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Comparing deliantra/server/common/living.C (file contents):
Revision 1.87 by root, Tue May 6 17:31:21 2008 UTC vs.
Revision 1.131 by root, Wed Nov 14 05:18:17 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25 26
32static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
33 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
34 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
35}; 36};
36 37
37/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
38 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
39 * advancement. -b.t. 40 * advancement. -b.t.
40 */ 41 */
41static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
42 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
107 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
108 * before, you need to start someplace. 109 * before, you need to start someplace.
109 */ 110 */
110 111
111const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */ 113 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
119}; 120};
120 121
121const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
122 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
123 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 268
270/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 270 * the object.
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
463 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
475 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
523 { 519 {
524 success = 1; 520 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
594object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
595{ 595{
596 object *tmp; 596 object *tmp;
597 archetype *at; 597 archetype *at;
598 598
599 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
600 if (!at) 600 if (!at)
601 { 601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 603 return;
604 } 604 }
606 { 606 {
607 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
608 608
609 if (!tmp) 609 if (!tmp)
610 { 610 {
611 tmp = arch_to_object (at); 611 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
614 } 614 }
615 } 615 }
616 616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
624 * via an applied bad_luck object. 624 * via an applied bad_luck object.
625 */ 625 */
626void 626void
627object::change_luck (int value) 627object::change_luck (int value)
628{ 628{
629 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
630 if (!at) 630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 632 else
633 { 633 {
634 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 636 if (!tmp)
637 { 637 {
638 if (!value) 638 if (!value)
639 return; 639 return;
640 640
641 tmp = arch_to_object (at); 641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
644 } 644 }
645 645
646 if (value) 646 if (value)
647 { 647 {
648 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
701 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
704 } 704 }
705} 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;
732 706
733static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
734{ 708{
735 copy_flags () 709 copy_flags ()
736 { 710 {
755 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
756 */ 730 */
757void 731void
758object::update_stats () 732object::update_stats ()
759{ 733{
760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
761 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 740 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
767 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
768 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 746 if (type == PLAYER)
770 { 747 {
748 contr->delayed_update = false;
749
771 for (int i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
773 752
774 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 754 contr->encumbrance = 0;
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
789 768
790 slaying = 0; 769 slaying = 0;
791 770
792 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
797 776
798 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
801 780
802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
806 785
807 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 790 move_type = arch->move_type;
812 791
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
816 * archetype clone 793 * archetype clone
817 */ 794 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
819 796
820 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
821 { 798 {
822 if (resist[i] > 0) 799 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
824 else 801 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
826 803
827 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
828 } 805 }
829 806
830 wc = arch->stats.wc; 807 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
832 809
835 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down 815 * that their protection from physical goes down
839 */ 816 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 818 {
842 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 } 821 }
845 else 822 else
846 ac = arch->stats.ac; 823 ac = arch->stats.ac;
847 824
848 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
849 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
850 829
851 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
853 */ 832 */
854 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
855 { 834 {
856 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
858 * then calls this function. 837 * then calls this function.
859 */ 838 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
861 continue; 840 continue;
862 841
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius); 842 glow_radius += tmp->glow_radius;
867 843
868 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
870 { 846 {
871 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
895 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
896 * up, etc. 872 * up, etc.
897 */ 873 */
898 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
901 || (tmp->type == SKILL 877 && tmp->type != SPELL)
902 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 879 {
904 if (type == PLAYER) 880 if (type == PLAYER)
905 { 881 {
906 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
907 883
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914
915 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
917 886
918 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
919 { 888 {
920 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
930 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
931 current_weapon = tmp; 900 current_weapon = tmp;
932 } 901 }
933 902
934 /* Update slots used for items */ 903 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
938 907
939 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 910
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 915 */
948 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
961 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
964 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
966 }
967 }
968 925
969 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
971 { 928 {
972 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
978 } 935 }
979 936
980 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
981 938
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
984 941
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 944 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 946 invisible = 1;
989 } 947 }
990 948
991 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
992 { 950 {
999 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1000 } 958 }
1001 959
1002 switch (tmp->type) 960 switch (tmp->type)
1003 { 961 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL: 962 case SKILL:
1016 { 963 {
964 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 966 break;
1019 967
1020 if (chosen_skill) 968 if (chosen_skill)
1021 { 969 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 972
1025 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 974 update_stats ();
1027 return; 975 return;
1028 } 976 }
1029 else 977
1030 chosen_skill = tmp; 978 chosen_skill = tmp;
1031 979
1032 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 984
1040 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 987
1043 if (tmp->magic) 988 if (tmp->magic)
1052 997
1053 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1055 1000
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1058 } 1003 }
1059 1004
1060 break; 1005 break;
1061 1006
1062 case SHIELD: 1007 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1065 case RING: 1011 case RING:
1066 case AMULET: 1012 case AMULET:
1067 case GIRDLE: 1013 case GIRDLE:
1068 case HELMET: 1014 case HELMET:
1069 case BOOTS: 1015 case BOOTS:
1078 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1080 1026
1081 break; 1027 break;
1082 1028
1029 case RANGED:
1083 case BOW: 1030 case BOW:
1084 case WEAPON: 1031 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1088 1033
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1091 1036
1092 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1040
1096 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1097 weapon_speed = 0; 1042 weapon_speed = 0;
1098 1043
1099 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1100 1045
1101 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1103 * go. 1048 * go.
1104 */ 1049 */
1105 1050
1106 if (type == PLAYER) 1051 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1109 }
1110 1054
1111 break; 1055 break;
1112 1056
1113 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1116 1060
1117 case BRACERS: 1061 case BRACERS:
1118 case FORCE: 1062 case FORCE:
1119 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1120 { 1064 {
1137 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1139 } 1083 }
1140 1084
1141 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1143 1087
1144 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1146 1090
1147 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1093
1150 break; 1094 break;
1151 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1152 } /* item is equipped */ 1096 } /* item is equipped */
1153 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1154 1100
1155 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1157 */ 1103 */
1158 1104
1164 */ 1110 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1112 {
1167 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1168 1114
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1170 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1171 } 1118 }
1172 1119
1173 if (type == PLAYER) 1120 if (type == PLAYER)
1174 { 1121 {
1175 // clamp various player stats 1122 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1123 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1178 1127
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1129
1181 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1131 int pl_level;
1183 1132
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1134
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1137 */
1193 stats.maxhp = 0; 1138 stats.maxhp = 0;
1328 1273
1329 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1330 1275
1331 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1277 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1278 } /* End if player */
1337 1279
1338 if (added_speed >= 0) 1280 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1348 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1349 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1350 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1351 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1352 */ 1294 */
1353 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1354 if (f > 0.f) 1296 if (f > 0.f)
1355 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1356 } 1298 }
1357 1299
1358 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1360 1302
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1305 */
1364 if (speed < 0.04f && type == PLAYER) 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 speed = 0.04f;
1366 1307
1367 if (speed != old_speed) 1308 if (speed != old_speed)
1368 set_speed (speed); 1309 set_speed (speed);
1369 1310
1370 if (type == PLAYER) 1311 if (type == PLAYER)
1405 if (move_type == 0) 1346 if (move_type == 0)
1406 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1409 1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1410 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now. 1356 * so we will check that now.
1412 */ 1357 */
1413 if (type == PLAYER) 1358 if (is_player ())
1414 { 1359 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1360
1419 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1422} 1364}
1423 1365
1424/* 1366void
1425 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1426 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns
1429 * false otherwise.
1430 */
1431int
1432allowed_class (const object *op)
1433{ 1368{
1434 return op->stats.Dex > 0 1369 glow_radius = rad;
1435 && op->stats.Str > 0 1370
1436 && op->stats.Con > 0 1371 if (is_on_map ())
1437 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1438 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1439 && op->stats.Pow > 0 1374 {
1440 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1441} 1380}
1442 1381
1443/* 1382/*
1444 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1447 *
1448 * Note that the title is written to 'own_title' in the
1449 * player struct. This should be changed to 'ext_title'
1450 * as soon as clients support this!
1451 * Please, anyone, write support for 'ext_title'.
1452 */ 1386 */
1453void 1387void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1389{
1456 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1409 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1478 1412
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1413 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1486 else if (level == 1)
1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1488 else if (level == 2)
1489 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490 else if (level == 3)
1491 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1418 else
1493 { 1419 {
1494 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1497 else if (skin->resist[atnr] > 50)
1498 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1499 else
1500 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1424 }
1503 1425
1504 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1505} 1427}
1506 1428
1507/* 1429/*
1508 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1509 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1510 * or change the ability-focus. 1432 * or change the ability-focus.
1511 */ 1433 */
1512void 1434static void
1513dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1514{ 1436{
1515 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1516 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1517 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1573 object *skill_obj; 1495 object *skill_obj;
1574 1496
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1498 if (!skill_obj)
1577 { 1499 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1501 return NULL;
1580 } 1502 }
1581 1503
1582 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1505 * still doesn't know it.
1584 */ 1506 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1509 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1589 1511
1590 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1591 { 1513 pl->link_skills ();
1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1595 }
1596 1514
1597 return skill_obj; 1515 return skill_obj;
1598} 1516}
1599 1517
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1617 { 1535 {
1618 changed = true; 1536 changed = true;
1619 1537
1620 op->level++; 1538 op->level++;
1621 1539
1622 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1623 dragon_level_gain (who); 1541 dragon_level_gain (who);
1624 1542
1625 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1626 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1627 { 1545 {
1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 } 1579 }
1662 } 1580 }
1663 1581
1664 if (changed) 1582 if (changed)
1665 { 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1666 who->update_stats ();
1667 esrv_update_stats (who->contr);
1668 /* check if the spell data has changed */
1669 esrv_update_spells (who->contr);
1670 }
1671} 1584}
1672 1585
1673/* 1586/*
1674 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1675 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1676 */ 1589 */
1677 1590
1678sint64 1591sint64
1679level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1680{ 1593{
1681 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1682 return (sint64) (expmul * levels[settings.max_level]);
1683
1684 return (sint64) (expmul * levels[level]);
1685} 1595}
1686 1596
1687/* 1597/*
1688 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1689 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1717 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1718 * total, but not any particular skill. 1628 * total, but not any particular skill.
1719 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1720 */ 1630 */
1721static void 1631static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1723{ 1633{
1724 object *skill_obj = NULL; 1634 object *skill_obj;
1725 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1726 int i;
1727 1636
1728 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1638 if (op->contr->braced)
1730 exp /= 5; 1639 exp /= 5;
1731 1640
1732 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1644 * the players inventory.
1736 */ 1645 */
1646 skill_obj = 0;
1647
1737 if (skill_name) 1648 if (skill_name)
1738 { 1649 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1740 skill_obj = op->chosen_skill;
1741 else
1742 {
1743 for (i = 0; i < NUM_SKILLS; i++)
1744 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1745 {
1746 skill_obj = op->contr->last_skill_ob[i];
1747 break;
1748 }
1749 1651
1750 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1653 * it to the player if necessary
1752 */ 1654 */
1753 if (!skill_obj) 1655 if (!skill_obj)
1754 { 1656 {
1755 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1756 return; 1658 return;
1659
1757 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1662 }
1761 } 1663 }
1762 1664
1763 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1666 {
1765 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1766 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1767 */ 1669 */
1768 exp_to_add = exp; 1670 exp_to_add = exp;
1769 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1770 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1771 exp_to_add = limit; 1673 exp_to_add = limit;
1772 1674
1773 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1774 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1781 } 1683 }
1782 1684
1783 if (skill_obj) 1685 if (skill_obj)
1784 { 1686 {
1785 exp_to_add = exp; 1687 exp_to_add = exp;
1786 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1787 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1788 exp_to_add = limit; 1690 exp_to_add = limit;
1789 1691
1790 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1791 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1797 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1798 } 1700 }
1799} 1701}
1800 1702
1801/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1808 */ 1710 */
1809sint64 1711static sint64
1810check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1811{ 1713{
1812 sint64 del_exp; 1714 sint64 del_exp;
1813 1715
1814 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1815 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1816 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1817 { 1720 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1819 if (del_exp < 0) 1723 if (del_exp < 0)
1820 del_exp = 0; 1724 del_exp = 0;
1725
1821 if (exp > del_exp) 1726 if (exp > del_exp)
1822 exp = del_exp; 1727 exp = del_exp;
1823 } 1728 }
1729
1824 return exp; 1730 return exp;
1825} 1731}
1826 1732
1827sint64 1733sint64
1828check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1829{ 1735{
1830 if (exp < 0) 1736 if (exp < 0)
1831 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1832 else 1738 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1834} 1740}
1835
1836 1741
1837/* Subtracts experience from player. 1742/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1745 * this subtracts a portion from all
1845 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1846 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1847 * a postive number. 1752 * a postive number.
1848 */ 1753 */
1849static void 1754static void
1850subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1851{ 1756{
1852 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1853 object *tmp; 1758 object *tmp;
1854 sint64 del_exp; 1759 sint64 del_exp;
1855 1760
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1763 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1860 { 1765 {
1861 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1864 } 1769 }
1865 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1866 { 1771 {
1867 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1868 * to match a specific skill. 1773 * to match a specific skill.
1869 */ 1774 */
1870 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1871 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1872 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1873 } 1778 }
1874 } 1779 }
1875 1780
1889 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1890 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1891 * these last two values are only used for players. 1796 * these last two values are only used for players.
1892 */ 1797 */
1893void 1798void
1894change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1895{ 1800{
1896#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1897 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1898#endif 1803#endif
1899 1804
1916 * worth. 1821 * worth.
1917 */ 1822 */
1918 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1919 { 1824 {
1920 /* Sanity check */ 1825 /* Sanity check */
1921 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1922 return; 1827 return;
1923 1828
1924 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1925 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1926 * more than max exp, just return. 1831 * more than max exp, just return.
1952 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1953 */ 1858 */
1954void 1859void
1955apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1956{ 1861{
1957 object *tmp;
1958 sint64 loss; 1862 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961 1865
1962 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1964 { 1868 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1968 1871
1969 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1971 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1972 * tables is a lot harder. 1875 * tables is a lot harder.
1973 */ 1876 */
1974 if (level_loss < 0) 1877 if (level_loss < 0)
1975 level_loss = 0; 1878 level_loss = 0;
1976 1879
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1978 1881
1979 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1981 } 1884 }
1982 1885
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1985 1888
1986 if (level_loss < 0) 1889 if (level_loss < 0)
1987 level_loss = 0; 1890 level_loss = 0;
1891
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1989 1893
1990 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
1992} 1896}
1993 1897

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