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 1.76 by root, Tue Aug 7 22:57:57 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/*
860 * then calls this function. 858 * then calls this function.
861 */ 859 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue; 861 continue;
864 862
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 863 glow_radius += tmp->glow_radius;
870 864
871 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
873 { 867 {
874 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 882 grace_obj = tmp;
889 } 883 }
890 } 884 }
891 885
892 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 887 * objects need to make adjustments.
894 * This block should handle all player specific changes 888 * This block should handle all player specific changes
895 * 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
896 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
920 914
921 if (digest_types [tmp->type]) 915 if (digest_types [tmp->type])
922 { 916 {
923 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 923 }
929 } /* if this is a player */ 924 } /* if this is a player */
930 else 925 else
937 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info; 934 slot[i].used += tmp->slot[i].info;
940 935
941 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
942 {
943 speed_reduce_from_disease = tmp->last_sp / 100.f;
944
945 if (speed_reduce_from_disease == 0)
946 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
947 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
948 939
949 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
950 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
951 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
952 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
953 */ 944 */
954 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1143 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1144 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1145 } 1136 }
1146 1137
1147 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1148 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1149 1140
1150 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1151 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1152 1143
1153 if (ARMOUR_SPEED (tmp)) 1144 if (ARMOUR_SPEED (tmp))
1154 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1155 1146
1156 break; 1147 break;
1157 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1158 } /* item is equipped */ 1149 } /* item is equipped */
1159 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1160 1153
1161 /* 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
1162 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1163 */ 1156 */
1164 1157
1354 /* 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)
1355 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1356 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1357 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1358 */ 1351 */
1359 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1360 if (f > 0) 1353 if (f > 0.f)
1361 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1362 } 1355 }
1363 1356
1364 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;
1365 1359
1366 /* 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
1367 * 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.
1368 */ 1362 */
1369 speed = speed * speed_reduce_from_disease;
1370
1371 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1372 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1373 1368
1374 if (type == PLAYER) 1369 if (type == PLAYER)
1375 { 1370 {
1376 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1377 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1409 if (move_type == 0) 1404 if (move_type == 0)
1410 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1413 1408
1414 if (speed != old_speed)
1415 set_speed (speed);
1416
1417 /* 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,
1418 * so we will check that now. 1410 * so we will check that now.
1419 */ 1411 */
1420 if (type == PLAYER) 1412 if (type == PLAYER)
1421 { 1413 {
1449 1441
1450/* 1442/*
1451 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1452 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1453 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1454 *
1455 * Note that the title is written to 'own_title' in the
1456 * player struct. This should be changed to 'ext_title'
1457 * as soon as clients support this!
1458 * Please, anyone, write support for 'ext_title'.
1459 */ 1446 */
1460void 1447void
1461set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1462{ 1449{
1463 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1481 /* 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,
1482 or else at random */ 1469 or else at random */
1483 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)
1484 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1485 1472
1486 level = (int) (level / 5.);
1487
1488 /* now set the new title */ 1473 /* now set the new title */
1489 if (pl->contr != NULL)
1490 {
1491 if (level == 0)
1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493 else if (level == 1)
1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1495 else if (level == 2)
1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1497 else if (level == 3)
1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1499 else 1478 else
1500 { 1479 {
1501 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 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]);
1506 else
1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1508 }
1509 } 1484 }
1510 1485
1511 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1512} 1487}
1513 1488
1580 object *skill_obj; 1555 object *skill_obj;
1581 1556
1582 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1583 if (!skill_obj) 1558 if (!skill_obj)
1584 { 1559 {
1585 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);
1586 return NULL; 1561 return NULL;
1587 } 1562 }
1588 1563
1589 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1590 * still doesn't know it. 1565 * still doesn't know it.
1591 */ 1566 */
1592 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1593 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1594 skill_obj->level = 1; 1569 skill_obj->level = 1;
1595 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1596 1571
1597 if (player *pl = op->contr) 1572 if (player *pl = op->contr)
1598 { 1573 pl->link_skills ();
1599 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1600 if (pl->ns)
1601 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1602 }
1603 1574
1604 return skill_obj; 1575 return skill_obj;
1605} 1576}
1606 1577
1607/* 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
1726 * 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:
1727 */ 1698 */
1728static void 1699static void
1729add_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)
1730{ 1701{
1731 object *skill_obj = NULL; 1702 object *skill_obj;
1732 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1733 int i; 1704 int i;
1734 1705
1735 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1736 if (op->contr->braced) 1707 if (op->contr->braced)
1739 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1740 * 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
1741 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1742 * the players inventory. 1713 * the players inventory.
1743 */ 1714 */
1715 skill_obj = 0;
1716
1744 if (skill_name) 1717 if (skill_name)
1745 { 1718 {
1746 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);
1747 skill_obj = op->chosen_skill;
1748 else
1749 {
1750 for (i = 0; i < NUM_SKILLS; i++)
1751 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1752 {
1753 skill_obj = op->contr->last_skill_ob[i];
1754 break;
1755 }
1756 1720
1757 /* 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
1758 * it to the player if necessary 1722 * it to the player if necessary
1759 */ 1723 */
1760 if (!skill_obj) 1724 if (!skill_obj)
1761 { 1725 {
1762 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1763 return; 1727 return;
1728
1764 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1765 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1766 }
1767 } 1731 }
1768 } 1732 }
1769 1733
1770 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1771 { 1735 {
1804 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1805 } 1769 }
1806} 1770}
1807 1771
1808/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1809 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1810 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1811 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1812 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1813 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1814 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1818{ 1782{
1819 sint64 del_exp; 1783 sint64 del_exp;
1820 1784
1821 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1822 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1823 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1824 { 1789 {
1825 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
1826 if (del_exp < 0) 1792 if (del_exp < 0)
1827 del_exp = 0; 1793 del_exp = 0;
1794
1828 if (exp > del_exp) 1795 if (exp > del_exp)
1829 exp = del_exp; 1796 exp = del_exp;
1830 } 1797 }
1798
1831 return exp; 1799 return exp;
1832} 1800}
1833 1801
1834sint64 1802sint64
1835check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1836{ 1804{
1837 if (exp < 0) 1805 if (exp < 0)
1838 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1839 else 1807 else
1840 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1841} 1809}
1842
1843 1810
1844/* Subtracts experience from player. 1811/* Subtracts experience from player.
1845 * 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
1846 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1847 * this subtracts a portion from all 1814 * this subtracts a portion from all
1861 sint64 del_exp; 1828 sint64 del_exp;
1862 1829
1863 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1864 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1865 { 1832 {
1866 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1867 { 1834 {
1868 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1869 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1870 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1871 } 1838 }
1959 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1960 */ 1927 */
1961void 1928void
1962apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1963{ 1930{
1964 object *tmp;
1965 sint64 loss; 1931 sint64 loss;
1966 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1967 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1968 1934
1969 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1971 { 1937 {
1972
1973 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1974 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)];
1975 1940
1976 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1977 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1979 * tables is a lot harder. 1944 * tables is a lot harder.
1980 */ 1945 */
1981 if (level_loss < 0) 1946 if (level_loss < 0)
1982 level_loss = 0; 1947 level_loss = 0;
1983 1948
1984 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1985 1950
1986 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1987 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1988 } 1953 }
1989 1954
1990 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1991 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)];
1992 1957
1993 if (level_loss < 0) 1958 if (level_loss < 0)
1994 level_loss = 0; 1959 level_loss = 0;
1960
1995 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1996 1962
1997 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1998 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1999} 1965}
2000 1966

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines