1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
|
|
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!" |
|
|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
|
|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
|
|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
|
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207 | "You feel your spirits return." |
|
|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
|
|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
|
|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
|
|
216 | "You feel more potent." |
|
|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
|
|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
|
|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
|
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225 | "You feel less potent!" |
|
|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
231 | |
232 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
235 | }; |
235 | |
|
|
236 | /* |
|
|
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
238 | * what attr is (STR to POW). |
|
|
239 | */ |
|
|
240 | void |
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|
241 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
242 | { |
|
|
243 | switch (attr) |
|
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244 | { |
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245 | case STR: |
|
|
246 | stats->Str = value; |
|
|
247 | break; |
|
|
248 | case DEX: |
|
|
249 | stats->Dex = value; |
|
|
250 | break; |
|
|
251 | case CON: |
|
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252 | stats->Con = value; |
|
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253 | break; |
|
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254 | case WIS: |
|
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255 | stats->Wis = value; |
|
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256 | break; |
|
|
257 | case POW: |
|
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258 | stats->Pow = value; |
|
|
259 | break; |
|
|
260 | case CHA: |
|
|
261 | stats->Cha = value; |
|
|
262 | break; |
|
|
263 | case INT: |
|
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264 | stats->Int = value; |
|
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265 | break; |
|
|
266 | } |
|
|
267 | } |
|
|
268 | |
236 | |
269 | /* |
237 | /* |
270 | * Like set_attr_value(), but instead the value (which can be negative) |
238 | * Like set_attr_value(), but instead the value (which can be negative) |
271 | * is added to the specified stat. |
239 | * is added to the specified stat. |
272 | */ |
240 | */ |
273 | void |
241 | void |
274 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
275 | { |
243 | { |
276 | if (value == 0) |
244 | stats->stat (attr) += value; |
277 | return; |
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|
278 | |
|
|
279 | switch (attr) |
|
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280 | { |
|
|
281 | case STR: |
|
|
282 | stats->Str += value; |
|
|
283 | break; |
|
|
284 | case DEX: |
|
|
285 | stats->Dex += value; |
|
|
286 | break; |
|
|
287 | case CON: |
|
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288 | stats->Con += value; |
|
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289 | break; |
|
|
290 | case WIS: |
|
|
291 | stats->Wis += value; |
|
|
292 | break; |
|
|
293 | case POW: |
|
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294 | stats->Pow += value; |
|
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295 | break; |
|
|
296 | case CHA: |
|
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297 | stats->Cha += value; |
|
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298 | break; |
|
|
299 | case INT: |
|
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300 | stats->Int += value; |
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301 | break; |
|
|
302 | default: |
|
|
303 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
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304 | } |
|
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305 | } |
|
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306 | |
|
|
307 | /* |
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308 | * returns the specified stat. See also set_attr_value(). |
|
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309 | */ |
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310 | |
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311 | sint8 |
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312 | get_attr_value (const living *stats, int attr) |
|
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313 | { |
|
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314 | switch (attr) |
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315 | { |
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316 | case STR: return stats->Str; |
|
|
317 | case DEX: return stats->Dex; |
|
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318 | case CON: return stats->Con; |
|
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319 | case WIS: return stats->Wis; |
|
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320 | case CHA: return stats->Cha; |
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321 | case INT: return stats->Int; |
|
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322 | case POW: return stats->Pow; |
|
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323 | } |
|
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324 | |
|
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325 | return 0; |
|
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326 | } |
245 | } |
327 | |
246 | |
328 | /* |
247 | /* |
329 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
330 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
331 | */ |
250 | */ |
332 | |
|
|
333 | void |
251 | void |
334 | check_stat_bounds (living *stats) |
252 | check_stat_bounds (living *stats) |
335 | { |
253 | { |
336 | int i, v; |
|
|
337 | |
|
|
338 | for (i = 0; i < NUM_STATS; i++) |
254 | for (int i = 0; i < NUM_STATS; i++) |
339 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
255 | { |
340 | set_attr_value (stats, i, MAX_STAT); |
256 | sint8 &v = stats->stat (i); |
341 | else if (v < MIN_STAT) |
257 | v = clamp (v, MIN_STAT, MAX_STAT); |
342 | set_attr_value (stats, i, MIN_STAT); |
258 | } |
343 | } |
259 | } |
344 | |
260 | |
345 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
346 | |
262 | |
347 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
356 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
357 | * the object. |
273 | * the object. |
358 | * It is the calling functions responsibilty to check to see if the object |
274 | * It is the calling functions responsibilty to check to see if the object |
359 | * can be applied or not. |
275 | * can be applied or not. |
360 | * The main purpose of calling this function is the messages that are |
276 | * The main purpose of calling this function is the messages that are |
361 | * displayed - fix_player should really always be called after this when |
277 | * displayed - update_stats should really always be called after this when |
362 | * removing an object - that is because it is impossible to know if some object |
278 | * removing an object - that is because it is impossible to know if some object |
363 | * is the only source of an attacktype or spell attunement, so this function |
279 | * is the only source of an attacktype or spell attunement, so this function |
364 | * will clear the bits, but the player may still have some other object |
280 | * will clear the bits, but the player may still have some other object |
365 | * that gives them that ability. |
281 | * that gives them that ability. |
366 | */ |
282 | */ |
367 | int |
283 | int |
368 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
369 | { |
285 | { |
370 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
371 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
372 | int potion_max = 0; |
288 | int potion_max = 0; |
373 | |
289 | |
374 | /* remember what object was like before it was changed. note that |
290 | /* remember what object was like before it was changed. note that |
375 | * refop is a local copy of op only to be used for detecting changes |
291 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
380 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
381 | { |
297 | { |
382 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
383 | { |
299 | { |
384 | potion_max = 1; |
300 | potion_max = 1; |
385 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
386 | { |
302 | { |
387 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
388 | |
304 | int i = tmp->stats.stat (j); |
389 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
390 | i = get_attr_value (&(tmp->stats), j); |
|
|
391 | |
305 | |
392 | /* 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 */ |
393 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
394 | |
308 | |
395 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
396 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
397 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
398 | * to allow for that. |
312 | * to allow for that. |
399 | */ |
313 | */ |
400 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
401 | nstat = 1; |
315 | nstat = 1; |
402 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
403 | { |
|
|
404 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
405 | } |
|
|
406 | |
318 | |
407 | if (nstat != ostat) |
319 | if (nstat != ostat) |
408 | { |
320 | { |
409 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
410 | potion_max = 0; |
322 | potion_max = 0; |
411 | } |
323 | } |
412 | else if (i) |
324 | else if (i) |
413 | { |
325 | { |
414 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
418 | |
330 | |
419 | /* This section of code ups the characters normal stats also. I am not |
331 | /* This section of code ups the characters normal stats also. I am not |
420 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
421 | * recalculates this anyway. |
333 | * recalculates this anyway. |
422 | */ |
334 | */ |
423 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
424 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
425 | |
337 | |
426 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
427 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
428 | } |
340 | } |
429 | |
341 | |
430 | /* reset attributes that fix_player doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
431 | * everything to set |
343 | * everything to set |
432 | */ |
344 | */ |
433 | if (flag == -1) |
345 | if (flag == -1) |
434 | { |
346 | { |
435 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
436 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
437 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
438 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
439 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
440 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
441 | */ |
353 | */ |
442 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
443 | } |
355 | } |
444 | |
356 | |
445 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
446 | * to multiple items. if fix_player always has to be called after |
358 | * to multiple items. if update_stats always has to be called after |
447 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
448 | */ |
360 | */ |
449 | op->update_stats (); |
361 | op->update_stats (); |
450 | |
362 | |
451 | /* Fix player won't add the bows ability to the player, so don't |
363 | /* update_stats won't add the bows ability to the player, so don't |
452 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
453 | */ |
365 | */ |
454 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
455 | { |
367 | { |
456 | success = 1; |
368 | success = 1; |
… | |
… | |
496 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
497 | { |
409 | { |
498 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
499 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
500 | */ |
412 | */ |
501 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
502 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
503 | } |
415 | } |
|
|
416 | |
504 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
506 | |
419 | |
507 | /* Changing move status may mean you are affected by things you weren't before */ |
420 | /* Changing move status may mean you are affected by things you weren't before */ |
508 | check_move_on (op, op); |
421 | check_move_on (op, op); |
… | |
… | |
636 | success = 1; |
549 | success = 1; |
637 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
638 | } |
551 | } |
639 | |
552 | |
640 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
641 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
642 | { |
555 | { |
643 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
644 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
645 | |
558 | |
646 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
655 | } |
568 | } |
656 | } |
569 | } |
657 | |
570 | |
658 | if (!potion_max) |
571 | if (!potion_max) |
659 | { |
572 | { |
660 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
661 | { |
574 | { |
662 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
575 | if (int i = tmp->stats.stat (j)) |
663 | { |
576 | { |
664 | success = 1; |
577 | success = 1; |
665 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | } |
579 | } |
667 | } |
580 | } |
… | |
… | |
672 | |
585 | |
673 | /* |
586 | /* |
674 | * Stat draining by Vick 930307 |
587 | * Stat draining by Vick 930307 |
675 | * (Feeling evil, I made it work as well now. -Frank 8) |
588 | * (Feeling evil, I made it work as well now. -Frank 8) |
676 | */ |
589 | */ |
677 | |
|
|
678 | void |
590 | void |
679 | object::drain_stat () |
591 | object::drain_stat () |
680 | { |
592 | { |
681 | drain_specific_stat (RANDOM () % NUM_STATS); |
593 | drain_specific_stat (rndm (NUM_STATS)); |
682 | } |
594 | } |
683 | |
595 | |
684 | void |
596 | void |
685 | object::drain_specific_stat (int deplete_stats) |
597 | object::drain_specific_stat (int deplete_stats) |
686 | { |
598 | { |
… | |
… | |
754 | return; |
666 | return; |
755 | |
667 | |
756 | /* Randomly change the players luck. Basically, we move it |
668 | /* Randomly change the players luck. Basically, we move it |
757 | * back neutral (if greater>0, subtract, otherwise add) |
669 | * back neutral (if greater>0, subtract, otherwise add) |
758 | */ |
670 | */ |
759 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
671 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
760 | { |
672 | { |
761 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
673 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | |
674 | |
763 | stats.luck += diff; |
675 | stats.luck += diff; |
764 | tmp->stats.luck += diff; |
676 | tmp->stats.luck += diff; |
… | |
… | |
771 | * Subtracts stat-bonuses given by the class which the player has chosen. |
683 | * Subtracts stat-bonuses given by the class which the player has chosen. |
772 | */ |
684 | */ |
773 | void |
685 | void |
774 | object::remove_statbonus () |
686 | object::remove_statbonus () |
775 | { |
687 | { |
776 | stats.Str -= arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
777 | stats.Dex -= arch->clone.stats.Dex; |
689 | { |
778 | stats.Con -= arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
779 | stats.Wis -= arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
780 | stats.Pow -= arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
781 | stats.Cha -= arch->clone.stats.Cha; |
693 | } |
782 | stats.Int -= arch->clone.stats.Int; |
|
|
783 | |
|
|
784 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
785 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
786 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
787 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
788 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
789 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
790 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
791 | } |
694 | } |
792 | |
695 | |
793 | /* |
696 | /* |
794 | * Adds stat-bonuses given by the class which the player has chosen. |
697 | * Adds stat-bonuses given by the class which the player has chosen. |
795 | */ |
698 | */ |
796 | void |
699 | void |
797 | object::add_statbonus () |
700 | object::add_statbonus () |
798 | { |
701 | { |
799 | stats.Str += arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
800 | stats.Dex += arch->clone.stats.Dex; |
703 | { |
801 | stats.Con += arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
802 | stats.Wis += arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
803 | stats.Pow += arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
804 | stats.Cha += arch->clone.stats.Cha; |
707 | } |
805 | stats.Int += arch->clone.stats.Int; |
|
|
806 | |
|
|
807 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
808 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
809 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
810 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
811 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
812 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
813 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
814 | } |
708 | } |
815 | |
709 | |
816 | /* |
710 | /* |
817 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
818 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
819 | * and players; the "player" in the name is purely an archaic inheritance. |
713 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * This functions starts from base values (archetype or player object) |
714 | * This functions starts from base values (archetype or player object) |
821 | * and then adjusts them according to what the player has equipped. |
715 | * and then adjusts them according to what the player has equipped. |
822 | */ |
716 | * |
823 | |
|
|
824 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
717 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
825 | spell system split, grace points now added to system --peterm |
718 | * spell system split, grace points now added to system --peterm |
826 | */ |
719 | */ |
827 | |
|
|
828 | void |
720 | void |
829 | object::update_stats () |
721 | object::update_stats () |
830 | { |
722 | { |
831 | int i, j; |
723 | int i, j; |
832 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
837 | float old_speed = speed; |
729 | float old_speed = speed; |
838 | |
730 | |
839 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
840 | if (type == PLAYER) |
732 | if (type == PLAYER) |
841 | { |
733 | { |
842 | for (i = 0; i < NUM_STATS; i++) |
734 | for (i = 0; i < NUM_STATS; i++) |
843 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
844 | |
736 | |
845 | if (settings.spell_encumbrance == TRUE) |
737 | if (settings.spell_encumbrance == TRUE) |
846 | contr->encumbrance = 0; |
738 | contr->encumbrance = 0; |
847 | |
739 | |
848 | attacktype = 0; |
740 | attacktype = 0; |
|
|
741 | |
849 | contr->digestion = 0; |
742 | contr->digestion = 0; |
850 | contr->gen_hp = 0; |
743 | contr->gen_hp = 0; |
851 | contr->gen_sp = 0; |
744 | contr->gen_sp = 0; |
852 | contr->gen_grace = 0; |
745 | contr->gen_grace = 0; |
853 | contr->gen_sp_armour = 10; |
746 | contr->gen_sp_armour = 10; |
854 | contr->item_power = 0; |
747 | contr->item_power = 0; |
855 | |
|
|
856 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
857 | * gets reset for no good reason, and we don't want to reset |
|
|
858 | * range_magic (what spell is readied). These three below |
|
|
859 | * well get filled in based on what the player has equipped. |
|
|
860 | */ |
|
|
861 | contr->ranges[range_bow] = NULL; |
|
|
862 | contr->ranges[range_misc] = NULL; |
|
|
863 | contr->ranges[range_skill] = NULL; |
|
|
864 | } |
748 | } |
865 | |
749 | |
866 | memcpy (body_used, body_info, sizeof (body_info)); |
750 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
751 | slot[i].used = slot[i].info; |
867 | |
752 | |
868 | slaying = 0; |
753 | slaying = 0; |
869 | |
754 | |
870 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
755 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
871 | { |
756 | { |
… | |
… | |
880 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
765 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
766 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
767 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
883 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
768 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
884 | |
769 | |
885 | path_attuned = arch->clone.path_attuned; |
770 | path_attuned = arch->clone.path_attuned; |
886 | path_repelled = arch->clone.path_repelled; |
771 | path_repelled = arch->clone.path_repelled; |
887 | path_denied = arch->clone.path_denied; |
772 | path_denied = arch->clone.path_denied; |
888 | glow_radius = arch->clone.glow_radius; |
773 | glow_radius = arch->clone.glow_radius; |
889 | move_type = arch->clone.move_type; |
774 | move_type = arch->clone.move_type; |
|
|
775 | |
890 | chosen_skill = NULL; |
776 | chosen_skill = 0; |
891 | |
777 | |
892 | /* initializing resistances from the values in player/monster's |
778 | /* initializing resistances from the values in player/monster's |
893 | * archetype clone |
779 | * archetype clone |
894 | */ |
780 | */ |
895 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
898 | { |
784 | { |
899 | if (resist[i] > 0) |
785 | if (resist[i] > 0) |
900 | prot[i] = resist[i], vuln[i] = 0; |
786 | prot[i] = resist[i], vuln[i] = 0; |
901 | else |
787 | else |
902 | vuln[i] = -(resist[i]), prot[i] = 0; |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
789 | |
903 | potion_resist[i] = 0; |
790 | potion_resist[i] = 0; |
904 | } |
791 | } |
905 | |
792 | |
906 | wc = arch->clone.stats.wc; |
793 | wc = arch->clone.stats.wc; |
907 | stats.dam = arch->clone.stats.dam; |
794 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
925 | speed = arch->clone.speed; |
812 | speed = arch->clone.speed; |
926 | |
813 | |
927 | /* OK - we've reset most all the objects attributes to sane values. |
814 | /* OK - we've reset most all the objects attributes to sane values. |
928 | * now go through and make adjustments for what the player has equipped. |
815 | * now go through and make adjustments for what the player has equipped. |
929 | */ |
816 | */ |
930 | |
|
|
931 | for (tmp = inv; tmp; tmp = tmp->below) |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
932 | { |
818 | { |
933 | /* See note in map.c:update_position about making this additive |
819 | /* See note in map.c:update_position about making this additive |
934 | * since light sources are never applied, need to put check here. |
820 | * since light sources are never applied, need to put check here. |
935 | */ |
821 | */ |
936 | if (tmp->glow_radius > glow_radius) |
822 | if (tmp->glow_radius > glow_radius) |
937 | glow_radius = tmp->glow_radius; |
823 | glow_radius = tmp->glow_radius; |
938 | |
824 | |
939 | /* This happens because apply_potion calls change_abil with the potion |
825 | /* This happens because apply_potion calls change_abil with the potion |
940 | * applied so we can tell the player what chagned. But change_abil |
826 | * applied so we can tell the player what changed. But change_abil |
941 | * then calls this function. |
827 | * then calls this function. |
942 | */ |
828 | */ |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
944 | continue; |
830 | continue; |
945 | |
831 | |
… | |
… | |
971 | * in the praying skill, and the player should always get those. |
857 | * in the praying skill, and the player should always get those. |
972 | * It also means we need to put in additional checks for applied below, |
858 | * It also means we need to put in additional checks for applied below, |
973 | * because the skill shouldn't count against body positions being used |
859 | * because the skill shouldn't count against body positions being used |
974 | * up, etc. |
860 | * up, etc. |
975 | */ |
861 | */ |
976 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
862 | if ((tmp->flag [FLAG_APPLIED] |
|
|
863 | && tmp->type != CONTAINER |
|
|
864 | && tmp->type != CLOSE_CON) |
|
|
865 | || (tmp->type == SKILL |
977 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
978 | { |
867 | { |
979 | if (type == PLAYER) |
868 | if (type == PLAYER) |
980 | { |
869 | { |
981 | if (tmp->type == BOW) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
982 | contr->ranges[range_bow] = tmp; |
871 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
983 | |
872 | continue; |
984 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
985 | contr->ranges[range_misc] = tmp; |
|
|
986 | |
873 | |
987 | for (i = 0; i < NUM_STATS; i++) |
874 | for (i = 0; i < NUM_STATS; i++) |
988 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
989 | |
876 | |
990 | /* these are the items that currently can change digestion, regeneration, |
877 | /* these are the items that currently can change digestion, regeneration, |
991 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
878 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
992 | * list, but other items store other info into stats array. |
879 | * list, but other items store other info into stats array. |
993 | */ |
880 | */ |
994 | if ((tmp->type == WEAPON) || |
881 | if (tmp->type == WEAPON || tmp->type == BOW || |
995 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
882 | tmp->type == ARMOUR || tmp->type == HELMET || |
996 | (tmp->type == SHIELD) || (tmp->type == RING) || |
883 | tmp->type == SHIELD || tmp->type == RING || |
997 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
884 | tmp->type == BOOTS || tmp->type == GLOVES || |
998 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
885 | tmp->type == AMULET || tmp->type == GIRDLE || |
999 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
886 | tmp->type == BRACERS || tmp->type == CLOAK || |
1000 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
887 | tmp->type == DISEASE || tmp->type == FORCE || |
1001 | (tmp->type == SKILL)) |
888 | tmp->type == SKILL) |
1002 | { |
889 | { |
1003 | contr->digestion += tmp->stats.food; |
890 | contr->digestion += tmp->stats.food; |
1004 | contr->gen_hp += tmp->stats.hp; |
891 | contr->gen_hp += tmp->stats.hp; |
1005 | contr->gen_sp += tmp->stats.sp; |
892 | contr->gen_sp += tmp->stats.sp; |
1006 | contr->gen_grace += tmp->stats.grace; |
893 | contr->gen_grace += tmp->stats.grace; |
1007 | contr->gen_sp_armour += tmp->gen_sp_armour; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1008 | contr->item_power += tmp->item_power; |
895 | contr->item_power += tmp->item_power; |
1009 | } |
896 | } |
1010 | } /* if this is a player */ |
897 | } /* if this is a player */ |
|
|
898 | else |
|
|
899 | { |
|
|
900 | if (tmp->type == WEAPON) |
|
|
901 | current_weapon = tmp; |
|
|
902 | } |
1011 | |
903 | |
1012 | /* Update slots used for items */ |
904 | /* Update slots used for items */ |
1013 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1014 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
906 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1015 | body_used[i] += tmp->body_info[i]; |
907 | slot[i].used += tmp->slot[i].info; |
1016 | |
908 | |
1017 | if (tmp->type == SYMPTOM) |
909 | if (tmp->type == SYMPTOM) |
1018 | { |
910 | { |
1019 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
911 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
912 | |
1020 | if (speed_reduce_from_disease == 0) |
913 | if (speed_reduce_from_disease == 0) |
1021 | speed_reduce_from_disease = 1; |
914 | speed_reduce_from_disease = 1; |
1022 | } |
915 | } |
1023 | |
916 | |
1024 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
917 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1025 | * (Negative protections are calculated extactly like positive.) |
918 | * (Negative protections are calculated exactly like positive.) |
1026 | * Resistance from potions are treated special as well. If there's |
919 | * Resistance from potions are treated special as well. If there's |
1027 | * more than one potion-effect, the bigger prot.-value is taken. |
920 | * more than one potion-effect, the bigger prot.-value is taken. |
1028 | */ |
921 | */ |
1029 | if (tmp->type != POTION) |
922 | if (tmp->type != POTION) |
1030 | { |
923 | { |
… | |
… | |
1039 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
932 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1040 | else |
933 | else |
1041 | potion_resist[i] = tmp->resist[i]; |
934 | potion_resist[i] = tmp->resist[i]; |
1042 | } |
935 | } |
1043 | else if (tmp->resist[i] > 0) |
936 | else if (tmp->resist[i] > 0) |
1044 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
937 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1045 | else if (tmp->resist[i] < 0) |
938 | else if (tmp->resist[i] < 0) |
1046 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1047 | } |
940 | } |
1048 | } |
941 | } |
1049 | |
942 | |
1050 | /* There may be other things that should not adjust the attacktype */ |
943 | /* There may be other things that should not adjust the attacktype */ |
1051 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
944 | if (tmp->type != SYMPTOM) |
|
|
945 | { |
1052 | attacktype |= tmp->attacktype; |
946 | attacktype |= tmp->attacktype; |
1053 | |
|
|
1054 | path_attuned |= tmp->path_attuned; |
947 | path_attuned |= tmp->path_attuned; |
1055 | path_repelled |= tmp->path_repelled; |
948 | path_repelled |= tmp->path_repelled; |
1056 | path_denied |= tmp->path_denied; |
949 | path_denied |= tmp->path_denied; |
|
|
950 | move_type |= tmp->move_type; |
1057 | stats.luck += tmp->stats.luck; |
951 | stats.luck += tmp->stats.luck; |
1058 | move_type |= tmp->move_type; |
952 | } |
1059 | |
953 | |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
954 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
955 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
956 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
957 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1076 | |
970 | |
1077 | if (tmp->stats.exp && tmp->type != SKILL) |
971 | if (tmp->stats.exp && tmp->type != SKILL) |
1078 | { |
972 | { |
1079 | if (tmp->stats.exp > 0) |
973 | if (tmp->stats.exp > 0) |
1080 | { |
974 | { |
1081 | added_speed += (float) tmp->stats.exp / 3.0; |
975 | added_speed += tmp->stats.exp / 3.f; |
1082 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
976 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1083 | } |
977 | } |
1084 | else |
978 | else |
1085 | added_speed += (float) tmp->stats.exp; |
979 | added_speed += tmp->stats.exp; |
1086 | } |
980 | } |
1087 | |
981 | |
1088 | switch (tmp->type) |
982 | switch (tmp->type) |
1089 | { |
983 | { |
|
|
984 | #if 0 |
|
|
985 | case WAND: |
|
|
986 | case ROD: |
|
|
987 | case HORN: |
|
|
988 | if (type != PLAYER || current_weapon == tmp) |
|
|
989 | chosen_skill = tmp; |
|
|
990 | break; |
|
|
991 | #endif |
|
|
992 | |
1090 | /* skills modifying the character -b.t. */ |
993 | /* skills modifying the character -b.t. */ |
1091 | /* for all skills and skill granting objects */ |
994 | /* for all skills and skill granting objects */ |
1092 | case SKILL: |
995 | case SKILL: |
1093 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1094 | break; |
997 | break; |
1095 | |
998 | |
1096 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1097 | wc_obj = tmp; |
|
|
1098 | |
|
|
1099 | if (chosen_skill) |
999 | if (chosen_skill) |
1100 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1000 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1101 | |
1001 | |
1102 | chosen_skill = tmp; |
1002 | chosen_skill = tmp; |
1103 | |
1003 | |
1104 | if (tmp->stats.dam > 0) |
1004 | if (tmp->stats.dam > 0) |
1105 | { /* skill is a 'weapon' */ |
1005 | { /* skill is a 'weapon' */ |
1106 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1006 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1107 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1007 | weapon_speed = WEAPON_SPEED (tmp); |
1108 | |
1008 | |
1109 | if (weapon_speed < 0) |
1009 | if (weapon_speed < 0) |
1110 | weapon_speed = 0; |
1010 | weapon_speed = 0; |
1111 | |
1011 | |
1112 | weapon_weight = tmp->weight; |
1012 | weapon_weight = tmp->weight; |
1113 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1013 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1114 | |
1014 | |
1115 | if (tmp->magic) |
1015 | if (tmp->magic) |
1116 | stats.dam += tmp->magic; |
1016 | stats.dam += tmp->magic; |
1117 | } |
1017 | } |
1118 | |
1018 | |
1119 | if (tmp->stats.wc) |
1019 | if (tmp->stats.wc) |
1120 | wc -= (tmp->stats.wc + tmp->magic); |
1020 | wc -= tmp->stats.wc + tmp->magic; |
1121 | |
1021 | |
1122 | if (tmp->slaying != NULL) |
1022 | if (tmp->slaying) |
1123 | slaying = tmp->slaying; |
1023 | slaying = tmp->slaying; |
1124 | |
1024 | |
1125 | if (tmp->stats.ac) |
1025 | if (tmp->stats.ac) |
1126 | ac -= (tmp->stats.ac + tmp->magic); |
1026 | ac -= tmp->stats.ac + tmp->magic; |
1127 | |
1027 | |
1128 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1028 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1129 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1029 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1130 | |
|
|
1131 | if (type == PLAYER) |
|
|
1132 | contr->ranges[range_skill] = this; |
|
|
1133 | |
1030 | |
1134 | break; |
1031 | break; |
1135 | |
1032 | |
1136 | case SKILL_TOOL: |
1033 | case SKILL_TOOL: |
1137 | if (chosen_skill) |
1034 | if (chosen_skill) |
1138 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1035 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1139 | |
1036 | |
1140 | chosen_skill = tmp; |
1037 | chosen_skill = tmp; |
1141 | |
|
|
1142 | if (type == PLAYER) |
|
|
1143 | contr->ranges[range_skill] = this; |
|
|
1144 | break; |
1038 | break; |
1145 | |
1039 | |
1146 | case SHIELD: |
1040 | case SHIELD: |
1147 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1041 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1148 | contr->encumbrance += (int) tmp->weight / 2000; |
1042 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1152 | case HELMET: |
1046 | case HELMET: |
1153 | case BOOTS: |
1047 | case BOOTS: |
1154 | case GLOVES: |
1048 | case GLOVES: |
1155 | case CLOAK: |
1049 | case CLOAK: |
1156 | if (tmp->stats.wc) |
1050 | if (tmp->stats.wc) |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
1051 | wc -= tmp->stats.wc + tmp->magic; |
1158 | |
1052 | |
1159 | if (tmp->stats.dam) |
1053 | if (tmp->stats.dam) |
1160 | stats.dam += (tmp->stats.dam + tmp->magic); |
1054 | stats.dam += tmp->stats.dam + tmp->magic; |
1161 | |
1055 | |
1162 | if (tmp->stats.ac) |
1056 | if (tmp->stats.ac) |
1163 | ac -= (tmp->stats.ac + tmp->magic); |
1057 | ac -= tmp->stats.ac + tmp->magic; |
1164 | |
1058 | |
1165 | break; |
1059 | break; |
1166 | |
1060 | |
|
|
1061 | case BOW: |
1167 | case WEAPON: |
1062 | case WEAPON: |
|
|
1063 | if (type != PLAYER || current_weapon == tmp) |
|
|
1064 | { |
1168 | wc -= (tmp->stats.wc + tmp->magic); |
1065 | wc -= tmp->stats.wc + tmp->magic; |
1169 | |
1066 | |
1170 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1067 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1171 | ac -= tmp->stats.ac + tmp->magic; |
1068 | ac -= tmp->stats.ac + tmp->magic; |
1172 | |
1069 | |
1173 | stats.dam += (tmp->stats.dam + tmp->magic); |
1070 | stats.dam += tmp->stats.dam + tmp->magic; |
1174 | weapon_weight = tmp->weight; |
1071 | weapon_weight = tmp->weight; |
1175 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1072 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1176 | |
1073 | |
1177 | if (weapon_speed < 0) |
1074 | if (weapon_speed < 0) |
1178 | weapon_speed = 0; |
1075 | weapon_speed = 0; |
1179 | |
1076 | |
1180 | slaying = tmp->slaying; |
1077 | slaying = tmp->slaying; |
|
|
1078 | |
1181 | /* If there is desire that two handed weapons should do |
1079 | /* If there is desire that two handed weapons should do |
1182 | * extra strength damage, this is where the code should |
1080 | * extra strength damage, this is where the code should |
1183 | * go. |
1081 | * go. |
1184 | */ |
1082 | */ |
1185 | current_weapon = tmp; |
1083 | |
1186 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1084 | if (type == PLAYER) |
|
|
1085 | if (settings.spell_encumbrance) |
1187 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1086 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1087 | } |
1188 | |
1088 | |
1189 | break; |
1089 | break; |
1190 | |
1090 | |
1191 | case ARMOUR: /* Only the best of these three are used: */ |
1091 | case ARMOUR: /* Only the best of these three are used: */ |
1192 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1092 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1193 | contr->encumbrance += (int) tmp->weight / 1000; |
1093 | contr->encumbrance += tmp->weight / 1000; |
1194 | |
1094 | |
1195 | case BRACERS: |
1095 | case BRACERS: |
1196 | case FORCE: |
1096 | case FORCE: |
1197 | if (tmp->stats.wc) |
1097 | if (tmp->stats.wc) |
1198 | { |
1098 | { |
… | |
… | |
1220 | wc -= (tmp->stats.wc + tmp->magic); |
1120 | wc -= (tmp->stats.wc + tmp->magic); |
1221 | |
1121 | |
1222 | if (tmp->stats.ac) |
1122 | if (tmp->stats.ac) |
1223 | ac -= (tmp->stats.ac + tmp->magic); |
1123 | ac -= (tmp->stats.ac + tmp->magic); |
1224 | |
1124 | |
1225 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1125 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1226 | max = ARMOUR_SPEED (tmp) / 10.0; |
1126 | max = ARMOUR_SPEED (tmp) / 10.f; |
1227 | |
1127 | |
1228 | break; |
1128 | break; |
1229 | } /* switch tmp->type */ |
1129 | } /* switch tmp->type */ |
1230 | } /* item is equipped */ |
1130 | } /* item is equipped */ |
1231 | } /* for loop of items */ |
1131 | } /* for loop of items */ |
… | |
… | |
1299 | |
1199 | |
1300 | if (mana_obj == this && type == PLAYER) |
1200 | if (mana_obj == this && type == PLAYER) |
1301 | stats.maxsp = 1; |
1201 | stats.maxsp = 1; |
1302 | else |
1202 | else |
1303 | { |
1203 | { |
1304 | sp_tmp = 0.0; |
1204 | sp_tmp = 0.f; |
1305 | |
1205 | |
1306 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1206 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1307 | { |
1207 | { |
1308 | float stmp; |
1208 | float stmp; |
1309 | |
1209 | |
1310 | /* Got some extra bonus at first level */ |
1210 | /* Got some extra bonus at first level */ |
1311 | if (i < 2) |
1211 | if (i < 2) |
1312 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1212 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1313 | else |
1213 | else |
1314 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1214 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1315 | |
1215 | |
1316 | if (stmp < 1.0) |
1216 | if (stmp < 1.f) |
1317 | stmp = 1.0; |
1217 | stmp = 1.f; |
1318 | |
1218 | |
1319 | sp_tmp += stmp; |
1219 | sp_tmp += stmp; |
1320 | } |
1220 | } |
1321 | |
1221 | |
1322 | stats.maxsp = (int) sp_tmp; |
1222 | stats.maxsp = (sint16)sp_tmp; |
1323 | |
1223 | |
1324 | for (i = 11; i <= mana_obj->level; i++) |
1224 | for (i = 11; i <= mana_obj->level; i++) |
1325 | stats.maxsp += 2; |
1225 | stats.maxsp += 2; |
1326 | } |
1226 | } |
|
|
1227 | |
1327 | /* Characters can get their sp supercharged via rune of transferrance */ |
1228 | /* Characters can get their sp supercharged via rune of transferrance */ |
1328 | if (stats.sp > stats.maxsp * 2) |
1229 | if (stats.sp > stats.maxsp * 2) |
1329 | stats.sp = stats.maxsp * 2; |
1230 | stats.sp = stats.maxsp * 2; |
1330 | |
1231 | |
1331 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1232 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1339 | /* store grace in a float - this way, the divisions below don't create |
1240 | /* store grace in a float - this way, the divisions below don't create |
1340 | * big jumps when you go from level to level - with int's, it then |
1241 | * big jumps when you go from level to level - with int's, it then |
1341 | * becomes big jumps when the sums of the bonuses jump to the next |
1242 | * becomes big jumps when the sums of the bonuses jump to the next |
1342 | * step of 8 - with floats, even fractional ones are useful. |
1243 | * step of 8 - with floats, even fractional ones are useful. |
1343 | */ |
1244 | */ |
1344 | sp_tmp = 0.0; |
1245 | sp_tmp = 0.f; |
1345 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1246 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1346 | { |
1247 | { |
1347 | float grace_tmp = 0.0; |
1248 | float grace_tmp = 0.f; |
1348 | |
1249 | |
1349 | /* Got some extra bonus at first level */ |
1250 | /* Got some extra bonus at first level */ |
1350 | if (i < 2) |
1251 | if (i < 2) |
1351 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1252 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1352 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1353 | else |
1253 | else |
1354 | grace_tmp = (float) contr->levgrace[i] |
|
|
1355 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1254 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1356 | |
1255 | |
1357 | if (grace_tmp < 1.0) |
1256 | if (grace_tmp < 1.f) |
1358 | grace_tmp = 1.0; |
1257 | grace_tmp = 1.f; |
1359 | |
1258 | |
1360 | sp_tmp += grace_tmp; |
1259 | sp_tmp += grace_tmp; |
1361 | } |
1260 | } |
1362 | |
1261 | |
1363 | stats.maxgrace = (int) sp_tmp; |
1262 | stats.maxgrace = (sint16)sp_tmp; |
1364 | |
1263 | |
1365 | /* two grace points per level after 11 */ |
1264 | /* two grace points per level after 11 */ |
1366 | for (i = 11; i <= grace_obj->level; i++) |
1265 | for (i = 11; i <= grace_obj->level; i++) |
1367 | stats.maxgrace += 2; |
1266 | stats.maxgrace += 2; |
1368 | } |
1267 | } |
|
|
1268 | |
1369 | /* No limit on grace vs maxgrace */ |
1269 | /* No limit on grace vs maxgrace */ |
1370 | |
1270 | |
1371 | if (contr->braced) |
1271 | if (contr->braced) |
1372 | { |
1272 | { |
1373 | ac += 2; |
1273 | ac += 2; |
… | |
… | |
1385 | * improvement every level, now its fighterlevel/5. So |
1285 | * improvement every level, now its fighterlevel/5. So |
1386 | * we give the player a bonus here in wc and dam |
1286 | * we give the player a bonus here in wc and dam |
1387 | * to make up for the change. Note that I left the |
1287 | * to make up for the change. Note that I left the |
1388 | * monster bonus the same as before. -b.t. |
1288 | * monster bonus the same as before. -b.t. |
1389 | */ |
1289 | */ |
|
|
1290 | object *wc_obj = chosen_skill; |
1390 | |
1291 | |
1391 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1292 | if (contr && wc_obj && wc_obj->level > 1) |
1392 | { |
1293 | { |
1393 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1294 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1295 | |
1394 | for (i = 1; i < wc_obj->level; i++) |
1296 | for (i = 1; i < wc_obj->level; i++) |
1395 | { |
1297 | { |
1396 | /* addtional wc every 6 levels */ |
1298 | /* additional wc every 6 levels */ |
1397 | if (!(i % 6)) |
1299 | if (!(i % 6)) |
1398 | wc--; |
1300 | wc--; |
|
|
1301 | |
1399 | /* addtional dam every 4 levels. */ |
1302 | /* additional dam every 4 levels. */ |
1400 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1303 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1401 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1304 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1402 | } |
1305 | } |
1403 | } |
1306 | } |
1404 | else |
1307 | else |
1405 | wc -= (level + thaco_bonus[stats.Str]); |
1308 | wc -= level + thaco_bonus[stats.Str]; |
1406 | |
1309 | |
1407 | stats.dam += dam_bonus[stats.Str]; |
1310 | stats.dam += dam_bonus[stats.Str]; |
1408 | |
1311 | |
1409 | if (stats.dam < 1) |
1312 | if (stats.dam < 1) |
1410 | stats.dam = 1; |
1313 | stats.dam = 1; |
1411 | |
1314 | |
1412 | speed = 1.0 + speed_bonus[stats.Dex]; |
1315 | speed = 1.f + speed_bonus[stats.Dex]; |
1413 | |
1316 | |
1414 | if (settings.search_items && contr->search_str[0]) |
1317 | if (settings.search_items && contr->search_str[0]) |
1415 | speed -= 1; |
1318 | speed -= 1; |
1416 | |
1319 | |
1417 | if (attacktype == 0) |
1320 | if (attacktype == 0) |
1418 | attacktype = arch->clone.attacktype; |
1321 | attacktype = arch->clone.attacktype; |
1419 | |
|
|
1420 | } /* End if player */ |
1322 | } /* End if player */ |
1421 | |
1323 | |
1422 | if (added_speed >= 0) |
1324 | if (added_speed >= 0) |
1423 | speed += added_speed / 10.0; |
1325 | speed += added_speed / 10.f; |
1424 | else /* Something wrong here...: */ |
1326 | else /* Something wrong here...: */ |
1425 | speed /= (float) (1.0 - added_speed); |
1327 | speed /= 1.f - added_speed; |
1426 | |
1328 | |
1427 | /* Max is determined by armour */ |
1329 | /* Max is determined by armour */ |
1428 | if (speed > max) |
1330 | if (speed > max) |
1429 | speed = max; |
1331 | speed = max; |
1430 | |
1332 | |
… | |
… | |
1435 | * weight limit, then player suffers a speed reduction based on how |
1337 | * weight limit, then player suffers a speed reduction based on how |
1436 | * much above he is, and what is max carry is |
1338 | * much above he is, and what is max carry is |
1437 | */ |
1339 | */ |
1438 | f = (carrying / 1000) - max_carry[stats.Str]; |
1340 | f = (carrying / 1000) - max_carry[stats.Str]; |
1439 | if (f > 0) |
1341 | if (f > 0) |
1440 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1342 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1441 | } |
1343 | } |
1442 | |
1344 | |
1443 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1345 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1444 | |
1346 | |
1445 | /* Put a lower limit on speed. Note with this speed, you move once every |
1347 | /* Put a lower limit on speed. Note with this speed, you move once every |
1446 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1348 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1447 | */ |
1349 | */ |
1448 | speed = speed * speed_reduce_from_disease; |
1350 | speed = speed * speed_reduce_from_disease; |
1449 | |
1351 | |
1450 | if (speed < 0.01 && type == PLAYER) |
1352 | if (speed < 0.01f && type == PLAYER) |
1451 | speed = 0.01; |
1353 | speed = 0.01f; |
1452 | |
1354 | |
1453 | if (type == PLAYER) |
1355 | if (type == PLAYER) |
1454 | { |
1356 | { |
1455 | float M, W, s, D, K, S, M2; |
|
|
1456 | |
|
|
1457 | /* (This formula was made by vidarl@ifi.uio.no) |
1357 | /* (This formula was made by vidarl@ifi.uio.no) |
1458 | * Note that we never used these values again - basically |
1358 | * Note that we never used these values again - basically |
1459 | * all of these could be subbed into one big equation, but |
1359 | * all of these could be subbed into one big equation, but |
1460 | * that would just be a real pain to read. |
1360 | * that would just be a real pain to read. |
1461 | */ |
1361 | */ |
1462 | M = (max_carry[stats.Str] - 121) / 121.0; |
1362 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1463 | M2 = max_carry[stats.Str] / 100.0; |
1363 | float M2 = max_carry[stats.Str] / 100.f; |
1464 | W = weapon_weight / 20000.0; |
1364 | float W = weapon_weight / 20000.f; |
1465 | s = 2 - weapon_speed / 10.0; |
1365 | float s = 2 - weapon_speed / 10.f; |
1466 | D = (stats.Dex - 14) / 14.0; |
1366 | float D = (stats.Dex - 14) / 14.f; |
1467 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1367 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1368 | |
1468 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1369 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1370 | |
1469 | if (K <= 0) |
1371 | if (K <= 0.f) |
1470 | K = 0.01; |
1372 | K = 0.01f; |
|
|
1373 | |
1471 | S = speed / (K * s); |
1374 | float S = speed / (K * s); |
|
|
1375 | |
1472 | contr->weapon_sp = S; |
1376 | contr->weapon_sp = S; |
1473 | } |
1377 | } |
1474 | |
1378 | |
1475 | /* I want to limit the power of small monsters with big weapons: */ |
1379 | /* I want to limit the power of small monsters with big weapons: */ |
1476 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1380 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1477 | stats.dam = arch->clone.stats.dam * 3; |
1381 | stats.dam = arch->clone.stats.dam * 3; |
1478 | |
1382 | |
1479 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1383 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1480 | * should be more than enough - remember, AC is also in 8 bits, |
1384 | * should be more than enough - remember, AC is also in 8 bits, |
1481 | * so its value is the same. |
1385 | * so its value is the same. |
… | |
… | |
1514 | if (type == PLAYER) |
1418 | if (type == PLAYER) |
1515 | { |
1419 | { |
1516 | esrv_update_stats (contr); |
1420 | esrv_update_stats (contr); |
1517 | esrv_update_spells (contr); |
1421 | esrv_update_spells (contr); |
1518 | } |
1422 | } |
|
|
1423 | |
|
|
1424 | // update the mapspace, if we are on a map |
|
|
1425 | if (!flag [FLAG_REMOVED] && map) |
|
|
1426 | map->at (x, y).flags_ = 0; |
1519 | } |
1427 | } |
1520 | |
1428 | |
1521 | /* |
1429 | /* |
1522 | * Returns true if the given player is a legal class. |
1430 | * Returns true if the given player is a legal class. |
1523 | * The function to add and remove class-bonuses to the stats doesn't |
1431 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1526 | * false otherwise. |
1434 | * false otherwise. |
1527 | */ |
1435 | */ |
1528 | int |
1436 | int |
1529 | allowed_class (const object *op) |
1437 | allowed_class (const object *op) |
1530 | { |
1438 | { |
1531 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1439 | return op->stats.Dex > 0 |
1532 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1440 | && op->stats.Str > 0 |
|
|
1441 | && op->stats.Con > 0 |
|
|
1442 | && op->stats.Int > 0 |
|
|
1443 | && op->stats.Wis > 0 |
|
|
1444 | && op->stats.Pow > 0 |
|
|
1445 | && op->stats.Cha > 0; |
1533 | } |
1446 | } |
1534 | |
1447 | |
1535 | /* |
1448 | /* |
1536 | * set the new dragon name after gaining levels or |
1449 | * set the new dragon name after gaining levels or |
1537 | * changing ability focus (later this can be extended to |
1450 | * changing ability focus (later this can be extended to |
… | |
… | |
1608 | object *skin = NULL; /* pointer to dragon skin force */ |
1521 | object *skin = NULL; /* pointer to dragon skin force */ |
1609 | object *tmp = NULL; /* tmp. object */ |
1522 | object *tmp = NULL; /* tmp. object */ |
1610 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1523 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1611 | |
1524 | |
1612 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1525 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1526 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1527 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1528 | |
1613 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1529 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1614 | { |
|
|
1615 | if (tmp->type == FORCE) |
1530 | if (tmp->type == FORCE) |
1616 | { |
|
|
1617 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1531 | if (tmp->arch->name == dragon_ability_force) |
1618 | abil = tmp; |
1532 | abil = tmp; |
1619 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1533 | else if (tmp->arch->name == dragon_skin_force) |
1620 | skin = tmp; |
1534 | skin = tmp; |
1621 | } |
1535 | |
1622 | } |
|
|
1623 | /* if the force is missing -> bail out */ |
1536 | /* if the force is missing -> bail out */ |
1624 | if (abil == NULL) |
1537 | if (abil == NULL) |
1625 | return; |
1538 | return; |
1626 | |
1539 | |
1627 | /* The ability_force keeps track of maximum level ever achieved. |
1540 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1671 | if (!skill_obj) |
1584 | if (!skill_obj) |
1672 | { |
1585 | { |
1673 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1586 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1674 | return NULL; |
1587 | return NULL; |
1675 | } |
1588 | } |
|
|
1589 | |
1676 | /* clear the flag - exp goes into this bucket, but player |
1590 | /* clear the flag - exp goes into this bucket, but player |
1677 | * still doesn't know it. |
1591 | * still doesn't know it. |
1678 | */ |
1592 | */ |
1679 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1593 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1680 | skill_obj->stats.exp = 0; |
1594 | skill_obj->stats.exp = 0; |
1681 | skill_obj->level = 1; |
1595 | skill_obj->level = 1; |
1682 | insert_ob_in_ob (skill_obj, op); |
1596 | insert_ob_in_ob (skill_obj, op); |
|
|
1597 | |
1683 | if (op->contr) |
1598 | if (op->contr) |
1684 | { |
1599 | { |
1685 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1600 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1686 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1601 | if (op->contr->ns) |
|
|
1602 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1687 | } |
1603 | } |
|
|
1604 | |
1688 | return skill_obj; |
1605 | return skill_obj; |
1689 | } |
1606 | } |
1690 | |
|
|
1691 | |
1607 | |
1692 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1608 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1693 | * whether the player gets more hp, sp and new levels. |
1609 | * whether the player gets more hp, sp and new levels. |
1694 | * Note this this function should only be called for players. Monstes |
1610 | * Note this this function should only be called for players. Monstes |
1695 | * don't really gain levels |
1611 | * don't really gain levels |
… | |
… | |
1706 | |
1622 | |
1707 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1623 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1708 | { |
1624 | { |
1709 | op->level++; |
1625 | op->level++; |
1710 | |
1626 | |
1711 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1627 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1712 | dragon_level_gain (who); |
1628 | dragon_level_gain (who); |
1713 | |
1629 | |
1714 | /* Only roll these if it is the player (who) that gained the level */ |
1630 | /* Only roll these if it is the player (who) that gained the level */ |
1715 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1631 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1716 | { |
1632 | { |
… | |
… | |
1724 | { |
1640 | { |
1725 | if (op->type != PLAYER) |
1641 | if (op->type != PLAYER) |
1726 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1642 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1727 | else |
1643 | else |
1728 | sprintf (buf, "You are now level %d.", op->level); |
1644 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1645 | |
1729 | if (who) |
1646 | if (who) |
1730 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1647 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1731 | } |
1648 | } |
|
|
1649 | |
1732 | player_lvl_adj (who, op); /* To increase more levels */ |
1650 | player_lvl_adj (who, op); /* To increase more levels */ |
1733 | } |
1651 | } |
1734 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1652 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1735 | { |
1653 | { |
1736 | op->level--; |
1654 | op->level--; |
1737 | who->update_stats (); |
1655 | who->update_stats (); |
|
|
1656 | |
1738 | if (op->type != PLAYER) |
1657 | if (op->type != PLAYER) |
1739 | { |
1658 | { |
1740 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1659 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1741 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1660 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1742 | } |
1661 | } |
|
|
1662 | |
1743 | player_lvl_adj (who, op); /* To decrease more levels */ |
1663 | player_lvl_adj (who, op); /* To decrease more levels */ |
1744 | } |
1664 | } |
1745 | |
1665 | |
1746 | /* check if the spell data has changed */ |
1666 | /* check if the spell data has changed */ |
1747 | esrv_update_stats (who->contr); |
1667 | esrv_update_stats (who->contr); |
… | |
… | |
1756 | sint64 |
1676 | sint64 |
1757 | level_exp (int level, double expmul) |
1677 | level_exp (int level, double expmul) |
1758 | { |
1678 | { |
1759 | if (level > settings.max_level) |
1679 | if (level > settings.max_level) |
1760 | return (sint64) (expmul * levels[settings.max_level]); |
1680 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1681 | |
1761 | return (sint64) (expmul * levels[level]); |
1682 | return (sint64) (expmul * levels[level]); |
1762 | } |
1683 | } |
1763 | |
1684 | |
1764 | /* |
1685 | /* |
1765 | * Ensure that the permanent experience requirements in an exp object are met. |
1686 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1802 | sint64 limit, exp_to_add; |
1723 | sint64 limit, exp_to_add; |
1803 | int i; |
1724 | int i; |
1804 | |
1725 | |
1805 | /* prevents some forms of abuse. */ |
1726 | /* prevents some forms of abuse. */ |
1806 | if (op->contr->braced) |
1727 | if (op->contr->braced) |
1807 | exp = exp / 5; |
1728 | exp /= 5; |
1808 | |
1729 | |
1809 | /* Try to find the matching skill. |
1730 | /* Try to find the matching skill. |
1810 | * We do a shortcut/time saving mechanism first - see if it matches |
1731 | * We do a shortcut/time saving mechanism first - see if it matches |
1811 | * chosen_skill. This means we don't need to search through |
1732 | * chosen_skill. This means we don't need to search through |
1812 | * the players inventory. |
1733 | * the players inventory. |
1813 | */ |
1734 | */ |
1814 | if (skill_name) |
1735 | if (skill_name) |
1815 | { |
1736 | { |
1816 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1737 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1947 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1868 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1948 | tmp->stats.exp -= del_exp; |
1869 | tmp->stats.exp -= del_exp; |
1949 | player_lvl_adj (op, tmp); |
1870 | player_lvl_adj (op, tmp); |
1950 | } |
1871 | } |
1951 | } |
1872 | } |
|
|
1873 | |
1952 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1874 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1953 | { |
1875 | { |
1954 | del_exp = check_exp_loss (op, exp); |
1876 | del_exp = check_exp_loss (op, exp); |
1955 | op->stats.exp -= del_exp; |
1877 | op->stats.exp -= del_exp; |
1956 | player_lvl_adj (op, NULL); |
1878 | player_lvl_adj (op, NULL); |
1957 | } |
1879 | } |
1958 | } |
1880 | } |
1959 | |
|
|
1960 | |
|
|
1961 | |
1881 | |
1962 | /* change_exp() - changes experience to a player/monster. This |
1882 | /* change_exp() - changes experience to a player/monster. This |
1963 | * does bounds checking to make sure we don't overflow the max exp. |
1883 | * does bounds checking to make sure we don't overflow the max exp. |
1964 | * |
1884 | * |
1965 | * The exp passed is typically not modified much by this function - |
1885 | * The exp passed is typically not modified much by this function - |
1966 | * it is assumed the caller has modified the exp as needed. |
1886 | * it is assumed the caller has modified the exp as needed. |
1967 | * skill_name is the skill that should get the exp added. |
1887 | * skill_name is the skill that should get the exp added. |
1968 | * flag is what to do if player doesn't have the skill. |
1888 | * flag is what to do if player doesn't have the skill. |
1969 | * these last two values are only used for players. |
1889 | * these last two values are only used for players. |
1970 | */ |
1890 | */ |
1971 | |
|
|
1972 | void |
1891 | void |
1973 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1892 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1974 | { |
1893 | { |
1975 | |
|
|
1976 | #ifdef EXP_DEBUG |
1894 | #ifdef EXP_DEBUG |
1977 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1895 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1978 | #endif |
1896 | #endif |
1979 | |
1897 | |
1980 | /* safety */ |
1898 | /* safety */ |
… | |
… | |
2021 | else |
1939 | else |
2022 | /* note that when you lose exp, it doesn't go against |
1940 | /* note that when you lose exp, it doesn't go against |
2023 | * a particular skill, so we don't need to pass that |
1941 | * a particular skill, so we don't need to pass that |
2024 | * along. |
1942 | * along. |
2025 | */ |
1943 | */ |
2026 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1944 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2027 | |
|
|
2028 | } |
1945 | } |
2029 | } |
1946 | } |
2030 | |
1947 | |
2031 | /* Applies a death penalty experience, the size of this is defined by the |
1948 | /* Applies a death penalty experience, the size of this is defined by the |
2032 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1949 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2033 | * amount of permenent experience, whichever gives the lowest loss. |
1950 | * amount of permenent experience, whichever gives the lowest loss. |
2034 | */ |
1951 | */ |
2035 | |
|
|
2036 | void |
1952 | void |
2037 | apply_death_exp_penalty (object *op) |
1953 | apply_death_exp_penalty (object *op) |
2038 | { |
1954 | { |
2039 | object *tmp; |
1955 | object *tmp; |
2040 | sint64 loss; |
1956 | sint64 loss; |
… | |
… | |
2062 | player_lvl_adj (op, tmp); |
1978 | player_lvl_adj (op, tmp); |
2063 | } |
1979 | } |
2064 | |
1980 | |
2065 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1981 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2066 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1982 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1983 | |
2067 | if (level_loss < 0) |
1984 | if (level_loss < 0) |
2068 | level_loss = 0; |
1985 | level_loss = 0; |
2069 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1986 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2070 | |
1987 | |
2071 | op->stats.exp -= loss; |
1988 | op->stats.exp -= loss; |