1 | |
|
|
2 | /* |
1 | /* |
3 | * static char *rcsid_living_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
|
|
7 | /* |
|
|
8 | CrossFire, A Multiplayer game for X-windows |
|
|
9 | |
|
|
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
11 | * option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
28 | */ |
23 | */ |
29 | |
24 | |
30 | #include <global.h> |
25 | #include <global.h> |
31 | #include <funcpoint.h> |
|
|
32 | |
26 | |
33 | /* Handy little macro that adds exp and keeps it within bounds. Since |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
34 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
28 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
35 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
29 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
36 | */ |
30 | */ |
… | |
… | |
145 | /* |
139 | /* |
146 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
147 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
148 | */ |
142 | */ |
149 | |
143 | |
150 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
151 | |
145 | |
152 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
153 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
154 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
155 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
… | |
… | |
162 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
163 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
164 | * -b.t. |
158 | * -b.t. |
165 | */ |
159 | */ |
166 | |
160 | |
167 | #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) |
168 | |
|
|
169 | #ifndef WIN32 |
|
|
170 | extern uint64 *levels; |
|
|
171 | #else |
|
|
172 | extern sint64 *levels; |
|
|
173 | #endif |
|
|
174 | |
162 | |
175 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
176 | |
164 | |
177 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
178 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
201 | static const char *const drain_msg[NUM_STATS] = { |
189 | static const char *const drain_msg[NUM_STATS] = { |
202 | "Oh no! You are weakened!", |
190 | "Oh no! You are weakened!", |
203 | "You're feeling clumsy!", |
191 | "You're feeling clumsy!", |
204 | "You feel less healthy", |
192 | "You feel less healthy", |
205 | "You suddenly begin to lose your memory!", |
193 | "You suddenly begin to lose your memory!", |
|
|
194 | "Watch out, your mind is going!", |
|
|
195 | "Your spirit feels drained!", |
206 | "Your face gets distorted!", |
196 | "Your face gets distorted!", |
207 | "Watch out, your mind is going!", |
|
|
208 | "Your spirit feels drained!" |
|
|
209 | }; |
197 | }; |
210 | const char *const restore_msg[NUM_STATS] = { |
198 | const char *const restore_msg[NUM_STATS] = { |
211 | "You feel your strength return.", |
199 | "You feel your strength return.", |
212 | "You feel your agility return.", |
200 | "You feel your agility return.", |
213 | "You feel your health return.", |
201 | "You feel your health return.", |
|
|
202 | "You feel your memory return.", |
214 | "You feel your wisdom return.", |
203 | "You feel your wisdom return.", |
|
|
204 | "You feel your spirits return.", |
215 | "You feel your charisma return.", |
205 | "You feel your charisma return.", |
216 | "You feel your memory return.", |
|
|
217 | "You feel your spirits return." |
|
|
218 | }; |
206 | }; |
219 | const char *const gain_msg[NUM_STATS] = { |
207 | const char *const gain_msg[NUM_STATS] = { |
220 | "You feel stronger.", |
208 | "You feel stronger.", |
221 | "You feel more agile.", |
209 | "You feel more agile.", |
222 | "You feel healthy.", |
210 | "You feel healthy.", |
|
|
211 | "You feel smarter.", |
223 | "You feel wiser.", |
212 | "You feel wiser.", |
|
|
213 | "You feel more potent.", |
224 | "You seem to look better.", |
214 | "You seem to look better.", |
225 | "You feel smarter.", |
|
|
226 | "You feel more potent." |
|
|
227 | }; |
215 | }; |
228 | const char *const lose_msg[NUM_STATS] = { |
216 | const char *const lose_msg[NUM_STATS] = { |
229 | "You feel weaker!", |
217 | "You feel weaker!", |
230 | "You feel clumsy!", |
218 | "You feel clumsy!", |
231 | "You feel less healthy!", |
219 | "You feel less healthy!", |
|
|
220 | "You feel stupid!", |
232 | "You lose some of your memory!", |
221 | "You lose some of your memory!", |
|
|
222 | "You feel less potent!", |
233 | "You look ugly!", |
223 | "You look ugly!", |
234 | "You feel stupid!", |
|
|
235 | "You feel less potent!" |
|
|
236 | }; |
224 | }; |
237 | |
225 | |
238 | const char *const statname[NUM_STATS] = { |
226 | const char *const statname[NUM_STATS] = { |
239 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
227 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
240 | }; |
228 | }; |
241 | |
229 | |
242 | const char *const short_stat_name[NUM_STATS] = { |
230 | const char *const short_stat_name[NUM_STATS] = { |
243 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
231 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
244 | }; |
232 | }; |
245 | |
|
|
246 | /* |
|
|
247 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
248 | * what attr is (STR to POW). |
|
|
249 | */ |
|
|
250 | |
|
|
251 | void |
|
|
252 | set_attr_value (living * stats, int attr, sint8 value) |
|
|
253 | { |
|
|
254 | switch (attr) |
|
|
255 | { |
|
|
256 | case STR: |
|
|
257 | stats->Str = value; |
|
|
258 | break; |
|
|
259 | case DEX: |
|
|
260 | stats->Dex = value; |
|
|
261 | break; |
|
|
262 | case CON: |
|
|
263 | stats->Con = value; |
|
|
264 | break; |
|
|
265 | case WIS: |
|
|
266 | stats->Wis = value; |
|
|
267 | break; |
|
|
268 | case POW: |
|
|
269 | stats->Pow = value; |
|
|
270 | break; |
|
|
271 | case CHA: |
|
|
272 | stats->Cha = value; |
|
|
273 | break; |
|
|
274 | case INT: |
|
|
275 | stats->Int = value; |
|
|
276 | break; |
|
|
277 | } |
|
|
278 | } |
|
|
279 | |
233 | |
280 | /* |
234 | /* |
281 | * Like set_attr_value(), but instead the value (which can be negative) |
235 | * Like set_attr_value(), but instead the value (which can be negative) |
282 | * is added to the specified stat. |
236 | * is added to the specified stat. |
283 | */ |
237 | */ |
284 | |
|
|
285 | void |
238 | void |
286 | change_attr_value (living * stats, int attr, sint8 value) |
239 | change_attr_value (living *stats, int attr, sint8 value) |
287 | { |
240 | { |
288 | if (value == 0) |
241 | stats->stat (attr) += value; |
289 | return; |
|
|
290 | switch (attr) |
|
|
291 | { |
|
|
292 | case STR: |
|
|
293 | stats->Str += value; |
|
|
294 | break; |
|
|
295 | case DEX: |
|
|
296 | stats->Dex += value; |
|
|
297 | break; |
|
|
298 | case CON: |
|
|
299 | stats->Con += value; |
|
|
300 | break; |
|
|
301 | case WIS: |
|
|
302 | stats->Wis += value; |
|
|
303 | break; |
|
|
304 | case POW: |
|
|
305 | stats->Pow += value; |
|
|
306 | break; |
|
|
307 | case CHA: |
|
|
308 | stats->Cha += value; |
|
|
309 | break; |
|
|
310 | case INT: |
|
|
311 | stats->Int += value; |
|
|
312 | break; |
|
|
313 | default: |
|
|
314 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
315 | } |
|
|
316 | } |
|
|
317 | |
|
|
318 | /* |
|
|
319 | * returns the specified stat. See also set_attr_value(). |
|
|
320 | */ |
|
|
321 | |
|
|
322 | sint8 |
|
|
323 | get_attr_value (const living * stats, int attr) |
|
|
324 | { |
|
|
325 | switch (attr) |
|
|
326 | { |
|
|
327 | case STR: |
|
|
328 | return (stats->Str); |
|
|
329 | case DEX: |
|
|
330 | return (stats->Dex); |
|
|
331 | case CON: |
|
|
332 | return (stats->Con); |
|
|
333 | case WIS: |
|
|
334 | return (stats->Wis); |
|
|
335 | case CHA: |
|
|
336 | return (stats->Cha); |
|
|
337 | case INT: |
|
|
338 | return (stats->Int); |
|
|
339 | case POW: |
|
|
340 | return (stats->Pow); |
|
|
341 | } |
|
|
342 | return 0; |
|
|
343 | } |
242 | } |
344 | |
243 | |
345 | /* |
244 | /* |
346 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
245 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
347 | * 1-30 stat limit. |
246 | * 1-30 stat limit. |
348 | */ |
247 | */ |
349 | |
|
|
350 | void |
248 | void |
351 | check_stat_bounds (living * stats) |
249 | check_stat_bounds (living *stats) |
352 | { |
250 | { |
353 | int i, v; |
|
|
354 | |
|
|
355 | for (i = 0; i < NUM_STATS; i++) |
251 | for (int i = 0; i < NUM_STATS; i++) |
356 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
252 | { |
357 | set_attr_value (stats, i, MAX_STAT); |
253 | sint8 &v = stats->stat (i); |
358 | else if (v < MIN_STAT) |
254 | v = clamp (v, MIN_STAT, MAX_STAT); |
359 | set_attr_value (stats, i, MIN_STAT); |
255 | } |
360 | } |
256 | } |
361 | |
257 | |
362 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
258 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
363 | |
259 | |
364 | /* 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, |
365 | * 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 |
366 | * 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. |
367 | */ |
263 | */ |
368 | #define DIFF_MSG(flag, msg1, msg2) \ |
264 | #define DIFF_MSG(flag, msg1, msg2) \ |
369 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
265 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
370 | |
266 | |
371 | /* 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. */ |
372 | |
268 | |
373 | /* 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 |
374 | * the object. |
270 | * the object. |
375 | * It is the calling functions responsibilty to check to see if the object |
271 | * It is the calling functions responsibilty to check to see if the object |
376 | * can be applied or not. |
272 | * can be applied or not. |
377 | * The main purpose of calling this function is the messages that are |
273 | * The main purpose of calling this function is the messages that are |
378 | * displayed - fix_player should really always be called after this when |
274 | * displayed - update_stats should really always be called after this when |
379 | * removing an object - that is because it is impossible to know if some object |
275 | * removing an object - that is because it is impossible to know if some object |
380 | * is the only source of an attacktype or spell attunement, so this function |
276 | * is the only source of an attacktype or spell attunement, so this function |
381 | * will clear the bits, but the player may still have some other object |
277 | * will clear the bits, but the player may still have some other object |
382 | * that gives them that ability. |
278 | * that gives them that ability. |
383 | */ |
279 | */ |
384 | int |
280 | int |
385 | change_abil (object *op, object *tmp) |
281 | change_abil (object *op, object *tmp) |
386 | { |
282 | { |
387 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
283 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
284 | int success = 0; |
388 | char message[MAX_BUF]; |
285 | char message[MAX_BUF]; |
389 | int potion_max = 0; |
286 | int potion_max = 0; |
390 | |
287 | |
391 | /* remember what object was like before it was changed. note that |
288 | // keep some stats for comparison purposes |
392 | * refop is a local copy of op only to be used for detecting changes |
289 | object::flags_t prev_flag = op->flag; |
393 | * found by fix_player. refop is not a real object |
290 | MoveType prev_move_type = op->move_type; |
394 | */ |
291 | sint16 prev_resist [NROFATTACKS]; // clumsy |
395 | object_pod refop = *op; |
292 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
293 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
396 | |
294 | |
397 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
398 | { |
296 | { |
399 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
400 | { |
298 | { |
401 | potion_max = 1; |
299 | potion_max = 1; |
|
|
300 | |
402 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
403 | { |
302 | { |
404 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
405 | |
304 | int i = tmp->stats.stat (j); |
406 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
407 | i = get_attr_value (&(tmp->stats), j); |
|
|
408 | |
305 | |
409 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
410 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
411 | |
308 | |
412 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. There is the potential for potions |
413 | * potions do so right now, there is the potential for potions |
|
|
414 | * that adjust that stat by more than one point, so we need |
310 | * that adjust that stat by more than one point, so we need |
415 | * to allow for that. |
311 | * to allow for that. |
416 | */ |
312 | */ |
417 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
418 | nstat = 1; |
314 | nstat = 1; |
419 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
420 | { |
316 | nstat = 20 + op->arch->stats.stat (j); |
421 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | |
422 | } |
|
|
423 | if (nstat != ostat) |
318 | if (nstat != ostat) |
424 | { |
319 | { |
425 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
320 | op->contr->orig_stats.stat (j) = nstat; |
426 | potion_max = 0; |
321 | potion_max = 0; |
427 | } |
322 | } |
428 | else if (i) |
323 | else if (i) |
429 | { |
324 | { |
430 | /* potion is useless - player has already hit the natural maximum */ |
325 | /* potion is useless - player has already hit the natural maximum */ |
431 | potion_max = 1; |
326 | potion_max = 1; |
432 | } |
327 | } |
433 | } |
328 | } |
|
|
329 | |
434 | /* This section of code ups the characters normal stats also. I am not |
330 | /* This section of code ups the characters normal stats also. I am not |
435 | * sure if this is strictly necessary, being that fix_player probably |
331 | * sure if this is strictly necessary, being that fix_player probably |
436 | * recalculates this anyway. |
332 | * recalculates this anyway. |
437 | */ |
333 | */ |
438 | for (j = 0; j < NUM_STATS; j++) |
334 | for (int j = 0; j < NUM_STATS; j++) |
439 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
335 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
|
|
336 | |
440 | check_stat_bounds (&(op->stats)); |
337 | check_stat_bounds (&op->stats); |
441 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
442 | } |
339 | } |
443 | |
340 | |
444 | /* reset attributes that fix_player doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
445 | * everything to set |
342 | * everything to set |
446 | */ |
343 | */ |
447 | if (flag == -1) |
344 | if (flag == -1) |
448 | { |
345 | { |
449 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
450 | op->path_attuned &= ~tmp->path_attuned; |
347 | op->path_attuned &= ~tmp->path_attuned; |
451 | op->path_repelled &= ~tmp->path_repelled; |
348 | op->path_repelled &= ~tmp->path_repelled; |
452 | op->path_denied &= ~tmp->path_denied; |
349 | op->path_denied &= ~tmp->path_denied; |
453 | /* Presuming here that creatures only have move_type, |
350 | /* Presuming here that creatures only have move_type, |
454 | * and not the other move_ fields. |
351 | * and not the other move_ fields. |
455 | */ |
352 | */ |
456 | op->move_type &= ~tmp->move_type; |
353 | op->move_type &= ~tmp->move_type; |
457 | } |
354 | } |
458 | |
355 | |
459 | /* call fix_player since op object could have whatever attribute due |
356 | /* call fix_player since op object could have whatever attribute due |
460 | * to multiple items. if fix_player always has to be called after |
357 | * to multiple items. if update_stats always has to be called after |
461 | * change_ability then might as well call it from here |
358 | * change_ability then might as well call it from here |
462 | */ |
359 | */ |
463 | fix_player (op); |
360 | op->update_stats (); |
464 | |
361 | |
465 | /* Fix player won't add the bows ability to the player, so don't |
362 | /* update_stats won't add the bows ability to the player, so don't |
466 | * print out message if this is a bow. |
363 | * print out message if this is a bow. |
467 | */ |
364 | */ |
468 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
365 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
469 | { |
366 | { |
470 | success = 1; |
367 | success = 1; |
471 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
368 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
472 | } |
369 | } |
473 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
370 | |
|
|
371 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
474 | { |
372 | { |
475 | success = 1; |
373 | success = 1; |
476 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
374 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
477 | } |
375 | } |
478 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
376 | |
|
|
377 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
479 | { |
378 | { |
480 | success = 1; |
379 | success = 1; |
481 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
380 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
482 | } |
381 | } |
483 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
382 | |
|
|
383 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
484 | { |
384 | { |
485 | success = 1; |
385 | success = 1; |
486 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
386 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
487 | } |
387 | } |
|
|
388 | |
488 | /* movement type has changed. We don't care about cases where |
389 | /* movement type has changed. We don't care about cases where |
489 | * user has multiple items giving the same type appled like we |
390 | * user has multiple items giving the same type appled like we |
490 | * used to - that is more work than what we gain, plus messages |
391 | * used to - that is more work than what we gain, plus messages |
491 | * can be misleading (a little higher could be miscontrued from |
392 | * can be misleading (a little higher could be miscontrued from |
492 | * from fly high) |
393 | * from fly high) |
493 | */ |
394 | */ |
494 | if (tmp->move_type && op->move_type != refop.move_type) |
395 | if (tmp->move_type && op->move_type != prev_move_type) |
495 | { |
396 | { |
496 | success = 1; |
397 | success = 1; |
497 | |
398 | |
498 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
399 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
499 | * status doesn't make a difference if you are flying high |
400 | * status doesn't make a difference if you are flying high |
500 | */ |
401 | */ |
501 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
402 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
502 | { |
403 | { |
503 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
404 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
504 | } |
405 | } |
505 | |
406 | |
506 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
507 | { |
408 | { |
508 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* double conditional - second case covers if you have move_fly_low - |
509 | * in that case, you don't actually land |
410 | * in that case, you don't actually land |
510 | */ |
411 | */ |
511 | DIFF_MSG (flag, "You soar into the air air!.", |
412 | DIFF_MSG (flag, "You soar into the air!", |
512 | (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.")); |
513 | } |
414 | } |
|
|
415 | |
514 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
515 | 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"); |
516 | |
|
|
517 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
518 | check_move_on (op, op); |
|
|
519 | } |
418 | } |
520 | |
419 | |
521 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
522 | * originally undead may change their status |
421 | * originally undead may change their status |
523 | */ |
422 | */ |
524 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
423 | if (!op->arch->flag [FLAG_UNDEAD]) |
525 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
424 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
526 | { |
425 | { |
527 | success = 1; |
426 | success = 1; |
528 | if (flag > 0) |
427 | if (flag > 0) |
529 | { |
428 | { |
530 | op->race = "undead"; |
429 | op->race = "undead"; |
531 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
430 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
532 | } |
431 | } |
533 | else |
432 | else |
534 | { |
433 | { |
535 | op->race = op->arch->clone.race; |
434 | op->race = op->arch->race; |
536 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
435 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
537 | } |
436 | } |
538 | } |
437 | } |
539 | |
438 | |
540 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
439 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
541 | { |
440 | { |
542 | success = 1; |
441 | success = 1; |
543 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
442 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
544 | } |
443 | } |
545 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
444 | |
|
|
445 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
546 | { |
446 | { |
547 | success = 1; |
447 | success = 1; |
548 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
448 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
549 | } |
449 | } |
|
|
450 | |
550 | /* blinded you can tell if more blinded since blinded player has minimal |
451 | /* blinded you can tell if more blinded since blinded player has minimal |
551 | * vision |
452 | * vision |
552 | */ |
453 | */ |
553 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
454 | if (tmp->flag [FLAG_BLIND]) |
554 | { |
455 | { |
555 | success = 1; |
456 | success = 1; |
556 | if (flag > 0) |
457 | if (flag > 0) |
557 | { |
458 | { |
558 | if (QUERY_FLAG (op, FLAG_WIZ)) |
459 | if (op->flag [FLAG_WIZ]) |
559 | 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."); |
560 | else |
461 | else |
561 | { |
462 | { |
562 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
563 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
564 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
565 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
566 | } |
467 | } |
567 | } |
468 | } |
568 | else |
469 | else |
569 | { |
470 | { |
570 | if (QUERY_FLAG (op, FLAG_WIZ)) |
471 | if (op->flag [FLAG_WIZ]) |
571 | 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."); |
572 | else |
473 | else |
573 | { |
474 | { |
574 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
575 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
576 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
577 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
578 | } |
479 | } |
579 | } |
480 | } |
580 | } |
481 | } |
581 | |
482 | |
582 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
483 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
583 | { |
484 | { |
584 | success = 1; |
485 | success = 1; |
585 | if (op->type == PLAYER) |
486 | if (op->type == PLAYER) |
586 | op->contr->do_los = 1; |
487 | op->contr->do_los = 1; |
587 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
488 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
588 | } |
489 | } |
589 | |
490 | |
590 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
491 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
591 | { |
492 | { |
592 | success = 1; |
493 | success = 1; |
593 | if (flag > 0) |
494 | if (flag > 0) |
594 | { |
495 | { |
595 | if (QUERY_FLAG (op, FLAG_WIZ)) |
496 | if (op->flag [FLAG_WIZ]) |
596 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
497 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
597 | else |
498 | else |
598 | { |
499 | { |
599 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
600 | if (op->type == PLAYER) |
501 | if (op->type == PLAYER) |
601 | op->contr->do_los = 1; |
502 | op->contr->do_los = 1; |
602 | } |
503 | } |
603 | } |
504 | } |
604 | else |
505 | else |
605 | { |
506 | { |
606 | if (QUERY_FLAG (op, FLAG_WIZ)) |
507 | if (op->flag [FLAG_WIZ]) |
607 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
508 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
608 | else |
509 | else |
609 | { |
510 | { |
610 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
611 | if (op->type == PLAYER) |
512 | if (op->type == PLAYER) |
… | |
… | |
618 | { |
519 | { |
619 | success = 1; |
520 | success = 1; |
620 | 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."); |
621 | } |
522 | } |
622 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
623 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
624 | { |
527 | { |
625 | success = 1; |
528 | success = 1; |
626 | 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!"); |
627 | } |
530 | } |
628 | |
531 | |
629 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
630 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
631 | success = 1; |
535 | success = 1; |
632 | 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."); |
633 | } |
537 | } |
634 | |
538 | |
635 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
636 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
637 | { |
541 | { |
638 | success = 1; |
542 | success = 1; |
639 | 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."); |
640 | } |
544 | } |
641 | |
545 | |
642 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
643 | { |
547 | { |
644 | success = 1; |
548 | success = 1; |
645 | 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 | } |
646 | } |
551 | } |
647 | |
552 | |
648 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
649 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
650 | { |
555 | { |
651 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
652 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
653 | |
558 | |
654 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
655 | { |
560 | { |
656 | success = 1; |
561 | success = 1; |
|
|
562 | |
657 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
658 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
659 | else |
565 | else |
660 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
661 | |
567 | |
662 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
663 | } |
569 | } |
664 | } |
570 | } |
665 | |
571 | |
666 | if (tmp->type != EXPERIENCE && !potion_max) |
572 | if (!potion_max) |
667 | { |
|
|
668 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
669 | { |
574 | if (int i = tmp->stats.stat (j)) |
670 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
|
|
671 | { |
575 | { |
672 | success = 1; |
576 | success = 1; |
673 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
674 | } |
578 | } |
675 | } |
579 | |
676 | } |
|
|
677 | return success; |
580 | return success; |
678 | } |
581 | } |
679 | |
582 | |
680 | /* |
583 | /* |
681 | * Stat draining by Vick 930307 |
584 | * Stat draining by Vick 930307 |
682 | * (Feeling evil, I made it work as well now. -Frank 8) |
585 | * (Feeling evil, I made it work as well now. -Frank 8) |
683 | */ |
586 | */ |
684 | |
|
|
685 | void |
587 | void |
686 | drain_stat (object *op) |
588 | object::drain_stat () |
687 | { |
589 | { |
688 | drain_specific_stat (op, RANDOM () % NUM_STATS); |
590 | drain_specific_stat (rndm (NUM_STATS)); |
689 | } |
591 | } |
690 | |
592 | |
691 | void |
593 | void |
692 | drain_specific_stat (object *op, int deplete_stats) |
594 | object::drain_specific_stat (int deplete_stats) |
693 | { |
595 | { |
694 | object *tmp; |
596 | object *tmp; |
695 | archetype *at; |
597 | archetype *at; |
696 | |
598 | |
697 | at = find_archetype (ARCH_DEPLETION); |
599 | at = archetype::find (shstr_depletion); |
698 | if (!at) |
600 | if (!at) |
699 | { |
601 | { |
700 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
701 | return; |
603 | return; |
702 | } |
604 | } |
703 | else |
605 | else |
704 | { |
606 | { |
705 | tmp = present_arch_in_ob (at, op); |
607 | tmp = present_arch_in_ob (at, this); |
|
|
608 | |
706 | if (!tmp) |
609 | if (!tmp) |
707 | { |
610 | { |
708 | tmp = arch_to_object (at); |
611 | tmp = at->instance (); |
709 | tmp = insert_ob_in_ob (tmp, op); |
612 | tmp = insert_ob_in_ob (tmp, this); |
710 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
711 | } |
614 | } |
712 | } |
615 | } |
713 | |
616 | |
714 | new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
715 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
716 | fix_player (op); |
619 | update_stats (); |
717 | } |
620 | } |
718 | |
621 | |
719 | /* |
622 | /* |
720 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
623 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
721 | * via an applied bad_luck object. |
624 | * via an applied bad_luck object. |
722 | */ |
625 | */ |
723 | |
|
|
724 | void |
626 | void |
725 | change_luck (object *op, int value) |
627 | object::change_luck (int value) |
726 | { |
628 | { |
727 | object *tmp; |
629 | archetype *at = archetype::find (shstr_luck); |
728 | archetype *at; |
|
|
729 | int new_luck; |
|
|
730 | |
|
|
731 | at = find_archetype ("luck"); |
|
|
732 | if (!at) |
630 | if (!at) |
733 | LOG (llevError, "Couldn't find archetype luck.\n"); |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
734 | else |
632 | else |
735 | { |
633 | { |
736 | tmp = present_arch_in_ob (at, op); |
634 | object *tmp = present_arch_in_ob (at, this); |
|
|
635 | |
737 | if (!tmp) |
636 | if (!tmp) |
738 | { |
637 | { |
739 | if (!value) |
638 | if (!value) |
740 | return; |
639 | return; |
741 | tmp = arch_to_object (at); |
640 | |
|
|
641 | tmp = at->instance (); |
742 | tmp = insert_ob_in_ob (tmp, op); |
642 | tmp = insert_ob_in_ob (tmp, this); |
743 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
744 | } |
644 | } |
|
|
645 | |
745 | if (value) |
646 | if (value) |
746 | { |
647 | { |
747 | /* 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 |
748 | * (arbitrary) value prevents overflows (both in the bad luck object and |
649 | * (arbitrary) value prevents overflows (both in the bad luck object and |
749 | * in op itself). |
650 | * in op itself). |
750 | */ |
651 | */ |
751 | new_luck = tmp->stats.luck + value; |
652 | int new_luck = tmp->stats.luck + value; |
|
|
653 | |
752 | if (new_luck >= -100 && new_luck <= 100) |
654 | if (new_luck >= -100 && new_luck <= 100) |
753 | { |
655 | { |
754 | op->stats.luck += value; |
656 | stats.luck += value; |
755 | tmp->stats.luck = new_luck; |
657 | tmp->stats.luck = new_luck; |
756 | } |
658 | } |
757 | } |
659 | } |
758 | else |
660 | else |
759 | { |
661 | { |
760 | if (!tmp->stats.luck) |
662 | if (!tmp->stats.luck) |
761 | { |
|
|
762 | return; |
663 | return; |
763 | } |
664 | |
764 | /* Randomly change the players luck. Basically, we move it |
665 | /* Randomly change the players luck. Basically, we move it |
765 | * back neutral (if greater>0, subtract, otherwise add) |
666 | * back neutral (if greater>0, subtract, otherwise add) |
766 | */ |
667 | */ |
767 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
668 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
768 | { |
669 | { |
769 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
670 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
770 | |
671 | |
771 | op->stats.luck += diff; |
672 | stats.luck += diff; |
772 | tmp->stats.luck += diff; |
673 | tmp->stats.luck += diff; |
773 | } |
674 | } |
774 | } |
675 | } |
775 | } |
676 | } |
776 | } |
677 | } |
777 | |
678 | |
778 | /* |
679 | /* |
779 | * Subtracts stat-bonuses given by the class which the player has chosen. |
680 | * Subtracts stat-bonuses given by the class which the player has chosen. |
780 | */ |
681 | */ |
781 | |
|
|
782 | void |
682 | void |
783 | remove_statbonus (object *op) |
683 | object::remove_statbonus () |
784 | { |
684 | { |
785 | op->stats.Str -= op->arch->clone.stats.Str; |
685 | for (int i = 0; i < NUM_STATS; ++i) |
786 | op->stats.Dex -= op->arch->clone.stats.Dex; |
686 | { |
787 | op->stats.Con -= op->arch->clone.stats.Con; |
687 | sint8 v = arch->stats.stat (i); |
788 | op->stats.Wis -= op->arch->clone.stats.Wis; |
688 | stats.stat (i) -= v; |
789 | op->stats.Pow -= op->arch->clone.stats.Pow; |
689 | contr->orig_stats.stat (i) -= v; |
790 | op->stats.Cha -= op->arch->clone.stats.Cha; |
690 | } |
791 | op->stats.Int -= op->arch->clone.stats.Int; |
|
|
792 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
|
|
793 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
|
|
794 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
|
|
795 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
|
|
796 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
|
|
797 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
|
|
798 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
|
|
799 | } |
691 | } |
800 | |
692 | |
801 | /* |
693 | /* |
802 | * Adds stat-bonuses given by the class which the player has chosen. |
694 | * Adds stat-bonuses given by the class which the player has chosen. |
803 | */ |
695 | */ |
804 | |
|
|
805 | void |
696 | void |
806 | add_statbonus (object *op) |
697 | object::add_statbonus () |
807 | { |
698 | { |
808 | op->stats.Str += op->arch->clone.stats.Str; |
699 | for (int i = 0; i < NUM_STATS; ++i) |
809 | op->stats.Dex += op->arch->clone.stats.Dex; |
700 | { |
810 | op->stats.Con += op->arch->clone.stats.Con; |
701 | sint8 v = arch->stats.stat (i); |
811 | op->stats.Wis += op->arch->clone.stats.Wis; |
702 | stats.stat (i) += v; |
812 | op->stats.Pow += op->arch->clone.stats.Pow; |
703 | contr->orig_stats.stat (i) += v; |
813 | op->stats.Cha += op->arch->clone.stats.Cha; |
704 | } |
814 | op->stats.Int += op->arch->clone.stats.Int; |
|
|
815 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
|
|
816 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
|
|
817 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
|
|
818 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
|
|
819 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
|
|
820 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
|
|
821 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
|
|
822 | } |
705 | } |
|
|
706 | |
|
|
707 | static struct copy_flags : object::flags_t |
|
|
708 | { |
|
|
709 | copy_flags () |
|
|
710 | { |
|
|
711 | set (FLAG_LIFESAVE); |
|
|
712 | set (FLAG_REFL_SPELL); |
|
|
713 | set (FLAG_REFL_MISSILE); |
|
|
714 | set (FLAG_STEALTH); |
|
|
715 | set (FLAG_XRAYS); |
|
|
716 | set (FLAG_BLIND); |
|
|
717 | set (FLAG_SEE_IN_DARK); |
|
|
718 | } |
|
|
719 | } copy_flags; |
823 | |
720 | |
824 | /* |
721 | /* |
825 | * Updates all abilities given by applied objects in the inventory |
722 | * Updates all abilities given by applied objects in the inventory |
826 | * of the given object. Note: This function works for both monsters |
723 | * of the given object. Note: This function works for both monsters |
827 | * and players; the "player" in the name is purely an archaic inheritance. |
724 | * and players; the "player" in the name is purely an archaic inheritance. |
828 | * This functions starts from base values (archetype or player object) |
725 | * This functions starts from base values (archetype or player object) |
829 | * and then adjusts them according to what the player has equipped. |
726 | * and then adjusts them according to what the player has equipped. |
830 | */ |
727 | * |
831 | |
|
|
832 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
728 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
833 | spell system split, grace points now added to system --peterm |
729 | * spell system split, grace points now added to system --peterm |
834 | */ |
730 | */ |
835 | |
|
|
836 | void |
731 | void |
837 | fix_player (object *op) |
732 | object::update_stats () |
838 | { |
733 | { |
839 | int i, j; |
|
|
840 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
734 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
841 | int weapon_weight = 0, weapon_speed = 0; |
735 | int weapon_weight = 0, weapon_speed = 0; |
842 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
736 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
843 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
737 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
844 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
738 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
739 | float old_speed = speed; |
|
|
740 | int stat_sum [NUM_STATS]; |
|
|
741 | |
|
|
742 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
845 | |
743 | |
846 | /* 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 */ |
847 | if (op->type == PLAYER) |
745 | if (type == PLAYER) |
848 | { |
746 | { |
|
|
747 | contr->delayed_update = false; |
|
|
748 | |
849 | for (i = 0; i < NUM_STATS; i++) |
749 | for (int i = 0; i < NUM_STATS; i++) |
850 | { |
750 | stat_sum [i] = contr->orig_stats.stat (i); |
851 | set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); |
751 | |
852 | } |
|
|
853 | if (settings.spell_encumbrance == TRUE) |
752 | if (settings.spell_encumbrance == TRUE) |
854 | op->contr->encumbrance = 0; |
753 | contr->encumbrance = 0; |
855 | |
754 | |
856 | op->attacktype = 0; |
755 | attacktype = 0; |
|
|
756 | |
857 | op->contr->digestion = 0; |
757 | contr->digestion = 0; |
858 | op->contr->gen_hp = 0; |
758 | contr->gen_hp = 0; |
859 | op->contr->gen_sp = 0; |
759 | contr->gen_sp = 0; |
860 | op->contr->gen_grace = 0; |
760 | contr->gen_grace = 0; |
861 | op->contr->gen_sp_armour = 10; |
761 | contr->gen_sp_armour = 10; |
862 | op->contr->item_power = 0; |
762 | contr->item_power = 0; |
863 | |
|
|
864 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
865 | * gets reset for no good reason, and we don't want to reset |
|
|
866 | * range_magic (what spell is readied). These three below |
|
|
867 | * well get filled in based on what the player has equipped. |
|
|
868 | */ |
|
|
869 | op->contr->ranges[range_bow] = NULL; |
|
|
870 | op->contr->ranges[range_misc] = NULL; |
|
|
871 | op->contr->ranges[range_skill] = NULL; |
|
|
872 | } |
763 | } |
873 | memcpy (op->body_used, op->body_info, sizeof (op->body_info)); |
|
|
874 | |
764 | |
|
|
765 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
766 | slot[i].used = slot[i].info; |
|
|
767 | |
875 | op->slaying = 0; |
768 | slaying = 0; |
876 | |
769 | |
877 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
770 | if (!this->flag [FLAG_WIZ]) |
878 | { |
|
|
879 | CLEAR_FLAG (op, FLAG_XRAYS); |
|
|
880 | CLEAR_FLAG (op, FLAG_MAKE_INVIS); |
|
|
881 | } |
771 | { |
|
|
772 | this->clr_flag (FLAG_XRAYS); |
|
|
773 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
774 | } |
882 | |
775 | |
883 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
776 | this->clr_flag (FLAG_LIFESAVE); |
884 | CLEAR_FLAG (op, FLAG_STEALTH); |
777 | this->clr_flag (FLAG_STEALTH); |
885 | CLEAR_FLAG (op, FLAG_BLIND); |
778 | this->clr_flag (FLAG_BLIND); |
886 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
887 | CLEAR_FLAG (op, FLAG_REFL_SPELL); |
|
|
888 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
889 | CLEAR_FLAG (op, FLAG_REFL_MISSILE); |
|
|
890 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
891 | CLEAR_FLAG (op, FLAG_UNDEAD); |
|
|
892 | if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
893 | CLEAR_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
894 | |
779 | |
895 | op->path_attuned = op->arch->clone.path_attuned; |
780 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
896 | op->path_repelled = op->arch->clone.path_repelled; |
781 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
897 | op->path_denied = op->arch->clone.path_denied; |
782 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
898 | op->glow_radius = op->arch->clone.glow_radius; |
783 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
899 | op->move_type = op->arch->clone.move_type; |
784 | |
900 | op->chosen_skill = NULL; |
785 | path_attuned = arch->path_attuned; |
|
|
786 | path_repelled = arch->path_repelled; |
|
|
787 | path_denied = arch->path_denied; |
|
|
788 | glow_radius = arch->glow_radius; |
|
|
789 | move_type = arch->move_type; |
901 | |
790 | |
902 | /* initializing resistances from the values in player/monster's |
791 | /* initializing resistances from the values in player/monster's |
903 | * archetype clone |
792 | * archetype clone |
904 | */ |
793 | */ |
905 | memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); |
794 | memcpy (&resist, &arch->resist, sizeof (resist)); |
906 | |
795 | |
907 | for (i = 0; i < NROFATTACKS; i++) |
796 | for (int i = 0; i < NROFATTACKS; i++) |
908 | { |
797 | { |
909 | if (op->resist[i] > 0) |
798 | if (resist[i] > 0) |
910 | prot[i] = op->resist[i], vuln[i] = 0; |
799 | prot[i] = resist[i], vuln[i] = 0; |
911 | else |
800 | else |
912 | vuln[i] = -(op->resist[i]), prot[i] = 0; |
801 | vuln[i] = -resist[i], prot[i] = 0; |
|
|
802 | |
913 | potion_resist[i] = 0; |
803 | potion_resist[i] = -1000; |
914 | } |
804 | } |
915 | |
805 | |
916 | wc = op->arch->clone.stats.wc; |
806 | wc = arch->stats.wc; |
917 | op->stats.dam = op->arch->clone.stats.dam; |
807 | stats.dam = arch->stats.dam; |
918 | |
808 | |
919 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
809 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
920 | * plus a small amount of physical resist, those poor suckers. ;) |
810 | * plus a small amount of physical resist, those poor suckers. ;) |
921 | * 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 - |
922 | * 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, |
923 | * 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 |
924 | * that their protection from physical goes down |
814 | * that their protection from physical goes down |
925 | */ |
815 | */ |
926 | if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) |
816 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
927 | { |
817 | { |
928 | ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); |
818 | ac = max (-10, arch->stats.ac - level / 3); |
929 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; |
819 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
930 | } |
820 | } |
931 | else |
821 | else |
932 | ac = op->arch->clone.stats.ac; |
822 | ac = arch->stats.ac; |
933 | |
823 | |
934 | op->stats.luck = op->arch->clone.stats.luck; |
824 | stats.luck = arch->stats.luck; |
935 | op->speed = op->arch->clone.speed; |
825 | speed = arch->speed; |
|
|
826 | |
|
|
827 | chosen_skill = 0; |
936 | |
828 | |
937 | /* 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. |
938 | * 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. |
939 | */ |
831 | */ |
940 | |
|
|
941 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
832 | for (tmp = inv; tmp; tmp = tmp->below) |
942 | { |
833 | { |
943 | /* See note in map.c:update_position about making this additive |
|
|
944 | * since light sources are never applied, need to put check here. |
|
|
945 | */ |
|
|
946 | if (tmp->glow_radius > op->glow_radius) |
|
|
947 | op->glow_radius = tmp->glow_radius; |
|
|
948 | |
|
|
949 | /* This happens because apply_potion calls change_abil with the potion |
834 | /* This happens because apply_potion calls change_abil with the potion |
950 | * applied so we can tell the player what chagned. But change_abil |
835 | * applied so we can tell the player what changed. But change_abil |
951 | * then calls this function. |
836 | * then calls this function. |
952 | */ |
837 | */ |
953 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
838 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
954 | { |
|
|
955 | continue; |
839 | continue; |
956 | } |
840 | |
|
|
841 | glow_radius += tmp->glow_radius; |
957 | |
842 | |
958 | /* For some things, we don't care what is equipped */ |
843 | /* For some things, we don't care what is equipped */ |
959 | if (tmp->type == SKILL) |
844 | if (tmp->type == SKILL) |
960 | { |
845 | { |
961 | /* Want to take the highest skill here. */ |
846 | /* Want to take the highest skill here. */ |
… | |
… | |
964 | if (!mana_obj) |
849 | if (!mana_obj) |
965 | mana_obj = tmp; |
850 | mana_obj = tmp; |
966 | else if (tmp->level > mana_obj->level) |
851 | else if (tmp->level > mana_obj->level) |
967 | mana_obj = tmp; |
852 | mana_obj = tmp; |
968 | } |
853 | } |
|
|
854 | |
969 | if (IS_GRACE_SKILL (tmp->subtype)) |
855 | if (IS_GRACE_SKILL (tmp->subtype)) |
970 | { |
856 | { |
971 | if (!grace_obj) |
857 | if (!grace_obj) |
972 | grace_obj = tmp; |
858 | grace_obj = tmp; |
973 | else if (tmp->level > grace_obj->level) |
859 | else if (tmp->level > grace_obj->level) |
974 | grace_obj = tmp; |
860 | grace_obj = tmp; |
975 | } |
861 | } |
976 | } |
862 | } |
977 | |
863 | |
978 | /* Container objects are not meant to adjust a players, but other applied |
864 | /* Container objects are not meant to adjust players, but other applied |
979 | * objects need to make adjustments. |
865 | * objects need to make adjustments. |
980 | * This block should handle all player specific changes |
866 | * This block should handle all player specific changes |
981 | * The check for Praying is a bit of a hack - god given bonuses are put |
867 | * The check for Praying is a bit of a hack - god given bonuses are put |
982 | * in the praying skill, and the player should always get those. |
868 | * in the praying skill, and the player should always get those. |
983 | * It also means we need to put in additional checks for applied below, |
869 | * It also means we need to put in additional checks for applied below, |
984 | * because the skill shouldn't count against body positions being used |
870 | * because the skill shouldn't count against body positions being used |
985 | * up, etc. |
871 | * up, etc. |
986 | */ |
872 | */ |
987 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
873 | if ((tmp->flag [FLAG_APPLIED] |
|
|
874 | && tmp->type != CONTAINER |
|
|
875 | && tmp->type != CLOSE_CON |
|
|
876 | && tmp->type != SPELL) |
988 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
989 | { |
878 | { |
990 | if (op->type == PLAYER) |
879 | if (type == PLAYER) |
991 | { |
880 | { |
992 | if (tmp->type == BOW) |
881 | contr->item_power += tmp->item_power; |
993 | op->contr->ranges[range_bow] = tmp; |
|
|
994 | |
882 | |
995 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
996 | op->contr->ranges[range_misc] = tmp; |
|
|
997 | |
|
|
998 | for (i = 0; i < NUM_STATS; i++) |
883 | for (int i = 0; i < NUM_STATS; i++) |
999 | change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); |
884 | stat_sum [i] += tmp->stats.stat (i); |
1000 | |
885 | |
1001 | /* these are the items that currently can change digestion, regeneration, |
886 | if (digest_types [tmp->type]) |
1002 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
1003 | * list, but other items store other info into stats array. |
|
|
1004 | */ |
|
|
1005 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
|
|
1006 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
1007 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
1008 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
1009 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
|
|
1010 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) |
|
|
1011 | { |
887 | { |
1012 | op->contr->digestion += tmp->stats.food; |
888 | contr->digestion += tmp->stats.food; |
1013 | op->contr->gen_hp += tmp->stats.hp; |
889 | contr->gen_hp += tmp->stats.hp; |
|
|
890 | if (tmp->type != BOW) // ugly exception for bows |
1014 | op->contr->gen_sp += tmp->stats.sp; |
891 | contr->gen_sp += tmp->stats.sp; |
1015 | op->contr->gen_grace += tmp->stats.grace; |
892 | contr->gen_grace += tmp->stats.grace; |
1016 | op->contr->gen_sp_armour += tmp->gen_sp_armour; |
893 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1017 | op->contr->item_power += tmp->item_power; |
|
|
1018 | } |
894 | } |
1019 | } /* if this is a player */ |
895 | } /* if this is a player */ |
|
|
896 | else |
|
|
897 | { |
|
|
898 | if (tmp->type == WEAPON) |
|
|
899 | current_weapon = tmp; |
|
|
900 | } |
1020 | |
901 | |
1021 | /* Update slots used for items */ |
902 | /* Update slots used for items */ |
1022 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
903 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
1023 | { |
|
|
1024 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
904 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1025 | op->body_used[i] += tmp->body_info[i]; |
905 | slot[i].used += tmp->slot[i].info; |
1026 | } |
|
|
1027 | |
906 | |
1028 | if (tmp->type == SYMPTOM) |
907 | if (tmp->type == SYMPTOM) |
1029 | { |
|
|
1030 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
908 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
1031 | if (speed_reduce_from_disease == 0) |
|
|
1032 | speed_reduce_from_disease = 1; |
|
|
1033 | } |
|
|
1034 | |
909 | |
1035 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
910 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
1036 | * (Negative protections are calculated extactly like positive.) |
911 | * (Negative protections are calculated exactly like positive.) |
1037 | * Resistance from potions are treated special as well. If there's |
912 | * Resistance from potions are treated special as well. If there's |
1038 | * more than one potion-effect, the bigger prot.-value is taken. |
913 | * more than one potion-effect, the bigger prot.-value is taken. |
1039 | */ |
914 | */ |
|
|
915 | if (tmp->type == POTION_EFFECT) |
|
|
916 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
917 | max_it (potion_resist[i], tmp->resist[i]); |
1040 | if (tmp->type != POTION) |
918 | else if (tmp->type != POTION) |
|
|
919 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
920 | if (tmp->resist[i] > 0) |
|
|
921 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
|
|
922 | else if (tmp->resist[i] < 0) |
|
|
923 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
|
|
924 | |
|
|
925 | /* There may be other things that should not adjust the attacktype */ |
|
|
926 | if (tmp->type != SYMPTOM) |
1041 | { |
927 | { |
1042 | for (i = 0; i < NROFATTACKS; i++) |
928 | attacktype |= tmp->attacktype; |
1043 | { |
929 | path_attuned |= tmp->path_attuned; |
1044 | /* Potential for cursed potions, in which case we just can use |
930 | path_repelled |= tmp->path_repelled; |
1045 | * a straight MAX, as potion_resist is initialized to zero. |
931 | path_denied |= tmp->path_denied; |
1046 | */ |
932 | move_type |= tmp->move_type; |
1047 | if (tmp->type == POTION_EFFECT) |
933 | stats.luck += tmp->stats.luck; |
1048 | { |
|
|
1049 | if (potion_resist[i]) |
|
|
1050 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
|
|
1051 | else |
|
|
1052 | potion_resist[i] = tmp->resist[i]; |
|
|
1053 | } |
|
|
1054 | else if (tmp->resist[i] > 0) |
|
|
1055 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
|
|
1056 | else if (tmp->resist[i] < 0) |
|
|
1057 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
|
|
1058 | } |
|
|
1059 | } |
934 | } |
1060 | |
935 | |
1061 | /* There may be other things that should not adjust the attacktype */ |
936 | flag |= tmp->flag & copy_flags; |
1062 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1063 | op->attacktype |= tmp->attacktype; |
|
|
1064 | |
937 | |
1065 | op->path_attuned |= tmp->path_attuned; |
938 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
1066 | op->path_repelled |= tmp->path_repelled; |
939 | this->set_flag (FLAG_UNDEAD); |
1067 | op->path_denied |= tmp->path_denied; |
|
|
1068 | op->stats.luck += tmp->stats.luck; |
|
|
1069 | op->move_type |= tmp->move_type; |
|
|
1070 | |
940 | |
1071 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
941 | //TODO: copy_flags? |
1072 | SET_FLAG (op, FLAG_LIFESAVE); |
942 | if (tmp->flag [FLAG_MAKE_INVIS]) |
1073 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) |
|
|
1074 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1075 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) |
|
|
1076 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1077 | if (QUERY_FLAG (tmp, FLAG_STEALTH)) |
|
|
1078 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1079 | if (QUERY_FLAG (tmp, FLAG_XRAYS)) |
|
|
1080 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1081 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
|
|
1082 | SET_FLAG (op, FLAG_BLIND); |
|
|
1083 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) |
|
|
1084 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1085 | |
|
|
1086 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
1087 | SET_FLAG (op, FLAG_UNDEAD); |
|
|
1088 | |
|
|
1089 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
|
|
1090 | { |
943 | { |
1091 | SET_FLAG (op, FLAG_MAKE_INVIS); |
944 | set_flag (FLAG_MAKE_INVIS); |
1092 | op->invisible = 1; |
945 | invisible = 1; |
1093 | } |
946 | } |
1094 | |
947 | |
1095 | if (tmp->stats.exp && tmp->type != SKILL) |
948 | if (tmp->stats.exp && tmp->type != SKILL) |
1096 | { |
949 | { |
1097 | if (tmp->stats.exp > 0) |
950 | if (tmp->stats.exp > 0) |
1098 | { |
951 | { |
1099 | added_speed += (float) tmp->stats.exp / 3.0; |
952 | added_speed += tmp->stats.exp / 3.f; |
1100 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
953 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1101 | } |
954 | } |
1102 | else |
955 | else |
1103 | added_speed += (float) tmp->stats.exp; |
956 | added_speed += tmp->stats.exp; |
1104 | } |
957 | } |
1105 | |
958 | |
1106 | switch (tmp->type) |
959 | switch (tmp->type) |
1107 | { |
960 | { |
1108 | /* skills modifying the character -b.t. */ |
|
|
1109 | /* for all skills and skill granting objects */ |
|
|
1110 | case SKILL: |
961 | case SKILL: |
1111 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
962 | { |
|
|
963 | // some skills will end up here without counting as "applied" |
|
|
964 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1112 | break; |
965 | break; |
1113 | |
966 | |
1114 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1115 | wc_obj = tmp; |
|
|
1116 | |
|
|
1117 | if (op->chosen_skill) |
967 | if (chosen_skill) |
1118 | { |
968 | { |
1119 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
969 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
970 | &name, &chosen_skill->name, &tmp->name); |
|
|
971 | |
|
|
972 | tmp->flag [FLAG_APPLIED] = false; |
|
|
973 | update_stats (); |
|
|
974 | return; |
1120 | } |
975 | } |
|
|
976 | |
1121 | op->chosen_skill = tmp; |
977 | chosen_skill = tmp; |
|
|
978 | |
1122 | if (tmp->stats.dam > 0) |
979 | if (tmp->stats.dam > 0) |
1123 | { /* skill is a 'weapon' */ |
980 | { /* skill is a 'weapon' */ |
1124 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
981 | if (!this->flag [FLAG_READY_WEAPON]) |
1125 | weapon_speed = (int) WEAPON_SPEED (tmp); |
982 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1126 | if (weapon_speed < 0) |
983 | |
1127 | weapon_speed = 0; |
|
|
1128 | weapon_weight = tmp->weight; |
984 | weapon_weight = tmp->weight; |
1129 | op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); |
985 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
|
|
986 | |
1130 | if (tmp->magic) |
987 | if (tmp->magic) |
1131 | op->stats.dam += tmp->magic; |
988 | stats.dam += tmp->magic; |
1132 | } |
989 | } |
|
|
990 | |
1133 | if (tmp->stats.wc) |
991 | if (tmp->stats.wc) |
1134 | wc -= (tmp->stats.wc + tmp->magic); |
992 | wc -= tmp->stats.wc + tmp->magic; |
1135 | |
993 | |
1136 | if (tmp->slaying != NULL) |
994 | if (tmp->slaying) |
1137 | op->slaying = tmp->slaying; |
995 | slaying = tmp->slaying; |
1138 | |
996 | |
1139 | if (tmp->stats.ac) |
997 | if (tmp->stats.ac) |
1140 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1141 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
|
|
1142 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
|
|
1143 | |
|
|
1144 | if (op->type == PLAYER) |
|
|
1145 | op->contr->ranges[range_skill] = op; |
|
|
1146 | break; |
|
|
1147 | |
|
|
1148 | case SKILL_TOOL: |
|
|
1149 | if (op->chosen_skill) |
|
|
1150 | { |
|
|
1151 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
|
|
1152 | } |
|
|
1153 | op->chosen_skill = tmp; |
|
|
1154 | if (op->type == PLAYER) |
|
|
1155 | op->contr->ranges[range_skill] = op; |
|
|
1156 | break; |
|
|
1157 | |
|
|
1158 | case SHIELD: |
|
|
1159 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
|
|
1160 | op->contr->encumbrance += (int) tmp->weight / 2000; |
|
|
1161 | case RING: |
|
|
1162 | case AMULET: |
|
|
1163 | case GIRDLE: |
|
|
1164 | case HELMET: |
|
|
1165 | case BOOTS: |
|
|
1166 | case GLOVES: |
|
|
1167 | case CLOAK: |
|
|
1168 | if (tmp->stats.wc) |
|
|
1169 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1170 | if (tmp->stats.dam) |
|
|
1171 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
|
|
1172 | if (tmp->stats.ac) |
|
|
1173 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1174 | break; |
|
|
1175 | |
|
|
1176 | case WEAPON: |
|
|
1177 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1178 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
|
|
1179 | ac -= tmp->stats.ac + tmp->magic; |
998 | ac -= tmp->stats.ac + tmp->magic; |
|
|
999 | |
|
|
1000 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
|
|
1001 | contr->encumbrance += 3 * tmp->weight / 1000; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | break; |
|
|
1005 | |
|
|
1006 | case SHIELD: |
|
|
1007 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
|
|
1008 | contr->encumbrance += tmp->weight / 2000; |
|
|
1009 | //FALLTHROUGH |
|
|
1010 | case RING: |
|
|
1011 | case AMULET: |
|
|
1012 | case GIRDLE: |
|
|
1013 | case HELMET: |
|
|
1014 | case BOOTS: |
|
|
1015 | case GLOVES: |
|
|
1016 | case CLOAK: |
|
|
1017 | if (tmp->stats.wc) |
|
|
1018 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1019 | |
|
|
1020 | if (tmp->stats.dam) |
1180 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1021 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1022 | |
|
|
1023 | if (tmp->stats.ac) |
|
|
1024 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1025 | |
|
|
1026 | break; |
|
|
1027 | |
|
|
1028 | case RANGED: |
|
|
1029 | case BOW: |
|
|
1030 | case WEAPON: |
|
|
1031 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1032 | |
|
|
1033 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
|
|
1034 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1035 | |
|
|
1036 | stats.dam += tmp->stats.dam + tmp->magic; |
1181 | weapon_weight = tmp->weight; |
1037 | weapon_weight = tmp->weight; |
1182 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1038 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1039 | |
1183 | if (weapon_speed < 0) |
1040 | if (weapon_speed < 0) |
1184 | weapon_speed = 0; |
1041 | weapon_speed = 0; |
|
|
1042 | |
1185 | op->slaying = tmp->slaying; |
1043 | slaying = tmp->slaying; |
|
|
1044 | |
1186 | /* If there is desire that two handed weapons should do |
1045 | /* If there is desire that two handed weapons should do |
1187 | * extra strength damage, this is where the code should |
1046 | * extra strength damage, this is where the code should |
1188 | * go. |
1047 | * go. |
1189 | */ |
1048 | */ |
1190 | op->current_weapon = tmp; |
1049 | |
|
|
1050 | if (type == PLAYER) |
1191 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1051 | if (settings.spell_encumbrance) |
1192 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1052 | contr->encumbrance += tmp->weight * 3 / 1000; |
1193 | |
1053 | |
1194 | break; |
1054 | break; |
1195 | |
1055 | |
1196 | case ARMOUR: /* Only the best of these three are used: */ |
1056 | case ARMOUR: /* Only the best of these three are used: */ |
1197 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1057 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1198 | op->contr->encumbrance += (int) tmp->weight / 1000; |
1058 | contr->encumbrance += tmp->weight / 1000; |
1199 | |
1059 | |
1200 | case BRACERS: |
1060 | case BRACERS: |
1201 | case FORCE: |
1061 | case FORCE: |
1202 | if (tmp->stats.wc) |
1062 | if (tmp->stats.wc) |
1203 | { |
1063 | { |
1204 | if (best_wc < tmp->stats.wc + tmp->magic) |
1064 | if (best_wc < tmp->stats.wc + tmp->magic) |
1205 | { |
1065 | { |
1206 | wc += best_wc; |
1066 | wc += best_wc; |
1207 | best_wc = tmp->stats.wc + tmp->magic; |
1067 | best_wc = tmp->stats.wc + tmp->magic; |
1208 | } |
1068 | } |
1209 | else |
1069 | else |
1210 | wc += tmp->stats.wc + tmp->magic; |
1070 | wc += tmp->stats.wc + tmp->magic; |
1211 | } |
1071 | } |
|
|
1072 | |
1212 | if (tmp->stats.ac) |
1073 | if (tmp->stats.ac) |
1213 | { |
1074 | { |
1214 | if (best_ac < tmp->stats.ac + tmp->magic) |
1075 | if (best_ac < tmp->stats.ac + tmp->magic) |
1215 | { |
1076 | { |
1216 | ac += best_ac; /* Remove last bonus */ |
1077 | ac += best_ac; /* Remove last bonus */ |
1217 | best_ac = tmp->stats.ac + tmp->magic; |
1078 | best_ac = tmp->stats.ac + tmp->magic; |
1218 | } |
1079 | } |
1219 | else /* To nullify the below effect */ |
1080 | else /* To nullify the below effect */ |
1220 | ac += tmp->stats.ac + tmp->magic; |
1081 | ac += tmp->stats.ac + tmp->magic; |
1221 | } |
1082 | } |
|
|
1083 | |
1222 | if (tmp->stats.wc) |
1084 | if (tmp->stats.wc) |
1223 | wc -= (tmp->stats.wc + tmp->magic); |
1085 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1086 | |
1224 | if (tmp->stats.ac) |
1087 | if (tmp->stats.ac) |
1225 | ac -= (tmp->stats.ac + tmp->magic); |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1226 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1089 | |
|
|
1090 | if (ARMOUR_SPEED (tmp)) |
1227 | max = ARMOUR_SPEED (tmp) / 10.0; |
1091 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
|
|
1092 | |
1228 | break; |
1093 | break; |
1229 | } /* switch tmp->type */ |
1094 | } /* switch tmp->type */ |
1230 | } /* item is equipped */ |
1095 | } /* item is equipped */ |
1231 | } /* for loop of items */ |
1096 | } /* for loop of items */ |
|
|
1097 | |
|
|
1098 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1232 | |
1099 | |
1233 | /* We've gone through all the objects the player has equipped. For many things, we |
1100 | /* We've gone through all the objects the player has equipped. For many things, we |
1234 | * have generated intermediate values which we now need to assign. |
1101 | * have generated intermediate values which we now need to assign. |
1235 | */ |
1102 | */ |
1236 | |
1103 | |
… | |
… | |
1238 | * If there is an uncursed potion in effect, granting more protection |
1105 | * If there is an uncursed potion in effect, granting more protection |
1239 | * than that, we take: 'total resistance = resistance from potion'. |
1106 | * than that, we take: 'total resistance = resistance from potion'. |
1240 | * If there is a cursed (and no uncursed) potion in effect, we take |
1107 | * If there is a cursed (and no uncursed) potion in effect, we take |
1241 | * 'total resistance = vulnerability from cursed potion'. |
1108 | * 'total resistance = vulnerability from cursed potion'. |
1242 | */ |
1109 | */ |
1243 | for (i = 0; i < NROFATTACKS; i++) |
1110 | for (int i = 0; i < NROFATTACKS; i++) |
1244 | { |
1111 | { |
1245 | op->resist[i] = prot[i] - vuln[i]; |
1112 | resist[i] = prot[i] - vuln[i]; |
1246 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) |
1113 | |
|
|
1114 | if (potion_resist[i] != -1000 |
|
|
1115 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1247 | op->resist[i] = potion_resist[i]; |
1116 | resist[i] = potion_resist[i]; |
|
|
1117 | } |
|
|
1118 | |
|
|
1119 | if (type == PLAYER) |
1248 | } |
1120 | { |
|
|
1121 | // clamp various player stats |
|
|
1122 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1123 | stats.stat (i) = stat_sum [i]; |
1249 | |
1124 | |
|
|
1125 | check_stat_bounds (&stats); |
|
|
1126 | |
|
|
1127 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1128 | |
1250 | /* Figure out the players sp/mana/hp totals. */ |
1129 | /* Figure out the players sp/mana/hp totals. */ |
1251 | if (op->type == PLAYER) |
|
|
1252 | { |
|
|
1253 | int pl_level; |
1130 | int pl_level; |
1254 | |
1131 | |
1255 | check_stat_bounds (&(op->stats)); |
|
|
1256 | pl_level = op->level; |
|
|
1257 | |
|
|
1258 | if (pl_level < 1) |
|
|
1259 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1132 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1260 | |
1133 | |
1261 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1134 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1262 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1135 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1263 | */ |
1136 | */ |
1264 | for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1137 | stats.maxhp = 0; |
|
|
1138 | for (int i = 1; i <= min (10, pl_level); i++) |
1265 | { |
1139 | { |
1266 | j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; |
1140 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1141 | |
1267 | if (i % 2 && con_bonus[op->stats.Con] % 2) |
1142 | if (i % 2 && con_bonus[stats.Con] % 2) |
1268 | { |
|
|
1269 | if (con_bonus[op->stats.Con] > 0) |
1143 | if (con_bonus[stats.Con] > 0) |
1270 | j++; |
1144 | j++; |
1271 | else |
1145 | else |
1272 | j--; |
1146 | j--; |
1273 | } |
1147 | |
1274 | op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1148 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1275 | } |
1149 | } |
1276 | |
1150 | |
1277 | for (i = 11; i <= op->level; i++) |
1151 | stats.maxhp += 2 * max (0, level - 10); |
1278 | op->stats.maxhp += 2; |
|
|
1279 | |
1152 | |
1280 | if (op->stats.hp > op->stats.maxhp) |
1153 | if (stats.hp > stats.maxhp) |
1281 | op->stats.hp = op->stats.maxhp; |
1154 | stats.hp = stats.maxhp; |
1282 | |
1155 | |
1283 | /* Sp gain is controlled by the level of the player's |
1156 | /* Sp gain is controlled by the level of the player's |
1284 | * relevant experience object (mana_obj, see above) |
1157 | * relevant experience object (mana_obj, see above) |
1285 | */ |
1158 | */ |
1286 | /* following happen when skills system is not used */ |
1159 | /* following happen when skills system is not used */ |
1287 | if (!mana_obj) |
1160 | if (!mana_obj) |
1288 | mana_obj = op; |
1161 | mana_obj = this; |
|
|
1162 | |
1289 | if (!grace_obj) |
1163 | if (!grace_obj) |
1290 | grace_obj = op; |
1164 | grace_obj = this; |
|
|
1165 | |
1291 | /* set maxsp */ |
1166 | /* set maxsp */ |
1292 | if (!mana_obj || !mana_obj->level || op->type != PLAYER) |
1167 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
1293 | mana_obj = op; |
1168 | mana_obj = this; |
1294 | |
1169 | |
1295 | if (mana_obj == op && op->type == PLAYER) |
1170 | if (mana_obj == this && type == PLAYER) |
1296 | { |
|
|
1297 | op->stats.maxsp = 1; |
1171 | stats.maxsp = 1; |
1298 | } |
|
|
1299 | else |
1172 | else |
1300 | { |
1173 | { |
1301 | sp_tmp = 0.0; |
1174 | float sp_tmp = 0.f; |
|
|
1175 | |
1302 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1176 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1303 | { |
1177 | { |
1304 | float stmp; |
1178 | float stmp; |
1305 | |
1179 | |
1306 | /* Got some extra bonus at first level */ |
1180 | /* Got some extra bonus at first level */ |
1307 | if (i < 2) |
1181 | if (i < 2) |
1308 | { |
|
|
1309 | stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); |
1182 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1310 | } |
|
|
1311 | else |
1183 | else |
1312 | { |
|
|
1313 | stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; |
1184 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1314 | } |
1185 | |
1315 | if (stmp < 1.0) |
|
|
1316 | stmp = 1.0; |
|
|
1317 | sp_tmp += stmp; |
1186 | sp_tmp += max (1.f, stmp); |
1318 | } |
1187 | } |
1319 | op->stats.maxsp = (int) sp_tmp; |
|
|
1320 | |
1188 | |
1321 | for (i = 11; i <= mana_obj->level; i++) |
1189 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1322 | op->stats.maxsp += 2; |
|
|
1323 | } |
1190 | } |
|
|
1191 | |
1324 | /* Characters can get their sp supercharged via rune of transferrance */ |
1192 | /* Characters can get their sp supercharged via rune of transferrance */ |
1325 | if (op->stats.sp > op->stats.maxsp * 2) |
1193 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1326 | op->stats.sp = op->stats.maxsp * 2; |
|
|
1327 | |
1194 | |
1328 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1195 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1329 | if (!grace_obj || !grace_obj->level || op->type != PLAYER) |
1196 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1330 | grace_obj = op; |
1197 | grace_obj = this; |
1331 | |
1198 | |
1332 | if (grace_obj == op && op->type == PLAYER) |
1199 | if (grace_obj == this && type == PLAYER) |
1333 | { |
|
|
1334 | op->stats.maxgrace = 1; |
1200 | stats.maxgrace = 1; |
1335 | } |
|
|
1336 | else |
1201 | else |
1337 | { |
1202 | { |
1338 | /* store grace in a float - this way, the divisions below don't create |
1203 | /* store grace in a float - this way, the divisions below don't create |
1339 | * big jumps when you go from level to level - with int's, it then |
1204 | * big jumps when you go from level to level - with int's, it then |
1340 | * becomes big jumps when the sums of the bonuses jump to the next |
1205 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1206 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1207 | */ |
1343 | sp_tmp = 0.0; |
1208 | float sp_tmp = 0.f; |
1344 | for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1209 | |
|
|
1210 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1345 | { |
1211 | { |
1346 | float grace_tmp = 0.0; |
1212 | float grace_tmp = 0.f; |
1347 | |
1213 | |
1348 | /* Got some extra bonus at first level */ |
1214 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1215 | if (i < 2) |
1350 | { |
1216 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1351 | grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + |
|
|
1352 | 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); |
|
|
1353 | } |
|
|
1354 | else |
1217 | else |
1355 | { |
1218 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1356 | grace_tmp = (float) op->contr->levgrace[i] |
1219 | |
1357 | + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; |
|
|
1358 | } |
|
|
1359 | if (grace_tmp < 1.0) |
|
|
1360 | grace_tmp = 1.0; |
|
|
1361 | sp_tmp += grace_tmp; |
1220 | sp_tmp += max (1.f, grace_tmp); |
1362 | } |
1221 | } |
1363 | op->stats.maxgrace = (int) sp_tmp; |
|
|
1364 | |
1222 | |
1365 | /* two grace points per level after 11 */ |
1223 | /* two grace points per level after 10 */ |
1366 | for (i = 11; i <= grace_obj->level; i++) |
1224 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1367 | op->stats.maxgrace += 2; |
|
|
1368 | } |
1225 | } |
|
|
1226 | |
1369 | /* No limit on grace vs maxgrace */ |
1227 | /* No limit on grace vs maxgrace */ |
1370 | |
1228 | |
1371 | if (op->contr->braced) |
1229 | if (contr->braced) |
1372 | { |
1230 | { |
1373 | ac += 2; |
1231 | ac += 2; |
1374 | wc += 4; |
1232 | wc += 4; |
1375 | } |
1233 | } |
1376 | else |
1234 | else |
1377 | ac -= dex_bonus[op->stats.Dex]; |
1235 | ac -= dex_bonus[stats.Dex]; |
1378 | |
1236 | |
1379 | /* In new exp/skills system, wc bonuses are related to |
1237 | /* In new exp/skills system, wc bonuses are related to |
1380 | * the players level in a relevant exp object (wc_obj) |
1238 | * the players level in a relevant exp object (wc_obj) |
1381 | * not the general player level -b.t. |
1239 | * not the general player level -b.t. |
1382 | * I changed this slightly so that wc bonuses are better |
1240 | * I changed this slightly so that wc bonuses are better |
… | |
… | |
1385 | * improvement every level, now its fighterlevel/5. So |
1243 | * improvement every level, now its fighterlevel/5. So |
1386 | * we give the player a bonus here in wc and dam |
1244 | * we give the player a bonus here in wc and dam |
1387 | * to make up for the change. Note that I left the |
1245 | * to make up for the change. Note that I left the |
1388 | * monster bonus the same as before. -b.t. |
1246 | * monster bonus the same as before. -b.t. |
1389 | */ |
1247 | */ |
|
|
1248 | object *wc_obj = chosen_skill; |
1390 | |
1249 | |
1391 | if (op->type == PLAYER && wc_obj && wc_obj->level > 1) |
1250 | if (contr && wc_obj && wc_obj->level > 1) |
1392 | { |
1251 | { |
1393 | wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); |
1252 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1253 | |
1394 | for (i = 1; i < wc_obj->level; i++) |
1254 | for (int i = 1; i < wc_obj->level; i++) |
1395 | { |
1255 | { |
1396 | /* addtional wc every 6 levels */ |
1256 | /* additional wc every 6 levels */ |
1397 | if (!(i % 6)) |
1257 | if (!(i % 6)) |
1398 | wc--; |
1258 | wc--; |
|
|
1259 | |
1399 | /* addtional dam every 4 levels. */ |
1260 | /* additional dam every 4 levels. */ |
1400 | if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) |
1261 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1401 | op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); |
1262 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1402 | } |
1263 | } |
1403 | } |
1264 | } |
1404 | else |
1265 | else |
1405 | wc -= (op->level + thaco_bonus[op->stats.Str]); |
1266 | wc -= level + thaco_bonus[stats.Str]; |
1406 | |
1267 | |
1407 | op->stats.dam += dam_bonus[op->stats.Str]; |
1268 | stats.dam += dam_bonus[stats.Str]; |
1408 | |
1269 | |
1409 | if (op->stats.dam < 1) |
1270 | if (stats.dam < 1) |
1410 | op->stats.dam = 1; |
1271 | stats.dam = 1; |
1411 | |
1272 | |
1412 | op->speed = 1.0 + speed_bonus[op->stats.Dex]; |
1273 | speed = 1.f + speed_bonus[stats.Dex]; |
|
|
1274 | |
1413 | if (settings.search_items && op->contr->search_str[0]) |
1275 | if (settings.search_items && contr->search_str[0]) |
1414 | op->speed -= 1; |
1276 | speed -= 1; |
1415 | if (op->attacktype == 0) |
|
|
1416 | op->attacktype = op->arch->clone.attacktype; |
|
|
1417 | |
|
|
1418 | } /* End if player */ |
1277 | } /* End if player */ |
1419 | |
1278 | |
1420 | if (added_speed >= 0) |
1279 | if (added_speed >= 0) |
1421 | op->speed += added_speed / 10.0; |
1280 | speed += added_speed / 10.f; |
1422 | else /* Something wrong here...: */ |
1281 | else /* Something wrong here...: */ |
1423 | op->speed /= (float) (1.0 - added_speed); |
1282 | speed /= 1.f - added_speed; |
1424 | |
1283 | |
1425 | /* Max is determined by armour */ |
1284 | /* Max is determined by armour */ |
1426 | if (op->speed > max) |
1285 | speed = min (speed, max_speed); |
1427 | op->speed = max; |
|
|
1428 | |
1286 | |
1429 | if (op->type == PLAYER) |
1287 | if (type == PLAYER) |
1430 | { |
1288 | { |
1431 | /* f is a number the represents the number of kg above (positive num) |
1289 | /* f is a number the represents the number of kg above (positive num) |
1432 | * or below (negative number) that the player is carrying. If above |
1290 | * or below (negative number) that the player is carrying. If above |
1433 | * weight limit, then player suffers a speed reduction based on how |
1291 | * weight limit, then player suffers a speed reduction based on how |
1434 | * much above he is, and what is max carry is |
1292 | * much above he is, and what is max carry is |
1435 | */ |
1293 | */ |
1436 | f = (op->carrying / 1000) - max_carry[op->stats.Str]; |
1294 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1437 | if (f > 0) |
1295 | if (f > 0.f) |
1438 | op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); |
1296 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1439 | } |
1297 | } |
1440 | |
1298 | |
1441 | op->speed += bonus_speed / 10.0; /* Not affected by limits */ |
1299 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1300 | speed *= speed_reduce_from_disease; |
1442 | |
1301 | |
1443 | /* Put a lower limit on speed. Note with this speed, you move once every |
1302 | /* Put a lower limit on speed. Note with this speed, you move once every |
1444 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1303 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1445 | */ |
1304 | */ |
1446 | op->speed = op->speed * speed_reduce_from_disease; |
1305 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1447 | |
1306 | |
1448 | if (op->speed < 0.01 && op->type == PLAYER) |
1307 | if (speed != old_speed) |
1449 | op->speed = 0.01; |
1308 | set_speed (speed); |
1450 | |
1309 | |
1451 | if (op->type == PLAYER) |
1310 | if (type == PLAYER) |
1452 | { |
1311 | { |
1453 | float M, W, s, D, K, S, M2; |
|
|
1454 | |
|
|
1455 | /* (This formula was made by vidarl@ifi.uio.no) |
1312 | /* (This formula was made by vidarl@ifi.uio.no) |
1456 | * Note that we never used these values again - basically |
1313 | * Note that we never used these values again - basically |
1457 | * all of these could be subbed into one big equation, but |
1314 | * all of these could be subbed into one big equation, but |
1458 | * that would just be a real pain to read. |
1315 | * that would just be a real pain to read. |
1459 | */ |
1316 | */ |
1460 | M = (max_carry[op->stats.Str] - 121) / 121.0; |
1317 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1461 | M2 = max_carry[op->stats.Str] / 100.0; |
1318 | float M2 = max_carry[stats.Str] / 100.f; |
1462 | W = weapon_weight / 20000.0; |
1319 | float W = weapon_weight / 20000.f; |
1463 | s = 2 - weapon_speed / 10.0; |
1320 | float s = (20 - weapon_speed) / 10.f; |
1464 | D = (op->stats.Dex - 14) / 14.0; |
1321 | float D = (stats.Dex - 14) / 14.f; |
1465 | K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; |
1322 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1466 | K *= (4 + op->level) / (float) (6 + op->level) * 1.2; |
1323 | |
|
|
1324 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1325 | |
1467 | if (K <= 0) |
1326 | if (K <= 0.01f) |
1468 | K = 0.01; |
1327 | K = 0.01f; |
1469 | S = op->speed / (K * s); |
1328 | |
1470 | op->contr->weapon_sp = S; |
1329 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1471 | } |
1330 | } |
|
|
1331 | |
1472 | /* I want to limit the power of small monsters with big weapons: */ |
1332 | /* I want to limit the power of small monsters with big weapons: */ |
1473 | if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) |
1333 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1474 | op->stats.dam = op->arch->clone.stats.dam * 3; |
1334 | stats.dam = arch->stats.dam * 3; |
1475 | |
1335 | |
1476 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1336 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1477 | * should be more than enough - remember, AC is also in 8 bits, |
1337 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1478 | * so its value is the same. |
|
|
1479 | */ |
|
|
1480 | if (wc > 120) |
|
|
1481 | wc = 120; |
|
|
1482 | else if (wc < -120) |
|
|
1483 | wc = -120; |
|
|
1484 | op->stats.wc = wc; |
|
|
1485 | |
|
|
1486 | if (ac > 120) |
|
|
1487 | ac = 120; |
|
|
1488 | else if (ac < -120) |
|
|
1489 | ac = -120; |
|
|
1490 | op->stats.ac = ac; |
|
|
1491 | |
1338 | |
1492 | /* if for some reason the creature doesn't have any move type, |
1339 | /* if for some reason the creature doesn't have any move type, |
1493 | * give them walking as a default. |
1340 | * give them walking as a default. |
1494 | * The second case is a special case - to more closely mimic the |
1341 | * The second case is a special case - to more closely mimic the |
1495 | * old behaviour - if your flying, your not walking - just |
1342 | * old behaviour - if your flying, your not walking - just |
1496 | * one or the other. |
1343 | * one or the other. |
1497 | */ |
1344 | */ |
1498 | if (op->move_type == 0) |
1345 | if (move_type == 0) |
1499 | op->move_type = MOVE_WALK; |
1346 | move_type = MOVE_WALK; |
1500 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1347 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1501 | op->move_type &= ~MOVE_WALK; |
1348 | move_type &= ~MOVE_WALK; |
1502 | |
1349 | |
1503 | update_ob_speed (op); |
1350 | // now apply the new move_type |
|
|
1351 | if (this->move_type != move_type) |
|
|
1352 | change_move_type (move_type); |
1504 | |
1353 | |
1505 | /* It is quite possible that a player's spell costing might have changed, |
1354 | /* It is quite possible that a player's spell costing might have changed, |
1506 | * so we will check that now. |
1355 | * so we will check that now. |
1507 | */ |
1356 | */ |
1508 | if (op->type == PLAYER) |
1357 | if (is_player ()) |
1509 | esrv_update_spells (op->contr); |
1358 | contr->update_spells (); |
|
|
1359 | |
|
|
1360 | // update the mapspace, if we are on a map |
|
|
1361 | if (!flag [FLAG_REMOVED] && map) |
|
|
1362 | map->at (x, y).flags_ = 0; |
|
|
1363 | } |
|
|
1364 | |
|
|
1365 | void |
|
|
1366 | object::set_glow_radius (sint8 rad) |
|
|
1367 | { |
|
|
1368 | glow_radius = rad; |
|
|
1369 | |
|
|
1370 | if (is_on_map ()) |
|
|
1371 | update_all_los (map, x, y); |
|
|
1372 | else if (object *env = outer_env ()) |
|
|
1373 | { |
|
|
1374 | env->update_stats (); |
|
|
1375 | |
|
|
1376 | if (env->is_on_map ()) |
|
|
1377 | update_all_los (env->map, env->x, env->y); |
|
|
1378 | } |
1510 | } |
1379 | } |
1511 | |
1380 | |
1512 | /* |
1381 | /* |
1513 | * Returns true if the given player is a legal class. |
1382 | * Returns true if the given player is a legal class. |
1514 | * The function to add and remove class-bonuses to the stats doesn't |
1383 | * The function to add and remove class-bonuses to the stats doesn't |
1515 | * check if the stat becomes negative, thus this function |
1384 | * check if the stat becomes negative, thus this function |
1516 | * merely checks that all stats are 1 or more, and returns |
1385 | * merely checks that all stats are 1 or more, and returns |
1517 | * false otherwise. |
1386 | * false otherwise. |
1518 | */ |
1387 | */ |
1519 | |
|
|
1520 | int |
1388 | int |
1521 | allowed_class (const object *op) |
1389 | allowed_class (const object *op) |
1522 | { |
1390 | { |
1523 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1391 | return op->stats.Dex > 0 |
1524 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1392 | && op->stats.Str > 0 |
|
|
1393 | && op->stats.Con > 0 |
|
|
1394 | && op->stats.Int > 0 |
|
|
1395 | && op->stats.Wis > 0 |
|
|
1396 | && op->stats.Pow > 0 |
|
|
1397 | && op->stats.Cha > 0; |
1525 | } |
1398 | } |
1526 | |
1399 | |
1527 | /* |
1400 | /* |
1528 | * set the new dragon name after gaining levels or |
1401 | * set the new dragon name after gaining levels or |
1529 | * changing ability focus (later this can be extended to |
1402 | * changing ability focus (later this can be extended to |
1530 | * eventually change the player's face and animation) |
1403 | * eventually change the player's face and animation) |
1531 | * |
|
|
1532 | * Note that the title is written to 'own_title' in the |
|
|
1533 | * player struct. This should be changed to 'ext_title' |
|
|
1534 | * as soon as clients support this! |
|
|
1535 | * Please, anyone, write support for 'ext_title'. |
|
|
1536 | */ |
1404 | */ |
1537 | void |
1405 | void |
1538 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1406 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1539 | { |
1407 | { |
1540 | int atnr = -1; /* attacknumber of highest level */ |
1408 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1558 | /* now if there are equals at highest level, pick the one with focus, |
1426 | /* now if there are equals at highest level, pick the one with focus, |
1559 | or else at random */ |
1427 | or else at random */ |
1560 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1428 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1561 | atnr = abil->stats.exp; |
1429 | atnr = abil->stats.exp; |
1562 | |
1430 | |
1563 | level = (int) (level / 5.); |
|
|
1564 | |
|
|
1565 | /* now set the new title */ |
1431 | /* now set the new title */ |
1566 | if (pl->contr != NULL) |
|
|
1567 | { |
|
|
1568 | if (level == 0) |
|
|
1569 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1432 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1570 | else if (level == 1) |
|
|
1571 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1433 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1572 | else if (level == 2) |
|
|
1573 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1434 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1574 | else if (level == 3) |
|
|
1575 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1435 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1576 | else |
1436 | else |
1577 | { |
1437 | { |
1578 | /* special titles for extra high resistance! */ |
1438 | /* special titles for extra high resistance! */ |
1579 | if (skin->resist[atnr] > 80) |
|
|
1580 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1439 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1581 | else if (skin->resist[atnr] > 50) |
|
|
1582 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1440 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1583 | else |
|
|
1584 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1441 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1585 | } |
|
|
1586 | } |
1442 | } |
1587 | |
1443 | |
1588 | strcpy (pl->contr->own_title, ""); |
1444 | strcpy (pl->contr->own_title, ""); |
1589 | } |
1445 | } |
1590 | |
1446 | |
1591 | /* |
1447 | /* |
1592 | * This function is called when a dragon-player gains |
1448 | * This function is called when a dragon-player gains |
1593 | * an overall level. Here, the dragon might gain new abilities |
1449 | * an overall level. Here, the dragon might gain new abilities |
1594 | * or change the ability-focus. |
1450 | * or change the ability-focus. |
1595 | */ |
1451 | */ |
1596 | void |
1452 | static void |
1597 | dragon_level_gain (object *who) |
1453 | dragon_level_gain (object *who) |
1598 | { |
1454 | { |
1599 | object *abil = NULL; /* pointer to dragon ability force */ |
1455 | object *abil = NULL; /* pointer to dragon ability force */ |
1600 | object *skin = NULL; /* pointer to dragon skin force */ |
1456 | object *skin = NULL; /* pointer to dragon skin force */ |
1601 | object *tmp = NULL; /* tmp. object */ |
1457 | object *tmp = NULL; /* tmp. object */ |
1602 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1458 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1603 | |
1459 | |
1604 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1460 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1605 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1461 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1606 | { |
|
|
1607 | if (tmp->type == FORCE) |
1462 | if (tmp->type == FORCE) |
1608 | { |
1463 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1609 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
|
|
1610 | abil = tmp; |
1464 | abil = tmp; |
1611 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1465 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1612 | skin = tmp; |
1466 | skin = tmp; |
1613 | } |
1467 | |
1614 | } |
|
|
1615 | /* if the force is missing -> bail out */ |
1468 | /* if the force is missing -> bail out */ |
1616 | if (abil == NULL) |
1469 | if (abil == NULL) |
1617 | return; |
1470 | return; |
1618 | |
1471 | |
1619 | /* The ability_force keeps track of maximum level ever achieved. |
1472 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1660 | object *skill_obj; |
1513 | object *skill_obj; |
1661 | |
1514 | |
1662 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1515 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1663 | if (!skill_obj) |
1516 | if (!skill_obj) |
1664 | { |
1517 | { |
1665 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1518 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1666 | return NULL; |
1519 | return NULL; |
1667 | } |
1520 | } |
|
|
1521 | |
1668 | /* clear the flag - exp goes into this bucket, but player |
1522 | /* clear the flag - exp goes into this bucket, but player |
1669 | * still doesn't know it. |
1523 | * still doesn't know it. |
1670 | */ |
1524 | */ |
1671 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1525 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1672 | skill_obj->stats.exp = 0; |
1526 | skill_obj->stats.exp = 0; |
1673 | skill_obj->level = 1; |
1527 | skill_obj->level = 1; |
1674 | insert_ob_in_ob (skill_obj, op); |
1528 | op->insert (skill_obj); |
1675 | if (op->contr) |
1529 | |
1676 | { |
1530 | if (player *pl = op->contr) |
1677 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1531 | pl->link_skills (); |
1678 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1532 | |
1679 | } |
|
|
1680 | return skill_obj; |
1533 | return skill_obj; |
1681 | } |
1534 | } |
1682 | |
|
|
1683 | |
1535 | |
1684 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1536 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1685 | * whether the player gets more hp, sp and new levels. |
1537 | * whether the player gets more hp, sp and new levels. |
1686 | * Note this this function should only be called for players. Monstes |
1538 | * Note this this function should only be called for players. Monstes |
1687 | * don't really gain levels |
1539 | * don't really gain levels |
… | |
… | |
1690 | */ |
1542 | */ |
1691 | void |
1543 | void |
1692 | player_lvl_adj (object *who, object *op) |
1544 | player_lvl_adj (object *who, object *op) |
1693 | { |
1545 | { |
1694 | char buf[MAX_BUF]; |
1546 | char buf[MAX_BUF]; |
|
|
1547 | bool changed = false; |
1695 | |
1548 | |
1696 | if (!op) /* when rolling stats */ |
1549 | if (!op) /* when rolling stats */ |
1697 | op = who; |
1550 | op = who; |
1698 | |
1551 | |
1699 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1552 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1700 | { |
1553 | { |
|
|
1554 | changed = true; |
|
|
1555 | |
1701 | op->level++; |
1556 | op->level++; |
1702 | |
1557 | |
1703 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1558 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1704 | dragon_level_gain (who); |
1559 | dragon_level_gain (who); |
1705 | |
1560 | |
1706 | /* Only roll these if it is the player (who) that gained the level */ |
1561 | /* Only roll these if it is the player (who) that gained the level */ |
1707 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1562 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1708 | { |
1563 | { |
1709 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1564 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1710 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1565 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1711 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1566 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1712 | } |
1567 | } |
1713 | |
1568 | |
1714 | fix_player (who); |
|
|
1715 | if (op->level > 1) |
1569 | if (op->level > 1) |
1716 | { |
1570 | { |
1717 | if (op->type != PLAYER) |
1571 | if (op->type != PLAYER) |
|
|
1572 | { |
|
|
1573 | who->contr->play_sound (sound_find ("skill_up")); |
1718 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1574 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1575 | } |
1719 | else |
1576 | else |
|
|
1577 | { |
|
|
1578 | who->contr->play_sound (sound_find ("level_up")); |
1720 | sprintf (buf, "You are now level %d.", op->level); |
1579 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1580 | } |
|
|
1581 | |
1721 | if (who) |
1582 | if (who) |
1722 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1583 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1723 | } |
1584 | } |
1724 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1725 | } |
1585 | } |
|
|
1586 | |
1726 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1587 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1727 | { |
1588 | { |
|
|
1589 | changed = true; |
|
|
1590 | |
1728 | op->level--; |
1591 | op->level--; |
1729 | fix_player (who); |
1592 | |
1730 | if (op->type != PLAYER) |
1593 | if (op->type != PLAYER) |
1731 | { |
1594 | { |
1732 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1595 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1733 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1596 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1734 | } |
1597 | } |
1735 | player_lvl_adj (who, op); /* To decrease more levels */ |
|
|
1736 | } |
1598 | } |
1737 | /* check if the spell data has changed */ |
1599 | |
1738 | esrv_update_spells (who->contr); |
1600 | if (changed) |
|
|
1601 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1739 | } |
1602 | } |
1740 | |
1603 | |
1741 | /* |
1604 | /* |
1742 | * Returns how much experience is needed for a player to become |
1605 | * Returns how much experience is needed for a player to become |
1743 | * the given level. level should really never exceed max_level |
1606 | * the given level. level should really never exceed max_level |
1744 | */ |
1607 | */ |
1745 | |
1608 | |
1746 | sint64 |
1609 | sint64 |
1747 | level_exp (int level, double expmul) |
1610 | level_exp (int level, double expmul) |
1748 | { |
1611 | { |
1749 | if (level > settings.max_level) |
1612 | return expmul * level_to_min_exp (level); |
1750 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1751 | return (sint64) (expmul * levels[level]); |
|
|
1752 | } |
1613 | } |
1753 | |
1614 | |
1754 | /* |
1615 | /* |
1755 | * Ensure that the permanent experience requirements in an exp object are met. |
1616 | * Ensure that the permanent experience requirements in an exp object are met. |
1756 | * This really just checks 'op to make sure the perm_exp value is within |
1617 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1776 | op->perm_exp = 0; |
1637 | op->perm_exp = 0; |
1777 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1638 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1778 | op->perm_exp = MAX_EXPERIENCE; |
1639 | op->perm_exp = MAX_EXPERIENCE; |
1779 | } |
1640 | } |
1780 | |
1641 | |
1781 | |
|
|
1782 | /* Add experience to a player - exp should only be positive. |
1642 | /* Add experience to a player - exp should only be positive. |
1783 | * Updates permanent exp for the skill we are adding to. |
1643 | * Updates permanent exp for the skill we are adding to. |
1784 | * skill_name is the skill to add exp to. Skill name can be |
1644 | * skill_name is the skill to add exp to. Skill name can be |
1785 | * NULL, in which case exp increases the players general |
1645 | * NULL, in which case exp increases the players general |
1786 | * total, but not any particular skill. |
1646 | * total, but not any particular skill. |
1787 | * flag is what to do if the player doesn't have the skill: |
1647 | * flag is what to do if the player doesn't have the skill: |
1788 | */ |
1648 | */ |
1789 | |
|
|
1790 | static void |
1649 | static void |
1791 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1650 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1792 | { |
1651 | { |
1793 | object *skill_obj = NULL; |
1652 | object *skill_obj; |
1794 | sint64 limit, exp_to_add; |
1653 | sint64 limit, exp_to_add; |
1795 | int i; |
1654 | int i; |
1796 | |
1655 | |
1797 | /* prevents some forms of abuse. */ |
1656 | /* prevents some forms of abuse. */ |
1798 | if (op->contr->braced) |
1657 | if (op->contr->braced) |
1799 | exp = exp / 5; |
1658 | exp /= 5; |
1800 | |
1659 | |
1801 | /* Try to find the matching skill. |
1660 | /* Try to find the matching skill. |
1802 | * We do a shortcut/time saving mechanism first - see if it matches |
1661 | * We do a shortcut/time saving mechanism first - see if it matches |
1803 | * chosen_skill. This means we don't need to search through |
1662 | * chosen_skill. This means we don't need to search through |
1804 | * the players inventory. |
1663 | * the players inventory. |
1805 | */ |
1664 | */ |
|
|
1665 | skill_obj = 0; |
|
|
1666 | |
1806 | if (skill_name) |
1667 | if (skill_name) |
1807 | { |
1668 | { |
1808 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1669 | skill_obj = op->contr->find_skill (skill_name); |
1809 | skill_obj = op->chosen_skill; |
|
|
1810 | else |
|
|
1811 | { |
|
|
1812 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1813 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1814 | { |
|
|
1815 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1816 | break; |
|
|
1817 | } |
|
|
1818 | |
1670 | |
1819 | /* Player doesn't have the skill. Check to see what to do, and give |
1671 | /* Player doesn't have the skill. Check to see what to do, and give |
1820 | * it to the player if necessary |
1672 | * it to the player if necessary |
1821 | */ |
1673 | */ |
1822 | if (!skill_obj) |
1674 | if (!skill_obj) |
1823 | { |
1675 | { |
1824 | if (flag == SK_EXP_NONE) |
1676 | if (flag == SK_EXP_NONE) |
1825 | return; |
1677 | return; |
|
|
1678 | |
1826 | else if (flag == SK_EXP_ADD_SKILL) |
1679 | if (flag == SK_EXP_ADD_SKILL) |
1827 | give_skill_by_name (op, skill_name); |
1680 | skill_obj = give_skill_by_name (op, skill_name); |
1828 | } |
|
|
1829 | } |
1681 | } |
1830 | } |
1682 | } |
1831 | |
1683 | |
1832 | if (flag != SK_EXP_SKILL_ONLY) |
1684 | if (flag != SK_EXP_SKILL_ONLY) |
1833 | { |
1685 | { |
1834 | /* Basically, you can never gain more experience in one shot |
1686 | /* Basically, you can never gain more experience in one shot |
1835 | * than half what you need to gain for next level. |
1687 | * than half what you need to gain for next level. |
1836 | */ |
1688 | */ |
1837 | exp_to_add = exp; |
1689 | exp_to_add = exp; |
1838 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1690 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1839 | if (exp_to_add > limit) |
1691 | if (exp_to_add > limit) |
1840 | exp_to_add = limit; |
1692 | exp_to_add = limit; |
1841 | |
1693 | |
1842 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1694 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1843 | if (settings.permanent_exp_ratio) |
1695 | if (settings.permanent_exp_ratio) |
… | |
… | |
1850 | } |
1702 | } |
1851 | |
1703 | |
1852 | if (skill_obj) |
1704 | if (skill_obj) |
1853 | { |
1705 | { |
1854 | exp_to_add = exp; |
1706 | exp_to_add = exp; |
1855 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1707 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1856 | if (exp_to_add > limit) |
1708 | if (exp_to_add > limit) |
1857 | exp_to_add = limit; |
1709 | exp_to_add = limit; |
1858 | |
1710 | |
1859 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1711 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1860 | if (settings.permanent_exp_ratio) |
1712 | if (settings.permanent_exp_ratio) |
… | |
… | |
1866 | player_lvl_adj (op, skill_obj); |
1718 | player_lvl_adj (op, skill_obj); |
1867 | } |
1719 | } |
1868 | } |
1720 | } |
1869 | |
1721 | |
1870 | /* This function checks to make sure that object 'op' can |
1722 | /* This function checks to make sure that object 'op' can |
1871 | * lost 'exp' experience. It returns the amount of exp |
1723 | * lose 'exp' experience. It returns the amount of exp |
1872 | * object 'op' can in fact lose - it basically makes |
1724 | * object 'op' can in fact lose - it basically makes |
1873 | * adjustments based on permanent exp and the like. |
1725 | * adjustments based on permanent exp and the like. |
1874 | * This function should always be used for losing experience - |
1726 | * This function should always be used for losing experience - |
1875 | * the 'exp' value passed should be positive - this is the |
1727 | * the 'exp' value passed should be positive - this is the |
1876 | * amount that should get subtract from the player. |
1728 | * amount that should get subtract from the player. |
1877 | */ |
1729 | */ |
1878 | sint64 |
1730 | static sint64 |
1879 | check_exp_loss (const object *op, sint64 exp) |
1731 | check_exp_loss (const object *op, sint64 exp) |
1880 | { |
1732 | { |
1881 | sint64 del_exp; |
1733 | sint64 del_exp; |
1882 | |
1734 | |
1883 | if (exp > op->stats.exp) |
1735 | if (exp > op->stats.exp) |
1884 | exp = op->stats.exp; |
1736 | exp = op->stats.exp; |
|
|
1737 | |
1885 | if (settings.permanent_exp_ratio) |
1738 | if (settings.permanent_exp_ratio) |
1886 | { |
1739 | { |
1887 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1740 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1741 | |
1888 | if (del_exp < 0) |
1742 | if (del_exp < 0) |
1889 | del_exp = 0; |
1743 | del_exp = 0; |
|
|
1744 | |
1890 | if (exp > del_exp) |
1745 | if (exp > del_exp) |
1891 | exp = del_exp; |
1746 | exp = del_exp; |
1892 | } |
1747 | } |
|
|
1748 | |
1893 | return exp; |
1749 | return exp; |
1894 | } |
1750 | } |
1895 | |
1751 | |
1896 | sint64 |
1752 | sint64 |
1897 | check_exp_adjust (const object *op, sint64 exp) |
1753 | check_exp_adjust (const object *op, sint64 exp) |
1898 | { |
1754 | { |
1899 | if (exp < 0) |
1755 | if (exp < 0) |
1900 | return check_exp_loss (op, exp); |
1756 | return check_exp_loss (op, exp); |
1901 | else |
1757 | else |
1902 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1758 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1903 | } |
1759 | } |
1904 | |
|
|
1905 | |
1760 | |
1906 | /* Subtracts experience from player. |
1761 | /* Subtracts experience from player. |
1907 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1762 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1908 | * only subtract from the matching skill. Otherwise, |
1763 | * only subtract from the matching skill. Otherwise, |
1909 | * this subtracts a portion from all |
1764 | * this subtracts a portion from all |
… | |
… | |
1914 | * where everything is at the minimum perm exp, he would lose nothing. |
1769 | * where everything is at the minimum perm exp, he would lose nothing. |
1915 | * exp is the amount of exp to subtract - thus, it should be |
1770 | * exp is the amount of exp to subtract - thus, it should be |
1916 | * a postive number. |
1771 | * a postive number. |
1917 | */ |
1772 | */ |
1918 | static void |
1773 | static void |
1919 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1774 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1920 | { |
1775 | { |
1921 | float fraction = (float) exp / (float) op->stats.exp; |
1776 | float fraction = (float) exp / (float) op->stats.exp; |
1922 | object *tmp; |
1777 | object *tmp; |
1923 | sint64 del_exp; |
1778 | sint64 del_exp; |
1924 | |
1779 | |
1925 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1780 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1926 | if (tmp->type == SKILL && tmp->stats.exp) |
1781 | if (tmp->type == SKILL && tmp->stats.exp) |
1927 | { |
1782 | { |
1928 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1783 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1929 | { |
1784 | { |
1930 | del_exp = check_exp_loss (tmp, exp); |
1785 | del_exp = check_exp_loss (tmp, exp); |
1931 | tmp->stats.exp -= del_exp; |
1786 | tmp->stats.exp -= del_exp; |
1932 | player_lvl_adj (op, tmp); |
1787 | player_lvl_adj (op, tmp); |
1933 | } |
1788 | } |
1934 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1789 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1935 | { |
1790 | { |
1936 | /* only want to process other skills if we are not trying |
1791 | /* only want to process other skills if we are not trying |
1937 | * to match a specific skill. |
1792 | * to match a specific skill. |
1938 | */ |
1793 | */ |
1939 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1794 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1940 | tmp->stats.exp -= del_exp; |
1795 | tmp->stats.exp -= del_exp; |
1941 | player_lvl_adj (op, tmp); |
1796 | player_lvl_adj (op, tmp); |
1942 | } |
1797 | } |
1943 | } |
1798 | } |
|
|
1799 | |
1944 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1800 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1945 | { |
1801 | { |
1946 | del_exp = check_exp_loss (op, exp); |
1802 | del_exp = check_exp_loss (op, exp); |
1947 | op->stats.exp -= del_exp; |
1803 | op->stats.exp -= del_exp; |
1948 | player_lvl_adj (op, NULL); |
1804 | player_lvl_adj (op, NULL); |
1949 | } |
1805 | } |
1950 | } |
1806 | } |
1951 | |
|
|
1952 | |
|
|
1953 | |
1807 | |
1954 | /* change_exp() - changes experience to a player/monster. This |
1808 | /* change_exp() - changes experience to a player/monster. This |
1955 | * does bounds checking to make sure we don't overflow the max exp. |
1809 | * does bounds checking to make sure we don't overflow the max exp. |
1956 | * |
1810 | * |
1957 | * The exp passed is typically not modified much by this function - |
1811 | * The exp passed is typically not modified much by this function - |
1958 | * it is assumed the caller has modified the exp as needed. |
1812 | * it is assumed the caller has modified the exp as needed. |
1959 | * skill_name is the skill that should get the exp added. |
1813 | * skill_name is the skill that should get the exp added. |
1960 | * flag is what to do if player doesn't have the skill. |
1814 | * flag is what to do if player doesn't have the skill. |
1961 | * these last two values are only used for players. |
1815 | * these last two values are only used for players. |
1962 | */ |
1816 | */ |
1963 | |
|
|
1964 | void |
1817 | void |
1965 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1818 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1966 | { |
1819 | { |
1967 | |
|
|
1968 | #ifdef EXP_DEBUG |
1820 | #ifdef EXP_DEBUG |
1969 | # ifndef WIN32 |
|
|
1970 | LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); |
|
|
1971 | # else |
|
|
1972 | LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); |
1821 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1973 | # endif |
|
|
1974 | #endif |
1822 | #endif |
1975 | |
1823 | |
1976 | /* safety */ |
1824 | /* safety */ |
1977 | if (!op) |
1825 | if (!op) |
1978 | { |
1826 | { |
… | |
… | |
1992 | * worth. |
1840 | * worth. |
1993 | */ |
1841 | */ |
1994 | if (op->type != PLAYER) |
1842 | if (op->type != PLAYER) |
1995 | { |
1843 | { |
1996 | /* Sanity check */ |
1844 | /* Sanity check */ |
1997 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1845 | if (!op->flag [FLAG_ALIVE]) |
1998 | return; |
1846 | return; |
1999 | |
1847 | |
2000 | /* reset exp to max allowed value. We subtract from |
1848 | /* reset exp to max allowed value. We subtract from |
2001 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1849 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
2002 | * more than max exp, just return. |
1850 | * more than max exp, just return. |
… | |
… | |
2017 | else |
1865 | else |
2018 | /* note that when you lose exp, it doesn't go against |
1866 | /* note that when you lose exp, it doesn't go against |
2019 | * a particular skill, so we don't need to pass that |
1867 | * a particular skill, so we don't need to pass that |
2020 | * along. |
1868 | * along. |
2021 | */ |
1869 | */ |
2022 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1870 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2023 | |
|
|
2024 | } |
1871 | } |
2025 | } |
1872 | } |
2026 | |
1873 | |
2027 | /* Applies a death penalty experience, the size of this is defined by the |
1874 | /* Applies a death penalty experience, the size of this is defined by the |
2028 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1875 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2029 | * amount of permenent experience, whichever gives the lowest loss. |
1876 | * amount of permenent experience, whichever gives the lowest loss. |
2030 | */ |
1877 | */ |
2031 | |
|
|
2032 | void |
1878 | void |
2033 | apply_death_exp_penalty (object *op) |
1879 | apply_death_exp_penalty (object *op) |
2034 | { |
1880 | { |
2035 | object *tmp; |
|
|
2036 | sint64 loss; |
1881 | sint64 loss; |
2037 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1882 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
2038 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1883 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
2039 | |
1884 | |
2040 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1885 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2041 | if (tmp->type == SKILL && tmp->stats.exp) |
1886 | if (tmp->type == SKILL && tmp->stats.exp) |
2042 | { |
1887 | { |
2043 | |
|
|
2044 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1888 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
2045 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1889 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
2046 | |
1890 | |
2047 | /* With the revised exp system, you can get cases where |
1891 | /* With the revised exp system, you can get cases where |
2048 | * losing several levels would still require that you have more |
1892 | * losing several levels would still require that you have more |
2049 | * exp than you currently have - this is true if the levels |
1893 | * exp than you currently have - this is true if the levels |
2050 | * tables is a lot harder. |
1894 | * tables is a lot harder. |
2051 | */ |
1895 | */ |
2052 | if (level_loss < 0) |
1896 | if (level_loss < 0) |
2053 | level_loss = 0; |
1897 | level_loss = 0; |
2054 | |
1898 | |
2055 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1899 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
2056 | |
1900 | |
2057 | tmp->stats.exp -= loss; |
1901 | tmp->stats.exp -= loss; |
2058 | player_lvl_adj (op, tmp); |
1902 | player_lvl_adj (op, tmp); |
2059 | } |
1903 | } |
2060 | |
1904 | |
2061 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1905 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2062 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1906 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
|
|
1907 | |
2063 | if (level_loss < 0) |
1908 | if (level_loss < 0) |
2064 | level_loss = 0; |
1909 | level_loss = 0; |
|
|
1910 | |
2065 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1911 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
2066 | |
1912 | |
2067 | op->stats.exp -= loss; |
1913 | op->stats.exp -= loss; |
2068 | player_lvl_adj (op, NULL); |
1914 | player_lvl_adj (op, NULL); |
2069 | } |
1915 | } |
2070 | |
1916 | |
… | |
… | |
2081 | if (level > MAX_SAVE_LEVEL) |
1927 | if (level > MAX_SAVE_LEVEL) |
2082 | level = MAX_SAVE_LEVEL; |
1928 | level = MAX_SAVE_LEVEL; |
2083 | |
1929 | |
2084 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1930 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2085 | return 0; |
1931 | return 0; |
|
|
1932 | |
2086 | return 1; |
1933 | return 1; |
2087 | } |
1934 | } |