 1650 }
1647
1648 player_lvl_adj (who, op); /* To decrease more levels */
1649 } 1651 }
1650 1652
1651 /* check if the spell data has changed */ 1653 if (changed)
1652 esrv_update_stats (who->contr); 1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1653 esrv_update_spells (who->contr);
1654} 1655}
1655 1656
1656/* 1657/*
1657 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1658 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1702 * flag is what to do if the player doesn't have the skill: 1703 * flag is what to do if the player doesn't have the skill:
1703 */ 1704 */
1704static void 1705static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1706add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1706{ 1707{
1707 object *skill_obj = NULL; 1708 object *skill_obj;
1708 sint64 limit, exp_to_add; 1709 sint64 limit, exp_to_add;
1709 int i; 1710 int i;
1710 1711
1711 /* prevents some forms of abuse. */ 1712 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1713 if (op->contr->braced)
1715 /* Try to find the matching skill. 1716 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches 1717 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through 1718 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1719 * the players inventory.
1719 */ 1720 */
1721 skill_obj = 0;
1722
1720 if (skill_name) 1723 if (skill_name)
1721 { 1724 {
1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1725 skill_obj = op->contr->find_skill (skill_name);
1723 skill_obj = op->chosen_skill;
1724 else
1725 {
1726 for (i = 0; i < NUM_SKILLS; i++)
1727 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1728 {
1729 skill_obj = op->contr->last_skill_ob[i];
1730 break;
1731 }
1732 1726
1733 /* Player doesn't have the skill. Check to see what to do, and give 1727 /* Player doesn't have the skill. Check to see what to do, and give
1734 * it to the player if necessary 1728 * it to the player if necessary
1735 */ 1729 */
1736 if (!skill_obj) 1730 if (!skill_obj)
1737 { 1731 {
1738 if (flag == SK_EXP_NONE) 1732 if (flag == SK_EXP_NONE)
1739 return; 1733 return;
1734
1740 else if (flag == SK_EXP_ADD_SKILL) 1735 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1736 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1737 }
1744 } 1738 }
1745 1739
1746 if (flag != SK_EXP_SKILL_ONLY) 1740 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1741 {
1780 player_lvl_adj (op, skill_obj); 1774 player_lvl_adj (op, skill_obj);
1781 } 1775 }
1782} 1776}
1783 1777
1784/* This function checks to make sure that object 'op' can 1778/* This function checks to make sure that object 'op' can
1785 * lost 'exp' experience. It returns the amount of exp 1779 * lose 'exp' experience. It returns the amount of exp
1786 * object 'op' can in fact lose - it basically makes 1780 * object 'op' can in fact lose - it basically makes
1787 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1788 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1789 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1790 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1791 */ 1785 */
1792sint64 1786static sint64
1793check_exp_loss (const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1794{ 1788{
1795 sint64 del_exp; 1789 sint64 del_exp;
1796 1790
1797 if (exp > op->stats.exp) 1791 if (exp > op->stats.exp)
1798 exp = op->stats.exp; 1792 exp = op->stats.exp;
1793
1799 if (settings.permanent_exp_ratio) 1794 if (settings.permanent_exp_ratio)
1800 { 1795 {
1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1796 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1797
1802 if (del_exp < 0) 1798 if (del_exp < 0)
1803 del_exp = 0; 1799 del_exp = 0;
1800
1804 if (exp > del_exp) 1801 if (exp > del_exp)
1805 exp = del_exp; 1802 exp = del_exp;
1806 } 1803 }
1804
1807 return exp; 1805 return exp;
1808} 1806}
1809 1807
1810sint64 1808sint64
1811check_exp_adjust (const object *op, sint64 exp) 1809check_exp_adjust (const object *op, sint64 exp)
1812{ 1810{
1813 if (exp < 0) 1811 if (exp < 0)
1814 return check_exp_loss (op, exp); 1812 return check_exp_loss (op, exp);
1815 else 1813 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1814 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817} 1815}
1818
1819 1816
1820/* Subtracts experience from player. 1817/* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1818 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise, 1819 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1820 * this subtracts a portion from all
1837 sint64 del_exp; 1834 sint64 del_exp;
1838 1835
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1836 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1837 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1838 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1839 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 { 1840 {
1844 del_exp = check_exp_loss (tmp, exp); 1841 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1842 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1843 player_lvl_adj (op, tmp);
1847 } 1844 }
1935 * amount of permenent experience, whichever gives the lowest loss. 1932 * amount of permenent experience, whichever gives the lowest loss.
1936 */ 1933 */
1937void 1934void
1938apply_death_exp_penalty (object *op) 1935apply_death_exp_penalty (object *op)
1939{ 1936{
1940 object *tmp;
1941 sint64 loss; 1937 sint64 loss;
1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1944 1940
1945 for (tmp = op->inv; tmp; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if (tmp->type == SKILL && tmp->stats.exp) 1942 if (tmp->type == SKILL && tmp->stats.exp)
1947 { 1943 {
1948
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1950 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1945 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1951 1946
1952 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1954 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1955 * tables is a lot harder. 1950 * tables is a lot harder.
1956 */ 1951 */
1957 if (level_loss < 0) 1952 if (level_loss < 0)
1958 level_loss = 0; 1953 level_loss = 0;
1959 1954
1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1955 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961 1956
1962 tmp->stats.exp -= loss; 1957 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1958 player_lvl_adj (op, tmp);
1964 } 1959 }
1965 1960
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1961 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)]; 1962 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968 1963
1969 if (level_loss < 0) 1964 if (level_loss < 0)
1970 level_loss = 0; 1965 level_loss = 0;
1966
1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1972 1968
1973 op->stats.exp -= loss; 1969 op->stats.exp -= loss;
1974 player_lvl_adj (op, NULL); 1970 player_lvl_adj (op, NULL);
1975} 1971}
1976 1972

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