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 1.70 by root, Tue Jul 10 05:51:37 2007 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* 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 27 * 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 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
280 * that gives them that ability. 279 * that gives them that ability.
281 */ 280 */
282int 281int
283change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
284{ 283{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
286 char message[MAX_BUF]; 286 char message[MAX_BUF];
287 int potion_max = 0; 287 int potion_max = 0;
288 288
289 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
292 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 295
295 if (op->type == PLAYER) 296 if (op->type == PLAYER)
296 { 297 {
297 if (tmp->type == POTION) 298 if (tmp->type == POTION)
298 { 299 {
299 potion_max = 1; 300 potion_max = 1;
301
300 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
301 { 303 {
302 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
304 306
305 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
307 309
308 /* Do some bounds checking. While I don't think any 310 /* 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 311 * that adjust that stat by more than one point, so we need
311 * to allow for that. 312 * to allow for that.
312 */ 313 */
313 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 315 nstat = 1;
366 { 367 {
367 success = 1; 368 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 370 }
370 371
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 373 {
373 success = 1; 374 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 376 }
376 377
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 379 {
379 success = 1; 380 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 382 }
382 383
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 385 {
385 success = 1; 386 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 388 }
388 389
390 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 394 * from fly high)
394 */ 395 */
395 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
396 { 397 {
397 success = 1; 398 success = 1;
398 399
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
401 */ 402 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 404 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 406 }
406 407
407 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 409 {
409 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
421 } 422 }
422 423
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 425 * originally undead may change their status
425 */ 426 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 429 {
429 success = 1; 430 success = 1;
430 if (flag > 0) 431 if (flag > 0)
431 { 432 {
432 op->race = "undead"; 433 op->race = "undead";
437 op->race = op->arch->race; 438 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 440 }
440 } 441 }
441 442
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 444 {
444 success = 1; 445 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 447 }
447 448
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 450 {
450 success = 1; 451 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 453 }
453 454
454 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 456 * vision
456 */ 457 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
458 { 459 {
459 success = 1; 460 success = 1;
460 if (flag > 0) 461 if (flag > 0)
461 { 462 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 465 else
465 { 466 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 470 op->contr->do_los = 1;
470 } 471 }
471 } 472 }
472 else 473 else
473 { 474 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 477 else
477 { 478 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 482 op->contr->do_los = 1;
482 } 483 }
483 } 484 }
484 } 485 }
485 486
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 488 {
488 success = 1; 489 success = 1;
489 if (op->type == PLAYER) 490 if (op->type == PLAYER)
490 op->contr->do_los = 1; 491 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 493 }
493 494
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 496 {
496 success = 1; 497 success = 1;
497 if (flag > 0) 498 if (flag > 0)
498 { 499 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 502 else
502 { 503 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 505 if (op->type == PLAYER)
505 op->contr->do_los = 1; 506 op->contr->do_los = 1;
506 } 507 }
507 } 508 }
508 else 509 else
509 { 510 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 513 else
513 { 514 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 516 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 565 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
703 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 702 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
706 } 704 }
707} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
708 746
709/* 747/*
710 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
717 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
718 */ 756 */
719void 757void
720object::update_stats () 758object::update_stats ()
721{ 759{
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
729 767
730 /* 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 */
731 if (type == PLAYER) 769 if (type == PLAYER)
732 { 770 {
733 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
735 773
736 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0; 775 contr->encumbrance = 0;
738 776
739 attacktype = 0; 777 attacktype = 0;
777 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
778 * archetype clone 816 * archetype clone
779 */ 817 */
780 memcpy (&resist, &arch->resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
781 819
782 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
783 { 821 {
784 if (resist[i] > 0) 822 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
786 else 824 else
787 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
799 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 838 * that their protection from physical goes down
801 */ 839 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 841 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 844 }
807 else 845 else
808 ac = arch->stats.ac; 846 ac = arch->stats.ac;
809 847
820 * then calls this function. 858 * then calls this function.
821 */ 859 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue; 861 continue;
824 862
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; 863 glow_radius += tmp->glow_radius;
830 864
831 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
832 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
833 { 867 {
834 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
847 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
848 grace_obj = tmp; 882 grace_obj = tmp;
849 } 883 }
850 } 884 }
851 885
852 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
853 * objects need to make adjustments. 887 * objects need to make adjustments.
854 * This block should handle all player specific changes 888 * This block should handle all player specific changes
855 * The check for Praying is a bit of a hack - god given bonuses are put 889 * 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. 890 * 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, 891 * It also means we need to put in additional checks for applied below,
873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED] 908 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED]) 909 && !tmp->flag [FLAG_DAMNED])
876 continue; 910 continue;
877 911
878 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
879 change_attr_value (&stats, i, tmp->stats.stat (i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
880 914
881 /* These are the items that currently can change digestion, regeneration, 915 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 { 916 {
894 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
895 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
896 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
897 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
898 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
899 } 923 }
900 } /* if this is a player */ 924 } /* if this is a player */
901 else 925 else
904 current_weapon = tmp; 928 current_weapon = tmp;
905 } 929 }
906 930
907 /* Update slots used for items */ 931 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 934 slot[i].used += tmp->slot[i].info;
911 935
912 if (tmp->type == SYMPTOM) 936 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; 937 speed_reduce_from_disease =
918 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
919 939
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 944 */
925 if (tmp->type != POTION) 945 if (tmp->type != POTION)
926 { 946 {
927 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
928 { 948 {
929 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
931 */ 951 */
932 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
933 { 953 {
934 if (potion_resist[i]) 954 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
936 else 956 else
937 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
938 } 958 }
939 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 973 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
955 } 975 }
956 976
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 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);
964 978
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
967 981
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1120 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1121 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1122 } 1136 }
1123 1137
1124 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1126 1140
1127 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1129 1143
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1144 if (ARMOUR_SPEED (tmp))
1131 max = ARMOUR_SPEED (tmp) / 10.f; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1132 1146
1133 break; 1147 break;
1134 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1135 } /* item is equipped */ 1149 } /* item is equipped */
1136 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1137 1153
1138 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* 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. 1155 * have generated intermediate values which we now need to assign.
1140 */ 1156 */
1141 1157
1143 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1144 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1145 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1146 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1147 */ 1163 */
1148 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1149 { 1165 {
1150 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1151 1167
1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1153 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1154 } 1170 }
1155 1171
1156 /* Figure out the players sp/mana/hp totals. */
1157 if (type == PLAYER) 1172 if (type == PLAYER)
1158 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1159 int pl_level; 1181 int pl_level;
1160 1182
1161 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1162 pl_level = level; 1184 pl_level = level;
1163 1185
1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1166 1188
1167 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* 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. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1169 */ 1191 */
1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1171 { 1194 {
1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173 1196
1174 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1176 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1177 j++; 1199 j++;
1178 else 1200 else
1179 j--; 1201 j--;
1180 }
1181 1202
1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 } 1204 }
1184 1205
1185 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1186 stats.maxhp += 2;
1187 1207
1188 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1189 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1190 1210
1191 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1204 1224
1205 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1206 stats.maxsp = 1; 1226 stats.maxsp = 1;
1207 else 1227 else
1208 { 1228 {
1209 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1210 1230
1211 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1212 { 1232 {
1213 float stmp; 1233 float stmp;
1214 1234
1215 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1216 if (i < 2) 1236 if (i < 2)
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 else 1238 else
1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220 1240
1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1224 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1225 } 1242 }
1226 1243
1227 stats.maxsp = (sint16)sp_tmp; 1244 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 } 1245 }
1232 1246
1233 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1234 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1235 stats.sp = stats.maxsp * 2;
1236 1249
1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this; 1252 grace_obj = this;
1240 1253
1245 /* store grace in a float - this way, the divisions below don't create 1258 /* 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 1259 * 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 1260 * becomes big jumps when the sums of the bonuses jump to the next
1248 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1249 */ 1262 */
1250 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1252 { 1266 {
1253 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1254 1268
1255 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1256 if (i < 2) 1270 if (i < 2)
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 else 1272 else
1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260 1274
1261 if (grace_tmp < 1.f)
1262 grace_tmp = 1.f;
1263
1264 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1265 } 1276 }
1266 1277
1267 stats.maxgrace = (sint16)sp_tmp;
1268
1269 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1270 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1271 stats.maxgrace += 2;
1272 } 1280 }
1273 1281
1274 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1275 1283
1276 if (contr->braced) 1284 if (contr->braced)
1296 1304
1297 if (contr && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1298 { 1306 {
1299 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300 1308
1301 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1302 { 1310 {
1303 /* additional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1304 if (!(i % 6)) 1312 if (!(i % 6))
1305 wc--; 1313 wc--;
1306 1314
1330 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1332 speed /= 1.f - added_speed; 1340 speed /= 1.f - added_speed;
1333 1341
1334 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1335 if (speed > max) 1343 speed = min (speed, max_speed);
1336 speed = max;
1337 1344
1338 if (type == PLAYER) 1345 if (type == PLAYER)
1339 { 1346 {
1340 /* f is a number the represents the number of kg above (positive num) 1347 /* 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 1348 * or below (negative number) that the player is carrying. If above
1342 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1343 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1344 */ 1351 */
1345 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0) 1353 if (f > 0.f)
1347 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 } 1355 }
1349 1356
1350 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1351 1359
1352 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* 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. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1354 */ 1362 */
1355 speed = speed * speed_reduce_from_disease;
1356
1357 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1358 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1359 1368
1360 if (type == PLAYER) 1369 if (type == PLAYER)
1361 { 1370 {
1362 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1363 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1395 if (move_type == 0) 1404 if (move_type == 0)
1396 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1399 1408
1400 if (speed != old_speed)
1401 set_speed (speed);
1402
1403 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1404 * so we will check that now. 1410 * so we will check that now.
1405 */ 1411 */
1406 if (type == PLAYER) 1412 if (type == PLAYER)
1407 { 1413 {
1435 1441
1436/* 1442/*
1437 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1438 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1439 * eventually change the player's face and animation) 1445 * 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 */ 1446 */
1446void 1447void
1447set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1448{ 1449{
1449 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1467 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1468 or else at random */ 1469 or else at random */
1469 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1470 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1471 1472
1472 level = (int) (level / 5.);
1473
1474 /* now set the new title */ 1473 /* now set the new title */
1475 if (pl->contr != NULL)
1476 {
1477 if (level == 0)
1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 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]); 1475 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]); 1476 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]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1485 else 1478 else
1486 { 1479 {
1487 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1488 if (skin->resist[atnr] > 80)
1489 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 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]); 1482 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]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1494 }
1495 } 1484 }
1496 1485
1497 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1498} 1487}
1499 1488
1566 object *skill_obj; 1555 object *skill_obj;
1567 1556
1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1569 if (!skill_obj) 1558 if (!skill_obj)
1570 { 1559 {
1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1572 return NULL; 1561 return NULL;
1573 } 1562 }
1574 1563
1575 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1576 * still doesn't know it. 1565 * still doesn't know it.
1577 */ 1566 */
1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1579 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1580 skill_obj->level = 1; 1569 skill_obj->level = 1;
1581 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1582 1571
1583 if (player *pl = op->contr) 1572 if (player *pl = op->contr)
1584 { 1573 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 1574
1590 return skill_obj; 1575 return skill_obj;
1591} 1576}
1592 1577
1593/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1599 */ 1584 */
1600void 1585void
1601player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1602{ 1587{
1603 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1604 1590
1605 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1606 op = who; 1592 op = who;
1607 1593
1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1594 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 { 1595 {
1596 changed = true;
1597
1610 op->level++; 1598 op->level++;
1611 1599
1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1613 dragon_level_gain (who); 1601 dragon_level_gain (who);
1614 1602
1618 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1606 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); 1607 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; 1608 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1621 } 1609 }
1622 1610
1623 who->update_stats ();
1624 if (op->level > 1) 1611 if (op->level > 1)
1625 { 1612 {
1626 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1616 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1617 }
1628 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1629 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1630 1623
1631 if (who) 1624 if (who)
1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1633 } 1626 }
1634
1635 player_lvl_adj (who, op); /* To increase more levels */
1636 } 1627 }
1628
1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1629 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1638 { 1630 {
1631 changed = true;
1632
1639 op->level--; 1633 op->level--;
1640 who->update_stats ();
1641 1634
1642 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1643 { 1636 {
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 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); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1646 } 1639 }
1640 }
1647 1641
1648 player_lvl_adj (who, op); /* To decrease more levels */ 1642 if (changed)
1649 } 1643 {
1650 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1651 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1652 esrv_update_stats (who->contr);
1653 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1654} 1649}
1655 1650
1656/* 1651/*
1657 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1658 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1702 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1703 */ 1698 */
1704static void 1699static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1706{ 1701{
1707 object *skill_obj = NULL; 1702 object *skill_obj;
1708 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1709 int i; 1704 int i;
1710 1705
1711 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1707 if (op->contr->braced)
1715 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1713 * the players inventory.
1719 */ 1714 */
1715 skill_obj = 0;
1716
1720 if (skill_name) 1717 if (skill_name)
1721 { 1718 {
1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 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 1720
1733 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1734 * it to the player if necessary 1722 * it to the player if necessary
1735 */ 1723 */
1736 if (!skill_obj) 1724 if (!skill_obj)
1737 { 1725 {
1738 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1739 return; 1727 return;
1728
1740 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1731 }
1744 } 1732 }
1745 1733
1746 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1735 {
1780 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1781 } 1769 }
1782} 1770}
1783 1771
1784/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1785 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1786 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1787 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1788 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1789 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1790 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1794{ 1782{
1795 sint64 del_exp; 1783 sint64 del_exp;
1796 1784
1797 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1798 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1799 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1800 { 1789 {
1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1802 if (del_exp < 0) 1792 if (del_exp < 0)
1803 del_exp = 0; 1793 del_exp = 0;
1794
1804 if (exp > del_exp) 1795 if (exp > del_exp)
1805 exp = del_exp; 1796 exp = del_exp;
1806 } 1797 }
1798
1807 return exp; 1799 return exp;
1808} 1800}
1809 1801
1810sint64 1802sint64
1811check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1812{ 1804{
1813 if (exp < 0) 1805 if (exp < 0)
1814 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1815 else 1807 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817} 1809}
1818
1819 1810
1820/* Subtracts experience from player. 1811/* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1814 * this subtracts a portion from all
1837 sint64 del_exp; 1828 sint64 del_exp;
1838 1829
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1832 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 { 1834 {
1844 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1847 } 1838 }
1935 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1936 */ 1927 */
1937void 1928void
1938apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1939{ 1930{
1940 object *tmp;
1941 sint64 loss; 1931 sint64 loss;
1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1944 1934
1945 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1947 { 1937 {
1948
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 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)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1951 1940
1952 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1955 * tables is a lot harder. 1944 * tables is a lot harder.
1956 */ 1945 */
1957 if (level_loss < 0) 1946 if (level_loss < 0)
1958 level_loss = 0; 1947 level_loss = 0;
1959 1948
1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961 1950
1962 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1964 } 1953 }
1965 1954
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 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)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968 1957
1969 if (level_loss < 0) 1958 if (level_loss < 0)
1970 level_loss = 0; 1959 level_loss = 0;
1960
1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1972 1962
1973 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1974 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1975} 1965}
1976 1966

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines