… | |
… | |
242 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
243 | { |
243 | { |
244 | stats->stat (attr) += value; |
244 | stats->stat (attr) += value; |
245 | } |
245 | } |
246 | |
246 | |
247 | sint8 & |
|
|
248 | living::stat (int index) |
|
|
249 | { |
|
|
250 | switch (index) |
|
|
251 | { |
|
|
252 | case STR: return Str; |
|
|
253 | case DEX: return Dex; |
|
|
254 | case CON: return Con; |
|
|
255 | case INT: return Int; |
|
|
256 | case WIS: return Wis; |
|
|
257 | case POW: return Pow; |
|
|
258 | case CHA: return Cha; |
|
|
259 | } |
|
|
260 | |
|
|
261 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
262 | static sint8 dummy; |
|
|
263 | return dummy; |
|
|
264 | } |
|
|
265 | |
|
|
266 | sint8 |
|
|
267 | living::stat (int index) const |
|
|
268 | { |
|
|
269 | switch (index) |
|
|
270 | { |
|
|
271 | case STR: return Str; |
|
|
272 | case DEX: return Dex; |
|
|
273 | case CON: return Con; |
|
|
274 | case INT: return Int; |
|
|
275 | case WIS: return Wis; |
|
|
276 | case POW: return Pow; |
|
|
277 | case CHA: return Cha; |
|
|
278 | } |
|
|
279 | |
|
|
280 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
281 | static sint8 dummy; |
|
|
282 | return dummy; |
|
|
283 | } |
|
|
284 | |
|
|
285 | /* |
247 | /* |
286 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
287 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
288 | */ |
250 | */ |
289 | void |
251 | void |
… | |
… | |
761 | int i, j; |
723 | int i, j; |
762 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
763 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | float old_speed = speed; |
729 | float old_speed = speed; |
768 | |
730 | |
769 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
770 | if (type == PLAYER) |
732 | if (type == PLAYER) |
771 | { |
733 | { |
… | |
… | |
977 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
978 | } |
940 | } |
979 | } |
941 | } |
980 | |
942 | |
981 | /* There may be other things that should not adjust the attacktype */ |
943 | /* There may be other things that should not adjust the attacktype */ |
982 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
944 | if (tmp->type != SYMPTOM) |
983 | || current_weapon == tmp) |
|
|
984 | { |
945 | { |
985 | attacktype |= tmp->attacktype; |
946 | attacktype |= tmp->attacktype; |
986 | path_attuned |= tmp->path_attuned; |
947 | path_attuned |= tmp->path_attuned; |
987 | path_repelled |= tmp->path_repelled; |
948 | path_repelled |= tmp->path_repelled; |
988 | path_denied |= tmp->path_denied; |
949 | path_denied |= tmp->path_denied; |
… | |
… | |
1033 | /* for all skills and skill granting objects */ |
994 | /* for all skills and skill granting objects */ |
1034 | case SKILL: |
995 | case SKILL: |
1035 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1036 | break; |
997 | break; |
1037 | |
998 | |
1038 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1039 | wc_obj = tmp; |
|
|
1040 | |
|
|
1041 | if (chosen_skill) |
999 | if (chosen_skill) |
1042 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1000 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1043 | |
1001 | |
1044 | chosen_skill = tmp; |
1002 | chosen_skill = tmp; |
1045 | |
1003 | |
… | |
… | |
1050 | |
1008 | |
1051 | if (weapon_speed < 0) |
1009 | if (weapon_speed < 0) |
1052 | weapon_speed = 0; |
1010 | weapon_speed = 0; |
1053 | |
1011 | |
1054 | weapon_weight = tmp->weight; |
1012 | weapon_weight = tmp->weight; |
1055 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1013 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1056 | |
1014 | |
1057 | if (tmp->magic) |
1015 | if (tmp->magic) |
1058 | stats.dam += tmp->magic; |
1016 | stats.dam += tmp->magic; |
1059 | } |
1017 | } |
1060 | |
1018 | |
… | |
… | |
1264 | stats.maxsp = (sint16)sp_tmp; |
1222 | stats.maxsp = (sint16)sp_tmp; |
1265 | |
1223 | |
1266 | for (i = 11; i <= mana_obj->level; i++) |
1224 | for (i = 11; i <= mana_obj->level; i++) |
1267 | stats.maxsp += 2; |
1225 | stats.maxsp += 2; |
1268 | } |
1226 | } |
|
|
1227 | |
1269 | /* Characters can get their sp supercharged via rune of transferrance */ |
1228 | /* Characters can get their sp supercharged via rune of transferrance */ |
1270 | if (stats.sp > stats.maxsp * 2) |
1229 | if (stats.sp > stats.maxsp * 2) |
1271 | stats.sp = stats.maxsp * 2; |
1230 | stats.sp = stats.maxsp * 2; |
1272 | |
1231 | |
1273 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1232 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1304 | |
1263 | |
1305 | /* two grace points per level after 11 */ |
1264 | /* two grace points per level after 11 */ |
1306 | for (i = 11; i <= grace_obj->level; i++) |
1265 | for (i = 11; i <= grace_obj->level; i++) |
1307 | stats.maxgrace += 2; |
1266 | stats.maxgrace += 2; |
1308 | } |
1267 | } |
|
|
1268 | |
1309 | /* No limit on grace vs maxgrace */ |
1269 | /* No limit on grace vs maxgrace */ |
1310 | |
1270 | |
1311 | if (contr->braced) |
1271 | if (contr->braced) |
1312 | { |
1272 | { |
1313 | ac += 2; |
1273 | ac += 2; |
… | |
… | |
1325 | * improvement every level, now its fighterlevel/5. So |
1285 | * improvement every level, now its fighterlevel/5. So |
1326 | * we give the player a bonus here in wc and dam |
1286 | * we give the player a bonus here in wc and dam |
1327 | * to make up for the change. Note that I left the |
1287 | * to make up for the change. Note that I left the |
1328 | * monster bonus the same as before. -b.t. |
1288 | * monster bonus the same as before. -b.t. |
1329 | */ |
1289 | */ |
|
|
1290 | object *wc_obj = chosen_skill; |
1330 | |
1291 | |
1331 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1292 | if (contr && wc_obj && wc_obj->level > 1) |
1332 | { |
1293 | { |
1333 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1294 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1334 | |
1295 | |
1335 | for (i = 1; i < wc_obj->level; i++) |
1296 | for (i = 1; i < wc_obj->level; i++) |
1336 | { |
1297 | { |
1337 | /* addtional wc every 6 levels */ |
1298 | /* additional wc every 6 levels */ |
1338 | if (!(i % 6)) |
1299 | if (!(i % 6)) |
1339 | wc--; |
1300 | wc--; |
1340 | |
1301 | |
1341 | /* addtional dam every 4 levels. */ |
1302 | /* additional dam every 4 levels. */ |
1342 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1303 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1343 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1304 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1344 | } |
1305 | } |
1345 | } |
1306 | } |
1346 | else |
1307 | else |
… | |
… | |
1356 | if (settings.search_items && contr->search_str[0]) |
1317 | if (settings.search_items && contr->search_str[0]) |
1357 | speed -= 1; |
1318 | speed -= 1; |
1358 | |
1319 | |
1359 | if (attacktype == 0) |
1320 | if (attacktype == 0) |
1360 | attacktype = arch->clone.attacktype; |
1321 | attacktype = arch->clone.attacktype; |
1361 | |
|
|
1362 | } /* End if player */ |
1322 | } /* End if player */ |
1363 | |
1323 | |
1364 | if (added_speed >= 0) |
1324 | if (added_speed >= 0) |
1365 | speed += added_speed / 10.f; |
1325 | speed += added_speed / 10.f; |
1366 | else /* Something wrong here...: */ |
1326 | else /* Something wrong here...: */ |
… | |
… | |
1400 | * that would just be a real pain to read. |
1360 | * that would just be a real pain to read. |
1401 | */ |
1361 | */ |
1402 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1362 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1403 | float M2 = max_carry[stats.Str] / 100.f; |
1363 | float M2 = max_carry[stats.Str] / 100.f; |
1404 | float W = weapon_weight / 20000.f; |
1364 | float W = weapon_weight / 20000.f; |
1405 | float s = 2 - weapon_speed / 10.f; |
1365 | float s = (20 - weapon_speed) / 10.f; |
1406 | float D = (stats.Dex - 14) / 14.f; |
1366 | float D = (stats.Dex - 14) / 14.f; |
1407 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1367 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1408 | |
1368 | |
1409 | K *= (4 + level) *1.2f / (6 + level); |
1369 | K *= (4 + level) * 1.2f / (6 + level); |
1410 | |
1370 | |
1411 | if (K <= 0.f) |
1371 | if (K <= 0.01f) |
1412 | K = 0.01f; |
1372 | K = 0.01f; |
1413 | |
1373 | |
1414 | float S = speed / (K * s); |
1374 | float S = speed / (K * s); |
1415 | |
1375 | |
1416 | contr->weapon_sp = S; |
1376 | contr->weapon_sp = S; |
… | |
… | |
1418 | |
1378 | |
1419 | /* I want to limit the power of small monsters with big weapons: */ |
1379 | /* I want to limit the power of small monsters with big weapons: */ |
1420 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1380 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1421 | stats.dam = arch->clone.stats.dam * 3; |
1381 | stats.dam = arch->clone.stats.dam * 3; |
1422 | |
1382 | |
1423 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1383 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1424 | * should be more than enough - remember, AC is also in 8 bits, |
1384 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1425 | * so its value is the same. |
|
|
1426 | */ |
|
|
1427 | if (wc > 120) |
|
|
1428 | wc = 120; |
|
|
1429 | else if (wc < -120) |
|
|
1430 | wc = -120; |
|
|
1431 | |
|
|
1432 | stats.wc = wc; |
|
|
1433 | |
|
|
1434 | if (ac > 120) |
|
|
1435 | ac = 120; |
|
|
1436 | else if (ac < -120) |
|
|
1437 | ac = -120; |
|
|
1438 | |
|
|
1439 | stats.ac = ac; |
|
|
1440 | |
1385 | |
1441 | /* if for some reason the creature doesn't have any move type, |
1386 | /* if for some reason the creature doesn't have any move type, |
1442 | * give them walking as a default. |
1387 | * give them walking as a default. |
1443 | * The second case is a special case - to more closely mimic the |
1388 | * The second case is a special case - to more closely mimic the |
1444 | * old behaviour - if your flying, your not walking - just |
1389 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1624 | if (!skill_obj) |
1569 | if (!skill_obj) |
1625 | { |
1570 | { |
1626 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1571 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1627 | return NULL; |
1572 | return NULL; |
1628 | } |
1573 | } |
|
|
1574 | |
1629 | /* clear the flag - exp goes into this bucket, but player |
1575 | /* clear the flag - exp goes into this bucket, but player |
1630 | * still doesn't know it. |
1576 | * still doesn't know it. |
1631 | */ |
1577 | */ |
1632 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1633 | skill_obj->stats.exp = 0; |
1579 | skill_obj->stats.exp = 0; |
… | |
… | |
1642 | } |
1588 | } |
1643 | |
1589 | |
1644 | return skill_obj; |
1590 | return skill_obj; |
1645 | } |
1591 | } |
1646 | |
1592 | |
1647 | |
|
|
1648 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1593 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1649 | * whether the player gets more hp, sp and new levels. |
1594 | * whether the player gets more hp, sp and new levels. |
1650 | * Note this this function should only be called for players. Monstes |
1595 | * Note this this function should only be called for players. Monstes |
1651 | * don't really gain levels |
1596 | * don't really gain levels |
1652 | * who is the player, op is what we are checking to gain the level |
1597 | * who is the player, op is what we are checking to gain the level |
… | |
… | |
1662 | |
1607 | |
1663 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1608 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1664 | { |
1609 | { |
1665 | op->level++; |
1610 | op->level++; |
1666 | |
1611 | |
1667 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1612 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1668 | dragon_level_gain (who); |
1613 | dragon_level_gain (who); |
1669 | |
1614 | |
1670 | /* Only roll these if it is the player (who) that gained the level */ |
1615 | /* Only roll these if it is the player (who) that gained the level */ |
1671 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1616 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1672 | { |
1617 | { |
… | |
… | |
1680 | { |
1625 | { |
1681 | if (op->type != PLAYER) |
1626 | if (op->type != PLAYER) |
1682 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1627 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1683 | else |
1628 | else |
1684 | sprintf (buf, "You are now level %d.", op->level); |
1629 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1630 | |
1685 | if (who) |
1631 | if (who) |
1686 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1632 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1687 | } |
1633 | } |
|
|
1634 | |
1688 | player_lvl_adj (who, op); /* To increase more levels */ |
1635 | player_lvl_adj (who, op); /* To increase more levels */ |
1689 | } |
1636 | } |
1690 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1637 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1691 | { |
1638 | { |
1692 | op->level--; |
1639 | op->level--; |
1693 | who->update_stats (); |
1640 | who->update_stats (); |
|
|
1641 | |
1694 | if (op->type != PLAYER) |
1642 | if (op->type != PLAYER) |
1695 | { |
1643 | { |
1696 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1697 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1645 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1698 | } |
1646 | } |
|
|
1647 | |
1699 | player_lvl_adj (who, op); /* To decrease more levels */ |
1648 | player_lvl_adj (who, op); /* To decrease more levels */ |
1700 | } |
1649 | } |
1701 | |
1650 | |
1702 | /* check if the spell data has changed */ |
1651 | /* check if the spell data has changed */ |
1703 | esrv_update_stats (who->contr); |
1652 | esrv_update_stats (who->contr); |
… | |
… | |
2014 | player_lvl_adj (op, tmp); |
1963 | player_lvl_adj (op, tmp); |
2015 | } |
1964 | } |
2016 | |
1965 | |
2017 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2018 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1967 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1968 | |
2019 | if (level_loss < 0) |
1969 | if (level_loss < 0) |
2020 | level_loss = 0; |
1970 | level_loss = 0; |
2021 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2022 | |
1972 | |
2023 | op->stats.exp -= loss; |
1973 | op->stats.exp -= loss; |