… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
279 | * that gives them that ability. |
280 | * that gives them that ability. |
280 | */ |
281 | */ |
281 | int |
282 | int |
282 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
283 | { |
284 | { |
284 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
285 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
286 | int success = 0; |
285 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
286 | int potion_max = 0; |
288 | int potion_max = 0; |
287 | |
289 | |
288 | /* remember what object was like before it was changed. note that |
290 | // keep some stats for comparison purposes |
289 | * refop is a local copy of op only to be used for detecting changes |
291 | object::flags_t prev_flag = op->flag; |
290 | * found by update_stats. refop is not a real object |
292 | MoveType prev_move_type = op->move_type; |
291 | */ |
293 | sint16 prev_resist [NROFATTACKS]; // clumsy |
292 | object_copy refop = *op; |
294 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
295 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
293 | |
296 | |
294 | if (op->type == PLAYER) |
297 | if (op->type == PLAYER) |
295 | { |
298 | { |
296 | if (tmp->type == POTION) |
299 | if (tmp->type == POTION) |
297 | { |
300 | { |
298 | potion_max = 1; |
301 | potion_max = 1; |
|
|
302 | |
299 | for (int j = 0; j < NUM_STATS; j++) |
303 | for (int j = 0; j < NUM_STATS; j++) |
300 | { |
304 | { |
301 | int ostat = op->contr->orig_stats.stat (j); |
305 | int ostat = op->contr->orig_stats.stat (j); |
302 | int i = tmp->stats.stat (j); |
306 | int i = tmp->stats.stat (j); |
303 | |
307 | |
304 | /* nstat is what the stat will be after use of the potion */ |
308 | /* nstat is what the stat will be after use of the potion */ |
305 | int nstat = flag * i + ostat; |
309 | int nstat = flag * i + ostat; |
306 | |
310 | |
307 | /* Do some bounds checking. While I don't think any |
311 | /* Do some bounds checking. There is the potential for potions |
308 | * potions do so right now, there is the potential for potions |
|
|
309 | * that adjust that stat by more than one point, so we need |
312 | * that adjust that stat by more than one point, so we need |
310 | * to allow for that. |
313 | * to allow for that. |
311 | */ |
314 | */ |
312 | if (nstat < 1 && i * flag < 0) |
315 | if (nstat < 1 && i * flag < 0) |
313 | nstat = 1; |
316 | nstat = 1; |
… | |
… | |
365 | { |
368 | { |
366 | success = 1; |
369 | success = 1; |
367 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
368 | } |
371 | } |
369 | |
372 | |
370 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
373 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
371 | { |
374 | { |
372 | success = 1; |
375 | success = 1; |
373 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
374 | } |
377 | } |
375 | |
378 | |
376 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
379 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
377 | { |
380 | { |
378 | success = 1; |
381 | success = 1; |
379 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
380 | } |
383 | } |
381 | |
384 | |
382 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
385 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
383 | { |
386 | { |
384 | success = 1; |
387 | success = 1; |
385 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
386 | } |
389 | } |
387 | |
390 | |
… | |
… | |
389 | * user has multiple items giving the same type appled like we |
392 | * user has multiple items giving the same type appled like we |
390 | * used to - that is more work than what we gain, plus messages |
393 | * used to - that is more work than what we gain, plus messages |
391 | * can be misleading (a little higher could be miscontrued from |
394 | * can be misleading (a little higher could be miscontrued from |
392 | * from fly high) |
395 | * from fly high) |
393 | */ |
396 | */ |
394 | if (tmp->move_type && op->move_type != refop.move_type) |
397 | if (tmp->move_type && op->move_type != prev_move_type) |
395 | { |
398 | { |
396 | success = 1; |
399 | success = 1; |
397 | |
400 | |
398 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
399 | * status doesn't make a difference if you are flying high |
402 | * status doesn't make a difference if you are flying high |
400 | */ |
403 | */ |
401 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
402 | { |
405 | { |
403 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
406 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
404 | } |
407 | } |
405 | |
408 | |
406 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | { |
410 | { |
408 | /* double conditional - second case covers if you have move_fly_low - |
411 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
420 | } |
423 | } |
421 | |
424 | |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | * originally undead may change their status |
426 | * originally undead may change their status |
424 | */ |
427 | */ |
425 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
428 | if (!op->arch->flag [FLAG_UNDEAD]) |
426 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
429 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
427 | { |
430 | { |
428 | success = 1; |
431 | success = 1; |
429 | if (flag > 0) |
432 | if (flag > 0) |
430 | { |
433 | { |
431 | op->race = "undead"; |
434 | op->race = "undead"; |
… | |
… | |
436 | op->race = op->arch->race; |
439 | op->race = op->arch->race; |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | } |
441 | } |
439 | } |
442 | } |
440 | |
443 | |
441 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
444 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
442 | { |
445 | { |
443 | success = 1; |
446 | success = 1; |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
447 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
445 | } |
448 | } |
446 | |
449 | |
447 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
450 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
448 | { |
451 | { |
449 | success = 1; |
452 | success = 1; |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
453 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
451 | } |
454 | } |
452 | |
455 | |
453 | /* blinded you can tell if more blinded since blinded player has minimal |
456 | /* blinded you can tell if more blinded since blinded player has minimal |
454 | * vision |
457 | * vision |
455 | */ |
458 | */ |
456 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
459 | if (tmp->flag [FLAG_BLIND]) |
457 | { |
460 | { |
458 | success = 1; |
461 | success = 1; |
459 | if (flag > 0) |
462 | if (flag > 0) |
460 | { |
463 | { |
461 | if (QUERY_FLAG (op, FLAG_WIZ)) |
464 | if (op->flag [FLAG_WIZ]) |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
463 | else |
466 | else |
464 | { |
467 | { |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
466 | SET_FLAG (op, FLAG_BLIND); |
469 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
468 | op->contr->do_los = 1; |
471 | op->contr->do_los = 1; |
469 | } |
472 | } |
470 | } |
473 | } |
471 | else |
474 | else |
472 | { |
475 | { |
473 | if (QUERY_FLAG (op, FLAG_WIZ)) |
476 | if (op->flag [FLAG_WIZ]) |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
475 | else |
478 | else |
476 | { |
479 | { |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
481 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
480 | op->contr->do_los = 1; |
483 | op->contr->do_los = 1; |
481 | } |
484 | } |
482 | } |
485 | } |
483 | } |
486 | } |
484 | |
487 | |
485 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
488 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
486 | { |
489 | { |
487 | success = 1; |
490 | success = 1; |
488 | if (op->type == PLAYER) |
491 | if (op->type == PLAYER) |
489 | op->contr->do_los = 1; |
492 | op->contr->do_los = 1; |
490 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
493 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
491 | } |
494 | } |
492 | |
495 | |
493 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
496 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
494 | { |
497 | { |
495 | success = 1; |
498 | success = 1; |
496 | if (flag > 0) |
499 | if (flag > 0) |
497 | { |
500 | { |
498 | if (QUERY_FLAG (op, FLAG_WIZ)) |
501 | if (op->flag [FLAG_WIZ]) |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
500 | else |
503 | else |
501 | { |
504 | { |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
505 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
503 | if (op->type == PLAYER) |
506 | if (op->type == PLAYER) |
504 | op->contr->do_los = 1; |
507 | op->contr->do_los = 1; |
505 | } |
508 | } |
506 | } |
509 | } |
507 | else |
510 | else |
508 | { |
511 | { |
509 | if (QUERY_FLAG (op, FLAG_WIZ)) |
512 | if (op->flag [FLAG_WIZ]) |
510 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
511 | else |
514 | else |
512 | { |
515 | { |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
516 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
514 | if (op->type == PLAYER) |
517 | if (op->type == PLAYER) |
… | |
… | |
552 | for (int i = 0; i < NROFATTACKS; i++) |
555 | for (int i = 0; i < NROFATTACKS; i++) |
553 | { |
556 | { |
554 | if (i == ATNR_PHYSICAL) |
557 | if (i == ATNR_PHYSICAL) |
555 | continue; /* Don't display about armour */ |
558 | continue; /* Don't display about armour */ |
556 | |
559 | |
557 | if (op->resist[i] != refop.resist[i]) |
560 | if (op->resist [i] != prev_resist [i]) |
558 | { |
561 | { |
559 | success = 1; |
562 | success = 1; |
|
|
563 | |
560 | if (op->resist[i] > refop.resist[i]) |
564 | if (op->resist [i] > prev_resist [i]) |
561 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
565 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
562 | else |
566 | else |
563 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
567 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
564 | |
568 | |
565 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
569 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | } |
570 | } |
567 | } |
571 | } |
568 | |
572 | |
569 | if (!potion_max) |
573 | if (!potion_max) |
570 | { |
|
|
571 | for (int j = 0; j < NUM_STATS; j++) |
574 | for (int j = 0; j < NUM_STATS; j++) |
572 | { |
|
|
573 | if (int i = tmp->stats.stat (j)) |
575 | if (int i = tmp->stats.stat (j)) |
574 | { |
576 | { |
575 | success = 1; |
577 | success = 1; |
576 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | } |
579 | } |
578 | } |
|
|
579 | } |
|
|
580 | |
580 | |
581 | return success; |
581 | return success; |
582 | } |
582 | } |
583 | |
583 | |
584 | /* |
584 | /* |
… | |
… | |
595 | object::drain_specific_stat (int deplete_stats) |
595 | object::drain_specific_stat (int deplete_stats) |
596 | { |
596 | { |
597 | object *tmp; |
597 | object *tmp; |
598 | archetype *at; |
598 | archetype *at; |
599 | |
599 | |
600 | at = archetype::find (ARCH_DEPLETION); |
600 | at = archetype::find (shstr_depletion); |
601 | if (!at) |
601 | if (!at) |
602 | { |
602 | { |
603 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
604 | return; |
604 | return; |
605 | } |
605 | } |
… | |
… | |
625 | * via an applied bad_luck object. |
625 | * via an applied bad_luck object. |
626 | */ |
626 | */ |
627 | void |
627 | void |
628 | object::change_luck (int value) |
628 | object::change_luck (int value) |
629 | { |
629 | { |
630 | archetype *at = archetype::find ("luck"); |
630 | archetype *at = archetype::find (shstr_luck); |
631 | if (!at) |
631 | if (!at) |
632 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | LOG (llevError, "Couldn't find archetype luck.\n"); |
633 | else |
633 | else |
634 | { |
634 | { |
635 | object *tmp = present_arch_in_ob (at, this); |
635 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
859 | * then calls this function. |
859 | * then calls this function. |
860 | */ |
860 | */ |
861 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | continue; |
862 | continue; |
863 | |
863 | |
864 | /* See note in map.c:update_position about making this additive |
|
|
865 | * since light sources are never applied, need to put check here. |
|
|
866 | */ |
|
|
867 | if (tmp->glow_radius > glow_radius) |
|
|
868 | glow_radius = tmp->glow_radius; |
864 | glow_radius += tmp->glow_radius; |
869 | |
865 | |
870 | /* For some things, we don't care what is equipped */ |
866 | /* For some things, we don't care what is equipped */ |
871 | if (tmp->type == SKILL) |
867 | if (tmp->type == SKILL) |
872 | { |
868 | { |
873 | /* Want to take the highest skill here. */ |
869 | /* Want to take the highest skill here. */ |
… | |
… | |
886 | else if (tmp->level > grace_obj->level) |
882 | else if (tmp->level > grace_obj->level) |
887 | grace_obj = tmp; |
883 | grace_obj = tmp; |
888 | } |
884 | } |
889 | } |
885 | } |
890 | |
886 | |
891 | /* Container objects are not meant to adjust a players, but other applied |
887 | /* Container objects are not meant to adjust players, but other applied |
892 | * objects need to make adjustments. |
888 | * objects need to make adjustments. |
893 | * This block should handle all player specific changes |
889 | * This block should handle all player specific changes |
894 | * The check for Praying is a bit of a hack - god given bonuses are put |
890 | * The check for Praying is a bit of a hack - god given bonuses are put |
895 | * in the praying skill, and the player should always get those. |
891 | * in the praying skill, and the player should always get those. |
896 | * It also means we need to put in additional checks for applied below, |
892 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
919 | |
915 | |
920 | if (digest_types [tmp->type]) |
916 | if (digest_types [tmp->type]) |
921 | { |
917 | { |
922 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
923 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
|
|
920 | if (tmp->type != BOW) // ugly exception for bows |
924 | contr->gen_sp += tmp->stats.sp; |
921 | contr->gen_sp += tmp->stats.sp; |
925 | contr->gen_grace += tmp->stats.grace; |
922 | contr->gen_grace += tmp->stats.grace; |
926 | contr->gen_sp_armour += tmp->gen_sp_armour; |
923 | contr->gen_sp_armour += tmp->gen_sp_armour; |
927 | } |
924 | } |
928 | } /* if this is a player */ |
925 | } /* if this is a player */ |
929 | else |
926 | else |
… | |
… | |
939 | |
936 | |
940 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
941 | speed_reduce_from_disease = |
938 | speed_reduce_from_disease = |
942 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
939 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
943 | |
940 | |
944 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
941 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
945 | * (Negative protections are calculated exactly like positive.) |
942 | * (Negative protections are calculated exactly like positive.) |
946 | * Resistance from potions are treated special as well. If there's |
943 | * Resistance from potions are treated special as well. If there's |
947 | * more than one potion-effect, the bigger prot.-value is taken. |
944 | * more than one potion-effect, the bigger prot.-value is taken. |
948 | */ |
945 | */ |
949 | if (tmp->type != POTION) |
946 | if (tmp->type != POTION) |
… | |
… | |
1138 | else /* To nullify the below effect */ |
1135 | else /* To nullify the below effect */ |
1139 | ac += tmp->stats.ac + tmp->magic; |
1136 | ac += tmp->stats.ac + tmp->magic; |
1140 | } |
1137 | } |
1141 | |
1138 | |
1142 | if (tmp->stats.wc) |
1139 | if (tmp->stats.wc) |
1143 | wc -= (tmp->stats.wc + tmp->magic); |
1140 | wc -= tmp->stats.wc + tmp->magic; |
1144 | |
1141 | |
1145 | if (tmp->stats.ac) |
1142 | if (tmp->stats.ac) |
1146 | ac -= (tmp->stats.ac + tmp->magic); |
1143 | ac -= tmp->stats.ac + tmp->magic; |
1147 | |
1144 | |
1148 | if (ARMOUR_SPEED (tmp)) |
1145 | if (ARMOUR_SPEED (tmp)) |
1149 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1146 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1150 | |
1147 | |
1151 | break; |
1148 | break; |
1152 | } /* switch tmp->type */ |
1149 | } /* switch tmp->type */ |
1153 | } /* item is equipped */ |
1150 | } /* item is equipped */ |
1154 | } /* for loop of items */ |
1151 | } /* for loop of items */ |
|
|
1152 | |
|
|
1153 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1155 | |
1154 | |
1156 | /* We've gone through all the objects the player has equipped. For many things, we |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | * have generated intermediate values which we now need to assign. |
1156 | * have generated intermediate values which we now need to assign. |
1158 | */ |
1157 | */ |
1159 | |
1158 | |
… | |
… | |
1329 | |
1328 | |
1330 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1331 | |
1330 | |
1332 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1333 | speed -= 1; |
1332 | speed -= 1; |
1334 | |
|
|
1335 | if (attacktype == 0) |
|
|
1336 | attacktype = arch->attacktype; |
|
|
1337 | } /* End if player */ |
1333 | } /* End if player */ |
1338 | |
1334 | |
1339 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1340 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1341 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
… | |
… | |
1420 | // update the mapspace, if we are on a map |
1416 | // update the mapspace, if we are on a map |
1421 | if (!flag [FLAG_REMOVED] && map) |
1417 | if (!flag [FLAG_REMOVED] && map) |
1422 | map->at (x, y).flags_ = 0; |
1418 | map->at (x, y).flags_ = 0; |
1423 | } |
1419 | } |
1424 | |
1420 | |
|
|
1421 | void |
|
|
1422 | object::set_glow_radius (sint8 rad) |
|
|
1423 | { |
|
|
1424 | glow_radius = rad; |
|
|
1425 | |
|
|
1426 | if (is_on_map ()) |
|
|
1427 | update_all_los (map, x, y); |
|
|
1428 | else if (object *env = outer_env ()) |
|
|
1429 | { |
|
|
1430 | env->update_stats (); |
|
|
1431 | |
|
|
1432 | if (env->is_on_map ()) |
|
|
1433 | update_all_los (env->map, env->x, env->y); |
|
|
1434 | } |
|
|
1435 | } |
|
|
1436 | |
1425 | /* |
1437 | /* |
1426 | * Returns true if the given player is a legal class. |
1438 | * Returns true if the given player is a legal class. |
1427 | * The function to add and remove class-bonuses to the stats doesn't |
1439 | * The function to add and remove class-bonuses to the stats doesn't |
1428 | * check if the stat becomes negative, thus this function |
1440 | * check if the stat becomes negative, thus this function |
1429 | * merely checks that all stats are 1 or more, and returns |
1441 | * merely checks that all stats are 1 or more, and returns |
… | |
… | |
1443 | |
1455 | |
1444 | /* |
1456 | /* |
1445 | * set the new dragon name after gaining levels or |
1457 | * set the new dragon name after gaining levels or |
1446 | * changing ability focus (later this can be extended to |
1458 | * changing ability focus (later this can be extended to |
1447 | * eventually change the player's face and animation) |
1459 | * eventually change the player's face and animation) |
1448 | * |
|
|
1449 | * Note that the title is written to 'own_title' in the |
|
|
1450 | * player struct. This should be changed to 'ext_title' |
|
|
1451 | * as soon as clients support this! |
|
|
1452 | * Please, anyone, write support for 'ext_title'. |
|
|
1453 | */ |
1460 | */ |
1454 | void |
1461 | void |
1455 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1462 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1456 | { |
1463 | { |
1457 | int atnr = -1; /* attacknumber of highest level */ |
1464 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1475 | /* now if there are equals at highest level, pick the one with focus, |
1482 | /* now if there are equals at highest level, pick the one with focus, |
1476 | or else at random */ |
1483 | or else at random */ |
1477 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1484 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1478 | atnr = abil->stats.exp; |
1485 | atnr = abil->stats.exp; |
1479 | |
1486 | |
1480 | level = (int) (level / 25.); |
|
|
1481 | |
|
|
1482 | /* now set the new title */ |
1487 | /* now set the new title */ |
1483 | if (pl->contr) |
|
|
1484 | { |
|
|
1485 | if (level == 0) |
|
|
1486 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1487 | else if (level == 1) |
|
|
1488 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1489 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1489 | else if (level == 2) |
|
|
1490 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1490 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1491 | else if (level == 3) |
|
|
1492 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1491 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1493 | else |
1492 | else |
1494 | { |
1493 | { |
1495 | /* special titles for extra high resistance! */ |
1494 | /* special titles for extra high resistance! */ |
1496 | if (skin->resist[atnr] > 80) |
|
|
1497 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1495 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1498 | else if (skin->resist[atnr] > 50) |
|
|
1499 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1496 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1500 | else |
|
|
1501 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1497 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1502 | } |
|
|
1503 | } |
1498 | } |
1504 | |
1499 | |
1505 | strcpy (pl->contr->own_title, ""); |
1500 | strcpy (pl->contr->own_title, ""); |
1506 | } |
1501 | } |
1507 | |
1502 | |
1508 | /* |
1503 | /* |
1509 | * This function is called when a dragon-player gains |
1504 | * This function is called when a dragon-player gains |
1510 | * an overall level. Here, the dragon might gain new abilities |
1505 | * an overall level. Here, the dragon might gain new abilities |
1511 | * or change the ability-focus. |
1506 | * or change the ability-focus. |
1512 | */ |
1507 | */ |
1513 | void |
1508 | static void |
1514 | dragon_level_gain (object *who) |
1509 | dragon_level_gain (object *who) |
1515 | { |
1510 | { |
1516 | object *abil = NULL; /* pointer to dragon ability force */ |
1511 | object *abil = NULL; /* pointer to dragon ability force */ |
1517 | object *skin = NULL; /* pointer to dragon skin force */ |
1512 | object *skin = NULL; /* pointer to dragon skin force */ |
1518 | object *tmp = NULL; /* tmp. object */ |
1513 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1574 | object *skill_obj; |
1569 | object *skill_obj; |
1575 | |
1570 | |
1576 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1571 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1577 | if (!skill_obj) |
1572 | if (!skill_obj) |
1578 | { |
1573 | { |
1579 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1574 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1580 | return NULL; |
1575 | return NULL; |
1581 | } |
1576 | } |
1582 | |
1577 | |
1583 | /* clear the flag - exp goes into this bucket, but player |
1578 | /* clear the flag - exp goes into this bucket, but player |
1584 | * still doesn't know it. |
1579 | * still doesn't know it. |
1585 | */ |
1580 | */ |
1586 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1587 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1588 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1589 | insert_ob_in_ob (skill_obj, op); |
1584 | op->insert (skill_obj); |
1590 | |
1585 | |
1591 | if (player *pl = op->contr) |
1586 | if (player *pl = op->contr) |
1592 | { |
1587 | pl->link_skills (); |
1593 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1594 | if (pl->ns) |
|
|
1595 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1596 | } |
|
|
1597 | |
1588 | |
1598 | return skill_obj; |
1589 | return skill_obj; |
1599 | } |
1590 | } |
1600 | |
1591 | |
1601 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1592 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1720 | * flag is what to do if the player doesn't have the skill: |
1711 | * flag is what to do if the player doesn't have the skill: |
1721 | */ |
1712 | */ |
1722 | static void |
1713 | static void |
1723 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1714 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1724 | { |
1715 | { |
1725 | object *skill_obj = NULL; |
1716 | object *skill_obj; |
1726 | sint64 limit, exp_to_add; |
1717 | sint64 limit, exp_to_add; |
1727 | int i; |
1718 | int i; |
1728 | |
1719 | |
1729 | /* prevents some forms of abuse. */ |
1720 | /* prevents some forms of abuse. */ |
1730 | if (op->contr->braced) |
1721 | if (op->contr->braced) |
… | |
… | |
1733 | /* Try to find the matching skill. |
1724 | /* Try to find the matching skill. |
1734 | * We do a shortcut/time saving mechanism first - see if it matches |
1725 | * We do a shortcut/time saving mechanism first - see if it matches |
1735 | * chosen_skill. This means we don't need to search through |
1726 | * chosen_skill. This means we don't need to search through |
1736 | * the players inventory. |
1727 | * the players inventory. |
1737 | */ |
1728 | */ |
|
|
1729 | skill_obj = 0; |
|
|
1730 | |
1738 | if (skill_name) |
1731 | if (skill_name) |
1739 | { |
1732 | { |
1740 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1733 | skill_obj = op->contr->find_skill (skill_name); |
1741 | skill_obj = op->chosen_skill; |
|
|
1742 | else |
|
|
1743 | { |
|
|
1744 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1745 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1746 | { |
|
|
1747 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1748 | break; |
|
|
1749 | } |
|
|
1750 | |
1734 | |
1751 | /* Player doesn't have the skill. Check to see what to do, and give |
1735 | /* Player doesn't have the skill. Check to see what to do, and give |
1752 | * it to the player if necessary |
1736 | * it to the player if necessary |
1753 | */ |
1737 | */ |
1754 | if (!skill_obj) |
1738 | if (!skill_obj) |
1755 | { |
1739 | { |
1756 | if (flag == SK_EXP_NONE) |
1740 | if (flag == SK_EXP_NONE) |
1757 | return; |
1741 | return; |
|
|
1742 | |
1758 | else if (flag == SK_EXP_ADD_SKILL) |
1743 | if (flag == SK_EXP_ADD_SKILL) |
1759 | give_skill_by_name (op, skill_name); |
1744 | skill_obj = give_skill_by_name (op, skill_name); |
1760 | } |
|
|
1761 | } |
1745 | } |
1762 | } |
1746 | } |
1763 | |
1747 | |
1764 | if (flag != SK_EXP_SKILL_ONLY) |
1748 | if (flag != SK_EXP_SKILL_ONLY) |
1765 | { |
1749 | { |
… | |
… | |
1798 | player_lvl_adj (op, skill_obj); |
1782 | player_lvl_adj (op, skill_obj); |
1799 | } |
1783 | } |
1800 | } |
1784 | } |
1801 | |
1785 | |
1802 | /* This function checks to make sure that object 'op' can |
1786 | /* This function checks to make sure that object 'op' can |
1803 | * lost 'exp' experience. It returns the amount of exp |
1787 | * lose 'exp' experience. It returns the amount of exp |
1804 | * object 'op' can in fact lose - it basically makes |
1788 | * object 'op' can in fact lose - it basically makes |
1805 | * adjustments based on permanent exp and the like. |
1789 | * adjustments based on permanent exp and the like. |
1806 | * This function should always be used for losing experience - |
1790 | * This function should always be used for losing experience - |
1807 | * the 'exp' value passed should be positive - this is the |
1791 | * the 'exp' value passed should be positive - this is the |
1808 | * amount that should get subtract from the player. |
1792 | * amount that should get subtract from the player. |
1809 | */ |
1793 | */ |
1810 | sint64 |
1794 | static sint64 |
1811 | check_exp_loss (const object *op, sint64 exp) |
1795 | check_exp_loss (const object *op, sint64 exp) |
1812 | { |
1796 | { |
1813 | sint64 del_exp; |
1797 | sint64 del_exp; |
1814 | |
1798 | |
1815 | if (exp > op->stats.exp) |
1799 | if (exp > op->stats.exp) |
1816 | exp = op->stats.exp; |
1800 | exp = op->stats.exp; |
|
|
1801 | |
1817 | if (settings.permanent_exp_ratio) |
1802 | if (settings.permanent_exp_ratio) |
1818 | { |
1803 | { |
1819 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1804 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1805 | |
1820 | if (del_exp < 0) |
1806 | if (del_exp < 0) |
1821 | del_exp = 0; |
1807 | del_exp = 0; |
|
|
1808 | |
1822 | if (exp > del_exp) |
1809 | if (exp > del_exp) |
1823 | exp = del_exp; |
1810 | exp = del_exp; |
1824 | } |
1811 | } |
|
|
1812 | |
1825 | return exp; |
1813 | return exp; |
1826 | } |
1814 | } |
1827 | |
1815 | |
1828 | sint64 |
1816 | sint64 |
1829 | check_exp_adjust (const object *op, sint64 exp) |
1817 | check_exp_adjust (const object *op, sint64 exp) |
1830 | { |
1818 | { |
1831 | if (exp < 0) |
1819 | if (exp < 0) |
1832 | return check_exp_loss (op, exp); |
1820 | return check_exp_loss (op, exp); |
1833 | else |
1821 | else |
1834 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1822 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1835 | } |
1823 | } |
1836 | |
|
|
1837 | |
1824 | |
1838 | /* Subtracts experience from player. |
1825 | /* Subtracts experience from player. |
1839 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1826 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1840 | * only subtract from the matching skill. Otherwise, |
1827 | * only subtract from the matching skill. Otherwise, |
1841 | * this subtracts a portion from all |
1828 | * this subtracts a portion from all |
… | |
… | |
1855 | sint64 del_exp; |
1842 | sint64 del_exp; |
1856 | |
1843 | |
1857 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1844 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1858 | if (tmp->type == SKILL && tmp->stats.exp) |
1845 | if (tmp->type == SKILL && tmp->stats.exp) |
1859 | { |
1846 | { |
1860 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1847 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1861 | { |
1848 | { |
1862 | del_exp = check_exp_loss (tmp, exp); |
1849 | del_exp = check_exp_loss (tmp, exp); |
1863 | tmp->stats.exp -= del_exp; |
1850 | tmp->stats.exp -= del_exp; |
1864 | player_lvl_adj (op, tmp); |
1851 | player_lvl_adj (op, tmp); |
1865 | } |
1852 | } |
… | |
… | |
1953 | * amount of permenent experience, whichever gives the lowest loss. |
1940 | * amount of permenent experience, whichever gives the lowest loss. |
1954 | */ |
1941 | */ |
1955 | void |
1942 | void |
1956 | apply_death_exp_penalty (object *op) |
1943 | apply_death_exp_penalty (object *op) |
1957 | { |
1944 | { |
1958 | object *tmp; |
|
|
1959 | sint64 loss; |
1945 | sint64 loss; |
1960 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1946 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1961 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1947 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1962 | |
1948 | |
1963 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1949 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1964 | if (tmp->type == SKILL && tmp->stats.exp) |
1950 | if (tmp->type == SKILL && tmp->stats.exp) |
1965 | { |
1951 | { |
1966 | |
|
|
1967 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1952 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1968 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1953 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1969 | |
1954 | |
1970 | /* With the revised exp system, you can get cases where |
1955 | /* With the revised exp system, you can get cases where |
1971 | * losing several levels would still require that you have more |
1956 | * losing several levels would still require that you have more |
1972 | * exp than you currently have - this is true if the levels |
1957 | * exp than you currently have - this is true if the levels |
1973 | * tables is a lot harder. |
1958 | * tables is a lot harder. |
1974 | */ |
1959 | */ |
1975 | if (level_loss < 0) |
1960 | if (level_loss < 0) |
1976 | level_loss = 0; |
1961 | level_loss = 0; |
1977 | |
1962 | |
1978 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1963 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1979 | |
1964 | |
1980 | tmp->stats.exp -= loss; |
1965 | tmp->stats.exp -= loss; |
1981 | player_lvl_adj (op, tmp); |
1966 | player_lvl_adj (op, tmp); |
1982 | } |
1967 | } |
1983 | |
1968 | |
1984 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1969 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1985 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1970 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1986 | |
1971 | |
1987 | if (level_loss < 0) |
1972 | if (level_loss < 0) |
1988 | level_loss = 0; |
1973 | level_loss = 0; |
|
|
1974 | |
1989 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1975 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1990 | |
1976 | |
1991 | op->stats.exp -= loss; |
1977 | op->stats.exp -= loss; |
1992 | player_lvl_adj (op, NULL); |
1978 | player_lvl_adj (op, NULL); |
1993 | } |
1979 | } |
1994 | |
1980 | |