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elmex |
1.1 |
/* |
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* static char *rcsid_living_c = |
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elmex |
1.4 |
* "$Id: living.C,v 1.3 2006-08-29 08:01:35 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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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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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
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#include <funcpoint.h> |
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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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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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/* 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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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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/* 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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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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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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/* 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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/* 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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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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/* 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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/* 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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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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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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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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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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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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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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#define MAX_EXPERIENCE levels[settings.max_level] |
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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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#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
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#ifndef WIN32 |
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extern uint64 *levels; |
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#else |
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extern sint64 *levels; |
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#endif |
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#define MAX_SAVE_LEVEL 110 |
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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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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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}; |
198 |
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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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"Your face gets distorted!", |
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"Watch out, your mind is going!", |
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"Your spirit feels drained!" |
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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 wisdom return.", |
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"You feel your charisma return.", |
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"You feel your memory return.", |
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"You feel your spirits return." |
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}; |
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const char *const gain_msg[NUM_STATS] = { |
218 |
root |
1.3 |
"You feel stronger.", |
219 |
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"You feel more agile.", |
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"You feel healthy.", |
221 |
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"You feel wiser.", |
222 |
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"You seem to look better.", |
223 |
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"You feel smarter.", |
224 |
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"You feel more potent." |
225 |
elmex |
1.1 |
}; |
226 |
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const char *const lose_msg[NUM_STATS] = { |
227 |
root |
1.3 |
"You feel weaker!", |
228 |
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"You feel clumsy!", |
229 |
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"You feel less healthy!", |
230 |
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"You lose some of your memory!", |
231 |
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"You look ugly!", |
232 |
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"You feel stupid!", |
233 |
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"You feel less potent!" |
234 |
elmex |
1.1 |
}; |
235 |
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236 |
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const char *const statname[NUM_STATS] = { |
237 |
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"strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" |
238 |
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}; |
239 |
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240 |
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const char *const short_stat_name[NUM_STATS] = { |
241 |
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"Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" |
242 |
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}; |
243 |
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244 |
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/* |
245 |
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* sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
246 |
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* what attr is (STR to POW). |
247 |
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*/ |
248 |
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249 |
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void |
250 |
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set_attr_value(living *stats,int attr,sint8 value) { |
251 |
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switch(attr) { |
252 |
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case STR: |
253 |
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stats->Str=value; |
254 |
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break; |
255 |
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case DEX: |
256 |
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stats->Dex=value; |
257 |
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break; |
258 |
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case CON: |
259 |
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stats->Con=value; |
260 |
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break; |
261 |
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case WIS: |
262 |
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stats->Wis=value; |
263 |
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break; |
264 |
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case POW: |
265 |
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stats->Pow=value; |
266 |
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break; |
267 |
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case CHA: |
268 |
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stats->Cha=value; |
269 |
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break; |
270 |
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case INT: |
271 |
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stats->Int=value; |
272 |
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break; |
273 |
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} |
274 |
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} |
275 |
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276 |
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/* |
277 |
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* Like set_attr_value(), but instead the value (which can be negative) |
278 |
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* is added to the specified stat. |
279 |
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*/ |
280 |
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281 |
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void |
282 |
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change_attr_value(living *stats,int attr,sint8 value) { |
283 |
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if (value==0) return; |
284 |
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switch(attr) { |
285 |
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case STR: |
286 |
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stats->Str+=value; |
287 |
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break; |
288 |
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case DEX: |
289 |
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stats->Dex+=value; |
290 |
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break; |
291 |
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case CON: |
292 |
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stats->Con+=value; |
293 |
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break; |
294 |
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case WIS: |
295 |
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stats->Wis+=value; |
296 |
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break; |
297 |
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case POW: |
298 |
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stats->Pow+=value; |
299 |
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break; |
300 |
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case CHA: |
301 |
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stats->Cha+=value; |
302 |
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break; |
303 |
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case INT: |
304 |
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stats->Int+=value; |
305 |
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break; |
306 |
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default: |
307 |
root |
1.3 |
LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); |
308 |
elmex |
1.1 |
} |
309 |
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} |
310 |
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311 |
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/* |
312 |
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* returns the specified stat. See also set_attr_value(). |
313 |
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*/ |
314 |
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315 |
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sint8 |
316 |
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get_attr_value(const living *stats,int attr) { |
317 |
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switch(attr) { |
318 |
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case STR: |
319 |
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return(stats->Str); |
320 |
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case DEX: |
321 |
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return(stats->Dex); |
322 |
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case CON: |
323 |
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return(stats->Con); |
324 |
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case WIS: |
325 |
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return(stats->Wis); |
326 |
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case CHA: |
327 |
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return(stats->Cha); |
328 |
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case INT: |
329 |
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return(stats->Int); |
330 |
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case POW: |
331 |
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return(stats->Pow); |
332 |
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} |
333 |
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return 0; |
334 |
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} |
335 |
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336 |
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/* |
337 |
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* Ensures that all stats (str/dex/con/wis/cha/int) are within the |
338 |
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* 1-30 stat limit. |
339 |
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*/ |
340 |
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341 |
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void check_stat_bounds(living *stats) { |
342 |
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int i,v; |
343 |
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for(i=0;i<NUM_STATS;i++) |
344 |
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if((v=get_attr_value(stats,i))>MAX_STAT) |
345 |
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set_attr_value(stats,i,MAX_STAT); |
346 |
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else if(v<MIN_STAT) |
347 |
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set_attr_value(stats,i,MIN_STAT); |
348 |
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} |
349 |
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350 |
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#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
351 |
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352 |
|
|
/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
353 |
|
|
* make this macro to clean those up. Not usuable outside change_abil |
354 |
|
|
* function since some of the values passed to new_draw_info are hardcoded. |
355 |
|
|
*/ |
356 |
|
|
#define DIFF_MSG(flag, msg1, msg2) \ |
357 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
358 |
|
|
|
359 |
|
|
/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
360 |
|
|
/* flag is set to 1 if we are applying the object, -1 if we are removing |
361 |
|
|
* the object. |
362 |
|
|
* It is the calling functions responsibilty to check to see if the object |
363 |
|
|
* can be applied or not. |
364 |
|
|
* The main purpose of calling this function is the messages that are |
365 |
|
|
* displayed - fix_player should really always be called after this when |
366 |
|
|
* removing an object - that is because it is impossible to know if some object |
367 |
|
|
* is the only source of an attacktype or spell attunement, so this function |
368 |
|
|
* will clear the bits, but the player may still have some other object |
369 |
|
|
* that gives them that ability. |
370 |
|
|
*/ |
371 |
|
|
int change_abil(object *op, object *tmp) { |
372 |
|
|
int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; |
373 |
|
|
object refop; |
374 |
|
|
char message[MAX_BUF]; |
375 |
|
|
int potion_max=0; |
376 |
|
|
|
377 |
|
|
/* remember what object was like before it was changed. note that |
378 |
|
|
* refop is a local copy of op only to be used for detecting changes |
379 |
|
|
* found by fix_player. refop is not a real object |
380 |
|
|
*/ |
381 |
|
|
memcpy(&refop, op, sizeof(object)); |
382 |
|
|
|
383 |
|
|
if(op->type==PLAYER) { |
384 |
root |
1.3 |
if (tmp->type==POTION) { |
385 |
|
|
potion_max=1; |
386 |
|
|
for(j=0;j<NUM_STATS;j++) { |
387 |
|
|
int nstat, ostat; |
388 |
|
|
|
389 |
|
|
ostat = get_attr_value(&(op->contr->orig_stats),j); |
390 |
|
|
i = get_attr_value(&(tmp->stats),j); |
391 |
|
|
|
392 |
|
|
/* nstat is what the stat will be after use of the potion */ |
393 |
|
|
nstat = flag*i + ostat; |
394 |
|
|
|
395 |
|
|
/* Do some bounds checking. While I don't think any |
396 |
|
|
* potions do so right now, there is the potential for potions |
397 |
|
|
* that adjust that stat by more than one point, so we need |
398 |
|
|
* to allow for that. |
399 |
|
|
*/ |
400 |
|
|
if (nstat < 1 && i*flag < 0 ) nstat = 1; |
401 |
|
|
else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { |
402 |
|
|
nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); |
403 |
|
|
} |
404 |
|
|
if (nstat != ostat) { |
405 |
|
|
set_attr_value(&(op->contr->orig_stats), j, nstat); |
406 |
|
|
potion_max=0; |
407 |
|
|
} |
408 |
|
|
else if (i) { |
409 |
|
|
/* potion is useless - player has already hit the natural maximum */ |
410 |
|
|
potion_max = 1; |
411 |
|
|
} |
412 |
|
|
} |
413 |
|
|
/* This section of code ups the characters normal stats also. I am not |
414 |
|
|
* sure if this is strictly necessary, being that fix_player probably |
415 |
|
|
* recalculates this anyway. |
416 |
|
|
*/ |
417 |
|
|
for(j=0;j<NUM_STATS;j++) |
418 |
|
|
change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); |
419 |
|
|
check_stat_bounds(&(op->stats)); |
420 |
|
|
} /* end of potion handling code */ |
421 |
elmex |
1.1 |
} |
422 |
|
|
|
423 |
|
|
/* reset attributes that fix_player doesn't reset since it doesn't search |
424 |
|
|
* everything to set |
425 |
|
|
*/ |
426 |
|
|
if(flag == -1) { |
427 |
root |
1.3 |
op->attacktype&=~tmp->attacktype; |
428 |
|
|
op->path_attuned&=~tmp->path_attuned; |
429 |
|
|
op->path_repelled&=~tmp->path_repelled; |
430 |
|
|
op->path_denied&=~tmp->path_denied; |
431 |
|
|
/* Presuming here that creatures only have move_type, |
432 |
|
|
* and not the other move_ fields. |
433 |
|
|
*/ |
434 |
|
|
op->move_type &= ~tmp->move_type; |
435 |
elmex |
1.1 |
} |
436 |
|
|
|
437 |
|
|
/* call fix_player since op object could have whatever attribute due |
438 |
|
|
* to multiple items. if fix_player always has to be called after |
439 |
|
|
* change_ability then might as well call it from here |
440 |
|
|
*/ |
441 |
|
|
fix_player(op); |
442 |
|
|
|
443 |
|
|
/* Fix player won't add the bows ability to the player, so don't |
444 |
|
|
* print out message if this is a bow. |
445 |
|
|
*/ |
446 |
|
|
if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { |
447 |
root |
1.3 |
success=1; |
448 |
|
|
DIFF_MSG(flag, "Your hands begin to glow red.", |
449 |
|
|
"Your hands stop glowing red."); |
450 |
elmex |
1.1 |
} |
451 |
|
|
if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ |
452 |
root |
1.3 |
success=1; |
453 |
|
|
DIFF_MSG(flag, "You feel very protected.", |
454 |
|
|
"You don't feel protected anymore."); |
455 |
elmex |
1.1 |
} |
456 |
|
|
if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ |
457 |
root |
1.3 |
success=1; |
458 |
|
|
DIFF_MSG(flag, "A magic force shimmers around you.", |
459 |
|
|
"The magic force fades away."); |
460 |
elmex |
1.1 |
} |
461 |
|
|
if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ |
462 |
root |
1.3 |
success=1; |
463 |
|
|
DIFF_MSG(flag, "You feel more safe now, somehow.", |
464 |
|
|
"Suddenly you feel less safe, somehow."); |
465 |
elmex |
1.1 |
} |
466 |
|
|
/* movement type has changed. We don't care about cases where |
467 |
|
|
* user has multiple items giving the same type appled like we |
468 |
|
|
* used to - that is more work than what we gain, plus messages |
469 |
|
|
* can be misleading (a little higher could be miscontrued from |
470 |
|
|
* from fly high) |
471 |
|
|
*/ |
472 |
|
|
if (tmp->move_type && op->move_type != refop.move_type) { |
473 |
root |
1.3 |
success=1; |
474 |
elmex |
1.1 |
|
475 |
root |
1.3 |
/* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
476 |
|
|
* status doesn't make a difference if you are flying high |
477 |
|
|
*/ |
478 |
|
|
if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { |
479 |
|
|
DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); |
480 |
|
|
} |
481 |
|
|
|
482 |
|
|
if (tmp->move_type & MOVE_FLY_HIGH) { |
483 |
|
|
/* double conditional - second case covers if you have move_fly_low - |
484 |
|
|
* in that case, you don't actually land |
485 |
|
|
*/ |
486 |
|
|
DIFF_MSG(flag, "You soar into the air air!.", |
487 |
|
|
(op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": |
488 |
|
|
"You float down to the ground.")); |
489 |
|
|
} |
490 |
|
|
if (tmp->move_type & MOVE_SWIM) |
491 |
|
|
DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); |
492 |
elmex |
1.1 |
|
493 |
root |
1.3 |
/* Changing move status may mean you are affected by things you weren't before */ |
494 |
|
|
check_move_on(op, op); |
495 |
elmex |
1.1 |
} |
496 |
|
|
|
497 |
|
|
/* becoming UNDEAD... a special treatment for this flag. Only those not |
498 |
|
|
* originally undead may change their status |
499 |
|
|
*/ |
500 |
|
|
if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
501 |
root |
1.3 |
if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { |
502 |
|
|
success=1; |
503 |
|
|
if(flag>0) { |
504 |
|
|
if(op->race) free_string(op->race); |
505 |
|
|
op->race=add_string("undead"); |
506 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); |
507 |
|
|
} else { |
508 |
|
|
if(op->race) free_string(op->race); |
509 |
|
|
if(op->arch->clone.race) |
510 |
|
|
op->race=add_string(op->arch->clone.race); |
511 |
|
|
else |
512 |
|
|
op->race = NULL; |
513 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); |
514 |
|
|
} |
515 |
|
|
} |
516 |
elmex |
1.1 |
|
517 |
|
|
if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ |
518 |
root |
1.3 |
success=1; |
519 |
|
|
DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); |
520 |
elmex |
1.1 |
} |
521 |
|
|
if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ |
522 |
root |
1.3 |
success=1; |
523 |
|
|
DIFF_MSG(flag, "You become transparent.", "You can see yourself."); |
524 |
elmex |
1.1 |
} |
525 |
|
|
/* blinded you can tell if more blinded since blinded player has minimal |
526 |
|
|
* vision |
527 |
|
|
*/ |
528 |
|
|
if(QUERY_FLAG(tmp,FLAG_BLIND)) { |
529 |
root |
1.3 |
success=1; |
530 |
|
|
if(flag>0) { |
531 |
|
|
if(QUERY_FLAG(op,FLAG_WIZ)) |
532 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); |
533 |
|
|
else { |
534 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); |
535 |
|
|
SET_FLAG(op,FLAG_BLIND); |
536 |
|
|
if(op->type==PLAYER) |
537 |
|
|
op->contr->do_los=1; |
538 |
|
|
} |
539 |
|
|
} else { |
540 |
|
|
if(QUERY_FLAG(op,FLAG_WIZ)) |
541 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); |
542 |
|
|
else { |
543 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); |
544 |
|
|
CLEAR_FLAG(op,FLAG_BLIND); |
545 |
|
|
if(op->type==PLAYER) |
546 |
|
|
op->contr->do_los=1; |
547 |
|
|
} |
548 |
|
|
} |
549 |
elmex |
1.1 |
} |
550 |
|
|
|
551 |
|
|
if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ |
552 |
root |
1.3 |
success=1; |
553 |
elmex |
1.1 |
if(op->type==PLAYER) |
554 |
root |
1.3 |
op->contr->do_los=1; |
555 |
|
|
DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); |
556 |
elmex |
1.1 |
} |
557 |
|
|
|
558 |
|
|
if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ |
559 |
root |
1.3 |
success=1; |
560 |
|
|
if(flag>0) { |
561 |
|
|
if(QUERY_FLAG(op,FLAG_WIZ)) |
562 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); |
563 |
|
|
else { |
564 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); |
565 |
|
|
if(op->type==PLAYER) |
566 |
|
|
op->contr->do_los=1; |
567 |
|
|
} |
568 |
|
|
} else { |
569 |
|
|
if(QUERY_FLAG(op,FLAG_WIZ)) |
570 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); |
571 |
|
|
else { |
572 |
|
|
new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); |
573 |
|
|
if(op->type==PLAYER) |
574 |
|
|
op->contr->do_los=1; |
575 |
|
|
} |
576 |
|
|
} |
577 |
elmex |
1.1 |
} |
578 |
|
|
|
579 |
|
|
if(tmp->stats.luck) { |
580 |
root |
1.3 |
success=1; |
581 |
|
|
DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
582 |
elmex |
1.1 |
} |
583 |
|
|
|
584 |
|
|
if(tmp->stats.hp && op->type==PLAYER) { |
585 |
root |
1.3 |
success=1; |
586 |
|
|
DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", |
587 |
|
|
"You feel much less healthy!"); |
588 |
elmex |
1.1 |
} |
589 |
|
|
|
590 |
|
|
if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { |
591 |
root |
1.3 |
success=1; |
592 |
|
|
DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", |
593 |
|
|
"You suddenly feel very mundane."); |
594 |
elmex |
1.1 |
} |
595 |
|
|
|
596 |
|
|
/* for the future when artifacts set this -b.t. */ |
597 |
|
|
if(tmp->stats.grace && op->type==PLAYER) { |
598 |
root |
1.3 |
success=1; |
599 |
|
|
DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", |
600 |
|
|
"You suddenly feel less holy."); |
601 |
elmex |
1.1 |
} |
602 |
|
|
|
603 |
|
|
if(tmp->stats.food && op->type==PLAYER) { |
604 |
root |
1.3 |
success=1; |
605 |
|
|
DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", |
606 |
|
|
"You feel your digestion speeding up."); |
607 |
elmex |
1.1 |
} |
608 |
|
|
|
609 |
|
|
/* Messages for changed resistance */ |
610 |
|
|
for (i=0; i<NROFATTACKS; i++) { |
611 |
root |
1.3 |
if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */ |
612 |
elmex |
1.1 |
|
613 |
root |
1.3 |
if (op->resist[i] != refop.resist[i]) { |
614 |
|
|
success=1; |
615 |
|
|
if (op->resist[i] > refop.resist[i]) |
616 |
|
|
sprintf(message, "Your resistance to %s rises to %d%%.", |
617 |
|
|
change_resist_msg[i], op->resist[i]); |
618 |
|
|
else |
619 |
|
|
sprintf(message, "Your resistance to %s drops to %d%%.", |
620 |
|
|
change_resist_msg[i], op->resist[i]); |
621 |
elmex |
1.1 |
|
622 |
root |
1.3 |
new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); |
623 |
|
|
} |
624 |
elmex |
1.1 |
} |
625 |
|
|
|
626 |
|
|
if(tmp->type!=EXPERIENCE && !potion_max) { |
627 |
root |
1.3 |
for (j=0; j<NUM_STATS; j++) { |
628 |
|
|
if ((i=get_attr_value(&(tmp->stats),j))!=0) { |
629 |
|
|
success=1; |
630 |
|
|
DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); |
631 |
|
|
} |
632 |
|
|
} |
633 |
elmex |
1.1 |
} |
634 |
|
|
return success; |
635 |
|
|
} |
636 |
|
|
|
637 |
|
|
/* |
638 |
|
|
* Stat draining by Vick 930307 |
639 |
|
|
* (Feeling evil, I made it work as well now. -Frank 8) |
640 |
|
|
*/ |
641 |
|
|
|
642 |
|
|
void drain_stat(object *op) { |
643 |
|
|
drain_specific_stat(op, RANDOM()%NUM_STATS); |
644 |
|
|
} |
645 |
|
|
|
646 |
|
|
void drain_specific_stat(object *op, int deplete_stats) { |
647 |
|
|
object *tmp; |
648 |
|
|
archetype *at; |
649 |
|
|
|
650 |
|
|
at = find_archetype(ARCH_DEPLETION); |
651 |
|
|
if (!at) { |
652 |
|
|
LOG(llevError, "Couldn't find archetype depletion.\n"); |
653 |
|
|
return; |
654 |
|
|
} else { |
655 |
|
|
tmp = present_arch_in_ob(at, op); |
656 |
|
|
if (!tmp) { |
657 |
|
|
tmp = arch_to_object(at); |
658 |
|
|
tmp = insert_ob_in_ob(tmp, op); |
659 |
|
|
SET_FLAG(tmp,FLAG_APPLIED); |
660 |
|
|
} |
661 |
|
|
} |
662 |
|
|
|
663 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
664 |
|
|
change_attr_value(&tmp->stats, deplete_stats, -1); |
665 |
|
|
fix_player(op); |
666 |
|
|
} |
667 |
|
|
|
668 |
|
|
/* |
669 |
|
|
* A value of 0 indicates timeout, otherwise change the luck of the object. |
670 |
|
|
* via an applied bad_luck object. |
671 |
|
|
*/ |
672 |
|
|
|
673 |
|
|
void change_luck(object *op, int value) { |
674 |
|
|
object *tmp; |
675 |
|
|
archetype *at; |
676 |
|
|
int new_luck; |
677 |
|
|
|
678 |
|
|
at = find_archetype("luck"); |
679 |
|
|
if (!at) |
680 |
|
|
LOG(llevError, "Couldn't find archetype luck.\n"); |
681 |
|
|
else { |
682 |
|
|
tmp = present_arch_in_ob(at, op); |
683 |
|
|
if (!tmp) { |
684 |
|
|
if (!value) |
685 |
|
|
return; |
686 |
|
|
tmp = arch_to_object(at); |
687 |
|
|
tmp = insert_ob_in_ob(tmp, op); |
688 |
|
|
SET_FLAG(tmp,FLAG_APPLIED); |
689 |
|
|
} |
690 |
|
|
if (value) { |
691 |
|
|
/* Limit the luck value of the bad luck object to +/-100. This |
692 |
|
|
* (arbitrary) value prevents overflows (both in the bad luck object and |
693 |
|
|
* in op itself). |
694 |
|
|
*/ |
695 |
|
|
new_luck = tmp->stats.luck+value; |
696 |
|
|
if (new_luck >= -100 && new_luck <= 100) { |
697 |
|
|
op->stats.luck+=value; |
698 |
root |
1.3 |
tmp->stats.luck = new_luck; |
699 |
elmex |
1.1 |
} |
700 |
|
|
} else { |
701 |
|
|
if (!tmp->stats.luck) { |
702 |
|
|
return; |
703 |
|
|
} |
704 |
|
|
/* Randomly change the players luck. Basically, we move it |
705 |
|
|
* back neutral (if greater>0, subtract, otherwise add) |
706 |
|
|
*/ |
707 |
|
|
if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { |
708 |
|
|
int diff = tmp->stats.luck>0?-1:1; |
709 |
|
|
op->stats.luck += diff; |
710 |
|
|
tmp->stats.luck += diff; |
711 |
|
|
} |
712 |
|
|
} |
713 |
|
|
} |
714 |
|
|
} |
715 |
|
|
|
716 |
|
|
/* |
717 |
|
|
* Subtracts stat-bonuses given by the class which the player has chosen. |
718 |
|
|
*/ |
719 |
|
|
|
720 |
|
|
void remove_statbonus(object *op) { |
721 |
|
|
op->stats.Str -= op->arch->clone.stats.Str; |
722 |
|
|
op->stats.Dex -= op->arch->clone.stats.Dex; |
723 |
|
|
op->stats.Con -= op->arch->clone.stats.Con; |
724 |
|
|
op->stats.Wis -= op->arch->clone.stats.Wis; |
725 |
|
|
op->stats.Pow -= op->arch->clone.stats.Pow; |
726 |
|
|
op->stats.Cha -= op->arch->clone.stats.Cha; |
727 |
|
|
op->stats.Int -= op->arch->clone.stats.Int; |
728 |
|
|
op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
729 |
|
|
op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
730 |
|
|
op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
731 |
|
|
op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
732 |
|
|
op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
733 |
|
|
op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
734 |
|
|
op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
735 |
|
|
} |
736 |
|
|
|
737 |
|
|
/* |
738 |
|
|
* Adds stat-bonuses given by the class which the player has chosen. |
739 |
|
|
*/ |
740 |
|
|
|
741 |
|
|
void add_statbonus(object *op) { |
742 |
|
|
op->stats.Str += op->arch->clone.stats.Str; |
743 |
|
|
op->stats.Dex += op->arch->clone.stats.Dex; |
744 |
|
|
op->stats.Con += op->arch->clone.stats.Con; |
745 |
|
|
op->stats.Wis += op->arch->clone.stats.Wis; |
746 |
|
|
op->stats.Pow += op->arch->clone.stats.Pow; |
747 |
|
|
op->stats.Cha += op->arch->clone.stats.Cha; |
748 |
|
|
op->stats.Int += op->arch->clone.stats.Int; |
749 |
|
|
op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
750 |
|
|
op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
751 |
|
|
op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
752 |
|
|
op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
753 |
|
|
op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
754 |
|
|
op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
755 |
|
|
op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
756 |
|
|
} |
757 |
|
|
|
758 |
|
|
/* |
759 |
|
|
* Updates all abilities given by applied objects in the inventory |
760 |
|
|
* of the given object. Note: This function works for both monsters |
761 |
|
|
* and players; the "player" in the name is purely an archaic inheritance. |
762 |
|
|
* This functions starts from base values (archetype or player object) |
763 |
|
|
* and then adjusts them according to what the player has equipped. |
764 |
|
|
*/ |
765 |
|
|
/* July 95 - inserted stuff to handle new skills/exp system - b.t. |
766 |
|
|
spell system split, grace points now added to system --peterm |
767 |
|
|
*/ |
768 |
|
|
|
769 |
|
|
void fix_player(object *op) { |
770 |
|
|
int i,j; |
771 |
|
|
event *evt; |
772 |
|
|
float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; |
773 |
|
|
int weapon_weight=0,weapon_speed=0; |
774 |
|
|
int best_wc=0, best_ac=0, wc=0, ac=0; |
775 |
|
|
int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
776 |
|
|
object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; |
777 |
|
|
|
778 |
|
|
/* First task is to clear all the values back to their original values */ |
779 |
|
|
if(op->type==PLAYER) { |
780 |
root |
1.3 |
for(i=0;i<NUM_STATS;i++) { |
781 |
|
|
set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); |
782 |
|
|
} |
783 |
|
|
if (settings.spell_encumbrance == TRUE) |
784 |
|
|
op->contr->encumbrance=0; |
785 |
elmex |
1.1 |
|
786 |
|
|
op->attacktype=0; |
787 |
root |
1.3 |
op->contr->digestion = 0; |
788 |
|
|
op->contr->gen_hp = 0; |
789 |
|
|
op->contr->gen_sp = 0; |
790 |
|
|
op->contr->gen_grace = 0; |
791 |
|
|
op->contr->gen_sp_armour = 10; |
792 |
|
|
op->contr->item_power = 0; |
793 |
|
|
|
794 |
|
|
/* Don't clobber all the range_ values. range_golem otherwise |
795 |
|
|
* gets reset for no good reason, and we don't want to reset |
796 |
|
|
* range_magic (what spell is readied). These three below |
797 |
|
|
* well get filled in based on what the player has equipped. |
798 |
|
|
*/ |
799 |
|
|
op->contr->ranges[range_bow] = NULL; |
800 |
|
|
op->contr->ranges[range_misc] = NULL; |
801 |
|
|
op->contr->ranges[range_skill] = NULL; |
802 |
elmex |
1.1 |
} |
803 |
|
|
memcpy(op->body_used, op->body_info, sizeof(op->body_info)); |
804 |
|
|
|
805 |
|
|
if(op->slaying!=NULL) { |
806 |
root |
1.3 |
free_string(op->slaying); |
807 |
|
|
op->slaying=NULL; |
808 |
elmex |
1.1 |
} |
809 |
|
|
if(!QUERY_FLAG(op,FLAG_WIZ)) { |
810 |
root |
1.3 |
CLEAR_FLAG(op, FLAG_XRAYS); |
811 |
|
|
CLEAR_FLAG(op, FLAG_MAKE_INVIS); |
812 |
elmex |
1.1 |
} |
813 |
|
|
|
814 |
|
|
CLEAR_FLAG(op,FLAG_LIFESAVE); |
815 |
|
|
CLEAR_FLAG(op,FLAG_STEALTH); |
816 |
|
|
CLEAR_FLAG(op,FLAG_BLIND); |
817 |
|
|
if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
818 |
root |
1.3 |
CLEAR_FLAG(op,FLAG_REFL_SPELL); |
819 |
elmex |
1.1 |
if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
820 |
root |
1.3 |
CLEAR_FLAG(op,FLAG_REFL_MISSILE); |
821 |
elmex |
1.1 |
if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
822 |
root |
1.3 |
CLEAR_FLAG(op,FLAG_UNDEAD); |
823 |
elmex |
1.1 |
if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
824 |
root |
1.3 |
CLEAR_FLAG(op,FLAG_SEE_IN_DARK); |
825 |
elmex |
1.1 |
|
826 |
|
|
op->path_attuned=op->arch->clone.path_attuned; |
827 |
|
|
op->path_repelled=op->arch->clone.path_repelled; |
828 |
|
|
op->path_denied=op->arch->clone.path_denied; |
829 |
|
|
op->glow_radius=op->arch->clone.glow_radius; |
830 |
|
|
op->move_type = op->arch->clone.move_type; |
831 |
|
|
op->chosen_skill = NULL; |
832 |
|
|
|
833 |
|
|
/* initializing resistances from the values in player/monster's |
834 |
|
|
* archetype clone |
835 |
|
|
*/ |
836 |
|
|
memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); |
837 |
|
|
|
838 |
|
|
for (i=0;i<NROFATTACKS;i++) { |
839 |
root |
1.3 |
if (op->resist[i] > 0) |
840 |
|
|
prot[i]= op->resist[i], vuln[i]=0; |
841 |
|
|
else |
842 |
|
|
vuln[i]= -(op->resist[i]), prot[i]=0; |
843 |
|
|
potion_resist[i]=0; |
844 |
elmex |
1.1 |
} |
845 |
|
|
|
846 |
|
|
wc=op->arch->clone.stats.wc; |
847 |
|
|
op->stats.dam=op->arch->clone.stats.dam; |
848 |
|
|
|
849 |
|
|
/* for players which cannot use armour, they gain AC -1 per 3 levels, |
850 |
|
|
* plus a small amount of physical resist, those poor suckers. ;) |
851 |
|
|
* the fact that maxlevel is factored in could be considered sort of bogus - |
852 |
|
|
* we should probably give them some bonus and cap it off - otherwise, |
853 |
|
|
* basically, if a server updates its max level, these playes may find |
854 |
|
|
* that their protection from physical goes down |
855 |
|
|
*/ |
856 |
|
|
if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { |
857 |
root |
1.3 |
ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); |
858 |
|
|
prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; |
859 |
elmex |
1.1 |
} |
860 |
|
|
else |
861 |
root |
1.3 |
ac=op->arch->clone.stats.ac; |
862 |
elmex |
1.1 |
|
863 |
|
|
op->stats.luck=op->arch->clone.stats.luck; |
864 |
|
|
op->speed = op->arch->clone.speed; |
865 |
|
|
|
866 |
|
|
/* OK - we've reset most all the objects attributes to sane values. |
867 |
|
|
* now go through and make adjustments for what the player has equipped. |
868 |
|
|
*/ |
869 |
|
|
|
870 |
|
|
for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
871 |
root |
1.3 |
/* See note in map.c:update_position about making this additive |
872 |
|
|
* since light sources are never applied, need to put check here. |
873 |
|
|
*/ |
874 |
|
|
if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; |
875 |
|
|
|
876 |
|
|
/* This happens because apply_potion calls change_abil with the potion |
877 |
|
|
* applied so we can tell the player what chagned. But change_abil |
878 |
|
|
* then calls this function. |
879 |
|
|
*/ |
880 |
|
|
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { |
881 |
|
|
continue; |
882 |
|
|
} |
883 |
|
|
|
884 |
|
|
/* For some things, we don't care what is equipped */ |
885 |
|
|
if (tmp->type == SKILL) { |
886 |
|
|
/* Want to take the highest skill here. */ |
887 |
|
|
if (IS_MANA_SKILL(tmp->subtype)) { |
888 |
|
|
if (!mana_obj) mana_obj=tmp; |
889 |
|
|
else if (tmp->level > mana_obj->level) mana_obj = tmp; |
890 |
|
|
} |
891 |
|
|
if (IS_GRACE_SKILL(tmp->subtype)) { |
892 |
|
|
if (!grace_obj) grace_obj=tmp; |
893 |
|
|
else if (tmp->level > grace_obj->level) grace_obj = tmp; |
894 |
|
|
} |
895 |
|
|
} |
896 |
|
|
|
897 |
|
|
/* Container objects are not meant to adjust a players, but other applied |
898 |
|
|
* objects need to make adjustments. |
899 |
|
|
* This block should handle all player specific changes |
900 |
|
|
* The check for Praying is a bit of a hack - god given bonuses are put |
901 |
|
|
* in the praying skill, and the player should always get those. |
902 |
|
|
* It also means we need to put in additional checks for applied below, |
903 |
|
|
* because the skill shouldn't count against body positions being used |
904 |
|
|
* up, etc. |
905 |
|
|
*/ |
906 |
|
|
if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || |
907 |
|
|
(tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { |
908 |
|
|
if(op->type==PLAYER) { |
909 |
|
|
if (tmp->type == BOW) |
910 |
|
|
op->contr->ranges[range_bow] = tmp; |
911 |
|
|
|
912 |
|
|
if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) |
913 |
|
|
op->contr->ranges[range_misc] = tmp; |
914 |
|
|
|
915 |
|
|
for(i=0;i<NUM_STATS;i++) |
916 |
|
|
change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); |
917 |
|
|
|
918 |
|
|
/* these are the items that currently can change digestion, regeneration, |
919 |
|
|
* spell point recovery and mana point recovery. Seems sort of an arbitary |
920 |
|
|
* list, but other items store other info into stats array. |
921 |
|
|
*/ |
922 |
|
|
if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
923 |
|
|
(tmp->type == ARMOUR) || (tmp->type == HELMET) || |
924 |
|
|
(tmp->type == SHIELD) || (tmp->type == RING) || |
925 |
|
|
(tmp->type == BOOTS) || (tmp->type == GLOVES) || |
926 |
|
|
(tmp->type == AMULET ) || (tmp->type == GIRDLE) || |
927 |
|
|
(tmp->type == BRACERS ) || (tmp->type == CLOAK) || |
928 |
|
|
(tmp->type == DISEASE) || (tmp->type == FORCE) || |
929 |
|
|
(tmp->type == SKILL)) { |
930 |
|
|
op->contr->digestion += tmp->stats.food; |
931 |
|
|
op->contr->gen_hp += tmp->stats.hp; |
932 |
|
|
op->contr->gen_sp += tmp->stats.sp; |
933 |
|
|
op->contr->gen_grace += tmp->stats.grace; |
934 |
|
|
op->contr->gen_sp_armour+= tmp->gen_sp_armour; |
935 |
|
|
op->contr->item_power += tmp->item_power; |
936 |
|
|
} |
937 |
|
|
} /* if this is a player */ |
938 |
|
|
|
939 |
|
|
/* Update slots used for items */ |
940 |
|
|
if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
941 |
|
|
for (i=0; i<NUM_BODY_LOCATIONS; i++) |
942 |
|
|
op->body_used[i] += tmp->body_info[i]; |
943 |
|
|
} |
944 |
|
|
|
945 |
|
|
if(tmp->type==SYMPTOM) { |
946 |
|
|
speed_reduce_from_disease = tmp->last_sp / 100.0; |
947 |
|
|
if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; |
948 |
|
|
} |
949 |
|
|
|
950 |
|
|
/* Pos. and neg. protections are counted seperate (-> pro/vuln). |
951 |
|
|
* (Negative protections are calculated extactly like positive.) |
952 |
|
|
* Resistance from potions are treated special as well. If there's |
953 |
|
|
* more than one potion-effect, the bigger prot.-value is taken. |
954 |
|
|
*/ |
955 |
|
|
if (tmp->type != POTION) { |
956 |
|
|
for (i=0; i<NROFATTACKS; i++) { |
957 |
|
|
/* Potential for cursed potions, in which case we just can use |
958 |
|
|
* a straight MAX, as potion_resist is initialized to zero. |
959 |
|
|
*/ |
960 |
|
|
if (tmp->type==POTION_EFFECT) { |
961 |
|
|
if (potion_resist[i]) |
962 |
|
|
potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); |
963 |
|
|
else |
964 |
|
|
potion_resist[i] = tmp->resist[i]; |
965 |
|
|
} |
966 |
|
|
else if (tmp->resist[i] > 0) |
967 |
|
|
prot[i] += ((100-prot[i])*tmp->resist[i])/100; |
968 |
|
|
else if (tmp->resist[i] < 0) |
969 |
|
|
vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; |
970 |
|
|
} |
971 |
|
|
} |
972 |
|
|
|
973 |
|
|
/* There may be other things that should not adjust the attacktype */ |
974 |
|
|
if (tmp->type!=BOW && tmp->type != SYMPTOM) |
975 |
|
|
op->attacktype|=tmp->attacktype; |
976 |
|
|
|
977 |
|
|
op->path_attuned|=tmp->path_attuned; |
978 |
|
|
op->path_repelled|=tmp->path_repelled; |
979 |
|
|
op->path_denied|=tmp->path_denied; |
980 |
|
|
op->stats.luck+=tmp->stats.luck; |
981 |
|
|
op->move_type |= tmp->move_type; |
982 |
|
|
|
983 |
|
|
if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
984 |
|
|
if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
985 |
|
|
if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
986 |
|
|
if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
987 |
|
|
if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
988 |
|
|
if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
989 |
|
|
if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
990 |
|
|
|
991 |
|
|
if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
992 |
|
|
SET_FLAG(op,FLAG_UNDEAD); |
993 |
|
|
|
994 |
|
|
if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { |
995 |
|
|
SET_FLAG(op,FLAG_MAKE_INVIS); |
996 |
|
|
op->invisible=1; |
997 |
|
|
} |
998 |
|
|
|
999 |
|
|
if(tmp->stats.exp && tmp->type!=SKILL) { |
1000 |
|
|
if(tmp->stats.exp > 0) { |
1001 |
|
|
added_speed+=(float)tmp->stats.exp/3.0; |
1002 |
|
|
bonus_speed+=1.0+(float)tmp->stats.exp/3.0; |
1003 |
|
|
} else |
1004 |
|
|
added_speed+=(float)tmp->stats.exp; |
1005 |
|
|
} |
1006 |
elmex |
1.1 |
|
1007 |
root |
1.3 |
switch(tmp->type) { |
1008 |
elmex |
1.1 |
/* skills modifying the character -b.t. */ |
1009 |
root |
1.3 |
/* for all skills and skill granting objects */ |
1010 |
|
|
case SKILL: |
1011 |
|
|
if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; |
1012 |
|
|
|
1013 |
|
|
if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; |
1014 |
|
|
|
1015 |
|
|
if (op->chosen_skill) { |
1016 |
|
|
LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); |
1017 |
|
|
} |
1018 |
|
|
op->chosen_skill = tmp; |
1019 |
|
|
if(tmp->stats.dam>0) { /* skill is a 'weapon' */ |
1020 |
|
|
if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) |
1021 |
|
|
weapon_speed = (int) WEAPON_SPEED(tmp); |
1022 |
|
|
if(weapon_speed<0) weapon_speed = 0; |
1023 |
|
|
weapon_weight=tmp->weight; |
1024 |
|
|
op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); |
1025 |
|
|
if(tmp->magic) op->stats.dam += tmp->magic; |
1026 |
|
|
} |
1027 |
|
|
if(tmp->stats.wc) |
1028 |
|
|
wc-=(tmp->stats.wc+tmp->magic); |
1029 |
|
|
|
1030 |
|
|
if(tmp->slaying!=NULL) { |
1031 |
|
|
if (op->slaying != NULL) |
1032 |
|
|
free_string (op->slaying); |
1033 |
|
|
add_refcount(op->slaying = tmp->slaying); |
1034 |
|
|
} |
1035 |
|
|
|
1036 |
|
|
if(tmp->stats.ac) |
1037 |
|
|
ac-=(tmp->stats.ac+tmp->magic); |
1038 |
|
|
if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1039 |
|
|
op->contr->encumbrance+=(int)3*tmp->weight/1000; |
1040 |
|
|
if (op->type == PLAYER) |
1041 |
|
|
op->contr->ranges[range_skill] = op; |
1042 |
|
|
break; |
1043 |
|
|
|
1044 |
|
|
case SKILL_TOOL: |
1045 |
|
|
if (op->chosen_skill) { |
1046 |
|
|
LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); |
1047 |
|
|
} |
1048 |
|
|
op->chosen_skill = tmp; |
1049 |
|
|
if (op->type == PLAYER) |
1050 |
|
|
op->contr->ranges[range_skill] = op; |
1051 |
|
|
break; |
1052 |
|
|
|
1053 |
|
|
case SHIELD: |
1054 |
|
|
if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1055 |
|
|
op->contr->encumbrance+=(int)tmp->weight/2000; |
1056 |
|
|
case RING: |
1057 |
|
|
case AMULET: |
1058 |
|
|
case GIRDLE: |
1059 |
|
|
case HELMET: |
1060 |
|
|
case BOOTS: |
1061 |
|
|
case GLOVES: |
1062 |
|
|
case CLOAK: |
1063 |
|
|
if(tmp->stats.wc) |
1064 |
|
|
wc-=(tmp->stats.wc+tmp->magic); |
1065 |
|
|
if(tmp->stats.dam) |
1066 |
|
|
op->stats.dam+=(tmp->stats.dam+tmp->magic); |
1067 |
|
|
if(tmp->stats.ac) |
1068 |
|
|
ac-=(tmp->stats.ac+tmp->magic); |
1069 |
|
|
break; |
1070 |
|
|
|
1071 |
|
|
case WEAPON: |
1072 |
|
|
wc-=(tmp->stats.wc+tmp->magic); |
1073 |
|
|
if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) |
1074 |
|
|
ac-=tmp->stats.ac+tmp->magic; |
1075 |
|
|
op->stats.dam+=(tmp->stats.dam+tmp->magic); |
1076 |
|
|
weapon_weight=tmp->weight; |
1077 |
|
|
weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; |
1078 |
|
|
if(weapon_speed<0) weapon_speed=0; |
1079 |
|
|
if(tmp->slaying!=NULL) { |
1080 |
|
|
if (op->slaying != NULL) |
1081 |
|
|
free_string (op->slaying); |
1082 |
|
|
add_refcount(op->slaying = tmp->slaying); |
1083 |
|
|
} |
1084 |
|
|
/* If there is desire that two handed weapons should do |
1085 |
|
|
* extra strength damage, this is where the code should |
1086 |
|
|
* go. |
1087 |
|
|
*/ |
1088 |
|
|
op->current_weapon = tmp; |
1089 |
|
|
if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1090 |
|
|
op->contr->encumbrance+=(int)3*tmp->weight/1000; |
1091 |
|
|
break; |
1092 |
|
|
|
1093 |
|
|
case ARMOUR: /* Only the best of these three are used: */ |
1094 |
|
|
if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1095 |
|
|
op->contr->encumbrance+=(int)tmp->weight/1000; |
1096 |
|
|
|
1097 |
|
|
case BRACERS: |
1098 |
|
|
case FORCE: |
1099 |
|
|
if(tmp->stats.wc) { |
1100 |
|
|
if(best_wc<tmp->stats.wc+tmp->magic) { |
1101 |
|
|
wc+=best_wc; |
1102 |
|
|
best_wc=tmp->stats.wc+tmp->magic; |
1103 |
|
|
} else |
1104 |
|
|
wc+=tmp->stats.wc+tmp->magic; |
1105 |
|
|
} |
1106 |
|
|
if(tmp->stats.ac) { |
1107 |
|
|
if(best_ac<tmp->stats.ac+tmp->magic) { |
1108 |
|
|
ac+=best_ac; /* Remove last bonus */ |
1109 |
|
|
best_ac=tmp->stats.ac+tmp->magic; |
1110 |
|
|
} |
1111 |
|
|
else /* To nullify the below effect */ |
1112 |
|
|
ac+=tmp->stats.ac+tmp->magic; |
1113 |
|
|
} |
1114 |
|
|
if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); |
1115 |
|
|
if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); |
1116 |
|
|
if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) |
1117 |
|
|
max=ARMOUR_SPEED(tmp)/10.0; |
1118 |
|
|
break; |
1119 |
|
|
} /* switch tmp->type */ |
1120 |
|
|
} /* item is equipped */ |
1121 |
elmex |
1.1 |
} /* for loop of items */ |
1122 |
|
|
|
1123 |
|
|
/* We've gone through all the objects the player has equipped. For many things, we |
1124 |
|
|
* have generated intermediate values which we now need to assign. |
1125 |
|
|
*/ |
1126 |
|
|
|
1127 |
|
|
/* 'total resistance = total protections - total vulnerabilities'. |
1128 |
|
|
* If there is an uncursed potion in effect, granting more protection |
1129 |
|
|
* than that, we take: 'total resistance = resistance from potion'. |
1130 |
|
|
* If there is a cursed (and no uncursed) potion in effect, we take |
1131 |
|
|
* 'total resistance = vulnerability from cursed potion'. |
1132 |
|
|
*/ |
1133 |
|
|
for (i=0; i<NROFATTACKS; i++) { |
1134 |
root |
1.3 |
op->resist[i] = prot[i] - vuln[i]; |
1135 |
|
|
if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || |
1136 |
|
|
(potion_resist[i] < 0))) |
1137 |
|
|
op->resist[i] = potion_resist[i]; |
1138 |
elmex |
1.1 |
} |
1139 |
|
|
|
1140 |
|
|
/* Figure out the players sp/mana/hp totals. */ |
1141 |
|
|
if(op->type==PLAYER) { |
1142 |
root |
1.3 |
int pl_level; |
1143 |
elmex |
1.1 |
|
1144 |
root |
1.3 |
check_stat_bounds(&(op->stats)); |
1145 |
|
|
pl_level=op->level; |
1146 |
elmex |
1.1 |
|
1147 |
root |
1.3 |
if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ |
1148 |
elmex |
1.1 |
|
1149 |
root |
1.3 |
/* You basically get half a con bonus/level. But we do take into account rounding, |
1150 |
|
|
* so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1151 |
|
|
*/ |
1152 |
|
|
for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { |
1153 |
|
|
j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; |
1154 |
|
|
if(i%2 && con_bonus[op->stats.Con]%2) { |
1155 |
|
|
if (con_bonus[op->stats.Con]>0) |
1156 |
|
|
j++; |
1157 |
|
|
else |
1158 |
|
|
j--; |
1159 |
|
|
} |
1160 |
|
|
op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ |
1161 |
|
|
} |
1162 |
|
|
|
1163 |
|
|
for(i=11;i<=op->level;i++) |
1164 |
|
|
op->stats.maxhp+=2; |
1165 |
|
|
|
1166 |
|
|
if(op->stats.hp>op->stats.maxhp) |
1167 |
|
|
op->stats.hp=op->stats.maxhp; |
1168 |
|
|
|
1169 |
|
|
/* Sp gain is controlled by the level of the player's |
1170 |
|
|
* relevant experience object (mana_obj, see above) |
1171 |
|
|
*/ |
1172 |
|
|
/* following happen when skills system is not used */ |
1173 |
|
|
if(!mana_obj) mana_obj = op; |
1174 |
|
|
if(!grace_obj) grace_obj = op; |
1175 |
|
|
/* set maxsp */ |
1176 |
|
|
if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; |
1177 |
|
|
|
1178 |
|
|
if (mana_obj == op && op->type == PLAYER) { |
1179 |
|
|
op->stats.maxsp = 1; |
1180 |
|
|
} else { |
1181 |
|
|
sp_tmp=0.0; |
1182 |
|
|
for(i=1;i<=mana_obj->level&&i<=10;i++) { |
1183 |
|
|
float stmp; |
1184 |
|
|
|
1185 |
|
|
/* Got some extra bonus at first level */ |
1186 |
|
|
if(i<2) { |
1187 |
|
|
stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + |
1188 |
|
|
(float)sp_bonus[op->stats.Int])/6.0); |
1189 |
|
|
} else { |
1190 |
|
|
stmp=(float)op->contr->levsp[i] |
1191 |
|
|
+(2.0 * (float)sp_bonus[op->stats.Pow] + |
1192 |
|
|
(float)sp_bonus[op->stats.Int])/12.0; |
1193 |
|
|
} |
1194 |
|
|
if (stmp<1.0) stmp=1.0; |
1195 |
|
|
sp_tmp+=stmp; |
1196 |
|
|
} |
1197 |
|
|
op->stats.maxsp=(int)sp_tmp; |
1198 |
|
|
|
1199 |
|
|
for(i=11;i<=mana_obj->level;i++) |
1200 |
|
|
op->stats.maxsp+=2; |
1201 |
|
|
} |
1202 |
|
|
/* Characters can get their sp supercharged via rune of transferrance */ |
1203 |
|
|
if(op->stats.sp>op->stats.maxsp*2) |
1204 |
|
|
op->stats.sp=op->stats.maxsp*2; |
1205 |
|
|
|
1206 |
|
|
/* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1207 |
|
|
if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; |
1208 |
|
|
|
1209 |
|
|
if (grace_obj == op && op->type == PLAYER) { |
1210 |
|
|
op->stats.maxgrace = 1; |
1211 |
|
|
} else { |
1212 |
|
|
/* store grace in a float - this way, the divisions below don't create |
1213 |
|
|
* big jumps when you go from level to level - with int's, it then |
1214 |
|
|
* becomes big jumps when the sums of the bonuses jump to the next |
1215 |
|
|
* step of 8 - with floats, even fractional ones are useful. |
1216 |
|
|
*/ |
1217 |
|
|
sp_tmp=0.0; |
1218 |
|
|
for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { |
1219 |
|
|
float grace_tmp=0.0; |
1220 |
|
|
|
1221 |
|
|
/* Got some extra bonus at first level */ |
1222 |
|
|
if(i<2) { |
1223 |
|
|
grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + |
1224 |
|
|
2.0 * (float)grace_bonus[op->stats.Wis])/6.0); |
1225 |
|
|
} else { |
1226 |
|
|
grace_tmp=(float)op->contr->levgrace[i] |
1227 |
|
|
+((float)grace_bonus[op->stats.Pow] + |
1228 |
|
|
2.0 * (float)grace_bonus[op->stats.Wis])/12.0; |
1229 |
|
|
} |
1230 |
|
|
if (grace_tmp<1.0) grace_tmp=1.0; |
1231 |
|
|
sp_tmp+=grace_tmp; |
1232 |
|
|
} |
1233 |
|
|
op->stats.maxgrace=(int)sp_tmp; |
1234 |
|
|
|
1235 |
|
|
/* two grace points per level after 11 */ |
1236 |
|
|
for(i=11;i<=grace_obj->level;i++) |
1237 |
|
|
op->stats.maxgrace+=2; |
1238 |
|
|
} |
1239 |
|
|
/* No limit on grace vs maxgrace */ |
1240 |
|
|
|
1241 |
|
|
if(op->contr->braced) { |
1242 |
|
|
ac+=2; |
1243 |
|
|
wc+=4; |
1244 |
|
|
} |
1245 |
|
|
else |
1246 |
|
|
ac-=dex_bonus[op->stats.Dex]; |
1247 |
|
|
|
1248 |
|
|
/* In new exp/skills system, wc bonuses are related to |
1249 |
|
|
* the players level in a relevant exp object (wc_obj) |
1250 |
|
|
* not the general player level -b.t. |
1251 |
|
|
* I changed this slightly so that wc bonuses are better |
1252 |
|
|
* than before. This is to balance out the fact that |
1253 |
|
|
* the player no longer gets a personal weapon w/ 1 |
1254 |
|
|
* improvement every level, now its fighterlevel/5. So |
1255 |
|
|
* we give the player a bonus here in wc and dam |
1256 |
|
|
* to make up for the change. Note that I left the |
1257 |
|
|
* monster bonus the same as before. -b.t. |
1258 |
|
|
*/ |
1259 |
elmex |
1.1 |
|
1260 |
root |
1.3 |
if(op->type==PLAYER && wc_obj && wc_obj->level>1) { |
1261 |
elmex |
1.1 |
wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); |
1262 |
root |
1.3 |
for(i=1;i<wc_obj->level;i++) { |
1263 |
|
|
/* addtional wc every 6 levels */ |
1264 |
|
|
if(!(i%6)) wc--; |
1265 |
|
|
/* addtional dam every 4 levels. */ |
1266 |
|
|
if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) |
1267 |
|
|
op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); |
1268 |
|
|
} |
1269 |
|
|
} else |
1270 |
|
|
wc-=(op->level+thaco_bonus[op->stats.Str]); |
1271 |
|
|
|
1272 |
|
|
op->stats.dam+=dam_bonus[op->stats.Str]; |
1273 |
|
|
|
1274 |
|
|
if(op->stats.dam<1) |
1275 |
|
|
op->stats.dam=1; |
1276 |
|
|
|
1277 |
|
|
op->speed=1.0+speed_bonus[op->stats.Dex]; |
1278 |
|
|
if (settings.search_items && op->contr->search_str[0]) |
1279 |
|
|
op->speed -= 1; |
1280 |
|
|
if (op->attacktype==0) |
1281 |
|
|
op->attacktype=op->arch->clone.attacktype; |
1282 |
elmex |
1.1 |
|
1283 |
|
|
} /* End if player */ |
1284 |
|
|
|
1285 |
|
|
if(added_speed>=0) |
1286 |
root |
1.3 |
op->speed+=added_speed/10.0; |
1287 |
elmex |
1.1 |
else /* Something wrong here...: */ |
1288 |
root |
1.3 |
op->speed /= (float)(1.0-added_speed); |
1289 |
elmex |
1.1 |
|
1290 |
|
|
/* Max is determined by armour */ |
1291 |
|
|
if(op->speed>max) |
1292 |
root |
1.3 |
op->speed=max; |
1293 |
elmex |
1.1 |
|
1294 |
|
|
if(op->type == PLAYER) { |
1295 |
root |
1.3 |
/* f is a number the represents the number of kg above (positive num) |
1296 |
|
|
* or below (negative number) that the player is carrying. If above |
1297 |
|
|
* weight limit, then player suffers a speed reduction based on how |
1298 |
|
|
* much above he is, and what is max carry is |
1299 |
|
|
*/ |
1300 |
|
|
f=(op->carrying/1000)-max_carry[op->stats.Str]; |
1301 |
|
|
if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); |
1302 |
elmex |
1.1 |
} |
1303 |
|
|
|
1304 |
|
|
op->speed+=bonus_speed/10.0; /* Not affected by limits */ |
1305 |
|
|
|
1306 |
|
|
/* Put a lower limit on speed. Note with this speed, you move once every |
1307 |
|
|
* 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1308 |
|
|
*/ |
1309 |
|
|
op->speed = op->speed * speed_reduce_from_disease; |
1310 |
|
|
|
1311 |
|
|
if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; |
1312 |
|
|
|
1313 |
|
|
if(op->type == PLAYER) { |
1314 |
root |
1.3 |
float M,W,s,D,K,S,M2; |
1315 |
elmex |
1.1 |
|
1316 |
root |
1.3 |
/* (This formula was made by vidarl@ifi.uio.no) |
1317 |
|
|
* Note that we never used these values again - basically |
1318 |
|
|
* all of these could be subbed into one big equation, but |
1319 |
|
|
* that would just be a real pain to read. |
1320 |
|
|
*/ |
1321 |
|
|
M=(max_carry[op->stats.Str]-121)/121.0; |
1322 |
|
|
M2=max_carry[op->stats.Str]/100.0; |
1323 |
|
|
W=weapon_weight/20000.0; |
1324 |
|
|
s=2-weapon_speed/10.0; |
1325 |
|
|
D=(op->stats.Dex-14)/14.0; |
1326 |
|
|
K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; |
1327 |
|
|
K*=(4+op->level)/(float)(6+op->level)*1.2; |
1328 |
|
|
if(K<=0) K=0.01; |
1329 |
|
|
S=op->speed/(K*s); |
1330 |
|
|
op->contr->weapon_sp=S; |
1331 |
elmex |
1.1 |
} |
1332 |
|
|
/* I want to limit the power of small monsters with big weapons: */ |
1333 |
|
|
if(op->type!=PLAYER&&op->arch!=NULL&& |
1334 |
|
|
op->stats.dam>op->arch->clone.stats.dam*3) |
1335 |
root |
1.3 |
op->stats.dam=op->arch->clone.stats.dam*3; |
1336 |
elmex |
1.1 |
|
1337 |
|
|
/* Prevent overflows of wc - best you can get is ABS(120) - this |
1338 |
|
|
* should be more than enough - remember, AC is also in 8 bits, |
1339 |
|
|
* so its value is the same. |
1340 |
|
|
*/ |
1341 |
|
|
if (wc>120) wc=120; |
1342 |
|
|
else if (wc<-120) wc=-120; |
1343 |
|
|
op->stats.wc=wc; |
1344 |
|
|
|
1345 |
|
|
if (ac>120) ac=120; |
1346 |
|
|
else if (ac<-120) ac=-120; |
1347 |
|
|
op->stats.ac=ac; |
1348 |
|
|
|
1349 |
|
|
/* if for some reason the creature doesn't have any move type, |
1350 |
|
|
* give them walking as a default. |
1351 |
|
|
* The second case is a special case - to more closely mimic the |
1352 |
|
|
* old behaviour - if your flying, your not walking - just |
1353 |
|
|
* one or the other. |
1354 |
|
|
*/ |
1355 |
|
|
if (op->move_type == 0) op->move_type = MOVE_WALK; |
1356 |
|
|
else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; |
1357 |
|
|
|
1358 |
|
|
update_ob_speed(op); |
1359 |
|
|
|
1360 |
|
|
/* It is quite possible that a player's spell costing might have changed, |
1361 |
|
|
* so we will check that now. |
1362 |
|
|
*/ |
1363 |
|
|
if (op->type == PLAYER) esrv_update_spells(op->contr); |
1364 |
|
|
} |
1365 |
|
|
|
1366 |
|
|
/* |
1367 |
|
|
* Returns true if the given player is a legal class. |
1368 |
|
|
* The function to add and remove class-bonuses to the stats doesn't |
1369 |
|
|
* check if the stat becomes negative, thus this function |
1370 |
|
|
* merely checks that all stats are 1 or more, and returns |
1371 |
|
|
* false otherwise. |
1372 |
|
|
*/ |
1373 |
|
|
|
1374 |
|
|
int allowed_class(const object *op) { |
1375 |
|
|
return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& |
1376 |
|
|
op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& |
1377 |
root |
1.3 |
op->stats.Cha>0; |
1378 |
elmex |
1.1 |
} |
1379 |
|
|
|
1380 |
|
|
/* |
1381 |
|
|
* set the new dragon name after gaining levels or |
1382 |
|
|
* changing ability focus (later this can be extended to |
1383 |
|
|
* eventually change the player's face and animation) |
1384 |
|
|
* |
1385 |
|
|
* Note that the title is written to 'own_title' in the |
1386 |
|
|
* player struct. This should be changed to 'ext_title' |
1387 |
|
|
* as soon as clients support this! |
1388 |
|
|
* Please, anyone, write support for 'ext_title'. |
1389 |
|
|
*/ |
1390 |
|
|
void set_dragon_name(object *pl, const object *abil, const object *skin) { |
1391 |
|
|
int atnr=-1; /* attacknumber of highest level */ |
1392 |
|
|
int level=0; /* highest level */ |
1393 |
|
|
int i; |
1394 |
|
|
|
1395 |
|
|
/* Perhaps do something more clever? */ |
1396 |
|
|
if (!abil || !skin) return; |
1397 |
|
|
|
1398 |
|
|
/* first, look for the highest level */ |
1399 |
|
|
for(i=0; i<NROFATTACKS; i++) { |
1400 |
|
|
if (atnr_is_dragon_enabled(i) && |
1401 |
root |
1.3 |
(atnr==-1 || abil->resist[i] > abil->resist[atnr])) { |
1402 |
elmex |
1.1 |
level = abil->resist[i]; |
1403 |
|
|
atnr = i; |
1404 |
|
|
} |
1405 |
|
|
} |
1406 |
|
|
|
1407 |
|
|
/* now if there are equals at highest level, pick the one with focus, |
1408 |
|
|
or else at random */ |
1409 |
|
|
if (atnr_is_dragon_enabled(abil->stats.exp) && |
1410 |
|
|
abil->resist[abil->stats.exp] >= level) |
1411 |
|
|
atnr = abil->stats.exp; |
1412 |
|
|
|
1413 |
|
|
level = (int)(level/5.); |
1414 |
|
|
|
1415 |
|
|
/* now set the new title */ |
1416 |
|
|
if (pl->contr != NULL) { |
1417 |
|
|
if(level == 0) |
1418 |
|
|
sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); |
1419 |
|
|
else if (level == 1) |
1420 |
|
|
sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); |
1421 |
|
|
else if (level == 2) |
1422 |
|
|
sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); |
1423 |
|
|
else if (level == 3) |
1424 |
|
|
sprintf(pl->contr->title, "%s dragon", attacks[atnr]); |
1425 |
|
|
else { |
1426 |
|
|
/* special titles for extra high resistance! */ |
1427 |
|
|
if (skin->resist[atnr] > 80) |
1428 |
root |
1.3 |
sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1429 |
elmex |
1.1 |
else if (skin->resist[atnr] > 50) |
1430 |
root |
1.3 |
sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1431 |
elmex |
1.1 |
else |
1432 |
root |
1.3 |
sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); |
1433 |
elmex |
1.1 |
} |
1434 |
|
|
} |
1435 |
|
|
|
1436 |
|
|
strcpy(pl->contr->own_title, ""); |
1437 |
|
|
} |
1438 |
|
|
|
1439 |
|
|
/* |
1440 |
|
|
* This function is called when a dragon-player gains |
1441 |
|
|
* an overall level. Here, the dragon might gain new abilities |
1442 |
|
|
* or change the ability-focus. |
1443 |
|
|
*/ |
1444 |
|
|
void dragon_level_gain(object *who) { |
1445 |
|
|
object *abil = NULL; /* pointer to dragon ability force*/ |
1446 |
|
|
object *skin = NULL; /* pointer to dragon skin force*/ |
1447 |
|
|
object *tmp = NULL; /* tmp. object */ |
1448 |
|
|
char buf[MAX_BUF]; /* tmp. string buffer */ |
1449 |
|
|
|
1450 |
|
|
/* now grab the 'dragon_ability'-forces from the player's inventory */ |
1451 |
|
|
for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
1452 |
root |
1.3 |
if (tmp->type == FORCE) { |
1453 |
|
|
if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
1454 |
|
|
abil = tmp; |
1455 |
|
|
if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
1456 |
|
|
skin = tmp; |
1457 |
|
|
} |
1458 |
elmex |
1.1 |
} |
1459 |
|
|
/* if the force is missing -> bail out */ |
1460 |
|
|
if (abil == NULL) return; |
1461 |
|
|
|
1462 |
|
|
/* The ability_force keeps track of maximum level ever achieved. |
1463 |
|
|
* New abilties can only be gained by surpassing this max level |
1464 |
|
|
*/ |
1465 |
|
|
if (who->level > abil->level) { |
1466 |
root |
1.3 |
/* increase our focused ability */ |
1467 |
|
|
abil->resist[abil->stats.exp]++; |
1468 |
elmex |
1.1 |
|
1469 |
|
|
|
1470 |
root |
1.3 |
if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { |
1471 |
|
|
/* time to hand out a new ability-gift */ |
1472 |
|
|
dragon_ability_gain(who, (int)abil->stats.exp, |
1473 |
|
|
(int)((1+abil->resist[abil->stats.exp])/5.)); |
1474 |
|
|
} |
1475 |
elmex |
1.1 |
|
1476 |
root |
1.3 |
if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { |
1477 |
|
|
/* apply new ability focus */ |
1478 |
|
|
sprintf(buf, "Your metabolism now focuses on %s!", |
1479 |
|
|
change_resist_msg[abil->last_eat]); |
1480 |
|
|
new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
1481 |
elmex |
1.1 |
|
1482 |
root |
1.3 |
abil->stats.exp = abil->last_eat; |
1483 |
|
|
abil->last_eat = 0; |
1484 |
|
|
} |
1485 |
elmex |
1.1 |
|
1486 |
root |
1.3 |
abil->level = who->level; |
1487 |
elmex |
1.1 |
} |
1488 |
|
|
|
1489 |
|
|
/* last but not least, set the new title for the dragon */ |
1490 |
|
|
set_dragon_name(who, abil, skin); |
1491 |
|
|
} |
1492 |
|
|
|
1493 |
|
|
/* Handy function - given the skill name skill_name, we find the skill |
1494 |
|
|
* archetype/object, set appropriate values, and insert it into |
1495 |
|
|
* the object (op) that is passed. |
1496 |
|
|
* We return the skill - this makes it easier for calling functions that |
1497 |
|
|
* want to do something with it immediately. |
1498 |
|
|
*/ |
1499 |
|
|
object *give_skill_by_name(object *op, const char *skill_name) |
1500 |
|
|
{ |
1501 |
|
|
object *skill_obj; |
1502 |
|
|
|
1503 |
|
|
skill_obj = get_archetype_by_skill_name(skill_name, SKILL); |
1504 |
|
|
if (!skill_obj) { |
1505 |
root |
1.3 |
LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1506 |
|
|
return NULL; |
1507 |
elmex |
1.1 |
} |
1508 |
|
|
/* clear the flag - exp goes into this bucket, but player |
1509 |
|
|
* still doesn't know it. |
1510 |
|
|
*/ |
1511 |
|
|
CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); |
1512 |
|
|
skill_obj->stats.exp = 0; |
1513 |
|
|
skill_obj->level = 1; |
1514 |
|
|
insert_ob_in_ob(skill_obj, op); |
1515 |
|
|
if (op->contr) { |
1516 |
root |
1.3 |
op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1517 |
|
|
op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1518 |
elmex |
1.1 |
} |
1519 |
|
|
return skill_obj; |
1520 |
|
|
} |
1521 |
|
|
|
1522 |
|
|
|
1523 |
|
|
/* player_lvl_adj() - for the new exp system. we are concerned with |
1524 |
|
|
* whether the player gets more hp, sp and new levels. |
1525 |
|
|
* Note this this function should only be called for players. Monstes |
1526 |
|
|
* don't really gain levels |
1527 |
|
|
* who is the player, op is what we are checking to gain the level |
1528 |
|
|
* (eg, skill) |
1529 |
|
|
*/ |
1530 |
|
|
void player_lvl_adj(object *who, object *op) { |
1531 |
|
|
char buf[MAX_BUF]; |
1532 |
|
|
|
1533 |
|
|
if(!op) /* when rolling stats */ |
1534 |
root |
1.3 |
op = who; |
1535 |
elmex |
1.1 |
|
1536 |
|
|
if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { |
1537 |
root |
1.3 |
op->level++; |
1538 |
|
|
|
1539 |
|
|
if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) |
1540 |
|
|
dragon_level_gain(who); |
1541 |
elmex |
1.1 |
|
1542 |
|
|
/* Only roll these if it is the player (who) that gained the level */ |
1543 |
root |
1.3 |
if(op==who && (who->level < 11) && who->type==PLAYER) { |
1544 |
|
|
who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; |
1545 |
|
|
who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); |
1546 |
|
|
who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; |
1547 |
|
|
} |
1548 |
|
|
|
1549 |
|
|
fix_player(who); |
1550 |
|
|
if(op->level>1) { |
1551 |
|
|
if (op->type!=PLAYER) |
1552 |
|
|
sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); |
1553 |
|
|
else |
1554 |
|
|
sprintf(buf,"You are now level %d.",op->level); |
1555 |
|
|
if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); |
1556 |
|
|
} |
1557 |
|
|
player_lvl_adj(who,op); /* To increase more levels */ |
1558 |
elmex |
1.1 |
} else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { |
1559 |
root |
1.3 |
op->level--; |
1560 |
|
|
fix_player(who); |
1561 |
|
|
if(op->type!=PLAYER) { |
1562 |
|
|
sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); |
1563 |
|
|
new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); |
1564 |
|
|
} |
1565 |
|
|
player_lvl_adj(who,op); /* To decrease more levels */ |
1566 |
elmex |
1.1 |
} |
1567 |
|
|
/* check if the spell data has changed */ |
1568 |
|
|
esrv_update_spells(who->contr); |
1569 |
|
|
} |
1570 |
|
|
|
1571 |
|
|
/* |
1572 |
|
|
* Returns how much experience is needed for a player to become |
1573 |
|
|
* the given level. level should really never exceed max_level |
1574 |
|
|
*/ |
1575 |
|
|
|
1576 |
|
|
sint64 level_exp(int level,double expmul) { |
1577 |
|
|
if (level > settings.max_level) |
1578 |
root |
1.3 |
return (sint64) (expmul * levels[settings.max_level]); |
1579 |
elmex |
1.1 |
return (sint64) (expmul * levels[level]); |
1580 |
|
|
} |
1581 |
|
|
|
1582 |
|
|
/* |
1583 |
|
|
* Ensure that the permanent experience requirements in an exp object are met. |
1584 |
|
|
* This really just checks 'op to make sure the perm_exp value is within |
1585 |
|
|
* proper range. Note that the checking of what is passed through |
1586 |
|
|
* has been reduced. Since there is now a proper field for perm_exp, |
1587 |
|
|
* this can now work on a much larger set of objects. |
1588 |
|
|
*/ |
1589 |
|
|
void calc_perm_exp(object *op) |
1590 |
|
|
{ |
1591 |
|
|
int p_exp_min; |
1592 |
|
|
|
1593 |
|
|
/* Ensure that our permanent experience minimum is met. |
1594 |
|
|
* permenent_exp_ratio is an integer percentage, we divide by 100 |
1595 |
|
|
* to get the fraction */ |
1596 |
|
|
p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); |
1597 |
|
|
|
1598 |
|
|
if (op->perm_exp < p_exp_min) |
1599 |
|
|
op->perm_exp = p_exp_min; |
1600 |
|
|
|
1601 |
|
|
/* Cap permanent experience. */ |
1602 |
|
|
if (op->perm_exp < 0) |
1603 |
|
|
op->perm_exp = 0; |
1604 |
|
|
else if (op->perm_exp > MAX_EXPERIENCE) |
1605 |
|
|
op->perm_exp = MAX_EXPERIENCE; |
1606 |
|
|
} |
1607 |
|
|
|
1608 |
|
|
|
1609 |
|
|
/* Add experience to a player - exp should only be positive. |
1610 |
|
|
* Updates permanent exp for the skill we are adding to. |
1611 |
|
|
* skill_name is the skill to add exp to. Skill name can be |
1612 |
|
|
* NULL, in which case exp increases the players general |
1613 |
|
|
* total, but not any particular skill. |
1614 |
|
|
* flag is what to do if the player doesn't have the skill: |
1615 |
|
|
*/ |
1616 |
|
|
|
1617 |
elmex |
1.4 |
static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) |
1618 |
elmex |
1.1 |
{ |
1619 |
elmex |
1.4 |
object *skill_obj = NULL; |
1620 |
|
|
sint64 limit, exp_to_add; |
1621 |
|
|
int i; |
1622 |
|
|
|
1623 |
|
|
/* prevents some forms of abuse. */ |
1624 |
|
|
if (op->contr->braced) |
1625 |
|
|
exp = exp / 5; |
1626 |
|
|
|
1627 |
|
|
/* Try to find the matching skill. |
1628 |
|
|
* We do a shortcut/time saving mechanism first - see if it matches |
1629 |
|
|
* chosen_skill. This means we don't need to search through |
1630 |
|
|
* the players inventory. |
1631 |
|
|
*/ |
1632 |
|
|
if (skill_name) |
1633 |
|
|
{ |
1634 |
|
|
if (op->chosen_skill && op->chosen_skill->type == SKILL && |
1635 |
|
|
!strcmp (skill_name, op->chosen_skill->skill)) |
1636 |
|
|
skill_obj = op->chosen_skill; |
1637 |
|
|
else |
1638 |
|
|
{ |
1639 |
|
|
for (i = 0; i < NUM_SKILLS; i++) |
1640 |
|
|
if (op->contr->last_skill_ob[i] && |
1641 |
|
|
!strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
1642 |
|
|
{ |
1643 |
|
|
skill_obj = op->contr->last_skill_ob[i]; |
1644 |
|
|
break; |
1645 |
|
|
} |
1646 |
root |
1.3 |
|
1647 |
elmex |
1.4 |
/* Player doesn't have the skill. Check to see what to do, and give |
1648 |
|
|
* it to the player if necessary |
1649 |
|
|
*/ |
1650 |
|
|
if (!skill_obj) |
1651 |
|
|
{ |
1652 |
|
|
if (flag == SK_EXP_NONE) |
1653 |
|
|
return; |
1654 |
|
|
else if (flag == SK_EXP_ADD_SKILL) |
1655 |
|
|
give_skill_by_name (op, skill_name); |
1656 |
root |
1.3 |
} |
1657 |
|
|
} |
1658 |
elmex |
1.1 |
} |
1659 |
|
|
|
1660 |
elmex |
1.4 |
if (flag != SK_EXP_SKILL_ONLY) |
1661 |
|
|
{ |
1662 |
|
|
/* Basically, you can never gain more experience in one shot |
1663 |
|
|
* than half what you need to gain for next level. |
1664 |
|
|
*/ |
1665 |
|
|
exp_to_add = exp; |
1666 |
|
|
limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1667 |
|
|
if (exp_to_add > limit) |
1668 |
|
|
exp_to_add = limit; |
1669 |
|
|
|
1670 |
|
|
ADD_EXP (op->stats.exp, |
1671 |
|
|
(sint64) ((float) exp_to_add * |
1672 |
|
|
(skill_obj ? skill_obj->expmul : 1))); |
1673 |
|
|
if (settings.permanent_exp_ratio) |
1674 |
|
|
{ |
1675 |
|
|
ADD_EXP (op->perm_exp, |
1676 |
|
|
(sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * |
1677 |
|
|
(skill_obj ? skill_obj->expmul : 1))); |
1678 |
|
|
calc_perm_exp (op); |
1679 |
|
|
} |
1680 |
|
|
|
1681 |
|
|
player_lvl_adj (op, NULL); |
1682 |
|
|
} |
1683 |
|
|
|
1684 |
|
|
if (skill_obj) |
1685 |
|
|
{ |
1686 |
|
|
exp_to_add = exp; |
1687 |
|
|
limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1688 |
|
|
if (exp_to_add > limit) |
1689 |
|
|
exp_to_add = limit; |
1690 |
|
|
|
1691 |
|
|
ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1692 |
|
|
if (settings.permanent_exp_ratio) |
1693 |
|
|
{ |
1694 |
|
|
skill_obj->perm_exp += |
1695 |
|
|
(sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
1696 |
|
|
calc_perm_exp (skill_obj); |
1697 |
|
|
} |
1698 |
elmex |
1.1 |
|
1699 |
elmex |
1.4 |
player_lvl_adj (op, skill_obj); |
1700 |
elmex |
1.1 |
} |
1701 |
|
|
} |
1702 |
|
|
|
1703 |
|
|
/* This function checks to make sure that object 'op' can |
1704 |
|
|
* lost 'exp' experience. It returns the amount of exp |
1705 |
|
|
* object 'op' can in fact lose - it basically makes |
1706 |
|
|
* adjustments based on permanent exp and the like. |
1707 |
|
|
* This function should always be used for losing experience - |
1708 |
|
|
* the 'exp' value passed should be positive - this is the |
1709 |
|
|
* amount that should get subtract from the player. |
1710 |
|
|
*/ |
1711 |
|
|
sint64 check_exp_loss(const object *op, sint64 exp) |
1712 |
|
|
{ |
1713 |
|
|
sint64 del_exp; |
1714 |
|
|
|
1715 |
|
|
if (exp > op->stats.exp) exp = op->stats.exp; |
1716 |
|
|
if (settings.permanent_exp_ratio) { |
1717 |
root |
1.3 |
del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1718 |
|
|
if (del_exp < 0) del_exp = 0; |
1719 |
|
|
if (exp > del_exp) exp=del_exp; |
1720 |
elmex |
1.1 |
} |
1721 |
|
|
return exp; |
1722 |
|
|
} |
1723 |
|
|
|
1724 |
|
|
sint64 check_exp_adjust(const object *op, sint64 exp) |
1725 |
|
|
{ |
1726 |
|
|
if (exp<0) return check_exp_loss(op, exp); |
1727 |
|
|
else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); |
1728 |
|
|
} |
1729 |
|
|
|
1730 |
|
|
|
1731 |
|
|
/* Subtracts experience from player. |
1732 |
|
|
* if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1733 |
|
|
* only subtract from the matching skill. Otherwise, |
1734 |
|
|
* this subtracts a portion from all |
1735 |
|
|
* skills the player has. Eg, if we figure the player is losing 10% |
1736 |
|
|
* of his total exp, what happens is he loses 10% from all his skills. |
1737 |
|
|
* Note that if permanent exp is used, player may not in fact lose |
1738 |
|
|
* as much as listed. Eg, if player has gotten reduced to the point |
1739 |
|
|
* where everything is at the minimum perm exp, he would lose nothing. |
1740 |
|
|
* exp is the amount of exp to subtract - thus, it should be |
1741 |
|
|
* a postive number. |
1742 |
|
|
*/ |
1743 |
|
|
static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) |
1744 |
|
|
{ |
1745 |
|
|
float fraction = (float) exp/(float) op->stats.exp; |
1746 |
|
|
object *tmp; |
1747 |
|
|
sint64 del_exp; |
1748 |
|
|
|
1749 |
|
|
for(tmp=op->inv;tmp;tmp=tmp->below) |
1750 |
root |
1.3 |
if(tmp->type==SKILL && tmp->stats.exp) { |
1751 |
|
|
if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { |
1752 |
|
|
del_exp = check_exp_loss(tmp, exp); |
1753 |
|
|
tmp->stats.exp -= del_exp; |
1754 |
|
|
player_lvl_adj(op, tmp); |
1755 |
|
|
} else if (flag != SK_SUBTRACT_SKILL_EXP) { |
1756 |
|
|
/* only want to process other skills if we are not trying |
1757 |
|
|
* to match a specific skill. |
1758 |
|
|
*/ |
1759 |
|
|
del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); |
1760 |
|
|
tmp->stats.exp -= del_exp; |
1761 |
|
|
player_lvl_adj(op, tmp); |
1762 |
|
|
} |
1763 |
|
|
} |
1764 |
elmex |
1.1 |
if (flag != SK_SUBTRACT_SKILL_EXP) { |
1765 |
root |
1.3 |
del_exp = check_exp_loss(op, exp); |
1766 |
|
|
op->stats.exp -= del_exp; |
1767 |
|
|
player_lvl_adj(op,NULL); |
1768 |
elmex |
1.1 |
} |
1769 |
|
|
} |
1770 |
|
|
|
1771 |
|
|
|
1772 |
|
|
|
1773 |
|
|
/* change_exp() - changes experience to a player/monster. This |
1774 |
|
|
* does bounds checking to make sure we don't overflow the max exp. |
1775 |
|
|
* |
1776 |
|
|
* The exp passed is typically not modified much by this function - |
1777 |
|
|
* it is assumed the caller has modified the exp as needed. |
1778 |
|
|
* skill_name is the skill that should get the exp added. |
1779 |
|
|
* flag is what to do if player doesn't have the skill. |
1780 |
|
|
* these last two values are only used for players. |
1781 |
|
|
*/ |
1782 |
|
|
|
1783 |
|
|
void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { |
1784 |
|
|
|
1785 |
|
|
#ifdef EXP_DEBUG |
1786 |
|
|
#ifndef WIN32 |
1787 |
|
|
LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp); |
1788 |
|
|
#else |
1789 |
|
|
LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); |
1790 |
|
|
#endif |
1791 |
|
|
#endif |
1792 |
|
|
|
1793 |
|
|
/* safety */ |
1794 |
|
|
if(!op) { |
1795 |
root |
1.3 |
LOG(llevError,"change_exp() called for null object!\n"); |
1796 |
|
|
return; |
1797 |
elmex |
1.1 |
} |
1798 |
|
|
|
1799 |
|
|
/* if no change in exp, just return - most of the below code |
1800 |
|
|
* won't do anything if the value is 0 anyways. |
1801 |
|
|
*/ |
1802 |
|
|
if (exp == 0) return; |
1803 |
|
|
|
1804 |
|
|
/* Monsters are easy - we just adjust their exp - we |
1805 |
|
|
* don't adjust level, since in most cases it is unrelated to |
1806 |
|
|
* the exp they have - the monsters exp represents what its |
1807 |
|
|
* worth. |
1808 |
|
|
*/ |
1809 |
|
|
if(op->type != PLAYER) { |
1810 |
root |
1.3 |
/* Sanity check */ |
1811 |
|
|
if (!QUERY_FLAG(op, FLAG_ALIVE)) return; |
1812 |
elmex |
1.1 |
|
1813 |
root |
1.3 |
/* reset exp to max allowed value. We subtract from |
1814 |
|
|
* MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1815 |
|
|
* more than max exp, just return. |
1816 |
|
|
*/ |
1817 |
|
|
if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { |
1818 |
|
|
exp = MAX_EXPERIENCE - op->stats.exp; |
1819 |
|
|
if (exp < 0) return; |
1820 |
|
|
} |
1821 |
elmex |
1.1 |
|
1822 |
root |
1.3 |
op->stats.exp += exp; |
1823 |
elmex |
1.1 |
} |
1824 |
|
|
else { /* Players only */ |
1825 |
root |
1.3 |
if(exp>0) |
1826 |
|
|
add_player_exp(op, exp, skill_name, flag); |
1827 |
|
|
else |
1828 |
|
|
/* note that when you lose exp, it doesn't go against |
1829 |
|
|
* a particular skill, so we don't need to pass that |
1830 |
|
|
* along. |
1831 |
|
|
*/ |
1832 |
|
|
subtract_player_exp(op, FABS(exp), skill_name, flag); |
1833 |
elmex |
1.1 |
|
1834 |
|
|
} |
1835 |
|
|
} |
1836 |
|
|
|
1837 |
|
|
/* Applies a death penalty experience, the size of this is defined by the |
1838 |
|
|
* settings death_penalty_percentage and death_penalty_levels, and by the |
1839 |
|
|
* amount of permenent experience, whichever gives the lowest loss. |
1840 |
|
|
*/ |
1841 |
|
|
|
1842 |
|
|
void apply_death_exp_penalty(object *op) { |
1843 |
|
|
object *tmp; |
1844 |
|
|
sint64 loss; |
1845 |
|
|
sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1846 |
|
|
sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1847 |
|
|
|
1848 |
|
|
for(tmp=op->inv;tmp;tmp=tmp->below) |
1849 |
root |
1.3 |
if(tmp->type==SKILL && tmp->stats.exp) { |
1850 |
elmex |
1.1 |
|
1851 |
root |
1.3 |
percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; |
1852 |
|
|
level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; |
1853 |
elmex |
1.1 |
|
1854 |
root |
1.3 |
/* With the revised exp system, you can get cases where |
1855 |
|
|
* losing several levels would still require that you have more |
1856 |
|
|
* exp than you currently have - this is true if the levels |
1857 |
|
|
* tables is a lot harder. |
1858 |
|
|
*/ |
1859 |
|
|
if (level_loss < 0) level_loss = 0; |
1860 |
|
|
|
1861 |
|
|
loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); |
1862 |
|
|
|
1863 |
|
|
tmp->stats.exp -= loss; |
1864 |
|
|
player_lvl_adj(op,tmp); |
1865 |
|
|
} |
1866 |
elmex |
1.1 |
|
1867 |
|
|
percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; |
1868 |
|
|
level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; |
1869 |
|
|
if (level_loss < 0) level_loss = 0; |
1870 |
|
|
loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); |
1871 |
|
|
|
1872 |
|
|
op->stats.exp -= loss; |
1873 |
|
|
player_lvl_adj(op,NULL); |
1874 |
|
|
} |
1875 |
|
|
|
1876 |
|
|
/* This function takes an object (monster/player, op), and |
1877 |
|
|
* determines if it makes a basic save throw by looking at the |
1878 |
|
|
* save_throw table. level is the effective level to make |
1879 |
|
|
* the save at, and bonus is any plus/bonus (typically based on |
1880 |
|
|
* resistance to particular attacktype. |
1881 |
|
|
* Returns 1 if op makes his save, 0 if he failed |
1882 |
|
|
*/ |
1883 |
|
|
int did_make_save(const object *op, int level, int bonus) |
1884 |
|
|
{ |
1885 |
|
|
if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; |
1886 |
|
|
|
1887 |
|
|
if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1888 |
root |
1.3 |
return 0; |
1889 |
elmex |
1.1 |
return 1; |
1890 |
|
|
} |
1891 |
|
|
|