… | |
… | |
723 | int i, j; |
723 | int i, j; |
724 | 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; |
725 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
729 | float old_speed = speed; |
730 | |
730 | |
731 | /* 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 */ |
732 | if (type == PLAYER) |
732 | if (type == PLAYER) |
733 | { |
733 | { |
… | |
… | |
994 | /* for all skills and skill granting objects */ |
994 | /* for all skills and skill granting objects */ |
995 | case SKILL: |
995 | case SKILL: |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
997 | break; |
997 | break; |
998 | |
998 | |
999 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1000 | wc_obj = tmp; |
|
|
1001 | |
|
|
1002 | if (chosen_skill) |
999 | if (chosen_skill) |
1003 | 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); |
1004 | |
1001 | |
1005 | chosen_skill = tmp; |
1002 | chosen_skill = tmp; |
1006 | |
1003 | |
… | |
… | |
1288 | * improvement every level, now its fighterlevel/5. So |
1285 | * improvement every level, now its fighterlevel/5. So |
1289 | * we give the player a bonus here in wc and dam |
1286 | * we give the player a bonus here in wc and dam |
1290 | * to make up for the change. Note that I left the |
1287 | * to make up for the change. Note that I left the |
1291 | * monster bonus the same as before. -b.t. |
1288 | * monster bonus the same as before. -b.t. |
1292 | */ |
1289 | */ |
|
|
1290 | object *wc_obj = chosen_skill; |
1293 | |
1291 | |
1294 | if (contr && wc_obj && wc_obj->level > 1) |
1292 | if (contr && wc_obj && wc_obj->level > 1) |
1295 | { |
1293 | { |
1296 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1294 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1297 | |
1295 | |
… | |
… | |
1319 | if (settings.search_items && contr->search_str[0]) |
1317 | if (settings.search_items && contr->search_str[0]) |
1320 | speed -= 1; |
1318 | speed -= 1; |
1321 | |
1319 | |
1322 | if (attacktype == 0) |
1320 | if (attacktype == 0) |
1323 | attacktype = arch->clone.attacktype; |
1321 | attacktype = arch->clone.attacktype; |
1324 | |
|
|
1325 | } /* End if player */ |
1322 | } /* End if player */ |
1326 | |
1323 | |
1327 | if (added_speed >= 0) |
1324 | if (added_speed >= 0) |
1328 | speed += added_speed / 10.f; |
1325 | speed += added_speed / 10.f; |
1329 | else /* Something wrong here...: */ |
1326 | else /* Something wrong here...: */ |
… | |
… | |
1363 | * that would just be a real pain to read. |
1360 | * that would just be a real pain to read. |
1364 | */ |
1361 | */ |
1365 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1362 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1366 | float M2 = max_carry[stats.Str] / 100.f; |
1363 | float M2 = max_carry[stats.Str] / 100.f; |
1367 | float W = weapon_weight / 20000.f; |
1364 | float W = weapon_weight / 20000.f; |
1368 | float s = 2 - weapon_speed / 10.f; |
1365 | float s = (20 - weapon_speed) / 10.f; |
1369 | float D = (stats.Dex - 14) / 14.f; |
1366 | float D = (stats.Dex - 14) / 14.f; |
1370 | 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; |
1371 | |
1368 | |
1372 | K *= (4 + level) *1.2f / (6 + level); |
1369 | K *= (4 + level) * 1.2f / (6 + level); |
1373 | |
1370 | |
1374 | if (K <= 0.f) |
1371 | if (K <= 0.01f) |
1375 | K = 0.01f; |
1372 | K = 0.01f; |
1376 | |
1373 | |
1377 | float S = speed / (K * s); |
1374 | float S = speed / (K * s); |
1378 | |
1375 | |
1379 | contr->weapon_sp = S; |
1376 | contr->weapon_sp = S; |
… | |
… | |
1381 | |
1378 | |
1382 | /* 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: */ |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1380 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1381 | stats.dam = arch->clone.stats.dam * 3; |
1385 | |
1382 | |
1386 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1383 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1387 | * should be more than enough - remember, AC is also in 8 bits, |
1384 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1388 | * so its value is the same. |
|
|
1389 | */ |
|
|
1390 | if (wc > 120) |
|
|
1391 | wc = 120; |
|
|
1392 | else if (wc < -120) |
|
|
1393 | wc = -120; |
|
|
1394 | |
|
|
1395 | stats.wc = wc; |
|
|
1396 | |
|
|
1397 | if (ac > 120) |
|
|
1398 | ac = 120; |
|
|
1399 | else if (ac < -120) |
|
|
1400 | ac = -120; |
|
|
1401 | |
|
|
1402 | stats.ac = ac; |
|
|
1403 | |
1385 | |
1404 | /* 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, |
1405 | * give them walking as a default. |
1387 | * give them walking as a default. |
1406 | * 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 |
1407 | * old behaviour - if your flying, your not walking - just |
1389 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1587 | if (!skill_obj) |
1569 | if (!skill_obj) |
1588 | { |
1570 | { |
1589 | 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); |
1590 | return NULL; |
1572 | return NULL; |
1591 | } |
1573 | } |
|
|
1574 | |
1592 | /* clear the flag - exp goes into this bucket, but player |
1575 | /* clear the flag - exp goes into this bucket, but player |
1593 | * still doesn't know it. |
1576 | * still doesn't know it. |
1594 | */ |
1577 | */ |
1595 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1596 | skill_obj->stats.exp = 0; |
1579 | skill_obj->stats.exp = 0; |
… | |
… | |
1980 | player_lvl_adj (op, tmp); |
1963 | player_lvl_adj (op, tmp); |
1981 | } |
1964 | } |
1982 | |
1965 | |
1983 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1984 | 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 | |
1985 | if (level_loss < 0) |
1969 | if (level_loss < 0) |
1986 | level_loss = 0; |
1970 | level_loss = 0; |
1987 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1988 | |
1972 | |
1989 | op->stats.exp -= loss; |
1973 | op->stats.exp -= loss; |