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Comparing deliantra/server/common/living.C (file contents):
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 UTC vs.
Revision 1.115 by root, Fri Apr 2 03:41:24 2010 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 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>
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* 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 263 * 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. 264 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 265 */
265#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 268
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 270
270/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 272 * the object.
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 416 }
416 417
417 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 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 } 420 }
423 421
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 423 * originally undead may change their status
426 */ 424 */
594object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
595{ 593{
596 object *tmp; 594 object *tmp;
597 archetype *at; 595 archetype *at;
598 596
599 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
600 if (!at) 598 if (!at)
601 { 599 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 601 return;
604 } 602 }
606 { 604 {
607 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
608 606
609 if (!tmp) 607 if (!tmp)
610 { 608 {
611 tmp = arch_to_object (at); 609 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
614 } 612 }
615 } 613 }
616 614
624 * via an applied bad_luck object. 622 * via an applied bad_luck object.
625 */ 623 */
626void 624void
627object::change_luck (int value) 625object::change_luck (int value)
628{ 626{
629 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
630 if (!at) 628 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 630 else
633 { 631 {
634 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 634 if (!tmp)
637 { 635 {
638 if (!value) 636 if (!value)
639 return; 637 return;
640 638
641 tmp = arch_to_object (at); 639 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
644 } 642 }
645 643
646 if (value) 644 if (value)
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 763 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
767 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
768 /* 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 */
769 if (type == PLAYER) 769 if (type == PLAYER)
770 { 770 {
771 contr->delayed_update = false;
772
771 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
773 775
774 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 777 contr->encumbrance = 0;
808 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 813 move_type = arch->move_type;
812 814
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
816 * archetype clone 816 * archetype clone
817 */ 817 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
819 819
820 for (int i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
821 { 821 {
822 if (resist[i] > 0) 822 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
824 else 824 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
826 826
827 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
828 } 828 }
829 829
830 wc = arch->stats.wc; 830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 831 stats.dam = arch->stats.dam;
832 832
845 else 845 else
846 ac = arch->stats.ac; 846 ac = arch->stats.ac;
847 847
848 stats.luck = arch->stats.luck; 848 stats.luck = arch->stats.luck;
849 speed = arch->speed; 849 speed = arch->speed;
850
851 chosen_skill = 0;
850 852
851 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
853 */ 855 */
854 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
893 * up, etc. 895 * up, etc.
894 */ 896 */
895 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
899 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
900 { 901 {
901 if (type == PLAYER) 902 if (type == PLAYER)
902 { 903 {
903 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
904 905
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
911
912 for (int i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 907 stat_sum [i] += tmp->stats.stat (i);
914 908
915 if (digest_types [tmp->type]) 909 if (digest_types [tmp->type])
916 { 910 {
917 contr->digestion += tmp->stats.food; 911 contr->digestion += tmp->stats.food;
918 contr->gen_hp += tmp->stats.hp; 912 contr->gen_hp += tmp->stats.hp;
927 if (tmp->type == WEAPON) 921 if (tmp->type == WEAPON)
928 current_weapon = tmp; 922 current_weapon = tmp;
929 } 923 }
930 924
931 /* Update slots used for items */ 925 /* Update slots used for items */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
934 slot[i].used += tmp->slot[i].info; 928 slot[i].used += tmp->slot[i].info;
935 929
936 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
937 speed_reduce_from_disease =
938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939 932
940 /* Pos. and neg. protections are counted separate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 937 */
945 if (tmp->type != POTION) 938 if (tmp->type == POTION_EFFECT)
946 {
947 for (int i = 0; i < NROFATTACKS; i++) 939 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i]; 940 max_it (potion_resist[i], tmp->resist[i]);
958 } 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
959 else if (tmp->resist[i] > 0) 943 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0) 945 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963 }
964 }
965 947
966 /* There may be other things that should not adjust the attacktype */ 948 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM) 949 if (tmp->type != SYMPTOM)
968 { 950 {
969 attacktype |= tmp->attacktype; 951 attacktype |= tmp->attacktype;
977 flag |= tmp->flag & copy_flags; 959 flag |= tmp->flag & copy_flags;
978 960
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
980 SET_FLAG (this, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
981 963
964 //TODO: copy_flags?
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
983 { 966 {
984 SET_FLAG (this, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
985 invisible = 1; 968 invisible = 1;
986 } 969 }
996 added_speed += tmp->stats.exp; 979 added_speed += tmp->stats.exp;
997 } 980 }
998 981
999 switch (tmp->type) 982 switch (tmp->type)
1000 { 983 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1010 /* skills modifying the character -b.t. */
1011 /* for all skills and skill granting objects */
1012 case SKILL: 984 case SKILL:
1013 { 985 {
986 // some skills will end up here without counting as "applied"
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY)
1015 break; 988 break;
1016 989
1017 if (chosen_skill) 990 if (chosen_skill)
1018 { 991 {
1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 994
1022 tmp->flag [FLAG_APPLIED] = false; 995 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats (); 996 update_stats ();
1024 return; 997 return;
1025 } 998 }
1026 else 999
1027 chosen_skill = tmp; 1000 chosen_skill = tmp;
1028 1001
1029 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1030 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1032 weapon_speed = WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1033
1034 if (weapon_speed < 0)
1035 weapon_speed = 0;
1036 1006
1037 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039 1009
1040 if (tmp->magic) 1010 if (tmp->magic)
1049 1019
1050 if (tmp->stats.ac) 1020 if (tmp->stats.ac)
1051 ac -= tmp->stats.ac + tmp->magic; 1021 ac -= tmp->stats.ac + tmp->magic;
1052 1022
1053 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1054 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1024 contr->encumbrance += 3 * tmp->weight / 1000;
1055 } 1025 }
1056 1026
1057 break; 1027 break;
1058 1028
1059 case SHIELD: 1029 case SHIELD:
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += (int) tmp->weight / 2000; 1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1062 case RING: 1033 case RING:
1063 case AMULET: 1034 case AMULET:
1064 case GIRDLE: 1035 case GIRDLE:
1065 case HELMET: 1036 case HELMET:
1066 case BOOTS: 1037 case BOOTS:
1075 if (tmp->stats.ac) 1046 if (tmp->stats.ac)
1076 ac -= tmp->stats.ac + tmp->magic; 1047 ac -= tmp->stats.ac + tmp->magic;
1077 1048
1078 break; 1049 break;
1079 1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1080 case BOW: 1056 case BOW:
1081 case WEAPON: 1057 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 wc -= tmp->stats.wc + tmp->magic; 1058 wc -= tmp->stats.wc + tmp->magic;
1085 1059
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1088 1062
1089 stats.dam += tmp->stats.dam + tmp->magic; 1063 stats.dam += tmp->stats.dam + tmp->magic;
1090 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092 1066
1093 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1094 weapon_speed = 0; 1068 weapon_speed = 0;
1095 1069
1096 slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1097 1071
1098 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1099 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1100 * go. 1074 * go.
1101 */ 1075 */
1102 1076
1103 if (type == PLAYER) 1077 if (type == PLAYER)
1104 if (settings.spell_encumbrance) 1078 if (settings.spell_encumbrance)
1105 contr->encumbrance += tmp->weight * 3 / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1107 1080
1108 break; 1081 break;
1109 1082
1110 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 break; 1120 break;
1148 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1149 } /* item is equipped */ 1122 } /* item is equipped */
1150 } /* for loop of items */ 1123 } /* for loop of items */
1151 1124
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1153 1126
1154 /* We've gone through all the objects the player has equipped. For many things, we 1127 /* We've gone through all the objects the player has equipped. For many things, we
1155 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1156 */ 1129 */
1157 1130
1163 */ 1136 */
1164 for (int i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1165 { 1138 {
1166 resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1167 1140
1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1169 resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1170 } 1144 }
1171 1145
1172 if (type == PLAYER) 1146 if (type == PLAYER)
1173 { 1147 {
1174 // clamp various player stats 1148 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i) 1149 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1177 1153
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179 1155
1180 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level; 1157 int pl_level;
1182 1158
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188 1160
1189 /* You basically get half a con bonus/level. But we do take into account rounding, 1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */ 1163 */
1192 stats.maxhp = 0; 1164 stats.maxhp = 0;
1327 1299
1328 speed = 1.f + speed_bonus[stats.Dex]; 1300 speed = 1.f + speed_bonus[stats.Dex];
1329 1301
1330 if (settings.search_items && contr->search_str[0]) 1302 if (settings.search_items && contr->search_str[0])
1331 speed -= 1; 1303 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */ 1304 } /* End if player */
1336 1305
1337 if (added_speed >= 0) 1306 if (added_speed >= 0)
1338 speed += added_speed / 10.f; 1307 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */ 1308 else /* Something wrong here...: */
1358 speed *= speed_reduce_from_disease; 1327 speed *= speed_reduce_from_disease;
1359 1328
1360 /* Put a lower limit on speed. Note with this speed, you move once every 1329 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */ 1331 */
1363 if (speed < 0.04f && type == PLAYER) 1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364 speed = 0.04f;
1365 1333
1366 if (speed != old_speed) 1334 if (speed != old_speed)
1367 set_speed (speed); 1335 set_speed (speed);
1368 1336
1369 if (type == PLAYER) 1337 if (type == PLAYER)
1404 if (move_type == 0) 1372 if (move_type == 0)
1405 move_type = MOVE_WALK; 1373 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1375 move_type &= ~MOVE_WALK;
1408 1376
1377 // now apply the new move_type
1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1380
1409 /* It is quite possible that a player's spell costing might have changed, 1381 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now. 1382 * so we will check that now.
1411 */ 1383 */
1412 if (type == PLAYER) 1384 if (is_player ())
1413 { 1385 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1386
1418 // update the mapspace, if we are on a map 1387 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1388 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
1396
1397 if (is_on_map ())
1398 update_all_los (map, x, y);
1399 else if (object *env = outer_env ())
1400 {
1401 env->update_stats ();
1402
1403 if (env->is_on_map ())
1404 update_all_los (env->map, env->x, env->y);
1405 }
1421} 1406}
1422 1407
1423/* 1408/*
1424 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1425 * The function to add and remove class-bonuses to the stats doesn't 1410 * The function to add and remove class-bonuses to the stats doesn't
1489/* 1474/*
1490 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1491 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1492 * or change the ability-focus. 1477 * or change the ability-focus.
1493 */ 1478 */
1494void 1479static void
1495dragon_level_gain (object *who) 1480dragon_level_gain (object *who)
1496{ 1481{
1497 object *abil = NULL; /* pointer to dragon ability force */ 1482 object *abil = NULL; /* pointer to dragon ability force */
1498 object *skin = NULL; /* pointer to dragon skin force */ 1483 object *skin = NULL; /* pointer to dragon skin force */
1499 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1595 { 1580 {
1596 changed = true; 1581 changed = true;
1597 1582
1598 op->level++; 1583 op->level++;
1599 1584
1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1601 dragon_level_gain (who); 1586 dragon_level_gain (who);
1602 1587
1603 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1604 if (op == who && (who->level < 11) && who->type == PLAYER) 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1605 { 1590 {
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 } 1624 }
1640 } 1625 }
1641 1626
1642 if (changed) 1627 if (changed)
1643 { 1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1646 /* check if the spell data has changed */
1647 esrv_update_spells (who->contr);
1648 }
1649} 1629}
1650 1630
1651/* 1631/*
1652 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1653 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1775 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1776 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1777 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1778 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1779 */ 1759 */
1780sint64 1760static sint64
1781check_exp_loss (const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1782{ 1762{
1783 sint64 del_exp; 1763 sint64 del_exp;
1784 1764
1785 if (exp > op->stats.exp) 1765 if (exp > op->stats.exp)
1934 1914
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if (tmp->type == SKILL && tmp->stats.exp) 1916 if (tmp->type == SKILL && tmp->stats.exp)
1937 { 1917 {
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1940 1920
1941 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
1943 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
1944 * tables is a lot harder. 1924 * tables is a lot harder.

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