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Comparing deliantra/server/common/living.C (file contents):
Revision 1.99 by root, Fri Nov 6 12:49:19 2009 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26 27
33static const int con_bonus[MAX_STAT + 1] = { 34static const int con_bonus[MAX_STAT + 1] = {
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, 35 -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,
35 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
36}; 37};
37 38
38/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 41 * advancement. -b.t.
41 */ 42 */
42static const int sp_bonus[MAX_STAT + 1] = { 43static const int sp_bonus[MAX_STAT + 1] = {
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, 44 -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,
47static const int grace_bonus[MAX_STAT + 1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
48 -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, 49 -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,
49 30, 40, 50, 70, 100 50 30, 40, 50, 70, 100
50}; 51};
51 52
52/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 56 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 57 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 58 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 59 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 60 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 61 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 62 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 64 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 110 * before, you need to start someplace.
110 */ 111 */
111 112
112const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 114 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 121};
121 122
122const int learn_spell[MAX_STAT + 1] = { 123const int learn_spell[MAX_STAT + 1] = {
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, 124 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,
124 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
139/* 140/*
140 Since this is nowhere defined ... 141 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
142*/ 143*/
143 144
144#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
145 146
146/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 157 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 163
165#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
166 165
167/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 262 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 263 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 264 */
266#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 267
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 269
271/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 271 * the object.
339 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
340 } /* end of potion handling code */ 339 } /* end of potion handling code */
341 } 340 }
342 341
343 /* reset attributes that update_stats doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
344 * everything to set 343 * everything to set
345 */ 344 */
346 if (flag == -1) 345 if (flag == -1)
347 { 346 {
348 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
349 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 } 415 }
417 416
418 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 419 }
424 420
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 422 * originally undead may change their status
427 */ 423 */
428 if (!op->arch->flag [FLAG_UNDEAD]) 424 if (!op->arch->flag [FLAG_UNDEAD])
429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 { 426 {
431 success = 1; 427 success = 1;
452 success = 1; 448 success = 1;
453 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 } 450 }
455 451
456 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
457 * vision 453 * vision
458 */ 454 */
459 if (tmp->flag [FLAG_BLIND]) 455 if (tmp->flag [FLAG_BLIND])
460 { 456 {
461 success = 1; 457 success = 1;
462 if (flag > 0) 458 if (flag > 0)
464 if (op->flag [FLAG_WIZ]) 460 if (op->flag [FLAG_WIZ])
465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466 else 462 else
467 { 463 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
470 if (op->type == PLAYER) 466 if (op->type == PLAYER)
471 op->contr->do_los = 1; 467 op->contr->do_los = 1;
472 } 468 }
473 } 469 }
474 else 470 else
476 if (op->flag [FLAG_WIZ]) 472 if (op->flag [FLAG_WIZ])
477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
478 else 474 else
479 { 475 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
482 if (op->type == PLAYER) 478 if (op->type == PLAYER)
483 op->contr->do_los = 1; 479 op->contr->do_los = 1;
484 } 480 }
485 } 481 }
486 } 482 }
524 { 520 {
525 success = 1; 521 success = 1;
526 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
527 } 523 }
528 524
525 if (digest_types [tmp->type])
526 {
529 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
530 { 528 {
531 success = 1; 529 success = 1;
532 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
533 } 531 }
534 532
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
536 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
537 success = 1; 536 success = 1;
538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
539 } 538 }
540 539
541 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
543 { 542 {
544 success = 1; 543 success = 1;
545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
546 } 545 }
547 546
548 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
549 { 548 {
550 success = 1; 549 success = 1;
551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
552 } 552 }
553 553
554 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
556 { 556 {
595object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
596{ 596{
597 object *tmp; 597 object *tmp;
598 archetype *at; 598 archetype *at;
599 599
600 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
601 if (!at) 601 if (!at)
602 { 602 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 604 return;
605 } 605 }
607 { 607 {
608 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
609 609
610 if (!tmp) 610 if (!tmp)
611 { 611 {
612 tmp = arch_to_object (at); 612 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
615 } 615 }
616 } 616 }
617 617
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
625 * via an applied bad_luck object. 625 * via an applied bad_luck object.
626 */ 626 */
627void 627void
628object::change_luck (int value) 628object::change_luck (int value)
629{ 629{
630 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
631 if (!at) 631 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 633 else
634 { 634 {
635 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
637 if (!tmp) 637 if (!tmp)
638 { 638 {
639 if (!value) 639 if (!value)
640 return; 640 return;
641 641
642 tmp = arch_to_object (at); 642 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
645 } 645 }
646 646
647 if (value) 647 if (value)
648 { 648 {
649 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
702 sint8 v = arch->stats.stat (i); 702 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 703 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
705 } 705 }
706} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 707
734static struct copy_flags : object::flags_t 708static struct copy_flags : object::flags_t
735{ 709{
736 copy_flags () 710 copy_flags ()
737 { 711 {
756 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
757 */ 731 */
758void 732void
759object::update_stats () 733object::update_stats ()
760{ 734{
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 741 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 742 int stat_sum [NUM_STATS];
768 743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
745
769 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 747 if (type == PLAYER)
771 { 748 {
749 contr->delayed_update = false;
750
772 for (int i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 752 stat_sum [i] = contr->orig_stats.stat (i);
774 753
775 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 755 contr->encumbrance = 0;
783 contr->gen_grace = 0; 762 contr->gen_grace = 0;
784 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
785 contr->item_power = 0; 764 contr->item_power = 0;
786 } 765 }
787 766
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
789 slot[i].used = slot[i].info; 768 slot[i].used = slot[i].info;
790 769
791 slaying = 0; 770 slaying = 0;
792 771
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
798 777
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
802 781
803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
807 786
808 path_attuned = arch->path_attuned; 787 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled; 788 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 789 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 790 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 791 move_type = arch->move_type;
813 792
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
817 * archetype clone 794 * archetype clone
818 */ 795 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
820 797
821 for (int i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
822 { 799 {
823 if (resist[i] > 0) 800 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
825 else 802 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
827 804
828 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
829 } 806 }
830 807
831 wc = arch->stats.wc; 808 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam; 809 stats.dam = arch->stats.dam;
833 810
834 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 816 * that their protection from physical goes down
840 */ 817 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 819 {
843 ac = max (-10, arch->stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 822 }
846 else 823 else
847 ac = arch->stats.ac; 824 ac = arch->stats.ac;
848 825
849 stats.luck = arch->stats.luck; 826 stats.luck = arch->stats.luck;
850 speed = arch->speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
851 830
852 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
854 */ 833 */
855 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
856 { 835 {
857 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
859 * then calls this function. 838 * then calls this function.
860 */ 839 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
862 continue; 841 continue;
863 842
864 glow_radius += tmp->glow_radius; 843 glow_radius += tmp->glow_radius;
865 844
866 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
884 } 863 }
885 } 864 }
886 865
887 /* Container objects are not meant to adjust players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
888 * objects need to make adjustments. 867 * objects need to make adjustments.
889 * This block should handle all player specific changes 868 * This block should handle all player specific changes
890 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
891 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
892 * It also means we need to put in additional checks for applied below, 871 * It also means we need to put in additional checks for applied below,
893 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
894 * up, etc. 873 * up, etc.
895 */ 874 */
896 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON
899 || (tmp->type == SKILL 878 && tmp->type != SPELL)
900 && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 880 {
902 if (type == PLAYER) 881 if (type == PLAYER)
903 { 882 {
904 contr->item_power += tmp->item_power; 883 contr->item_power += tmp->item_power;
905 884
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912
913 for (int i = 0; i < NUM_STATS; i++) 885 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 886 stat_sum [i] += tmp->stats.stat (i);
915 887
916 if (digest_types [tmp->type]) 888 if (digest_types [tmp->type])
917 { 889 {
918 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
928 if (tmp->type == WEAPON) 900 if (tmp->type == WEAPON)
929 current_weapon = tmp; 901 current_weapon = tmp;
930 } 902 }
931 903
932 /* Update slots used for items */ 904 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
935 slot[i].used += tmp->slot[i].info; 907 slot[i].used += tmp->slot[i].info;
936 908
937 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
938 speed_reduce_from_disease =
939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
940 911
941 /* Pos. and neg. protections are counted separate (-> pro/vuln). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 916 */
946 if (tmp->type != POTION) 917 if (tmp->type == POTION_EFFECT)
947 {
948 for (int i = 0; i < NROFATTACKS; i++) 918 for (int i = 0; i < NROFATTACKS; i++)
949 {
950 /* Potential for cursed potions, in which case we just can use
951 * a straight MAX, as potion_resist is initialised to zero.
952 */
953 if (tmp->type == POTION_EFFECT)
954 {
955 if (potion_resist[i])
956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
957 else
958 potion_resist[i] = tmp->resist[i]; 919 max_it (potion_resist[i], tmp->resist[i]);
959 } 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
960 else if (tmp->resist[i] > 0) 922 if (tmp->resist[i] > 0)
961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
962 else if (tmp->resist[i] < 0) 924 else if (tmp->resist[i] < 0)
963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
964 }
965 }
966 926
967 /* There may be other things that should not adjust the attacktype */ 927 /* There may be other things that should not adjust the attacktype */
968 if (tmp->type != SYMPTOM) 928 if (tmp->type != SYMPTOM)
969 { 929 {
970 attacktype |= tmp->attacktype; 930 attacktype |= tmp->attacktype;
975 stats.luck += tmp->stats.luck; 935 stats.luck += tmp->stats.luck;
976 } 936 }
977 937
978 flag |= tmp->flag & copy_flags; 938 flag |= tmp->flag & copy_flags;
979 939
980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
981 SET_FLAG (this, FLAG_UNDEAD); 941 this->set_flag (FLAG_UNDEAD);
982 942
983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
984 { 945 {
985 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
986 invisible = 1; 947 invisible = 1;
987 } 948 }
988 949
989 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
990 { 951 {
997 added_speed += tmp->stats.exp; 958 added_speed += tmp->stats.exp;
998 } 959 }
999 960
1000 switch (tmp->type) 961 switch (tmp->type)
1001 { 962 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1011 /* skills modifying the character -b.t. */
1012 /* for all skills and skill granting objects */
1013 case SKILL: 963 case SKILL:
1014 { 964 {
965 // some skills will end up here without counting as "applied"
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1016 break; 967 break;
1017 968
1018 if (chosen_skill) 969 if (chosen_skill)
1019 { 970 {
1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 973
1023 tmp->flag [FLAG_APPLIED] = false; 974 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats (); 975 update_stats ();
1025 return; 976 return;
1026 } 977 }
1027 else 978
1028 chosen_skill = tmp; 979 chosen_skill = tmp;
1029 980
1030 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1031 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1033 weapon_speed = WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1034
1035 if (weapon_speed < 0)
1036 weapon_speed = 0;
1037 985
1038 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1040 988
1041 if (tmp->magic) 989 if (tmp->magic)
1050 998
1051 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1052 ac -= tmp->stats.ac + tmp->magic; 1000 ac -= tmp->stats.ac + tmp->magic;
1053 1001
1054 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1056 } 1004 }
1057 1005
1058 break; 1006 break;
1059 1007
1060 case SHIELD: 1008 case SHIELD:
1061 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1063 case RING: 1012 case RING:
1064 case AMULET: 1013 case AMULET:
1065 case GIRDLE: 1014 case GIRDLE:
1066 case HELMET: 1015 case HELMET:
1067 case BOOTS: 1016 case BOOTS:
1076 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1077 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1078 1027
1079 break; 1028 break;
1080 1029
1030 case RANGED:
1081 case BOW: 1031 case BOW:
1082 case WEAPON: 1032 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1085 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1086 1034
1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1088 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1089 1037
1090 stats.dam += tmp->stats.dam + tmp->magic; 1038 stats.dam += tmp->stats.dam + tmp->magic;
1091 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1093 1041
1094 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1095 weapon_speed = 0; 1043 weapon_speed = 0;
1096 1044
1097 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1098 1046
1099 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1100 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1101 * go. 1049 * go.
1102 */ 1050 */
1103 1051
1104 if (type == PLAYER) 1052 if (type == PLAYER)
1105 if (settings.spell_encumbrance) 1053 if (settings.spell_encumbrance)
1106 contr->encumbrance += tmp->weight * 3 / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1107 }
1108 1055
1109 break; 1056 break;
1110 1057
1111 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1112 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1113 contr->encumbrance += tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1114 1061
1115 case BRACERS: 1062 case BRACERS:
1116 case FORCE: 1063 case FORCE:
1117 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1118 { 1065 {
1141 1088
1142 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1143 ac -= tmp->stats.ac + tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1144 1091
1145 if (ARMOUR_SPEED (tmp)) 1092 if (ARMOUR_SPEED (tmp))
1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1147 1094
1148 break; 1095 break;
1149 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1150 } /* item is equipped */ 1097 } /* item is equipped */
1151 } /* for loop of items */ 1098 } /* for loop of items */
1152 1099
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1154 1101
1155 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* 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. 1103 * have generated intermediate values which we now need to assign.
1157 */ 1104 */
1158 1105
1159 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1160 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1161 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1162 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1163 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1164 */ 1111 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1113 {
1167 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1168 1115
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1170 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1171 } 1119 }
1172 1120
1173 if (type == PLAYER) 1121 if (type == PLAYER)
1174 { 1122 {
1175 // clamp various player stats 1123 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1124 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1178 1128
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1130
1181 /* Figure out the players sp/mana/hp totals. */ 1131 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1132 int pl_level;
1183 1133
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! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1135
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* 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. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1138 */
1193 stats.maxhp = 0; 1139 stats.maxhp = 0;
1207 stats.maxhp += 2 * max (0, level - 10); 1153 stats.maxhp += 2 * max (0, level - 10);
1208 1154
1209 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1211 1157
1212 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1214 */ 1160 */
1215 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1216 if (!mana_obj) 1162 if (!mana_obj)
1217 mana_obj = this; 1163 mana_obj = this;
1218 1164
1288 wc += 4; 1234 wc += 4;
1289 } 1235 }
1290 else 1236 else
1291 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1292 1238
1293 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t. 1241 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1303 */ 1249 */
1304 object *wc_obj = chosen_skill; 1250 object *wc_obj = chosen_skill;
1305 1251
1306 if (contr && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1345 /* f is a number the represents the number of kg above (positive num) 1291 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above 1292 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1349 */ 1295 */
1350 float f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1351 if (f > 0.f) 1297 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1353 } 1299 }
1354 1300
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease; 1302 speed *= speed_reduce_from_disease;
1357 1303
1358 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */ 1306 */
1361 if (speed < 0.04f && type == PLAYER) 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362 speed = 0.04f;
1363 1308
1364 if (speed != old_speed) 1309 if (speed != old_speed)
1365 set_speed (speed); 1310 set_speed (speed);
1366 1311
1367 if (type == PLAYER) 1312 if (type == PLAYER)
1402 if (move_type == 0) 1347 if (move_type == 0)
1403 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1406 1351
1352 // now apply the new move_type
1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1355
1407 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now. 1357 * so we will check that now.
1409 */ 1358 */
1410 if (type == PLAYER) 1359 if (is_player ())
1411 { 1360 contr->update_spells ();
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415 1361
1416 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1419} 1365}
1430 env->update_stats (); 1376 env->update_stats ();
1431 1377
1432 if (env->is_on_map ()) 1378 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y); 1379 update_all_los (env->map, env->x, env->y);
1434 } 1380 }
1435}
1436
1437/*
1438 * Returns true if the given player is a legal class.
1439 * The function to add and remove class-bonuses to the stats doesn't
1440 * check if the stat becomes negative, thus this function
1441 * merely checks that all stats are 1 or more, and returns
1442 * false otherwise.
1443 */
1444int
1445allowed_class (const object *op)
1446{
1447 return op->stats.Dex > 0
1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1454} 1381}
1455 1382
1456/* 1383/*
1457 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1458 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1524 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1525 if (abil == NULL) 1452 if (abil == NULL)
1526 return; 1453 return;
1527 1454
1528 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1529 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1530 */ 1457 */
1531 if (who->level > abil->level) 1458 if (who->level > abil->level)
1532 { 1459 {
1533 /* increase our focused ability */ 1460 /* increase our focused ability */
1534 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1576 } 1503 }
1577 1504
1578 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it. 1506 * still doesn't know it.
1580 */ 1507 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1; 1510 skill_obj->level = 1;
1584 op->insert (skill_obj); 1511 op->insert (skill_obj);
1585 1512
1586 if (player *pl = op->contr) 1513 if (player *pl = op->contr)
1609 { 1536 {
1610 changed = true; 1537 changed = true;
1611 1538
1612 op->level++; 1539 op->level++;
1613 1540
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 dragon_level_gain (who); 1542 dragon_level_gain (who);
1616 1543
1617 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1618 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 { 1546 {
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 } 1580 }
1654 } 1581 }
1655 1582
1656 if (changed) 1583 if (changed)
1657 { 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663} 1585}
1664 1586
1665/* 1587/*
1666 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1668 */ 1590 */
1669 1591
1670sint64 1592sint64
1671level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1672{ 1594{
1673 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1674 return (sint64) (expmul * levels[settings.max_level]);
1675
1676 return (sint64) (expmul * levels[level]);
1677} 1596}
1678 1597
1679/* 1598/*
1680 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1681 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1687calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1688{ 1607{
1689 int p_exp_min; 1608 int p_exp_min;
1690 1609
1691 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1692 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1693 * to get the fraction */ 1612 * to get the fraction */
1694 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1695 1614
1696 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1697 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1709 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1710 * total, but not any particular skill. 1629 * total, but not any particular skill.
1711 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1712 */ 1631 */
1713static void 1632static void
1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1715{ 1634{
1716 object *skill_obj; 1635 object *skill_obj;
1717 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1718 int i;
1719 1637
1720 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1721 if (op->contr->braced) 1639 if (op->contr->braced)
1722 exp /= 5; 1640 exp /= 5;
1723 1641
1749 { 1667 {
1750 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1751 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1752 */ 1670 */
1753 exp_to_add = exp; 1671 exp_to_add = exp;
1754 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1755 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1756 exp_to_add = limit; 1674 exp_to_add = limit;
1757 1675
1758 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1759 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1766 } 1684 }
1767 1685
1768 if (skill_obj) 1686 if (skill_obj)
1769 { 1687 {
1770 exp_to_add = exp; 1688 exp_to_add = exp;
1771 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1772 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1773 exp_to_add = limit; 1691 exp_to_add = limit;
1774 1692
1775 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1776 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1833 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1834 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1835 * a postive number. 1753 * a postive number.
1836 */ 1754 */
1837static void 1755static void
1838subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1839{ 1757{
1840 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1841 object *tmp; 1759 object *tmp;
1842 sint64 del_exp; 1760 sint64 del_exp;
1843 1761
1844 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1845 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1846 { 1764 {
1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1848 { 1766 {
1849 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1850 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1852 } 1770 }
1853 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1854 { 1772 {
1855 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1856 * to match a specific skill. 1774 * to match a specific skill.
1857 */ 1775 */
1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1859 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1860 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1861 } 1779 }
1862 } 1780 }
1863 1781
1877 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1878 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1879 * these last two values are only used for players. 1797 * these last two values are only used for players.
1880 */ 1798 */
1881void 1799void
1882change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1883{ 1801{
1884#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1885 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1886#endif 1804#endif
1887 1805
1896 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1897 */ 1815 */
1898 if (exp == 0) 1816 if (exp == 0)
1899 return; 1817 return;
1900 1818
1901 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1902 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1903 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1904 * worth. 1822 * worth.
1905 */ 1823 */
1906 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1907 { 1825 {
1908 /* Sanity check */ 1826 /* Sanity check */
1909 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
1910 return; 1828 return;
1911 1829
1912 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1913 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914 * more than max exp, just return. 1832 * more than max exp, just return.
1933 */ 1851 */
1934 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
1935 } 1853 }
1936} 1854}
1937 1855
1938/* Applies a death penalty experience, the size of this is defined by the 1856/* Applies a death penalty experience, the size of this is defined by the
1939 * settings death_penalty_percentage and death_penalty_levels, and by the 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
1940 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
1941 */ 1859 */
1942void 1860void
1943apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
1948 1866
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1869 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1954 1872
1955 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1876 * tables is a lot harder.
1965 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
1966 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
1967 } 1885 }
1968 1886
1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1971 1889
1972 if (level_loss < 0) 1890 if (level_loss < 0)
1973 level_loss = 0; 1891 level_loss = 0;
1974 1892
1975 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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