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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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|
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/* Handy little macro that adds exp and keeps it within bounds. Since |
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* we are now using 64 bit values, I'm not all concerned about overflow issues |
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* with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
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*/ |
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#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } |
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|
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static const int con_bonus[MAX_STAT + 1] = { |
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-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, |
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22, 25, 30, 40, 50 |
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}; |
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|
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/* changed the name of this to "sp_bonus" from "int_bonus" |
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* because Pow can now be the stat that controls spellpoint |
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* advancement. -b.t. |
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*/ |
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static const int sp_bonus[MAX_STAT + 1] = { |
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-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, |
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30, 40, 50, 70, 100 |
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}; |
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|
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static const int grace_bonus[MAX_STAT + 1] = { |
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-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, |
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30, 40, 50, 70, 100 |
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}; |
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|
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/* 0.92.7 Changed way charisma works. Values now |
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* represent how much more it costs to buy something than to sell it |
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* (10, a value of 10 means it is that if it costs 50 gp to buy, you |
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* would only get 5 gp when you sell.) Let query_cost do the calculations |
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* on how to really do this. Buy keeping it this simple number, it is |
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* much easier to know how things will be influenced. A value of '1' means |
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* buying and selling is both the same value - any value less than or equal |
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* to 1 should not be used. |
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* At least as of now, the only place that uses this code is query_cost, |
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* in server/shop.c. This bonus is split evenly between buying and selling |
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* (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
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* at .667 |
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* This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
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* it is 1-diff |
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*/ |
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|
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const float cha_bonus[MAX_STAT + 1] = { 10.0, |
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10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ |
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5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ |
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2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ |
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2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ |
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1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ |
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1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ |
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}; |
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|
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const int dex_bonus[MAX_STAT + 1] = { |
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-4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7 |
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}; |
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|
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/* speed_bonus uses dex as its stat */ |
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const float speed_bonus[MAX_STAT + 1] = { |
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-0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, |
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0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, |
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1.6, 1.8, 2.0, 2.5, 3.0 |
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}; |
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|
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/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on |
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* strength. |
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*/ |
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const int dam_bonus[MAX_STAT + 1] = { |
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-2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15 |
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}; |
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|
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const int thaco_bonus[MAX_STAT + 1] = { |
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-2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10 |
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}; |
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|
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/* Max you can carry before you start getting extra speed penalties */ |
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const int max_carry[MAX_STAT + 1] = { |
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2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277, |
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301, 326, 352, 400, 450, 500, 600, 1000 |
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}; |
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|
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/* weight_limit - the absolute most a character can carry - a character can't |
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* pick stuff up if it would put him above this limit. |
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* value is in grams, so we don't need to do conversion later |
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* These limits are probably overly generous, but being there were no values |
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* before, you need to start someplace. |
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*/ |
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|
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const uint32 weight_limit[MAX_STAT + 1] = { |
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200000, /* 0 */ |
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250000, 300000, 350000, 400000, 500000, /* 5 */ |
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600000, 700000, 800000, 900000, 1000000, /* 10 */ |
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1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
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1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
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2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
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3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
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}; |
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|
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const int learn_spell[MAX_STAT + 1] = { |
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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, |
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100, 100, 100, 100, 100, 100 |
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}; |
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|
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const int cleric_chance[MAX_STAT + 1] = { |
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100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0 |
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}; |
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|
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const int turn_bonus[MAX_STAT + 1] = { |
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-1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15 |
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}; |
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|
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const int fear_bonus[MAX_STAT + 1] = { |
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3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 |
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}; |
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|
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/* |
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Since this is nowhere defined ... |
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Both come in handy at least in function add_exp() |
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*/ |
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|
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#define MAX_EXPERIENCE levels[settings.max_level] |
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|
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/* because exp_obj sum to make the total score, |
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* we cannot allow that sum to exceed the maximum |
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* amount of experience a player can gain. Thus |
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* we define MAX_EXP_IN_OBJ. It is important to try |
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* to make the value of MAX_EXP_CAT close to the |
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* actual number of experience objects in the game, |
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* otherwise the maximum level in any experience |
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* category could be quite low. To help the situation |
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* out a little I added 10 more levels, and jacked |
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* up the last level experience value. Its out of |
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* line with progression of previous levels, so |
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* if more levels are desired, this should be fixed. |
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* -b.t. |
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*/ |
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|
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#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
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|
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extern sint64 *levels; |
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|
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#define MAX_SAVE_LEVEL 110 |
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|
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/* This no longer needs to be changed anytime the number of |
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* levels is increased - rather, did_make_save will do the |
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* right thing and always use range within this table. |
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* for safety, savethrow should not be accessed directly anymore, |
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* and instead did_make_save should be used instead. |
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*/ |
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static const int savethrow[MAX_SAVE_LEVEL + 1] = { |
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18, |
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18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, |
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9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, |
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6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, |
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4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, |
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2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, |
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1 |
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}; |
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|
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const char *const attacks[NROFATTACKS] = { |
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"physical", "magical", "fire", "electricity", "cold", "confusion", |
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"acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", |
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"paralyze", "turn undead", "fear", "cancellation", "depletion", "death", |
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"chaos", "counterspell", "god power", "holy power", "blinding", "", |
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"life stealing" |
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}; |
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|
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static const char *const drain_msg[NUM_STATS] = { |
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"Oh no! You are weakened!", |
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"You're feeling clumsy!", |
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"You feel less healthy", |
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"You suddenly begin to lose your memory!", |
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"Watch out, your mind is going!", |
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"Your spirit feels drained!", |
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"Your face gets distorted!", |
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}; |
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const char *const restore_msg[NUM_STATS] = { |
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"You feel your strength return.", |
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"You feel your agility return.", |
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"You feel your health return.", |
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"You feel your memory return.", |
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"You feel your wisdom return.", |
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"You feel your spirits return.", |
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"You feel your charisma return.", |
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}; |
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const char *const gain_msg[NUM_STATS] = { |
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"You feel stronger.", |
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"You feel more agile.", |
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"You feel healthy.", |
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"You feel smarter.", |
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"You feel wiser.", |
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"You feel more potent.", |
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"You seem to look better.", |
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}; |
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const char *const lose_msg[NUM_STATS] = { |
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"You feel weaker!", |
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"You feel clumsy!", |
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"You feel less healthy!", |
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"You feel stupid!", |
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"You lose some of your memory!", |
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"You feel less potent!", |
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"You look ugly!", |
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}; |
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|
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const char *const statname[NUM_STATS] = { |
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"strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
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}; |
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|
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const char *const short_stat_name[NUM_STATS] = { |
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"Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
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}; |
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|
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/* |
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* Like set_attr_value(), but instead the value (which can be negative) |
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* is added to the specified stat. |
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*/ |
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void |
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change_attr_value (living *stats, int attr, sint8 value) |
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{ |
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stats->stat (attr) += value; |
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} |
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|
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/* |
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* Ensures that all stats (str/dex/con/wis/cha/int) are within the |
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* 1-30 stat limit. |
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*/ |
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void |
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check_stat_bounds (living *stats) |
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{ |
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for (int i = 0; i < NUM_STATS; i++) |
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{ |
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sint8 &v = stats->stat (i); |
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v = clamp (v, MIN_STAT, MAX_STAT); |
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} |
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} |
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|
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#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
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|
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/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
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* make this macro to clean those up. Not usuable outside change_abil |
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* function since some of the values passed to new_draw_info are hardcoded. |
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*/ |
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#define DIFF_MSG(flag, msg1, msg2) \ |
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new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
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|
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/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
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|
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/* flag is set to 1 if we are applying the object, -1 if we are removing |
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* the object. |
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* It is the calling functions responsibilty to check to see if the object |
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* can be applied or not. |
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* The main purpose of calling this function is the messages that are |
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* displayed - update_stats should really always be called after this when |
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* removing an object - that is because it is impossible to know if some object |
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* is the only source of an attacktype or spell attunement, so this function |
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* will clear the bits, but the player may still have some other object |
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* that gives them that ability. |
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*/ |
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int |
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change_abil (object *op, object *tmp) |
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{ |
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int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
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int success = 0; |
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char message[MAX_BUF]; |
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int potion_max = 0; |
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|
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// keep some stats for comparison purposes |
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object::flags_t prev_flag = op->flag; |
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MoveType prev_move_type = op->move_type; |
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sint16 prev_resist [NROFATTACKS]; // clumsy |
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assert (sizeof (prev_resist) == sizeof (op->resist)); |
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memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
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|
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if (op->type == PLAYER) |
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{ |
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if (tmp->type == POTION) |
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{ |
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potion_max = 1; |
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|
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for (int j = 0; j < NUM_STATS; j++) |
| 304 |
{ |
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int ostat = op->contr->orig_stats.stat (j); |
| 306 |
int i = tmp->stats.stat (j); |
| 307 |
|
| 308 |
/* nstat is what the stat will be after use of the potion */ |
| 309 |
int nstat = flag * i + ostat; |
| 310 |
|
| 311 |
/* Do some bounds checking. There is the potential for potions |
| 312 |
* that adjust that stat by more than one point, so we need |
| 313 |
* to allow for that. |
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*/ |
| 315 |
if (nstat < 1 && i * flag < 0) |
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nstat = 1; |
| 317 |
else if (nstat > 20 + op->arch->stats.stat (j)) |
| 318 |
nstat = 20 + op->arch->stats.stat (j); |
| 319 |
|
| 320 |
if (nstat != ostat) |
| 321 |
{ |
| 322 |
op->contr->orig_stats.stat (j) = nstat; |
| 323 |
potion_max = 0; |
| 324 |
} |
| 325 |
else if (i) |
| 326 |
{ |
| 327 |
/* potion is useless - player has already hit the natural maximum */ |
| 328 |
potion_max = 1; |
| 329 |
} |
| 330 |
} |
| 331 |
|
| 332 |
/* This section of code ups the characters normal stats also. I am not |
| 333 |
* sure if this is strictly necessary, being that fix_player probably |
| 334 |
* recalculates this anyway. |
| 335 |
*/ |
| 336 |
for (int j = 0; j < NUM_STATS; j++) |
| 337 |
change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
| 338 |
|
| 339 |
check_stat_bounds (&op->stats); |
| 340 |
} /* end of potion handling code */ |
| 341 |
} |
| 342 |
|
| 343 |
/* reset attributes that update_stats doesn't reset since it doesn't search |
| 344 |
* everything to set |
| 345 |
*/ |
| 346 |
if (flag == -1) |
| 347 |
{ |
| 348 |
op->attacktype &= ~tmp->attacktype; |
| 349 |
op->path_attuned &= ~tmp->path_attuned; |
| 350 |
op->path_repelled &= ~tmp->path_repelled; |
| 351 |
op->path_denied &= ~tmp->path_denied; |
| 352 |
/* Presuming here that creatures only have move_type, |
| 353 |
* and not the other move_ fields. |
| 354 |
*/ |
| 355 |
op->move_type &= ~tmp->move_type; |
| 356 |
} |
| 357 |
|
| 358 |
/* call fix_player since op object could have whatever attribute due |
| 359 |
* to multiple items. if update_stats always has to be called after |
| 360 |
* change_ability then might as well call it from here |
| 361 |
*/ |
| 362 |
op->update_stats (); |
| 363 |
|
| 364 |
/* update_stats won't add the bows ability to the player, so don't |
| 365 |
* print out message if this is a bow. |
| 366 |
*/ |
| 367 |
if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
| 368 |
{ |
| 369 |
success = 1; |
| 370 |
DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
| 371 |
} |
| 372 |
|
| 373 |
if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
| 374 |
{ |
| 375 |
success = 1; |
| 376 |
DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
| 377 |
} |
| 378 |
|
| 379 |
if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
| 380 |
{ |
| 381 |
success = 1; |
| 382 |
DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
| 383 |
} |
| 384 |
|
| 385 |
if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
| 386 |
{ |
| 387 |
success = 1; |
| 388 |
DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
| 389 |
} |
| 390 |
|
| 391 |
/* movement type has changed. We don't care about cases where |
| 392 |
* user has multiple items giving the same type appled like we |
| 393 |
* used to - that is more work than what we gain, plus messages |
| 394 |
* can be misleading (a little higher could be miscontrued from |
| 395 |
* from fly high) |
| 396 |
*/ |
| 397 |
if (tmp->move_type && op->move_type != prev_move_type) |
| 398 |
{ |
| 399 |
success = 1; |
| 400 |
|
| 401 |
/* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
| 402 |
* status doesn't make a difference if you are flying high |
| 403 |
*/ |
| 404 |
if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
| 405 |
{ |
| 406 |
DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
| 407 |
} |
| 408 |
|
| 409 |
if (tmp->move_type & MOVE_FLY_HIGH) |
| 410 |
{ |
| 411 |
/* double conditional - second case covers if you have move_fly_low - |
| 412 |
* in that case, you don't actually land |
| 413 |
*/ |
| 414 |
DIFF_MSG (flag, "You soar into the air!", |
| 415 |
(op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
| 416 |
} |
| 417 |
|
| 418 |
if (tmp->move_type & MOVE_SWIM) |
| 419 |
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 |
} |
| 424 |
|
| 425 |
/* becoming UNDEAD... a special treatment for this flag. Only those not |
| 426 |
* originally undead may change their status |
| 427 |
*/ |
| 428 |
if (!op->arch->flag [FLAG_UNDEAD]) |
| 429 |
if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
| 430 |
{ |
| 431 |
success = 1; |
| 432 |
if (flag > 0) |
| 433 |
{ |
| 434 |
op->race = "undead"; |
| 435 |
new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
| 436 |
} |
| 437 |
else |
| 438 |
{ |
| 439 |
op->race = op->arch->race; |
| 440 |
new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
| 441 |
} |
| 442 |
} |
| 443 |
|
| 444 |
if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
| 445 |
{ |
| 446 |
success = 1; |
| 447 |
DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
| 448 |
} |
| 449 |
|
| 450 |
if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
| 451 |
{ |
| 452 |
success = 1; |
| 453 |
DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
| 454 |
} |
| 455 |
|
| 456 |
/* blinded you can tell if more blinded since blinded player has minimal |
| 457 |
* vision |
| 458 |
*/ |
| 459 |
if (tmp->flag [FLAG_BLIND]) |
| 460 |
{ |
| 461 |
success = 1; |
| 462 |
if (flag > 0) |
| 463 |
{ |
| 464 |
if (op->flag [FLAG_WIZ]) |
| 465 |
new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
| 466 |
else |
| 467 |
{ |
| 468 |
new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
| 469 |
SET_FLAG (op, FLAG_BLIND); |
| 470 |
if (op->type == PLAYER) |
| 471 |
op->contr->do_los = 1; |
| 472 |
} |
| 473 |
} |
| 474 |
else |
| 475 |
{ |
| 476 |
if (op->flag [FLAG_WIZ]) |
| 477 |
new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
| 478 |
else |
| 479 |
{ |
| 480 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
| 481 |
CLEAR_FLAG (op, FLAG_BLIND); |
| 482 |
if (op->type == PLAYER) |
| 483 |
op->contr->do_los = 1; |
| 484 |
} |
| 485 |
} |
| 486 |
} |
| 487 |
|
| 488 |
if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
| 489 |
{ |
| 490 |
success = 1; |
| 491 |
if (op->type == PLAYER) |
| 492 |
op->contr->do_los = 1; |
| 493 |
DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
| 494 |
} |
| 495 |
|
| 496 |
if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
| 497 |
{ |
| 498 |
success = 1; |
| 499 |
if (flag > 0) |
| 500 |
{ |
| 501 |
if (op->flag [FLAG_WIZ]) |
| 502 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
| 503 |
else |
| 504 |
{ |
| 505 |
new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
| 506 |
if (op->type == PLAYER) |
| 507 |
op->contr->do_los = 1; |
| 508 |
} |
| 509 |
} |
| 510 |
else |
| 511 |
{ |
| 512 |
if (op->flag [FLAG_WIZ]) |
| 513 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
| 514 |
else |
| 515 |
{ |
| 516 |
new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
| 517 |
if (op->type == PLAYER) |
| 518 |
op->contr->do_los = 1; |
| 519 |
} |
| 520 |
} |
| 521 |
} |
| 522 |
|
| 523 |
if (tmp->stats.luck) |
| 524 |
{ |
| 525 |
success = 1; |
| 526 |
DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
| 527 |
} |
| 528 |
|
| 529 |
if (tmp->stats.hp && op->type == PLAYER) |
| 530 |
{ |
| 531 |
success = 1; |
| 532 |
DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
| 533 |
} |
| 534 |
|
| 535 |
if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
| 536 |
{ |
| 537 |
success = 1; |
| 538 |
DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
| 539 |
} |
| 540 |
|
| 541 |
/* for the future when artifacts set this -b.t. */ |
| 542 |
if (tmp->stats.grace && op->type == PLAYER) |
| 543 |
{ |
| 544 |
success = 1; |
| 545 |
DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
| 546 |
} |
| 547 |
|
| 548 |
if (tmp->stats.food && op->type == PLAYER) |
| 549 |
{ |
| 550 |
success = 1; |
| 551 |
DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
| 552 |
} |
| 553 |
|
| 554 |
/* Messages for changed resistance */ |
| 555 |
for (int i = 0; i < NROFATTACKS; i++) |
| 556 |
{ |
| 557 |
if (i == ATNR_PHYSICAL) |
| 558 |
continue; /* Don't display about armour */ |
| 559 |
|
| 560 |
if (op->resist [i] != prev_resist [i]) |
| 561 |
{ |
| 562 |
success = 1; |
| 563 |
|
| 564 |
if (op->resist [i] > prev_resist [i]) |
| 565 |
sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
| 566 |
else |
| 567 |
sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
| 568 |
|
| 569 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
| 570 |
} |
| 571 |
} |
| 572 |
|
| 573 |
if (!potion_max) |
| 574 |
for (int j = 0; j < NUM_STATS; j++) |
| 575 |
if (int i = tmp->stats.stat (j)) |
| 576 |
{ |
| 577 |
success = 1; |
| 578 |
DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
| 579 |
} |
| 580 |
|
| 581 |
return success; |
| 582 |
} |
| 583 |
|
| 584 |
/* |
| 585 |
* Stat draining by Vick 930307 |
| 586 |
* (Feeling evil, I made it work as well now. -Frank 8) |
| 587 |
*/ |
| 588 |
void |
| 589 |
object::drain_stat () |
| 590 |
{ |
| 591 |
drain_specific_stat (rndm (NUM_STATS)); |
| 592 |
} |
| 593 |
|
| 594 |
void |
| 595 |
object::drain_specific_stat (int deplete_stats) |
| 596 |
{ |
| 597 |
object *tmp; |
| 598 |
archetype *at; |
| 599 |
|
| 600 |
at = archetype::find (ARCH_DEPLETION); |
| 601 |
if (!at) |
| 602 |
{ |
| 603 |
LOG (llevError, "Couldn't find archetype depletion.\n"); |
| 604 |
return; |
| 605 |
} |
| 606 |
else |
| 607 |
{ |
| 608 |
tmp = present_arch_in_ob (at, this); |
| 609 |
|
| 610 |
if (!tmp) |
| 611 |
{ |
| 612 |
tmp = arch_to_object (at); |
| 613 |
tmp = insert_ob_in_ob (tmp, this); |
| 614 |
SET_FLAG (tmp, FLAG_APPLIED); |
| 615 |
} |
| 616 |
} |
| 617 |
|
| 618 |
new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
| 619 |
change_attr_value (&tmp->stats, deplete_stats, -1); |
| 620 |
update_stats (); |
| 621 |
} |
| 622 |
|
| 623 |
/* |
| 624 |
* A value of 0 indicates timeout, otherwise change the luck of the object. |
| 625 |
* via an applied bad_luck object. |
| 626 |
*/ |
| 627 |
void |
| 628 |
object::change_luck (int value) |
| 629 |
{ |
| 630 |
archetype *at = archetype::find ("luck"); |
| 631 |
if (!at) |
| 632 |
LOG (llevError, "Couldn't find archetype luck.\n"); |
| 633 |
else |
| 634 |
{ |
| 635 |
object *tmp = present_arch_in_ob (at, this); |
| 636 |
|
| 637 |
if (!tmp) |
| 638 |
{ |
| 639 |
if (!value) |
| 640 |
return; |
| 641 |
|
| 642 |
tmp = arch_to_object (at); |
| 643 |
tmp = insert_ob_in_ob (tmp, this); |
| 644 |
SET_FLAG (tmp, FLAG_APPLIED); |
| 645 |
} |
| 646 |
|
| 647 |
if (value) |
| 648 |
{ |
| 649 |
/* Limit the luck value of the bad luck object to +/-100. This |
| 650 |
* (arbitrary) value prevents overflows (both in the bad luck object and |
| 651 |
* in op itself). |
| 652 |
*/ |
| 653 |
int new_luck = tmp->stats.luck + value; |
| 654 |
|
| 655 |
if (new_luck >= -100 && new_luck <= 100) |
| 656 |
{ |
| 657 |
stats.luck += value; |
| 658 |
tmp->stats.luck = new_luck; |
| 659 |
} |
| 660 |
} |
| 661 |
else |
| 662 |
{ |
| 663 |
if (!tmp->stats.luck) |
| 664 |
return; |
| 665 |
|
| 666 |
/* Randomly change the players luck. Basically, we move it |
| 667 |
* back neutral (if greater>0, subtract, otherwise add) |
| 668 |
*/ |
| 669 |
if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
| 670 |
{ |
| 671 |
int diff = tmp->stats.luck > 0 ? -1 : 1; |
| 672 |
|
| 673 |
stats.luck += diff; |
| 674 |
tmp->stats.luck += diff; |
| 675 |
} |
| 676 |
} |
| 677 |
} |
| 678 |
} |
| 679 |
|
| 680 |
/* |
| 681 |
* Subtracts stat-bonuses given by the class which the player has chosen. |
| 682 |
*/ |
| 683 |
void |
| 684 |
object::remove_statbonus () |
| 685 |
{ |
| 686 |
for (int i = 0; i < NUM_STATS; ++i) |
| 687 |
{ |
| 688 |
sint8 v = arch->stats.stat (i); |
| 689 |
stats.stat (i) -= v; |
| 690 |
contr->orig_stats.stat (i) -= v; |
| 691 |
} |
| 692 |
} |
| 693 |
|
| 694 |
/* |
| 695 |
* Adds stat-bonuses given by the class which the player has chosen. |
| 696 |
*/ |
| 697 |
void |
| 698 |
object::add_statbonus () |
| 699 |
{ |
| 700 |
for (int i = 0; i < NUM_STATS; ++i) |
| 701 |
{ |
| 702 |
sint8 v = arch->stats.stat (i); |
| 703 |
stats.stat (i) += v; |
| 704 |
contr->orig_stats.stat (i) += v; |
| 705 |
} |
| 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 |
*/ |
| 712 |
static 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 |
|
| 734 |
static struct copy_flags : object::flags_t |
| 735 |
{ |
| 736 |
copy_flags () |
| 737 |
{ |
| 738 |
set (FLAG_LIFESAVE); |
| 739 |
set (FLAG_REFL_SPELL); |
| 740 |
set (FLAG_REFL_MISSILE); |
| 741 |
set (FLAG_STEALTH); |
| 742 |
set (FLAG_XRAYS); |
| 743 |
set (FLAG_BLIND); |
| 744 |
set (FLAG_SEE_IN_DARK); |
| 745 |
} |
| 746 |
} copy_flags; |
| 747 |
|
| 748 |
/* |
| 749 |
* Updates all abilities given by applied objects in the inventory |
| 750 |
* of the given object. Note: This function works for both monsters |
| 751 |
* and players; the "player" in the name is purely an archaic inheritance. |
| 752 |
* This functions starts from base values (archetype or player object) |
| 753 |
* and then adjusts them according to what the player has equipped. |
| 754 |
* |
| 755 |
* July 95 - inserted stuff to handle new skills/exp system - b.t. |
| 756 |
* spell system split, grace points now added to system --peterm |
| 757 |
*/ |
| 758 |
void |
| 759 |
object::update_stats () |
| 760 |
{ |
| 761 |
float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
| 762 |
int weapon_weight = 0, weapon_speed = 0; |
| 763 |
int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
| 764 |
int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
| 765 |
object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
| 766 |
float old_speed = speed; |
| 767 |
int stat_sum [NUM_STATS]; |
| 768 |
|
| 769 |
/* First task is to clear all the values back to their original values */ |
| 770 |
if (type == PLAYER) |
| 771 |
{ |
| 772 |
for (int i = 0; i < NUM_STATS; i++) |
| 773 |
stat_sum [i] = contr->orig_stats.stat (i); |
| 774 |
|
| 775 |
if (settings.spell_encumbrance == TRUE) |
| 776 |
contr->encumbrance = 0; |
| 777 |
|
| 778 |
attacktype = 0; |
| 779 |
|
| 780 |
contr->digestion = 0; |
| 781 |
contr->gen_hp = 0; |
| 782 |
contr->gen_sp = 0; |
| 783 |
contr->gen_grace = 0; |
| 784 |
contr->gen_sp_armour = 10; |
| 785 |
contr->item_power = 0; |
| 786 |
} |
| 787 |
|
| 788 |
for (int i = NUM_BODY_LOCATIONS; i--; ) |
| 789 |
slot[i].used = slot[i].info; |
| 790 |
|
| 791 |
slaying = 0; |
| 792 |
|
| 793 |
if (!QUERY_FLAG (this, FLAG_WIZ)) |
| 794 |
{ |
| 795 |
CLEAR_FLAG (this, FLAG_XRAYS); |
| 796 |
CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
| 797 |
} |
| 798 |
|
| 799 |
CLEAR_FLAG (this, FLAG_LIFESAVE); |
| 800 |
CLEAR_FLAG (this, FLAG_STEALTH); |
| 801 |
CLEAR_FLAG (this, FLAG_BLIND); |
| 802 |
|
| 803 |
if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
| 804 |
if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
| 805 |
if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
| 806 |
if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
| 807 |
|
| 808 |
path_attuned = arch->path_attuned; |
| 809 |
path_repelled = arch->path_repelled; |
| 810 |
path_denied = arch->path_denied; |
| 811 |
glow_radius = arch->glow_radius; |
| 812 |
move_type = arch->move_type; |
| 813 |
|
| 814 |
chosen_skill = 0; |
| 815 |
|
| 816 |
/* initializing resistances from the values in player/monster's |
| 817 |
* archetype clone |
| 818 |
*/ |
| 819 |
memcpy (&resist, &arch->resist, sizeof (resist)); |
| 820 |
|
| 821 |
for (int i = 0; i < NROFATTACKS; i++) |
| 822 |
{ |
| 823 |
if (resist[i] > 0) |
| 824 |
prot[i] = resist[i], vuln[i] = 0; |
| 825 |
else |
| 826 |
vuln[i] = -(resist[i]), prot[i] = 0; |
| 827 |
|
| 828 |
potion_resist[i] = 0; |
| 829 |
} |
| 830 |
|
| 831 |
wc = arch->stats.wc; |
| 832 |
stats.dam = arch->stats.dam; |
| 833 |
|
| 834 |
/* for players which cannot use armour, they gain AC -1 per 3 levels, |
| 835 |
* plus a small amount of physical resist, those poor suckers. ;) |
| 836 |
* 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, |
| 838 |
* basically, if a server updates its max level, these playes may find |
| 839 |
* that their protection from physical goes down |
| 840 |
*/ |
| 841 |
if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
| 842 |
{ |
| 843 |
ac = max (-10, arch->stats.ac - level / 3); |
| 844 |
prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
| 845 |
} |
| 846 |
else |
| 847 |
ac = arch->stats.ac; |
| 848 |
|
| 849 |
stats.luck = arch->stats.luck; |
| 850 |
speed = arch->speed; |
| 851 |
|
| 852 |
/* 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. |
| 854 |
*/ |
| 855 |
for (tmp = inv; tmp; tmp = tmp->below) |
| 856 |
{ |
| 857 |
/* This happens because apply_potion calls change_abil with the potion |
| 858 |
* applied so we can tell the player what changed. But change_abil |
| 859 |
* then calls this function. |
| 860 |
*/ |
| 861 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
| 862 |
continue; |
| 863 |
|
| 864 |
glow_radius += tmp->glow_radius; |
| 865 |
|
| 866 |
/* For some things, we don't care what is equipped */ |
| 867 |
if (tmp->type == SKILL) |
| 868 |
{ |
| 869 |
/* Want to take the highest skill here. */ |
| 870 |
if (IS_MANA_SKILL (tmp->subtype)) |
| 871 |
{ |
| 872 |
if (!mana_obj) |
| 873 |
mana_obj = tmp; |
| 874 |
else if (tmp->level > mana_obj->level) |
| 875 |
mana_obj = tmp; |
| 876 |
} |
| 877 |
|
| 878 |
if (IS_GRACE_SKILL (tmp->subtype)) |
| 879 |
{ |
| 880 |
if (!grace_obj) |
| 881 |
grace_obj = tmp; |
| 882 |
else if (tmp->level > grace_obj->level) |
| 883 |
grace_obj = tmp; |
| 884 |
} |
| 885 |
} |
| 886 |
|
| 887 |
/* Container objects are not meant to adjust players, but other applied |
| 888 |
* objects need to make adjustments. |
| 889 |
* This block should handle all player specific changes |
| 890 |
* 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. |
| 892 |
* 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 |
| 894 |
* up, etc. |
| 895 |
*/ |
| 896 |
if ((tmp->flag [FLAG_APPLIED] |
| 897 |
&& tmp->type != CONTAINER |
| 898 |
&& tmp->type != CLOSE_CON) |
| 899 |
|| (tmp->type == SKILL |
| 900 |
&& tmp->subtype == SK_PRAYING)) |
| 901 |
{ |
| 902 |
if (type == PLAYER) |
| 903 |
{ |
| 904 |
contr->item_power += tmp->item_power; |
| 905 |
|
| 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++) |
| 914 |
stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
| 915 |
|
| 916 |
if (digest_types [tmp->type]) |
| 917 |
{ |
| 918 |
contr->digestion += tmp->stats.food; |
| 919 |
contr->gen_hp += tmp->stats.hp; |
| 920 |
if (tmp->type != BOW) // ugly exception for bows |
| 921 |
contr->gen_sp += tmp->stats.sp; |
| 922 |
contr->gen_grace += tmp->stats.grace; |
| 923 |
contr->gen_sp_armour += tmp->gen_sp_armour; |
| 924 |
} |
| 925 |
} /* if this is a player */ |
| 926 |
else |
| 927 |
{ |
| 928 |
if (tmp->type == WEAPON) |
| 929 |
current_weapon = tmp; |
| 930 |
} |
| 931 |
|
| 932 |
/* Update slots used for items */ |
| 933 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
| 934 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
| 935 |
slot[i].used += tmp->slot[i].info; |
| 936 |
|
| 937 |
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); |
| 940 |
|
| 941 |
/* Pos. and neg. protections are counted separate (-> pro/vuln). |
| 942 |
* (Negative protections are calculated exactly like positive.) |
| 943 |
* Resistance from potions are treated special as well. If there's |
| 944 |
* more than one potion-effect, the bigger prot.-value is taken. |
| 945 |
*/ |
| 946 |
if (tmp->type != POTION) |
| 947 |
{ |
| 948 |
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]; |
| 959 |
} |
| 960 |
else if (tmp->resist[i] > 0) |
| 961 |
prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
| 962 |
else if (tmp->resist[i] < 0) |
| 963 |
vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
| 964 |
} |
| 965 |
} |
| 966 |
|
| 967 |
/* There may be other things that should not adjust the attacktype */ |
| 968 |
if (tmp->type != SYMPTOM) |
| 969 |
{ |
| 970 |
attacktype |= tmp->attacktype; |
| 971 |
path_attuned |= tmp->path_attuned; |
| 972 |
path_repelled |= tmp->path_repelled; |
| 973 |
path_denied |= tmp->path_denied; |
| 974 |
move_type |= tmp->move_type; |
| 975 |
stats.luck += tmp->stats.luck; |
| 976 |
} |
| 977 |
|
| 978 |
flag |= tmp->flag & copy_flags; |
| 979 |
|
| 980 |
if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
| 981 |
SET_FLAG (this, FLAG_UNDEAD); |
| 982 |
|
| 983 |
if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
| 984 |
{ |
| 985 |
SET_FLAG (this, FLAG_MAKE_INVIS); |
| 986 |
invisible = 1; |
| 987 |
} |
| 988 |
|
| 989 |
if (tmp->stats.exp && tmp->type != SKILL) |
| 990 |
{ |
| 991 |
if (tmp->stats.exp > 0) |
| 992 |
{ |
| 993 |
added_speed += tmp->stats.exp / 3.f; |
| 994 |
bonus_speed += tmp->stats.exp / 3.f + 1.f; |
| 995 |
} |
| 996 |
else |
| 997 |
added_speed += tmp->stats.exp; |
| 998 |
} |
| 999 |
|
| 1000 |
switch (tmp->type) |
| 1001 |
{ |
| 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: |
| 1014 |
{ |
| 1015 |
if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
| 1016 |
break; |
| 1017 |
|
| 1018 |
if (chosen_skill) |
| 1019 |
{ |
| 1020 |
LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
| 1021 |
&name, &chosen_skill->name, &tmp->name); |
| 1022 |
|
| 1023 |
tmp->flag [FLAG_APPLIED] = false; |
| 1024 |
update_stats (); |
| 1025 |
return; |
| 1026 |
} |
| 1027 |
else |
| 1028 |
chosen_skill = tmp; |
| 1029 |
|
| 1030 |
if (tmp->stats.dam > 0) |
| 1031 |
{ /* skill is a 'weapon' */ |
| 1032 |
if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
| 1033 |
weapon_speed = WEAPON_SPEED (tmp); |
| 1034 |
|
| 1035 |
if (weapon_speed < 0) |
| 1036 |
weapon_speed = 0; |
| 1037 |
|
| 1038 |
weapon_weight = tmp->weight; |
| 1039 |
stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
| 1040 |
|
| 1041 |
if (tmp->magic) |
| 1042 |
stats.dam += tmp->magic; |
| 1043 |
} |
| 1044 |
|
| 1045 |
if (tmp->stats.wc) |
| 1046 |
wc -= tmp->stats.wc + tmp->magic; |
| 1047 |
|
| 1048 |
if (tmp->slaying) |
| 1049 |
slaying = tmp->slaying; |
| 1050 |
|
| 1051 |
if (tmp->stats.ac) |
| 1052 |
ac -= tmp->stats.ac + tmp->magic; |
| 1053 |
|
| 1054 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
| 1055 |
contr->encumbrance += (int) 3 *tmp->weight / 1000; |
| 1056 |
} |
| 1057 |
|
| 1058 |
break; |
| 1059 |
|
| 1060 |
case SHIELD: |
| 1061 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
| 1062 |
contr->encumbrance += (int) tmp->weight / 2000; |
| 1063 |
case RING: |
| 1064 |
case AMULET: |
| 1065 |
case GIRDLE: |
| 1066 |
case HELMET: |
| 1067 |
case BOOTS: |
| 1068 |
case GLOVES: |
| 1069 |
case CLOAK: |
| 1070 |
if (tmp->stats.wc) |
| 1071 |
wc -= tmp->stats.wc + tmp->magic; |
| 1072 |
|
| 1073 |
if (tmp->stats.dam) |
| 1074 |
stats.dam += tmp->stats.dam + tmp->magic; |
| 1075 |
|
| 1076 |
if (tmp->stats.ac) |
| 1077 |
ac -= tmp->stats.ac + tmp->magic; |
| 1078 |
|
| 1079 |
break; |
| 1080 |
|
| 1081 |
case BOW: |
| 1082 |
case WEAPON: |
| 1083 |
if (type != PLAYER || current_weapon == tmp) |
| 1084 |
{ |
| 1085 |
wc -= tmp->stats.wc + tmp->magic; |
| 1086 |
|
| 1087 |
if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
| 1088 |
ac -= tmp->stats.ac + tmp->magic; |
| 1089 |
|
| 1090 |
stats.dam += tmp->stats.dam + tmp->magic; |
| 1091 |
weapon_weight = tmp->weight; |
| 1092 |
weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
| 1093 |
|
| 1094 |
if (weapon_speed < 0) |
| 1095 |
weapon_speed = 0; |
| 1096 |
|
| 1097 |
slaying = tmp->slaying; |
| 1098 |
|
| 1099 |
/* If there is desire that two handed weapons should do |
| 1100 |
* extra strength damage, this is where the code should |
| 1101 |
* go. |
| 1102 |
*/ |
| 1103 |
|
| 1104 |
if (type == PLAYER) |
| 1105 |
if (settings.spell_encumbrance) |
| 1106 |
contr->encumbrance += tmp->weight * 3 / 1000; |
| 1107 |
} |
| 1108 |
|
| 1109 |
break; |
| 1110 |
|
| 1111 |
case ARMOUR: /* Only the best of these three are used: */ |
| 1112 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
| 1113 |
contr->encumbrance += tmp->weight / 1000; |
| 1114 |
|
| 1115 |
case BRACERS: |
| 1116 |
case FORCE: |
| 1117 |
if (tmp->stats.wc) |
| 1118 |
{ |
| 1119 |
if (best_wc < tmp->stats.wc + tmp->magic) |
| 1120 |
{ |
| 1121 |
wc += best_wc; |
| 1122 |
best_wc = tmp->stats.wc + tmp->magic; |
| 1123 |
} |
| 1124 |
else |
| 1125 |
wc += tmp->stats.wc + tmp->magic; |
| 1126 |
} |
| 1127 |
|
| 1128 |
if (tmp->stats.ac) |
| 1129 |
{ |
| 1130 |
if (best_ac < tmp->stats.ac + tmp->magic) |
| 1131 |
{ |
| 1132 |
ac += best_ac; /* Remove last bonus */ |
| 1133 |
best_ac = tmp->stats.ac + tmp->magic; |
| 1134 |
} |
| 1135 |
else /* To nullify the below effect */ |
| 1136 |
ac += tmp->stats.ac + tmp->magic; |
| 1137 |
} |
| 1138 |
|
| 1139 |
if (tmp->stats.wc) |
| 1140 |
wc -= tmp->stats.wc + tmp->magic; |
| 1141 |
|
| 1142 |
if (tmp->stats.ac) |
| 1143 |
ac -= tmp->stats.ac + tmp->magic; |
| 1144 |
|
| 1145 |
if (ARMOUR_SPEED (tmp)) |
| 1146 |
max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
| 1147 |
|
| 1148 |
break; |
| 1149 |
} /* switch tmp->type */ |
| 1150 |
} /* item is equipped */ |
| 1151 |
} /* for loop of items */ |
| 1152 |
|
| 1153 |
glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
| 1154 |
|
| 1155 |
/* 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. |
| 1157 |
*/ |
| 1158 |
|
| 1159 |
/* 'total resistance = total protections - total vulnerabilities'. |
| 1160 |
* If there is an uncursed potion in effect, granting more protection |
| 1161 |
* than that, we take: 'total resistance = resistance from potion'. |
| 1162 |
* If there is a cursed (and no uncursed) potion in effect, we take |
| 1163 |
* 'total resistance = vulnerability from cursed potion'. |
| 1164 |
*/ |
| 1165 |
for (int i = 0; i < NROFATTACKS; i++) |
| 1166 |
{ |
| 1167 |
resist[i] = prot[i] - vuln[i]; |
| 1168 |
|
| 1169 |
if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
| 1170 |
resist[i] = potion_resist[i]; |
| 1171 |
} |
| 1172 |
|
| 1173 |
if (type == PLAYER) |
| 1174 |
{ |
| 1175 |
// clamp various player stats |
| 1176 |
for (int i = 0; i < NUM_STATS; ++i) |
| 1177 |
stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
| 1178 |
|
| 1179 |
contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
| 1180 |
|
| 1181 |
/* Figure out the players sp/mana/hp totals. */ |
| 1182 |
int pl_level; |
| 1183 |
|
| 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! */ |
| 1189 |
|
| 1190 |
/* 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. |
| 1192 |
*/ |
| 1193 |
stats.maxhp = 0; |
| 1194 |
for (int i = 1; i <= min (10, pl_level); i++) |
| 1195 |
{ |
| 1196 |
int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
| 1197 |
|
| 1198 |
if (i % 2 && con_bonus[stats.Con] % 2) |
| 1199 |
if (con_bonus[stats.Con] > 0) |
| 1200 |
j++; |
| 1201 |
else |
| 1202 |
j--; |
| 1203 |
|
| 1204 |
stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
| 1205 |
} |
| 1206 |
|
| 1207 |
stats.maxhp += 2 * max (0, level - 10); |
| 1208 |
|
| 1209 |
if (stats.hp > stats.maxhp) |
| 1210 |
stats.hp = stats.maxhp; |
| 1211 |
|
| 1212 |
/* Sp gain is controlled by the level of the player's |
| 1213 |
* relevant experience object (mana_obj, see above) |
| 1214 |
*/ |
| 1215 |
/* following happen when skills system is not used */ |
| 1216 |
if (!mana_obj) |
| 1217 |
mana_obj = this; |
| 1218 |
|
| 1219 |
if (!grace_obj) |
| 1220 |
grace_obj = this; |
| 1221 |
|
| 1222 |
/* set maxsp */ |
| 1223 |
if (!mana_obj || !mana_obj->level || type != PLAYER) |
| 1224 |
mana_obj = this; |
| 1225 |
|
| 1226 |
if (mana_obj == this && type == PLAYER) |
| 1227 |
stats.maxsp = 1; |
| 1228 |
else |
| 1229 |
{ |
| 1230 |
float sp_tmp = 0.f; |
| 1231 |
|
| 1232 |
for (int i = 1; i <= min (10, mana_obj->level); i++) |
| 1233 |
{ |
| 1234 |
float stmp; |
| 1235 |
|
| 1236 |
/* Got some extra bonus at first level */ |
| 1237 |
if (i < 2) |
| 1238 |
stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
| 1239 |
else |
| 1240 |
stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
| 1241 |
|
| 1242 |
sp_tmp += max (1.f, stmp); |
| 1243 |
} |
| 1244 |
|
| 1245 |
stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
| 1246 |
} |
| 1247 |
|
| 1248 |
/* Characters can get their sp supercharged via rune of transferrance */ |
| 1249 |
stats.sp = min (stats.sp, stats.maxsp * 2); |
| 1250 |
|
| 1251 |
/* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
| 1252 |
if (!grace_obj || !grace_obj->level || type != PLAYER) |
| 1253 |
grace_obj = this; |
| 1254 |
|
| 1255 |
if (grace_obj == this && type == PLAYER) |
| 1256 |
stats.maxgrace = 1; |
| 1257 |
else |
| 1258 |
{ |
| 1259 |
/* store grace in a float - this way, the divisions below don't create |
| 1260 |
* big jumps when you go from level to level - with int's, it then |
| 1261 |
* becomes big jumps when the sums of the bonuses jump to the next |
| 1262 |
* step of 8 - with floats, even fractional ones are useful. |
| 1263 |
*/ |
| 1264 |
float sp_tmp = 0.f; |
| 1265 |
|
| 1266 |
for (int i = 1; i <= min (10, grace_obj->level); i++) |
| 1267 |
{ |
| 1268 |
float grace_tmp = 0.f; |
| 1269 |
|
| 1270 |
/* Got some extra bonus at first level */ |
| 1271 |
if (i < 2) |
| 1272 |
grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
| 1273 |
else |
| 1274 |
grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
| 1275 |
|
| 1276 |
sp_tmp += max (1.f, grace_tmp); |
| 1277 |
} |
| 1278 |
|
| 1279 |
/* two grace points per level after 10 */ |
| 1280 |
stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
| 1281 |
} |
| 1282 |
|
| 1283 |
/* No limit on grace vs maxgrace */ |
| 1284 |
|
| 1285 |
if (contr->braced) |
| 1286 |
{ |
| 1287 |
ac += 2; |
| 1288 |
wc += 4; |
| 1289 |
} |
| 1290 |
else |
| 1291 |
ac -= dex_bonus[stats.Dex]; |
| 1292 |
|
| 1293 |
/* In new exp/skills system, wc bonuses are related to |
| 1294 |
* the players level in a relevant exp object (wc_obj) |
| 1295 |
* not the general player level -b.t. |
| 1296 |
* I changed this slightly so that wc bonuses are better |
| 1297 |
* than before. This is to balance out the fact that |
| 1298 |
* the player no longer gets a personal weapon w/ 1 |
| 1299 |
* improvement every level, now its fighterlevel/5. So |
| 1300 |
* we give the player a bonus here in wc and dam |
| 1301 |
* to make up for the change. Note that I left the |
| 1302 |
* monster bonus the same as before. -b.t. |
| 1303 |
*/ |
| 1304 |
object *wc_obj = chosen_skill; |
| 1305 |
|
| 1306 |
if (contr && wc_obj && wc_obj->level > 1) |
| 1307 |
{ |
| 1308 |
wc -= wc_obj->level + thaco_bonus[stats.Str]; |
| 1309 |
|
| 1310 |
for (int i = 1; i < wc_obj->level; i++) |
| 1311 |
{ |
| 1312 |
/* additional wc every 6 levels */ |
| 1313 |
if (!(i % 6)) |
| 1314 |
wc--; |
| 1315 |
|
| 1316 |
/* additional dam every 4 levels. */ |
| 1317 |
if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
| 1318 |
stats.dam += 1 + dam_bonus[stats.Str] / 5; |
| 1319 |
} |
| 1320 |
} |
| 1321 |
else |
| 1322 |
wc -= level + thaco_bonus[stats.Str]; |
| 1323 |
|
| 1324 |
stats.dam += dam_bonus[stats.Str]; |
| 1325 |
|
| 1326 |
if (stats.dam < 1) |
| 1327 |
stats.dam = 1; |
| 1328 |
|
| 1329 |
speed = 1.f + speed_bonus[stats.Dex]; |
| 1330 |
|
| 1331 |
if (settings.search_items && contr->search_str[0]) |
| 1332 |
speed -= 1; |
| 1333 |
} /* End if player */ |
| 1334 |
|
| 1335 |
if (added_speed >= 0) |
| 1336 |
speed += added_speed / 10.f; |
| 1337 |
else /* Something wrong here...: */ |
| 1338 |
speed /= 1.f - added_speed; |
| 1339 |
|
| 1340 |
/* Max is determined by armour */ |
| 1341 |
speed = min (speed, max_speed); |
| 1342 |
|
| 1343 |
if (type == PLAYER) |
| 1344 |
{ |
| 1345 |
/* 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 |
| 1347 |
* weight limit, then player suffers a speed reduction based on how |
| 1348 |
* much above he is, and what is max carry is |
| 1349 |
*/ |
| 1350 |
float f = (carrying / 1000) - max_carry[stats.Str]; |
| 1351 |
if (f > 0.f) |
| 1352 |
speed = speed / (1.f + f / max_carry[stats.Str]); |
| 1353 |
} |
| 1354 |
|
| 1355 |
speed += bonus_speed / 10.f; /* Not affected by limits */ |
| 1356 |
speed *= speed_reduce_from_disease; |
| 1357 |
|
| 1358 |
/* 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. |
| 1360 |
*/ |
| 1361 |
if (speed < 0.04f && type == PLAYER) |
| 1362 |
speed = 0.04f; |
| 1363 |
|
| 1364 |
if (speed != old_speed) |
| 1365 |
set_speed (speed); |
| 1366 |
|
| 1367 |
if (type == PLAYER) |
| 1368 |
{ |
| 1369 |
/* (This formula was made by vidarl@ifi.uio.no) |
| 1370 |
* Note that we never used these values again - basically |
| 1371 |
* all of these could be subbed into one big equation, but |
| 1372 |
* that would just be a real pain to read. |
| 1373 |
*/ |
| 1374 |
float M = (max_carry[stats.Str] - 121) / 121.f; |
| 1375 |
float M2 = max_carry[stats.Str] / 100.f; |
| 1376 |
float W = weapon_weight / 20000.f; |
| 1377 |
float s = (20 - weapon_speed) / 10.f; |
| 1378 |
float D = (stats.Dex - 14) / 14.f; |
| 1379 |
float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
| 1380 |
|
| 1381 |
K *= (4 + level) * 1.2f / (6 + level); |
| 1382 |
|
| 1383 |
if (K <= 0.01f) |
| 1384 |
K = 0.01f; |
| 1385 |
|
| 1386 |
contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
| 1387 |
} |
| 1388 |
|
| 1389 |
/* I want to limit the power of small monsters with big weapons: */ |
| 1390 |
if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
| 1391 |
stats.dam = arch->stats.dam * 3; |
| 1392 |
|
| 1393 |
stats.wc = clamp (wc, MIN_WC, MAX_WC); |
| 1394 |
stats.ac = clamp (ac, MIN_AC, MAX_AC); |
| 1395 |
|
| 1396 |
/* if for some reason the creature doesn't have any move type, |
| 1397 |
* give them walking as a default. |
| 1398 |
* The second case is a special case - to more closely mimic the |
| 1399 |
* old behaviour - if your flying, your not walking - just |
| 1400 |
* one or the other. |
| 1401 |
*/ |
| 1402 |
if (move_type == 0) |
| 1403 |
move_type = MOVE_WALK; |
| 1404 |
else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
| 1405 |
move_type &= ~MOVE_WALK; |
| 1406 |
|
| 1407 |
/* It is quite possible that a player's spell costing might have changed, |
| 1408 |
* so we will check that now. |
| 1409 |
*/ |
| 1410 |
if (type == PLAYER) |
| 1411 |
{ |
| 1412 |
esrv_update_stats (contr); |
| 1413 |
esrv_update_spells (contr); |
| 1414 |
} |
| 1415 |
|
| 1416 |
// update the mapspace, if we are on a map |
| 1417 |
if (!flag [FLAG_REMOVED] && map) |
| 1418 |
map->at (x, y).flags_ = 0; |
| 1419 |
} |
| 1420 |
|
| 1421 |
void |
| 1422 |
object::set_glow_radius (sint8 rad) |
| 1423 |
{ |
| 1424 |
glow_radius = rad; |
| 1425 |
|
| 1426 |
if (is_on_map ()) |
| 1427 |
update_all_los (map, x, y); |
| 1428 |
else if (object *env = outer_env ()) |
| 1429 |
{ |
| 1430 |
env->update_stats (); |
| 1431 |
|
| 1432 |
if (env->is_on_map ()) |
| 1433 |
update_all_los (env->map, env->x, env->y); |
| 1434 |
} |
| 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 |
*/ |
| 1444 |
int |
| 1445 |
allowed_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 |
} |
| 1455 |
|
| 1456 |
/* |
| 1457 |
* set the new dragon name after gaining levels or |
| 1458 |
* changing ability focus (later this can be extended to |
| 1459 |
* eventually change the player's face and animation) |
| 1460 |
*/ |
| 1461 |
void |
| 1462 |
set_dragon_name (object *pl, const object *abil, const object *skin) |
| 1463 |
{ |
| 1464 |
int atnr = -1; /* attacknumber of highest level */ |
| 1465 |
int level = 0; /* highest level */ |
| 1466 |
int i; |
| 1467 |
|
| 1468 |
/* Perhaps do something more clever? */ |
| 1469 |
if (!abil || !skin) |
| 1470 |
return; |
| 1471 |
|
| 1472 |
/* first, look for the highest level */ |
| 1473 |
for (i = 0; i < NROFATTACKS; i++) |
| 1474 |
{ |
| 1475 |
if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr])) |
| 1476 |
{ |
| 1477 |
level = abil->resist[i]; |
| 1478 |
atnr = i; |
| 1479 |
} |
| 1480 |
} |
| 1481 |
|
| 1482 |
/* now if there are equals at highest level, pick the one with focus, |
| 1483 |
or else at random */ |
| 1484 |
if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
| 1485 |
atnr = abil->stats.exp; |
| 1486 |
|
| 1487 |
/* now set the new title */ |
| 1488 |
if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
| 1489 |
else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
| 1490 |
else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
| 1491 |
else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
| 1492 |
else |
| 1493 |
{ |
| 1494 |
/* special titles for extra high resistance! */ |
| 1495 |
if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
| 1496 |
else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
| 1497 |
else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
| 1498 |
} |
| 1499 |
|
| 1500 |
strcpy (pl->contr->own_title, ""); |
| 1501 |
} |
| 1502 |
|
| 1503 |
/* |
| 1504 |
* This function is called when a dragon-player gains |
| 1505 |
* an overall level. Here, the dragon might gain new abilities |
| 1506 |
* or change the ability-focus. |
| 1507 |
*/ |
| 1508 |
static void |
| 1509 |
dragon_level_gain (object *who) |
| 1510 |
{ |
| 1511 |
object *abil = NULL; /* pointer to dragon ability force */ |
| 1512 |
object *skin = NULL; /* pointer to dragon skin force */ |
| 1513 |
object *tmp = NULL; /* tmp. object */ |
| 1514 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
| 1515 |
|
| 1516 |
/* now grab the 'dragon_ability'-forces from the player's inventory */ |
| 1517 |
for (tmp = who->inv; tmp; tmp = tmp->below) |
| 1518 |
if (tmp->type == FORCE) |
| 1519 |
if (tmp->arch->archname == shstr_dragon_ability_force) |
| 1520 |
abil = tmp; |
| 1521 |
else if (tmp->arch->archname == shstr_dragon_skin_force) |
| 1522 |
skin = tmp; |
| 1523 |
|
| 1524 |
/* if the force is missing -> bail out */ |
| 1525 |
if (abil == NULL) |
| 1526 |
return; |
| 1527 |
|
| 1528 |
/* The ability_force keeps track of maximum level ever achieved. |
| 1529 |
* New abilties can only be gained by surpassing this max level |
| 1530 |
*/ |
| 1531 |
if (who->level > abil->level) |
| 1532 |
{ |
| 1533 |
/* increase our focused ability */ |
| 1534 |
abil->resist[abil->stats.exp]++; |
| 1535 |
|
| 1536 |
|
| 1537 |
if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0) |
| 1538 |
{ |
| 1539 |
/* time to hand out a new ability-gift */ |
| 1540 |
dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.)); |
| 1541 |
} |
| 1542 |
|
| 1543 |
if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat)) |
| 1544 |
{ |
| 1545 |
/* apply new ability focus */ |
| 1546 |
sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]); |
| 1547 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
| 1548 |
|
| 1549 |
abil->stats.exp = abil->last_eat; |
| 1550 |
abil->last_eat = 0; |
| 1551 |
} |
| 1552 |
|
| 1553 |
abil->level = who->level; |
| 1554 |
} |
| 1555 |
|
| 1556 |
/* last but not least, set the new title for the dragon */ |
| 1557 |
set_dragon_name (who, abil, skin); |
| 1558 |
} |
| 1559 |
|
| 1560 |
/* Handy function - given the skill name skill_name, we find the skill |
| 1561 |
* archetype/object, set appropriate values, and insert it into |
| 1562 |
* the object (op) that is passed. |
| 1563 |
* We return the skill - this makes it easier for calling functions that |
| 1564 |
* want to do something with it immediately. |
| 1565 |
*/ |
| 1566 |
object * |
| 1567 |
give_skill_by_name (object *op, const char *skill_name) |
| 1568 |
{ |
| 1569 |
object *skill_obj; |
| 1570 |
|
| 1571 |
skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
| 1572 |
if (!skill_obj) |
| 1573 |
{ |
| 1574 |
LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
| 1575 |
return NULL; |
| 1576 |
} |
| 1577 |
|
| 1578 |
/* clear the flag - exp goes into this bucket, but player |
| 1579 |
* still doesn't know it. |
| 1580 |
*/ |
| 1581 |
CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
| 1582 |
skill_obj->stats.exp = 0; |
| 1583 |
skill_obj->level = 1; |
| 1584 |
op->insert (skill_obj); |
| 1585 |
|
| 1586 |
if (player *pl = op->contr) |
| 1587 |
pl->link_skills (); |
| 1588 |
|
| 1589 |
return skill_obj; |
| 1590 |
} |
| 1591 |
|
| 1592 |
/* player_lvl_adj() - for the new exp system. we are concerned with |
| 1593 |
* whether the player gets more hp, sp and new levels. |
| 1594 |
* Note this this function should only be called for players. Monstes |
| 1595 |
* don't really gain levels |
| 1596 |
* who is the player, op is what we are checking to gain the level |
| 1597 |
* (eg, skill) |
| 1598 |
*/ |
| 1599 |
void |
| 1600 |
player_lvl_adj (object *who, object *op) |
| 1601 |
{ |
| 1602 |
char buf[MAX_BUF]; |
| 1603 |
bool changed = false; |
| 1604 |
|
| 1605 |
if (!op) /* when rolling stats */ |
| 1606 |
op = who; |
| 1607 |
|
| 1608 |
while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
| 1609 |
{ |
| 1610 |
changed = true; |
| 1611 |
|
| 1612 |
op->level++; |
| 1613 |
|
| 1614 |
if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
| 1615 |
dragon_level_gain (who); |
| 1616 |
|
| 1617 |
/* Only roll these if it is the player (who) that gained the level */ |
| 1618 |
if (op == who && (who->level < 11) && who->type == PLAYER) |
| 1619 |
{ |
| 1620 |
who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
| 1621 |
who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
| 1622 |
who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
| 1623 |
} |
| 1624 |
|
| 1625 |
if (op->level > 1) |
| 1626 |
{ |
| 1627 |
if (op->type != PLAYER) |
| 1628 |
{ |
| 1629 |
who->contr->play_sound (sound_find ("skill_up")); |
| 1630 |
sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
| 1631 |
} |
| 1632 |
else |
| 1633 |
{ |
| 1634 |
who->contr->play_sound (sound_find ("level_up")); |
| 1635 |
sprintf (buf, "You are now level %d.", op->level); |
| 1636 |
} |
| 1637 |
|
| 1638 |
if (who) |
| 1639 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
| 1640 |
} |
| 1641 |
} |
| 1642 |
|
| 1643 |
while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
| 1644 |
{ |
| 1645 |
changed = true; |
| 1646 |
|
| 1647 |
op->level--; |
| 1648 |
|
| 1649 |
if (op->type != PLAYER) |
| 1650 |
{ |
| 1651 |
sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
| 1652 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
| 1653 |
} |
| 1654 |
} |
| 1655 |
|
| 1656 |
if (changed) |
| 1657 |
{ |
| 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 |
} |
| 1664 |
|
| 1665 |
/* |
| 1666 |
* Returns how much experience is needed for a player to become |
| 1667 |
* the given level. level should really never exceed max_level |
| 1668 |
*/ |
| 1669 |
|
| 1670 |
sint64 |
| 1671 |
level_exp (int level, double expmul) |
| 1672 |
{ |
| 1673 |
if (level > settings.max_level) |
| 1674 |
return (sint64) (expmul * levels[settings.max_level]); |
| 1675 |
|
| 1676 |
return (sint64) (expmul * levels[level]); |
| 1677 |
} |
| 1678 |
|
| 1679 |
/* |
| 1680 |
* 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 |
| 1682 |
* proper range. Note that the checking of what is passed through |
| 1683 |
* has been reduced. Since there is now a proper field for perm_exp, |
| 1684 |
* this can now work on a much larger set of objects. |
| 1685 |
*/ |
| 1686 |
void |
| 1687 |
calc_perm_exp (object *op) |
| 1688 |
{ |
| 1689 |
int p_exp_min; |
| 1690 |
|
| 1691 |
/* Ensure that our permanent experience minimum is met. |
| 1692 |
* permenent_exp_ratio is an integer percentage, we divide by 100 |
| 1693 |
* to get the fraction */ |
| 1694 |
p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
| 1695 |
|
| 1696 |
if (op->perm_exp < p_exp_min) |
| 1697 |
op->perm_exp = p_exp_min; |
| 1698 |
|
| 1699 |
/* Cap permanent experience. */ |
| 1700 |
if (op->perm_exp < 0) |
| 1701 |
op->perm_exp = 0; |
| 1702 |
else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
| 1703 |
op->perm_exp = MAX_EXPERIENCE; |
| 1704 |
} |
| 1705 |
|
| 1706 |
/* Add experience to a player - exp should only be positive. |
| 1707 |
* Updates permanent exp for the skill we are adding to. |
| 1708 |
* skill_name is the skill to add exp to. Skill name can be |
| 1709 |
* NULL, in which case exp increases the players general |
| 1710 |
* total, but not any particular skill. |
| 1711 |
* flag is what to do if the player doesn't have the skill: |
| 1712 |
*/ |
| 1713 |
static void |
| 1714 |
add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
| 1715 |
{ |
| 1716 |
object *skill_obj; |
| 1717 |
sint64 limit, exp_to_add; |
| 1718 |
int i; |
| 1719 |
|
| 1720 |
/* prevents some forms of abuse. */ |
| 1721 |
if (op->contr->braced) |
| 1722 |
exp /= 5; |
| 1723 |
|
| 1724 |
/* Try to find the matching skill. |
| 1725 |
* We do a shortcut/time saving mechanism first - see if it matches |
| 1726 |
* chosen_skill. This means we don't need to search through |
| 1727 |
* the players inventory. |
| 1728 |
*/ |
| 1729 |
skill_obj = 0; |
| 1730 |
|
| 1731 |
if (skill_name) |
| 1732 |
{ |
| 1733 |
skill_obj = op->contr->find_skill (skill_name); |
| 1734 |
|
| 1735 |
/* Player doesn't have the skill. Check to see what to do, and give |
| 1736 |
* it to the player if necessary |
| 1737 |
*/ |
| 1738 |
if (!skill_obj) |
| 1739 |
{ |
| 1740 |
if (flag == SK_EXP_NONE) |
| 1741 |
return; |
| 1742 |
|
| 1743 |
if (flag == SK_EXP_ADD_SKILL) |
| 1744 |
skill_obj = give_skill_by_name (op, skill_name); |
| 1745 |
} |
| 1746 |
} |
| 1747 |
|
| 1748 |
if (flag != SK_EXP_SKILL_ONLY) |
| 1749 |
{ |
| 1750 |
/* Basically, you can never gain more experience in one shot |
| 1751 |
* than half what you need to gain for next level. |
| 1752 |
*/ |
| 1753 |
exp_to_add = exp; |
| 1754 |
limit = (levels[op->level + 1] - levels[op->level]) / 2; |
| 1755 |
if (exp_to_add > limit) |
| 1756 |
exp_to_add = limit; |
| 1757 |
|
| 1758 |
ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
| 1759 |
if (settings.permanent_exp_ratio) |
| 1760 |
{ |
| 1761 |
ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1))); |
| 1762 |
calc_perm_exp (op); |
| 1763 |
} |
| 1764 |
|
| 1765 |
player_lvl_adj (op, NULL); |
| 1766 |
} |
| 1767 |
|
| 1768 |
if (skill_obj) |
| 1769 |
{ |
| 1770 |
exp_to_add = exp; |
| 1771 |
limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
| 1772 |
if (exp_to_add > limit) |
| 1773 |
exp_to_add = limit; |
| 1774 |
|
| 1775 |
ADD_EXP (skill_obj->stats.exp, exp_to_add); |
| 1776 |
if (settings.permanent_exp_ratio) |
| 1777 |
{ |
| 1778 |
skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
| 1779 |
calc_perm_exp (skill_obj); |
| 1780 |
} |
| 1781 |
|
| 1782 |
player_lvl_adj (op, skill_obj); |
| 1783 |
} |
| 1784 |
} |
| 1785 |
|
| 1786 |
/* This function checks to make sure that object 'op' can |
| 1787 |
* lose 'exp' experience. It returns the amount of exp |
| 1788 |
* object 'op' can in fact lose - it basically makes |
| 1789 |
* adjustments based on permanent exp and the like. |
| 1790 |
* This function should always be used for losing experience - |
| 1791 |
* the 'exp' value passed should be positive - this is the |
| 1792 |
* amount that should get subtract from the player. |
| 1793 |
*/ |
| 1794 |
static sint64 |
| 1795 |
check_exp_loss (const object *op, sint64 exp) |
| 1796 |
{ |
| 1797 |
sint64 del_exp; |
| 1798 |
|
| 1799 |
if (exp > op->stats.exp) |
| 1800 |
exp = op->stats.exp; |
| 1801 |
|
| 1802 |
if (settings.permanent_exp_ratio) |
| 1803 |
{ |
| 1804 |
del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
| 1805 |
|
| 1806 |
if (del_exp < 0) |
| 1807 |
del_exp = 0; |
| 1808 |
|
| 1809 |
if (exp > del_exp) |
| 1810 |
exp = del_exp; |
| 1811 |
} |
| 1812 |
|
| 1813 |
return exp; |
| 1814 |
} |
| 1815 |
|
| 1816 |
sint64 |
| 1817 |
check_exp_adjust (const object *op, sint64 exp) |
| 1818 |
{ |
| 1819 |
if (exp < 0) |
| 1820 |
return check_exp_loss (op, exp); |
| 1821 |
else |
| 1822 |
return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
| 1823 |
} |
| 1824 |
|
| 1825 |
/* Subtracts experience from player. |
| 1826 |
* if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
| 1827 |
* only subtract from the matching skill. Otherwise, |
| 1828 |
* this subtracts a portion from all |
| 1829 |
* skills the player has. Eg, if we figure the player is losing 10% |
| 1830 |
* of his total exp, what happens is he loses 10% from all his skills. |
| 1831 |
* Note that if permanent exp is used, player may not in fact lose |
| 1832 |
* as much as listed. Eg, if player has gotten reduced to the point |
| 1833 |
* 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 |
| 1835 |
* a postive number. |
| 1836 |
*/ |
| 1837 |
static void |
| 1838 |
subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
| 1839 |
{ |
| 1840 |
float fraction = (float) exp / (float) op->stats.exp; |
| 1841 |
object *tmp; |
| 1842 |
sint64 del_exp; |
| 1843 |
|
| 1844 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
| 1845 |
if (tmp->type == SKILL && tmp->stats.exp) |
| 1846 |
{ |
| 1847 |
if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
| 1848 |
{ |
| 1849 |
del_exp = check_exp_loss (tmp, exp); |
| 1850 |
tmp->stats.exp -= del_exp; |
| 1851 |
player_lvl_adj (op, tmp); |
| 1852 |
} |
| 1853 |
else if (flag != SK_SUBTRACT_SKILL_EXP) |
| 1854 |
{ |
| 1855 |
/* only want to process other skills if we are not trying |
| 1856 |
* to match a specific skill. |
| 1857 |
*/ |
| 1858 |
del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
| 1859 |
tmp->stats.exp -= del_exp; |
| 1860 |
player_lvl_adj (op, tmp); |
| 1861 |
} |
| 1862 |
} |
| 1863 |
|
| 1864 |
if (flag != SK_SUBTRACT_SKILL_EXP) |
| 1865 |
{ |
| 1866 |
del_exp = check_exp_loss (op, exp); |
| 1867 |
op->stats.exp -= del_exp; |
| 1868 |
player_lvl_adj (op, NULL); |
| 1869 |
} |
| 1870 |
} |
| 1871 |
|
| 1872 |
/* change_exp() - changes experience to a player/monster. This |
| 1873 |
* does bounds checking to make sure we don't overflow the max exp. |
| 1874 |
* |
| 1875 |
* The exp passed is typically not modified much by this function - |
| 1876 |
* it is assumed the caller has modified the exp as needed. |
| 1877 |
* skill_name is the skill that should get the exp added. |
| 1878 |
* flag is what to do if player doesn't have the skill. |
| 1879 |
* these last two values are only used for players. |
| 1880 |
*/ |
| 1881 |
void |
| 1882 |
change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
| 1883 |
{ |
| 1884 |
#ifdef EXP_DEBUG |
| 1885 |
LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
| 1886 |
#endif |
| 1887 |
|
| 1888 |
/* safety */ |
| 1889 |
if (!op) |
| 1890 |
{ |
| 1891 |
LOG (llevError, "change_exp() called for null object!\n"); |
| 1892 |
return; |
| 1893 |
} |
| 1894 |
|
| 1895 |
/* if no change in exp, just return - most of the below code |
| 1896 |
* won't do anything if the value is 0 anyways. |
| 1897 |
*/ |
| 1898 |
if (exp == 0) |
| 1899 |
return; |
| 1900 |
|
| 1901 |
/* Monsters are easy - we just adjust their exp - we |
| 1902 |
* don't adjust level, since in most cases it is unrelated to |
| 1903 |
* the exp they have - the monsters exp represents what its |
| 1904 |
* worth. |
| 1905 |
*/ |
| 1906 |
if (op->type != PLAYER) |
| 1907 |
{ |
| 1908 |
/* Sanity check */ |
| 1909 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
| 1910 |
return; |
| 1911 |
|
| 1912 |
/* reset exp to max allowed value. We subtract from |
| 1913 |
* MAX_EXPERIENCE to prevent overflows. If the player somehow has |
| 1914 |
* more than max exp, just return. |
| 1915 |
*/ |
| 1916 |
if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) |
| 1917 |
{ |
| 1918 |
exp = MAX_EXPERIENCE - op->stats.exp; |
| 1919 |
if (exp < 0) |
| 1920 |
return; |
| 1921 |
} |
| 1922 |
|
| 1923 |
op->stats.exp += exp; |
| 1924 |
} |
| 1925 |
else |
| 1926 |
{ /* Players only */ |
| 1927 |
if (exp > 0) |
| 1928 |
add_player_exp (op, exp, skill_name, flag); |
| 1929 |
else |
| 1930 |
/* note that when you lose exp, it doesn't go against |
| 1931 |
* a particular skill, so we don't need to pass that |
| 1932 |
* along. |
| 1933 |
*/ |
| 1934 |
subtract_player_exp (op, abs (exp), skill_name, flag); |
| 1935 |
} |
| 1936 |
} |
| 1937 |
|
| 1938 |
/* 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 |
| 1940 |
* amount of permenent experience, whichever gives the lowest loss. |
| 1941 |
*/ |
| 1942 |
void |
| 1943 |
apply_death_exp_penalty (object *op) |
| 1944 |
{ |
| 1945 |
sint64 loss; |
| 1946 |
sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
| 1947 |
sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
| 1948 |
|
| 1949 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
| 1950 |
if (tmp->type == SKILL && tmp->stats.exp) |
| 1951 |
{ |
| 1952 |
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)]; |
| 1954 |
|
| 1955 |
/* With the revised exp system, you can get cases where |
| 1956 |
* losing several levels would still require that you have more |
| 1957 |
* exp than you currently have - this is true if the levels |
| 1958 |
* tables is a lot harder. |
| 1959 |
*/ |
| 1960 |
if (level_loss < 0) |
| 1961 |
level_loss = 0; |
| 1962 |
|
| 1963 |
loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
| 1964 |
|
| 1965 |
tmp->stats.exp -= loss; |
| 1966 |
player_lvl_adj (op, tmp); |
| 1967 |
} |
| 1968 |
|
| 1969 |
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)]; |
| 1971 |
|
| 1972 |
if (level_loss < 0) |
| 1973 |
level_loss = 0; |
| 1974 |
|
| 1975 |
loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
| 1976 |
|
| 1977 |
op->stats.exp -= loss; |
| 1978 |
player_lvl_adj (op, NULL); |
| 1979 |
} |
| 1980 |
|
| 1981 |
/* This function takes an object (monster/player, op), and |
| 1982 |
* determines if it makes a basic save throw by looking at the |
| 1983 |
* save_throw table. level is the effective level to make |
| 1984 |
* the save at, and bonus is any plus/bonus (typically based on |
| 1985 |
* resistance to particular attacktype. |
| 1986 |
* Returns 1 if op makes his save, 0 if he failed |
| 1987 |
*/ |
| 1988 |
int |
| 1989 |
did_make_save (const object *op, int level, int bonus) |
| 1990 |
{ |
| 1991 |
if (level > MAX_SAVE_LEVEL) |
| 1992 |
level = MAX_SAVE_LEVEL; |
| 1993 |
|
| 1994 |
if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
| 1995 |
return 0; |
| 1996 |
|
| 1997 |
return 1; |
| 1998 |
} |