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 1.74 by root, Tue Aug 7 21:58:25 2007 UTC vs.
Revision 1.91 by root, Thu Dec 4 01:07:34 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/*
757 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
758 */ 756 */
759void 757void
760object::update_stats () 758object::update_stats ()
761{ 759{
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
769 767
770 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 769 if (type == PLAYER)
772 { 770 {
773 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
775 773
776 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 775 contr->encumbrance = 0;
778 776
779 attacktype = 0; 777 attacktype = 0;
817 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
818 * archetype clone 816 * archetype clone
819 */ 817 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
821 819
822 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
823 { 821 {
824 if (resist[i] > 0) 822 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
826 else 824 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
863 continue; 861 continue;
864 862
865 /* See note in map.c:update_position about making this additive 863 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here. 864 * since light sources are never applied, need to put check here.
867 */ 865 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 866 glow_radius = max (glow_radius, tmp->glow_radius);
870 867
871 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
873 { 870 {
874 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 885 grace_obj = tmp;
889 } 886 }
890 } 887 }
891 888
892 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 890 * objects need to make adjustments.
894 * This block should handle all player specific changes 891 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 892 * 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. 893 * 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, 894 * It also means we need to put in additional checks for applied below,
914 && !tmp->flag [FLAG_CURSED] 911 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 912 && !tmp->flag [FLAG_DAMNED])
916 continue; 913 continue;
917 914
918 for (int i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 917
922 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
923 { 919 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 920 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
926 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 926 }
930 } /* if this is a player */ 927 } /* if this is a player */
931 else 928 else
934 current_weapon = tmp; 931 current_weapon = tmp;
935 } 932 }
936 933
937 /* Update slots used for items */ 934 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 937 slot[i].used += tmp->slot[i].info;
941 938
942 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1; 940 speed_reduce_from_disease =
948 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
949 942
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 947 */
955 if (tmp->type != POTION) 948 if (tmp->type != POTION)
956 { 949 {
957 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
958 { 951 {
959 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
961 */ 954 */
962 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1156 1149
1157 break; 1150 break;
1158 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1159 } /* item is equipped */ 1152 } /* item is equipped */
1160 } /* for loop of items */ 1153 } /* for loop of items */
1154 fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D
1161 1155
1162 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign. 1157 * have generated intermediate values which we now need to assign.
1164 */ 1158 */
1165 1159
1167 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1171 */ 1165 */
1172 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1167 {
1174 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1175 1169
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1178 } 1172 }
1179 1173
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER) 1174 if (type == PLAYER)
1182 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1183 int pl_level;
1184 1184
1185 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1186 pl_level = level; 1186 pl_level = level;
1187 1187
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190 1190
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1193 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1195 { 1196 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 1198
1198 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1200 j++; 1201 j++;
1201 else 1202 else
1202 j--; 1203 j--;
1203 1204
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 } 1206 }
1206 1207
1207 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1208 stats.maxhp += 2;
1209 1209
1210 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1212 1212
1213 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1228 stats.maxsp = 1; 1228 stats.maxsp = 1;
1229 else 1229 else
1230 { 1230 {
1231 float sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1232 1232
1233 for (i = 1; i <= min (10, mana_obj->level); i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 { 1234 {
1235 float stmp; 1235 float stmp;
1236 1236
1237 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1238 if (i < 2) 1238 if (i < 2)
1262 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1264 */ 1264 */
1265 float sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1266 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++) 1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 { 1268 {
1269 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1270 1270
1271 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1272 if (i < 2) 1272 if (i < 2)
1306 1306
1307 if (contr && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1308 { 1308 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310 1310
1311 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1312 { 1312 {
1313 /* additional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1314 if (!(i % 6)) 1314 if (!(i % 6))
1315 wc--; 1315 wc--;
1316 1316
1349 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1350 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1353 */ 1353 */
1354 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0) 1355 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 } 1357 }
1358 1358
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1360 1361
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1364 */
1364 speed = speed * speed_reduce_from_disease;
1365
1366 if (speed < 0.01f && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1367 speed = 0.01f; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1368 1370
1369 if (type == PLAYER) 1371 if (type == PLAYER)
1370 { 1372 {
1371 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1404 if (move_type == 0) 1406 if (move_type == 0)
1405 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1408 1410
1409 if (speed != old_speed)
1410 set_speed (speed);
1411
1412 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now. 1412 * so we will check that now.
1414 */ 1413 */
1415 if (type == PLAYER) 1414 if (type == PLAYER)
1416 { 1415 {
1444 1443
1445/* 1444/*
1446 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1447 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1448 * eventually change the player's face and animation) 1447 * eventually change the player's face and animation)
1449 *
1450 * Note that the title is written to 'own_title' in the
1451 * player struct. This should be changed to 'ext_title'
1452 * as soon as clients support this!
1453 * Please, anyone, write support for 'ext_title'.
1454 */ 1448 */
1455void 1449void
1456set_dragon_name (object *pl, const object *abil, const object *skin) 1450set_dragon_name (object *pl, const object *abil, const object *skin)
1457{ 1451{
1458 int atnr = -1; /* attacknumber of highest level */ 1452 int atnr = -1; /* attacknumber of highest level */
1476 /* now if there are equals at highest level, pick the one with focus, 1470 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1471 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1472 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1473 atnr = abil->stats.exp;
1480 1474
1481 level = (int) (level / 5.);
1482
1483 /* now set the new title */ 1475 /* now set the new title */
1484 if (pl->contr != NULL)
1485 {
1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1476 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1477 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490 else if (level == 2)
1491 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1478 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1492 else if (level == 3)
1493 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1479 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1494 else 1480 else
1495 { 1481 {
1496 /* special titles for extra high resistance! */ 1482 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1483 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499 else if (skin->resist[atnr] > 50)
1500 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1484 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1501 else
1502 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1485 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1503 }
1504 } 1486 }
1505 1487
1506 strcpy (pl->contr->own_title, ""); 1488 strcpy (pl->contr->own_title, "");
1507} 1489}
1508 1490
1575 object *skill_obj; 1557 object *skill_obj;
1576 1558
1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1559 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578 if (!skill_obj) 1560 if (!skill_obj)
1579 { 1561 {
1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1562 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1581 return NULL; 1563 return NULL;
1582 } 1564 }
1583 1565
1584 /* clear the flag - exp goes into this bucket, but player 1566 /* clear the flag - exp goes into this bucket, but player
1585 * still doesn't know it. 1567 * still doesn't know it.
1586 */ 1568 */
1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1569 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1588 skill_obj->stats.exp = 0; 1570 skill_obj->stats.exp = 0;
1589 skill_obj->level = 1; 1571 skill_obj->level = 1;
1590 insert_ob_in_ob (skill_obj, op); 1572 op->insert (skill_obj);
1591 1573
1592 if (player *pl = op->contr) 1574 if (player *pl = op->contr)
1593 { 1575 pl->link_skills ();
1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1597 }
1598 1576
1599 return skill_obj; 1577 return skill_obj;
1600} 1578}
1601 1579
1602/* player_lvl_adj() - for the new exp system. we are concerned with 1580/* player_lvl_adj() - for the new exp system. we are concerned with
1721 * flag is what to do if the player doesn't have the skill: 1699 * flag is what to do if the player doesn't have the skill:
1722 */ 1700 */
1723static void 1701static void
1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1702add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1725{ 1703{
1726 object *skill_obj = NULL; 1704 object *skill_obj;
1727 sint64 limit, exp_to_add; 1705 sint64 limit, exp_to_add;
1728 int i; 1706 int i;
1729 1707
1730 /* prevents some forms of abuse. */ 1708 /* prevents some forms of abuse. */
1731 if (op->contr->braced) 1709 if (op->contr->braced)
1734 /* Try to find the matching skill. 1712 /* Try to find the matching skill.
1735 * We do a shortcut/time saving mechanism first - see if it matches 1713 * We do a shortcut/time saving mechanism first - see if it matches
1736 * chosen_skill. This means we don't need to search through 1714 * chosen_skill. This means we don't need to search through
1737 * the players inventory. 1715 * the players inventory.
1738 */ 1716 */
1717 skill_obj = 0;
1718
1739 if (skill_name) 1719 if (skill_name)
1740 { 1720 {
1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1721 skill_obj = op->contr->find_skill (skill_name);
1742 skill_obj = op->chosen_skill;
1743 else
1744 {
1745 for (i = 0; i < NUM_SKILLS; i++)
1746 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1747 {
1748 skill_obj = op->contr->last_skill_ob[i];
1749 break;
1750 }
1751 1722
1752 /* Player doesn't have the skill. Check to see what to do, and give 1723 /* Player doesn't have the skill. Check to see what to do, and give
1753 * it to the player if necessary 1724 * it to the player if necessary
1754 */ 1725 */
1755 if (!skill_obj) 1726 if (!skill_obj)
1756 { 1727 {
1757 if (flag == SK_EXP_NONE) 1728 if (flag == SK_EXP_NONE)
1758 return; 1729 return;
1730
1759 else if (flag == SK_EXP_ADD_SKILL) 1731 if (flag == SK_EXP_ADD_SKILL)
1760 give_skill_by_name (op, skill_name); 1732 skill_obj = give_skill_by_name (op, skill_name);
1761 }
1762 } 1733 }
1763 } 1734 }
1764 1735
1765 if (flag != SK_EXP_SKILL_ONLY) 1736 if (flag != SK_EXP_SKILL_ONLY)
1766 { 1737 {
1832 if (exp < 0) 1803 if (exp < 0)
1833 return check_exp_loss (op, exp); 1804 return check_exp_loss (op, exp);
1834 else 1805 else
1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1806 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1836} 1807}
1837
1838 1808
1839/* Subtracts experience from player. 1809/* Subtracts experience from player.
1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1810 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841 * only subtract from the matching skill. Otherwise, 1811 * only subtract from the matching skill. Otherwise,
1842 * this subtracts a portion from all 1812 * this subtracts a portion from all
1856 sint64 del_exp; 1826 sint64 del_exp;
1857 1827
1858 for (tmp = op->inv; tmp; tmp = tmp->below) 1828 for (tmp = op->inv; tmp; tmp = tmp->below)
1859 if (tmp->type == SKILL && tmp->stats.exp) 1829 if (tmp->type == SKILL && tmp->stats.exp)
1860 { 1830 {
1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1831 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1862 { 1832 {
1863 del_exp = check_exp_loss (tmp, exp); 1833 del_exp = check_exp_loss (tmp, exp);
1864 tmp->stats.exp -= del_exp; 1834 tmp->stats.exp -= del_exp;
1865 player_lvl_adj (op, tmp); 1835 player_lvl_adj (op, tmp);
1866 } 1836 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines