1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
139 | /* |
139 | /* |
140 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
141 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
142 | */ |
142 | */ |
143 | |
143 | |
144 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
145 | |
145 | |
146 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
147 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
148 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
… | |
… | |
156 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
157 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
158 | * -b.t. |
158 | * -b.t. |
159 | */ |
159 | */ |
160 | |
160 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
162 | |
|
|
163 | extern sint64 *levels; |
|
|
164 | |
162 | |
165 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
166 | |
164 | |
167 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
168 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
260 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | * make this macro to clean those up. Not usuable outside change_abil |
261 | * make this macro to clean those up. Not usuable outside change_abil |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
262 | * function since some of the values passed to new_draw_info are hardcoded. |
265 | */ |
263 | */ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
264 | #define DIFF_MSG(flag, msg1, msg2) \ |
267 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
265 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
268 | |
266 | |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
267 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
270 | |
268 | |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
269 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | * the object. |
270 | * the object. |
… | |
… | |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
416 | } |
414 | } |
417 | |
415 | |
418 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
420 | |
|
|
421 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
422 | check_move_on (op, op); |
|
|
423 | } |
418 | } |
424 | |
419 | |
425 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
426 | * originally undead may change their status |
421 | * originally undead may change their status |
427 | */ |
422 | */ |
… | |
… | |
464 | if (op->flag [FLAG_WIZ]) |
459 | if (op->flag [FLAG_WIZ]) |
465 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
466 | else |
461 | else |
467 | { |
462 | { |
468 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
469 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
470 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
471 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
472 | } |
467 | } |
473 | } |
468 | } |
474 | else |
469 | else |
… | |
… | |
476 | if (op->flag [FLAG_WIZ]) |
471 | if (op->flag [FLAG_WIZ]) |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
478 | else |
473 | else |
479 | { |
474 | { |
480 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
481 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
482 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
483 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
484 | } |
479 | } |
485 | } |
480 | } |
486 | } |
481 | } |
… | |
… | |
524 | { |
519 | { |
525 | success = 1; |
520 | success = 1; |
526 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
521 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
527 | } |
522 | } |
528 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
529 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
530 | { |
527 | { |
531 | success = 1; |
528 | success = 1; |
532 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
533 | } |
530 | } |
534 | |
531 | |
535 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
536 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
537 | success = 1; |
535 | success = 1; |
538 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
536 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
539 | } |
537 | } |
540 | |
538 | |
541 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
542 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
543 | { |
541 | { |
544 | success = 1; |
542 | success = 1; |
545 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
543 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
546 | } |
544 | } |
547 | |
545 | |
548 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
549 | { |
547 | { |
550 | success = 1; |
548 | success = 1; |
551 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
550 | } |
552 | } |
551 | } |
553 | |
552 | |
554 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
555 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
556 | { |
555 | { |
… | |
… | |
595 | object::drain_specific_stat (int deplete_stats) |
594 | object::drain_specific_stat (int deplete_stats) |
596 | { |
595 | { |
597 | object *tmp; |
596 | object *tmp; |
598 | archetype *at; |
597 | archetype *at; |
599 | |
598 | |
600 | at = archetype::find (ARCH_DEPLETION); |
599 | at = archetype::find (shstr_depletion); |
601 | if (!at) |
600 | if (!at) |
602 | { |
601 | { |
603 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
604 | return; |
603 | return; |
605 | } |
604 | } |
… | |
… | |
607 | { |
606 | { |
608 | tmp = present_arch_in_ob (at, this); |
607 | tmp = present_arch_in_ob (at, this); |
609 | |
608 | |
610 | if (!tmp) |
609 | if (!tmp) |
611 | { |
610 | { |
612 | tmp = arch_to_object (at); |
611 | tmp = at->instance (); |
613 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
614 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
615 | } |
614 | } |
616 | } |
615 | } |
617 | |
616 | |
618 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
619 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
625 | * via an applied bad_luck object. |
624 | * via an applied bad_luck object. |
626 | */ |
625 | */ |
627 | void |
626 | void |
628 | object::change_luck (int value) |
627 | object::change_luck (int value) |
629 | { |
628 | { |
630 | archetype *at = archetype::find ("luck"); |
629 | archetype *at = archetype::find (shstr_luck); |
631 | if (!at) |
630 | if (!at) |
632 | LOG (llevError, "Couldn't find archetype luck.\n"); |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
633 | else |
632 | else |
634 | { |
633 | { |
635 | object *tmp = present_arch_in_ob (at, this); |
634 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
637 | if (!tmp) |
636 | if (!tmp) |
638 | { |
637 | { |
639 | if (!value) |
638 | if (!value) |
640 | return; |
639 | return; |
641 | |
640 | |
642 | tmp = arch_to_object (at); |
641 | tmp = at->instance (); |
643 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
644 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
645 | } |
644 | } |
646 | |
645 | |
647 | if (value) |
646 | if (value) |
648 | { |
647 | { |
649 | /* Limit the luck value of the bad luck object to +/-100. This |
648 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
702 | sint8 v = arch->stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
703 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
704 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
705 | } |
704 | } |
706 | } |
705 | } |
707 | |
|
|
708 | /* These are the items that currently can change digestion, regeneration, |
|
|
709 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
710 | * list, but other items store other info into stats array. |
|
|
711 | */ |
|
|
712 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
713 | { |
|
|
714 | digest_types () |
|
|
715 | { |
|
|
716 | set (WEAPON); |
|
|
717 | set (BOW); |
|
|
718 | set (ARMOUR); |
|
|
719 | set (HELMET); |
|
|
720 | set (SHIELD); |
|
|
721 | set (RING); |
|
|
722 | set (BOOTS); |
|
|
723 | set (GLOVES); |
|
|
724 | set (AMULET); |
|
|
725 | set (GIRDLE); |
|
|
726 | set (BRACERS); |
|
|
727 | set (CLOAK); |
|
|
728 | set (DISEASE); |
|
|
729 | set (FORCE); |
|
|
730 | set (SKILL); |
|
|
731 | } |
|
|
732 | } digest_types; |
|
|
733 | |
706 | |
734 | static struct copy_flags : object::flags_t |
707 | static struct copy_flags : object::flags_t |
735 | { |
708 | { |
736 | copy_flags () |
709 | copy_flags () |
737 | { |
710 | { |
… | |
… | |
764 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
737 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
738 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
766 | float old_speed = speed; |
739 | float old_speed = speed; |
767 | int stat_sum [NUM_STATS]; |
740 | int stat_sum [NUM_STATS]; |
768 | |
741 | |
|
|
742 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
743 | |
769 | /* First task is to clear all the values back to their original values */ |
744 | /* First task is to clear all the values back to their original values */ |
770 | if (type == PLAYER) |
745 | if (type == PLAYER) |
771 | { |
746 | { |
|
|
747 | contr->delayed_update = false; |
|
|
748 | |
772 | for (int i = 0; i < NUM_STATS; i++) |
749 | for (int i = 0; i < NUM_STATS; i++) |
773 | stat_sum [i] = contr->orig_stats.stat (i); |
750 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | |
751 | |
775 | if (settings.spell_encumbrance == TRUE) |
752 | if (settings.spell_encumbrance == TRUE) |
776 | contr->encumbrance = 0; |
753 | contr->encumbrance = 0; |
… | |
… | |
788 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
765 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
789 | slot[i].used = slot[i].info; |
766 | slot[i].used = slot[i].info; |
790 | |
767 | |
791 | slaying = 0; |
768 | slaying = 0; |
792 | |
769 | |
793 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
770 | if (!this->flag [FLAG_WIZ]) |
794 | { |
|
|
795 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
796 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
797 | } |
771 | { |
|
|
772 | this->clr_flag (FLAG_XRAYS); |
|
|
773 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
774 | } |
798 | |
775 | |
799 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
776 | this->clr_flag (FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_STEALTH); |
777 | this->clr_flag (FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_BLIND); |
778 | this->clr_flag (FLAG_BLIND); |
802 | |
779 | |
803 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
780 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
781 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
782 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
783 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
807 | |
784 | |
808 | path_attuned = arch->path_attuned; |
785 | path_attuned = arch->path_attuned; |
809 | path_repelled = arch->path_repelled; |
786 | path_repelled = arch->path_repelled; |
810 | path_denied = arch->path_denied; |
787 | path_denied = arch->path_denied; |
811 | glow_radius = arch->glow_radius; |
788 | glow_radius = arch->glow_radius; |
812 | move_type = arch->move_type; |
789 | move_type = arch->move_type; |
813 | |
790 | |
814 | chosen_skill = 0; |
|
|
815 | |
|
|
816 | /* initializing resistances from the values in player/monster's |
791 | /* initializing resistances from the values in player/monster's |
817 | * archetype clone |
792 | * archetype clone |
818 | */ |
793 | */ |
819 | memcpy (&resist, &arch->resist, sizeof (resist)); |
794 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | |
795 | |
821 | for (int i = 0; i < NROFATTACKS; i++) |
796 | for (int i = 0; i < NROFATTACKS; i++) |
822 | { |
797 | { |
823 | if (resist[i] > 0) |
798 | if (resist[i] > 0) |
824 | prot[i] = resist[i], vuln[i] = 0; |
799 | prot[i] = resist[i], vuln[i] = 0; |
825 | else |
800 | else |
826 | vuln[i] = -(resist[i]), prot[i] = 0; |
801 | vuln[i] = -resist[i], prot[i] = 0; |
827 | |
802 | |
828 | potion_resist[i] = 0; |
803 | potion_resist[i] = -1000; |
829 | } |
804 | } |
830 | |
805 | |
831 | wc = arch->stats.wc; |
806 | wc = arch->stats.wc; |
832 | stats.dam = arch->stats.dam; |
807 | stats.dam = arch->stats.dam; |
833 | |
808 | |
… | |
… | |
836 | * the fact that maxlevel is factored in could be considered sort of bogus - |
811 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * we should probably give them some bonus and cap it off - otherwise, |
812 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * basically, if a server updates its max level, these playes may find |
813 | * basically, if a server updates its max level, these playes may find |
839 | * that their protection from physical goes down |
814 | * that their protection from physical goes down |
840 | */ |
815 | */ |
841 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
816 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
842 | { |
817 | { |
843 | ac = max (-10, arch->stats.ac - level / 3); |
818 | ac = max (-10, arch->stats.ac - level / 3); |
844 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
819 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | } |
820 | } |
846 | else |
821 | else |
847 | ac = arch->stats.ac; |
822 | ac = arch->stats.ac; |
848 | |
823 | |
849 | stats.luck = arch->stats.luck; |
824 | stats.luck = arch->stats.luck; |
850 | speed = arch->speed; |
825 | speed = arch->speed; |
|
|
826 | |
|
|
827 | chosen_skill = 0; |
851 | |
828 | |
852 | /* OK - we've reset most all the objects attributes to sane values. |
829 | /* OK - we've reset most all the objects attributes to sane values. |
853 | * now go through and make adjustments for what the player has equipped. |
830 | * now go through and make adjustments for what the player has equipped. |
854 | */ |
831 | */ |
855 | for (tmp = inv; tmp; tmp = tmp->below) |
832 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | { |
833 | { |
857 | /* This happens because apply_potion calls change_abil with the potion |
834 | /* This happens because apply_potion calls change_abil with the potion |
858 | * applied so we can tell the player what changed. But change_abil |
835 | * applied so we can tell the player what changed. But change_abil |
859 | * then calls this function. |
836 | * then calls this function. |
860 | */ |
837 | */ |
861 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
838 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
862 | continue; |
839 | continue; |
863 | |
840 | |
864 | glow_radius += tmp->glow_radius; |
841 | glow_radius += tmp->glow_radius; |
865 | |
842 | |
866 | /* For some things, we don't care what is equipped */ |
843 | /* For some things, we don't care what is equipped */ |
… | |
… | |
894 | * up, etc. |
871 | * up, etc. |
895 | */ |
872 | */ |
896 | if ((tmp->flag [FLAG_APPLIED] |
873 | if ((tmp->flag [FLAG_APPLIED] |
897 | && tmp->type != CONTAINER |
874 | && tmp->type != CONTAINER |
898 | && tmp->type != CLOSE_CON) |
875 | && tmp->type != CLOSE_CON) |
899 | || (tmp->type == SKILL |
|
|
900 | && tmp->subtype == SK_PRAYING)) |
876 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
901 | { |
877 | { |
902 | if (type == PLAYER) |
878 | if (type == PLAYER) |
903 | { |
879 | { |
904 | contr->item_power += tmp->item_power; |
880 | contr->item_power += tmp->item_power; |
905 | |
881 | |
906 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
907 | if (tmp != current_weapon |
|
|
908 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
909 | && !tmp->flag [FLAG_CURSED] |
|
|
910 | && !tmp->flag [FLAG_DAMNED]) |
|
|
911 | continue; |
|
|
912 | |
|
|
913 | for (int i = 0; i < NUM_STATS; i++) |
882 | for (int i = 0; i < NUM_STATS; i++) |
914 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
883 | stat_sum [i] += tmp->stats.stat (i); |
915 | |
884 | |
916 | if (digest_types [tmp->type]) |
885 | if (digest_types [tmp->type]) |
917 | { |
886 | { |
918 | contr->digestion += tmp->stats.food; |
887 | contr->digestion += tmp->stats.food; |
919 | contr->gen_hp += tmp->stats.hp; |
888 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
928 | if (tmp->type == WEAPON) |
897 | if (tmp->type == WEAPON) |
929 | current_weapon = tmp; |
898 | current_weapon = tmp; |
930 | } |
899 | } |
931 | |
900 | |
932 | /* Update slots used for items */ |
901 | /* Update slots used for items */ |
933 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
902 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
903 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
935 | slot[i].used += tmp->slot[i].info; |
904 | slot[i].used += tmp->slot[i].info; |
936 | |
905 | |
937 | if (tmp->type == SYMPTOM) |
906 | if (tmp->type == SYMPTOM) |
938 | speed_reduce_from_disease = |
|
|
939 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
907 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
940 | |
908 | |
941 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
909 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
942 | * (Negative protections are calculated exactly like positive.) |
910 | * (Negative protections are calculated exactly like positive.) |
943 | * Resistance from potions are treated special as well. If there's |
911 | * Resistance from potions are treated special as well. If there's |
944 | * more than one potion-effect, the bigger prot.-value is taken. |
912 | * more than one potion-effect, the bigger prot.-value is taken. |
945 | */ |
913 | */ |
946 | if (tmp->type != POTION) |
914 | if (tmp->type == POTION_EFFECT) |
947 | { |
|
|
948 | for (int i = 0; i < NROFATTACKS; i++) |
915 | for (int i = 0; i < NROFATTACKS; i++) |
949 | { |
|
|
950 | /* Potential for cursed potions, in which case we just can use |
|
|
951 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
952 | */ |
|
|
953 | if (tmp->type == POTION_EFFECT) |
|
|
954 | { |
|
|
955 | if (potion_resist[i]) |
|
|
956 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
957 | else |
|
|
958 | potion_resist[i] = tmp->resist[i]; |
916 | max_it (potion_resist[i], tmp->resist[i]); |
959 | } |
917 | else if (tmp->type != POTION) |
|
|
918 | for (int i = 0; i < NROFATTACKS; i++) |
960 | else if (tmp->resist[i] > 0) |
919 | if (tmp->resist[i] > 0) |
961 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
920 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
962 | else if (tmp->resist[i] < 0) |
921 | else if (tmp->resist[i] < 0) |
963 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
922 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
964 | } |
|
|
965 | } |
|
|
966 | |
923 | |
967 | /* There may be other things that should not adjust the attacktype */ |
924 | /* There may be other things that should not adjust the attacktype */ |
968 | if (tmp->type != SYMPTOM) |
925 | if (tmp->type != SYMPTOM) |
969 | { |
926 | { |
970 | attacktype |= tmp->attacktype; |
927 | attacktype |= tmp->attacktype; |
… | |
… | |
975 | stats.luck += tmp->stats.luck; |
932 | stats.luck += tmp->stats.luck; |
976 | } |
933 | } |
977 | |
934 | |
978 | flag |= tmp->flag & copy_flags; |
935 | flag |= tmp->flag & copy_flags; |
979 | |
936 | |
980 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
937 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
981 | SET_FLAG (this, FLAG_UNDEAD); |
938 | this->set_flag (FLAG_UNDEAD); |
982 | |
939 | |
983 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
940 | //TODO: copy_flags? |
|
|
941 | if (tmp->flag [FLAG_MAKE_INVIS]) |
984 | { |
942 | { |
985 | SET_FLAG (this, FLAG_MAKE_INVIS); |
943 | this->set_flag (FLAG_MAKE_INVIS); |
986 | invisible = 1; |
944 | invisible = 1; |
987 | } |
945 | } |
988 | |
946 | |
989 | if (tmp->stats.exp && tmp->type != SKILL) |
947 | if (tmp->stats.exp && tmp->type != SKILL) |
990 | { |
948 | { |
… | |
… | |
997 | added_speed += tmp->stats.exp; |
955 | added_speed += tmp->stats.exp; |
998 | } |
956 | } |
999 | |
957 | |
1000 | switch (tmp->type) |
958 | switch (tmp->type) |
1001 | { |
959 | { |
1002 | #if 0 |
|
|
1003 | case WAND: |
|
|
1004 | case ROD: |
|
|
1005 | case HORN: |
|
|
1006 | if (type != PLAYER || current_weapon == tmp) |
|
|
1007 | chosen_skill = tmp; |
|
|
1008 | break; |
|
|
1009 | #endif |
|
|
1010 | |
|
|
1011 | /* skills modifying the character -b.t. */ |
|
|
1012 | /* for all skills and skill granting objects */ |
|
|
1013 | case SKILL: |
960 | case SKILL: |
1014 | { |
961 | { |
|
|
962 | // some skills will end up here without counting as "applied" |
1015 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
963 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1016 | break; |
964 | break; |
1017 | |
965 | |
1018 | if (chosen_skill) |
966 | if (chosen_skill) |
1019 | { |
967 | { |
1020 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
968 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1022 | |
970 | |
1023 | tmp->flag [FLAG_APPLIED] = false; |
971 | tmp->flag [FLAG_APPLIED] = false; |
1024 | update_stats (); |
972 | update_stats (); |
1025 | return; |
973 | return; |
1026 | } |
974 | } |
1027 | else |
975 | |
1028 | chosen_skill = tmp; |
976 | chosen_skill = tmp; |
1029 | |
977 | |
1030 | if (tmp->stats.dam > 0) |
978 | if (tmp->stats.dam > 0) |
1031 | { /* skill is a 'weapon' */ |
979 | { /* skill is a 'weapon' */ |
1032 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
980 | if (!this->flag [FLAG_READY_WEAPON]) |
1033 | weapon_speed = WEAPON_SPEED (tmp); |
981 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1034 | |
|
|
1035 | if (weapon_speed < 0) |
|
|
1036 | weapon_speed = 0; |
|
|
1037 | |
982 | |
1038 | weapon_weight = tmp->weight; |
983 | weapon_weight = tmp->weight; |
1039 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
984 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1040 | |
985 | |
1041 | if (tmp->magic) |
986 | if (tmp->magic) |
… | |
… | |
1050 | |
995 | |
1051 | if (tmp->stats.ac) |
996 | if (tmp->stats.ac) |
1052 | ac -= tmp->stats.ac + tmp->magic; |
997 | ac -= tmp->stats.ac + tmp->magic; |
1053 | |
998 | |
1054 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
999 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1055 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1000 | contr->encumbrance += 3 * tmp->weight / 1000; |
1056 | } |
1001 | } |
1057 | |
1002 | |
1058 | break; |
1003 | break; |
1059 | |
1004 | |
1060 | case SHIELD: |
1005 | case SHIELD: |
1061 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1006 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1062 | contr->encumbrance += (int) tmp->weight / 2000; |
1007 | contr->encumbrance += tmp->weight / 2000; |
|
|
1008 | //FALLTHROUGH |
1063 | case RING: |
1009 | case RING: |
1064 | case AMULET: |
1010 | case AMULET: |
1065 | case GIRDLE: |
1011 | case GIRDLE: |
1066 | case HELMET: |
1012 | case HELMET: |
1067 | case BOOTS: |
1013 | case BOOTS: |
… | |
… | |
1076 | if (tmp->stats.ac) |
1022 | if (tmp->stats.ac) |
1077 | ac -= tmp->stats.ac + tmp->magic; |
1023 | ac -= tmp->stats.ac + tmp->magic; |
1078 | |
1024 | |
1079 | break; |
1025 | break; |
1080 | |
1026 | |
|
|
1027 | case WAND: |
|
|
1028 | case ROD: |
|
|
1029 | case HORN: |
|
|
1030 | break; |
|
|
1031 | |
1081 | case BOW: |
1032 | case BOW: |
1082 | case WEAPON: |
1033 | case WEAPON: |
1083 | if (type != PLAYER || current_weapon == tmp) |
|
|
1084 | { |
|
|
1085 | wc -= tmp->stats.wc + tmp->magic; |
1034 | wc -= tmp->stats.wc + tmp->magic; |
1086 | |
1035 | |
1087 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1036 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1089 | |
1038 | |
1090 | stats.dam += tmp->stats.dam + tmp->magic; |
1039 | stats.dam += tmp->stats.dam + tmp->magic; |
1091 | weapon_weight = tmp->weight; |
1040 | weapon_weight = tmp->weight; |
1092 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1041 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1093 | |
1042 | |
1094 | if (weapon_speed < 0) |
1043 | if (weapon_speed < 0) |
1095 | weapon_speed = 0; |
1044 | weapon_speed = 0; |
1096 | |
1045 | |
1097 | slaying = tmp->slaying; |
1046 | slaying = tmp->slaying; |
1098 | |
1047 | |
1099 | /* If there is desire that two handed weapons should do |
1048 | /* If there is desire that two handed weapons should do |
1100 | * extra strength damage, this is where the code should |
1049 | * extra strength damage, this is where the code should |
1101 | * go. |
1050 | * go. |
1102 | */ |
1051 | */ |
1103 | |
1052 | |
1104 | if (type == PLAYER) |
1053 | if (type == PLAYER) |
1105 | if (settings.spell_encumbrance) |
1054 | if (settings.spell_encumbrance) |
1106 | contr->encumbrance += tmp->weight * 3 / 1000; |
1055 | contr->encumbrance += tmp->weight * 3 / 1000; |
1107 | } |
|
|
1108 | |
1056 | |
1109 | break; |
1057 | break; |
1110 | |
1058 | |
1111 | case ARMOUR: /* Only the best of these three are used: */ |
1059 | case ARMOUR: /* Only the best of these three are used: */ |
1112 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1060 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1148 | break; |
1096 | break; |
1149 | } /* switch tmp->type */ |
1097 | } /* switch tmp->type */ |
1150 | } /* item is equipped */ |
1098 | } /* item is equipped */ |
1151 | } /* for loop of items */ |
1099 | } /* for loop of items */ |
1152 | |
1100 | |
1153 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1101 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1102 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1103 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | * have generated intermediate values which we now need to assign. |
1104 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1105 | */ |
1158 | |
1106 | |
… | |
… | |
1164 | */ |
1112 | */ |
1165 | for (int i = 0; i < NROFATTACKS; i++) |
1113 | for (int i = 0; i < NROFATTACKS; i++) |
1166 | { |
1114 | { |
1167 | resist[i] = prot[i] - vuln[i]; |
1115 | resist[i] = prot[i] - vuln[i]; |
1168 | |
1116 | |
1169 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1117 | if (potion_resist[i] != -1000 |
|
|
1118 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1170 | resist[i] = potion_resist[i]; |
1119 | resist[i] = potion_resist[i]; |
1171 | } |
1120 | } |
1172 | |
1121 | |
1173 | if (type == PLAYER) |
1122 | if (type == PLAYER) |
1174 | { |
1123 | { |
1175 | // clamp various player stats |
1124 | // clamp various player stats |
1176 | for (int i = 0; i < NUM_STATS; ++i) |
1125 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1126 | stats.stat (i) = stat_sum [i]; |
|
|
1127 | |
|
|
1128 | check_stat_bounds (&stats); |
1178 | |
1129 | |
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1130 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1180 | |
1131 | |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1132 | /* Figure out the players sp/mana/hp totals. */ |
1182 | int pl_level; |
1133 | int pl_level; |
1183 | |
1134 | |
1184 | check_stat_bounds (&(stats)); |
|
|
1185 | pl_level = level; |
|
|
1186 | |
|
|
1187 | if (pl_level < 1) |
|
|
1188 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1135 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1189 | |
1136 | |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1137 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1138 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | */ |
1139 | */ |
1193 | stats.maxhp = 0; |
1140 | stats.maxhp = 0; |
… | |
… | |
1356 | speed *= speed_reduce_from_disease; |
1303 | speed *= speed_reduce_from_disease; |
1357 | |
1304 | |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1305 | /* Put a lower limit on speed. Note with this speed, you move once every |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1306 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1360 | */ |
1307 | */ |
1361 | if (speed < 0.04f && type == PLAYER) |
1308 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1362 | speed = 0.04f; |
|
|
1363 | |
1309 | |
1364 | if (speed != old_speed) |
1310 | if (speed != old_speed) |
1365 | set_speed (speed); |
1311 | set_speed (speed); |
1366 | |
1312 | |
1367 | if (type == PLAYER) |
1313 | if (type == PLAYER) |
… | |
… | |
1402 | if (move_type == 0) |
1348 | if (move_type == 0) |
1403 | move_type = MOVE_WALK; |
1349 | move_type = MOVE_WALK; |
1404 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1350 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1405 | move_type &= ~MOVE_WALK; |
1351 | move_type &= ~MOVE_WALK; |
1406 | |
1352 | |
|
|
1353 | // now apply the new move_type |
|
|
1354 | if (this->move_type != move_type) |
|
|
1355 | change_move_type (move_type); |
|
|
1356 | |
1407 | /* It is quite possible that a player's spell costing might have changed, |
1357 | /* It is quite possible that a player's spell costing might have changed, |
1408 | * so we will check that now. |
1358 | * so we will check that now. |
1409 | */ |
1359 | */ |
1410 | if (type == PLAYER) |
1360 | if (is_player ()) |
1411 | { |
1361 | contr->update_spells (); |
1412 | esrv_update_stats (contr); |
|
|
1413 | esrv_update_spells (contr); |
|
|
1414 | } |
|
|
1415 | |
1362 | |
1416 | // update the mapspace, if we are on a map |
1363 | // update the mapspace, if we are on a map |
1417 | if (!flag [FLAG_REMOVED] && map) |
1364 | if (!flag [FLAG_REMOVED] && map) |
1418 | map->at (x, y).flags_ = 0; |
1365 | map->at (x, y).flags_ = 0; |
1419 | } |
1366 | } |
… | |
… | |
1503 | /* |
1450 | /* |
1504 | * This function is called when a dragon-player gains |
1451 | * This function is called when a dragon-player gains |
1505 | * an overall level. Here, the dragon might gain new abilities |
1452 | * an overall level. Here, the dragon might gain new abilities |
1506 | * or change the ability-focus. |
1453 | * or change the ability-focus. |
1507 | */ |
1454 | */ |
1508 | void |
1455 | static void |
1509 | dragon_level_gain (object *who) |
1456 | dragon_level_gain (object *who) |
1510 | { |
1457 | { |
1511 | object *abil = NULL; /* pointer to dragon ability force */ |
1458 | object *abil = NULL; /* pointer to dragon ability force */ |
1512 | object *skin = NULL; /* pointer to dragon skin force */ |
1459 | object *skin = NULL; /* pointer to dragon skin force */ |
1513 | object *tmp = NULL; /* tmp. object */ |
1460 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1576 | } |
1523 | } |
1577 | |
1524 | |
1578 | /* clear the flag - exp goes into this bucket, but player |
1525 | /* clear the flag - exp goes into this bucket, but player |
1579 | * still doesn't know it. |
1526 | * still doesn't know it. |
1580 | */ |
1527 | */ |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1528 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1582 | skill_obj->stats.exp = 0; |
1529 | skill_obj->stats.exp = 0; |
1583 | skill_obj->level = 1; |
1530 | skill_obj->level = 1; |
1584 | op->insert (skill_obj); |
1531 | op->insert (skill_obj); |
1585 | |
1532 | |
1586 | if (player *pl = op->contr) |
1533 | if (player *pl = op->contr) |
… | |
… | |
1609 | { |
1556 | { |
1610 | changed = true; |
1557 | changed = true; |
1611 | |
1558 | |
1612 | op->level++; |
1559 | op->level++; |
1613 | |
1560 | |
1614 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1561 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1615 | dragon_level_gain (who); |
1562 | dragon_level_gain (who); |
1616 | |
1563 | |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1564 | /* Only roll these if it is the player (who) that gained the level */ |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1565 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1619 | { |
1566 | { |
… | |
… | |
1652 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1599 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1653 | } |
1600 | } |
1654 | } |
1601 | } |
1655 | |
1602 | |
1656 | if (changed) |
1603 | if (changed) |
1657 | { |
1604 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1658 | who->update_stats (); |
|
|
1659 | esrv_update_stats (who->contr); |
|
|
1660 | /* check if the spell data has changed */ |
|
|
1661 | esrv_update_spells (who->contr); |
|
|
1662 | } |
|
|
1663 | } |
1605 | } |
1664 | |
1606 | |
1665 | /* |
1607 | /* |
1666 | * Returns how much experience is needed for a player to become |
1608 | * Returns how much experience is needed for a player to become |
1667 | * the given level. level should really never exceed max_level |
1609 | * the given level. level should really never exceed max_level |
1668 | */ |
1610 | */ |
1669 | |
1611 | |
1670 | sint64 |
1612 | sint64 |
1671 | level_exp (int level, double expmul) |
1613 | level_exp (int level, double expmul) |
1672 | { |
1614 | { |
1673 | if (level > settings.max_level) |
1615 | return expmul * level_to_min_exp (level); |
1674 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1675 | |
|
|
1676 | return (sint64) (expmul * levels[level]); |
|
|
1677 | } |
1616 | } |
1678 | |
1617 | |
1679 | /* |
1618 | /* |
1680 | * Ensure that the permanent experience requirements in an exp object are met. |
1619 | * Ensure that the permanent experience requirements in an exp object are met. |
1681 | * This really just checks 'op to make sure the perm_exp value is within |
1620 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1749 | { |
1688 | { |
1750 | /* Basically, you can never gain more experience in one shot |
1689 | /* Basically, you can never gain more experience in one shot |
1751 | * than half what you need to gain for next level. |
1690 | * than half what you need to gain for next level. |
1752 | */ |
1691 | */ |
1753 | exp_to_add = exp; |
1692 | exp_to_add = exp; |
1754 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1693 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1755 | if (exp_to_add > limit) |
1694 | if (exp_to_add > limit) |
1756 | exp_to_add = limit; |
1695 | exp_to_add = limit; |
1757 | |
1696 | |
1758 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1697 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1759 | if (settings.permanent_exp_ratio) |
1698 | if (settings.permanent_exp_ratio) |
… | |
… | |
1766 | } |
1705 | } |
1767 | |
1706 | |
1768 | if (skill_obj) |
1707 | if (skill_obj) |
1769 | { |
1708 | { |
1770 | exp_to_add = exp; |
1709 | exp_to_add = exp; |
1771 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1710 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1772 | if (exp_to_add > limit) |
1711 | if (exp_to_add > limit) |
1773 | exp_to_add = limit; |
1712 | exp_to_add = limit; |
1774 | |
1713 | |
1775 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1714 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1776 | if (settings.permanent_exp_ratio) |
1715 | if (settings.permanent_exp_ratio) |
… | |
… | |
1789 | * adjustments based on permanent exp and the like. |
1728 | * adjustments based on permanent exp and the like. |
1790 | * This function should always be used for losing experience - |
1729 | * This function should always be used for losing experience - |
1791 | * the 'exp' value passed should be positive - this is the |
1730 | * the 'exp' value passed should be positive - this is the |
1792 | * amount that should get subtract from the player. |
1731 | * amount that should get subtract from the player. |
1793 | */ |
1732 | */ |
1794 | sint64 |
1733 | static sint64 |
1795 | check_exp_loss (const object *op, sint64 exp) |
1734 | check_exp_loss (const object *op, sint64 exp) |
1796 | { |
1735 | { |
1797 | sint64 del_exp; |
1736 | sint64 del_exp; |
1798 | |
1737 | |
1799 | if (exp > op->stats.exp) |
1738 | if (exp > op->stats.exp) |
… | |
… | |
1904 | * worth. |
1843 | * worth. |
1905 | */ |
1844 | */ |
1906 | if (op->type != PLAYER) |
1845 | if (op->type != PLAYER) |
1907 | { |
1846 | { |
1908 | /* Sanity check */ |
1847 | /* Sanity check */ |
1909 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1848 | if (!op->flag [FLAG_ALIVE]) |
1910 | return; |
1849 | return; |
1911 | |
1850 | |
1912 | /* reset exp to max allowed value. We subtract from |
1851 | /* reset exp to max allowed value. We subtract from |
1913 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1852 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1914 | * more than max exp, just return. |
1853 | * more than max exp, just return. |
… | |
… | |
1948 | |
1887 | |
1949 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1888 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1950 | if (tmp->type == SKILL && tmp->stats.exp) |
1889 | if (tmp->type == SKILL && tmp->stats.exp) |
1951 | { |
1890 | { |
1952 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1891 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1953 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1892 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1954 | |
1893 | |
1955 | /* With the revised exp system, you can get cases where |
1894 | /* With the revised exp system, you can get cases where |
1956 | * losing several levels would still require that you have more |
1895 | * losing several levels would still require that you have more |
1957 | * exp than you currently have - this is true if the levels |
1896 | * exp than you currently have - this is true if the levels |
1958 | * tables is a lot harder. |
1897 | * tables is a lot harder. |