… | |
… | |
723 | int i, j; |
723 | int i, j; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
725 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
729 | float old_speed = speed; |
730 | |
730 | |
731 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
732 | if (type == PLAYER) |
732 | if (type == PLAYER) |
733 | { |
733 | { |
… | |
… | |
866 | && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
867 | { |
867 | { |
868 | if (type == PLAYER) |
868 | if (type == PLAYER) |
869 | { |
869 | { |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
871 | if (tmp != current_weapon |
871 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
873 | && !tmp->flag [FLAG_CURSED] |
|
|
874 | && !tmp->flag [FLAG_DAMNED]) |
872 | continue; |
875 | continue; |
873 | |
876 | |
874 | for (i = 0; i < NUM_STATS; i++) |
877 | for (i = 0; i < NUM_STATS; i++) |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
876 | |
879 | |
… | |
… | |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
940 | } |
943 | } |
941 | } |
944 | } |
942 | |
945 | |
943 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
944 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
945 | || current_weapon == tmp) |
|
|
946 | { |
948 | { |
947 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
948 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
949 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
950 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
… | |
… | |
995 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
996 | case SKILL: |
998 | case SKILL: |
997 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
998 | break; |
1000 | break; |
999 | |
1001 | |
1000 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1001 | wc_obj = tmp; |
|
|
1002 | |
|
|
1003 | if (chosen_skill) |
1002 | if (chosen_skill) |
1004 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1003 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1005 | |
1004 | |
1006 | chosen_skill = tmp; |
1005 | chosen_skill = tmp; |
1007 | |
1006 | |
… | |
… | |
1012 | |
1011 | |
1013 | if (weapon_speed < 0) |
1012 | if (weapon_speed < 0) |
1014 | weapon_speed = 0; |
1013 | weapon_speed = 0; |
1015 | |
1014 | |
1016 | weapon_weight = tmp->weight; |
1015 | weapon_weight = tmp->weight; |
1017 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1016 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1018 | |
1017 | |
1019 | if (tmp->magic) |
1018 | if (tmp->magic) |
1020 | stats.dam += tmp->magic; |
1019 | stats.dam += tmp->magic; |
1021 | } |
1020 | } |
1022 | |
1021 | |
… | |
… | |
1030 | ac -= tmp->stats.ac + tmp->magic; |
1029 | ac -= tmp->stats.ac + tmp->magic; |
1031 | |
1030 | |
1032 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1031 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1032 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | |
1033 | |
1035 | break; |
|
|
1036 | |
|
|
1037 | case SKILL_TOOL: |
|
|
1038 | if (chosen_skill) |
|
|
1039 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1040 | |
|
|
1041 | chosen_skill = tmp; |
|
|
1042 | break; |
1034 | break; |
1043 | |
1035 | |
1044 | case SHIELD: |
1036 | case SHIELD: |
1045 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1037 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | contr->encumbrance += (int) tmp->weight / 2000; |
1038 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1226 | stats.maxsp = (sint16)sp_tmp; |
1218 | stats.maxsp = (sint16)sp_tmp; |
1227 | |
1219 | |
1228 | for (i = 11; i <= mana_obj->level; i++) |
1220 | for (i = 11; i <= mana_obj->level; i++) |
1229 | stats.maxsp += 2; |
1221 | stats.maxsp += 2; |
1230 | } |
1222 | } |
|
|
1223 | |
1231 | /* Characters can get their sp supercharged via rune of transferrance */ |
1224 | /* Characters can get their sp supercharged via rune of transferrance */ |
1232 | if (stats.sp > stats.maxsp * 2) |
1225 | if (stats.sp > stats.maxsp * 2) |
1233 | stats.sp = stats.maxsp * 2; |
1226 | stats.sp = stats.maxsp * 2; |
1234 | |
1227 | |
1235 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1228 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1266 | |
1259 | |
1267 | /* two grace points per level after 11 */ |
1260 | /* two grace points per level after 11 */ |
1268 | for (i = 11; i <= grace_obj->level; i++) |
1261 | for (i = 11; i <= grace_obj->level; i++) |
1269 | stats.maxgrace += 2; |
1262 | stats.maxgrace += 2; |
1270 | } |
1263 | } |
|
|
1264 | |
1271 | /* No limit on grace vs maxgrace */ |
1265 | /* No limit on grace vs maxgrace */ |
1272 | |
1266 | |
1273 | if (contr->braced) |
1267 | if (contr->braced) |
1274 | { |
1268 | { |
1275 | ac += 2; |
1269 | ac += 2; |
… | |
… | |
1287 | * improvement every level, now its fighterlevel/5. So |
1281 | * improvement every level, now its fighterlevel/5. So |
1288 | * we give the player a bonus here in wc and dam |
1282 | * we give the player a bonus here in wc and dam |
1289 | * to make up for the change. Note that I left the |
1283 | * to make up for the change. Note that I left the |
1290 | * monster bonus the same as before. -b.t. |
1284 | * monster bonus the same as before. -b.t. |
1291 | */ |
1285 | */ |
|
|
1286 | object *wc_obj = chosen_skill; |
1292 | |
1287 | |
1293 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1288 | if (contr && wc_obj && wc_obj->level > 1) |
1294 | { |
1289 | { |
1295 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1290 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1296 | |
1291 | |
1297 | for (i = 1; i < wc_obj->level; i++) |
1292 | for (i = 1; i < wc_obj->level; i++) |
1298 | { |
1293 | { |
1299 | /* addtional wc every 6 levels */ |
1294 | /* additional wc every 6 levels */ |
1300 | if (!(i % 6)) |
1295 | if (!(i % 6)) |
1301 | wc--; |
1296 | wc--; |
1302 | |
1297 | |
1303 | /* addtional dam every 4 levels. */ |
1298 | /* additional dam every 4 levels. */ |
1304 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1299 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1305 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1300 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1306 | } |
1301 | } |
1307 | } |
1302 | } |
1308 | else |
1303 | else |
… | |
… | |
1318 | if (settings.search_items && contr->search_str[0]) |
1313 | if (settings.search_items && contr->search_str[0]) |
1319 | speed -= 1; |
1314 | speed -= 1; |
1320 | |
1315 | |
1321 | if (attacktype == 0) |
1316 | if (attacktype == 0) |
1322 | attacktype = arch->clone.attacktype; |
1317 | attacktype = arch->clone.attacktype; |
1323 | |
|
|
1324 | } /* End if player */ |
1318 | } /* End if player */ |
1325 | |
1319 | |
1326 | if (added_speed >= 0) |
1320 | if (added_speed >= 0) |
1327 | speed += added_speed / 10.f; |
1321 | speed += added_speed / 10.f; |
1328 | else /* Something wrong here...: */ |
1322 | else /* Something wrong here...: */ |
… | |
… | |
1362 | * that would just be a real pain to read. |
1356 | * that would just be a real pain to read. |
1363 | */ |
1357 | */ |
1364 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1358 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1365 | float M2 = max_carry[stats.Str] / 100.f; |
1359 | float M2 = max_carry[stats.Str] / 100.f; |
1366 | float W = weapon_weight / 20000.f; |
1360 | float W = weapon_weight / 20000.f; |
1367 | float s = 2 - weapon_speed / 10.f; |
1361 | float s = (20 - weapon_speed) / 10.f; |
1368 | float D = (stats.Dex - 14) / 14.f; |
1362 | float D = (stats.Dex - 14) / 14.f; |
1369 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1363 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1370 | |
1364 | |
1371 | K *= (4 + level) *1.2f / (6 + level); |
1365 | K *= (4 + level) * 1.2f / (6 + level); |
1372 | |
1366 | |
1373 | if (K <= 0.f) |
1367 | if (K <= 0.01f) |
1374 | K = 0.01f; |
1368 | K = 0.01f; |
1375 | |
1369 | |
1376 | float S = speed / (K * s); |
1370 | float S = speed / (K * s); |
1377 | |
1371 | |
1378 | contr->weapon_sp = S; |
1372 | contr->weapon_sp = S; |
… | |
… | |
1380 | |
1374 | |
1381 | /* I want to limit the power of small monsters with big weapons: */ |
1375 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1376 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | stats.dam = arch->clone.stats.dam * 3; |
1377 | stats.dam = arch->clone.stats.dam * 3; |
1384 | |
1378 | |
1385 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1379 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1386 | * should be more than enough - remember, AC is also in 8 bits, |
1380 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1387 | * so its value is the same. |
|
|
1388 | */ |
|
|
1389 | if (wc > 120) |
|
|
1390 | wc = 120; |
|
|
1391 | else if (wc < -120) |
|
|
1392 | wc = -120; |
|
|
1393 | |
|
|
1394 | stats.wc = wc; |
|
|
1395 | |
|
|
1396 | if (ac > 120) |
|
|
1397 | ac = 120; |
|
|
1398 | else if (ac < -120) |
|
|
1399 | ac = -120; |
|
|
1400 | |
|
|
1401 | stats.ac = ac; |
|
|
1402 | |
1381 | |
1403 | /* if for some reason the creature doesn't have any move type, |
1382 | /* if for some reason the creature doesn't have any move type, |
1404 | * give them walking as a default. |
1383 | * give them walking as a default. |
1405 | * The second case is a special case - to more closely mimic the |
1384 | * The second case is a special case - to more closely mimic the |
1406 | * old behaviour - if your flying, your not walking - just |
1385 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1586 | if (!skill_obj) |
1565 | if (!skill_obj) |
1587 | { |
1566 | { |
1588 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1567 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1589 | return NULL; |
1568 | return NULL; |
1590 | } |
1569 | } |
|
|
1570 | |
1591 | /* clear the flag - exp goes into this bucket, but player |
1571 | /* clear the flag - exp goes into this bucket, but player |
1592 | * still doesn't know it. |
1572 | * still doesn't know it. |
1593 | */ |
1573 | */ |
1594 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1574 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1595 | skill_obj->stats.exp = 0; |
1575 | skill_obj->stats.exp = 0; |
1596 | skill_obj->level = 1; |
1576 | skill_obj->level = 1; |
1597 | insert_ob_in_ob (skill_obj, op); |
1577 | insert_ob_in_ob (skill_obj, op); |
1598 | |
1578 | |
1599 | if (op->contr) |
1579 | if (player *pl = op->contr) |
1600 | { |
1580 | { |
1601 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1581 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1602 | if (op->contr->ns) |
1582 | if (pl->ns) |
1603 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1583 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1604 | } |
1584 | } |
1605 | |
1585 | |
1606 | return skill_obj; |
1586 | return skill_obj; |
1607 | } |
1587 | } |
1608 | |
|
|
1609 | |
1588 | |
1610 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1589 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1611 | * whether the player gets more hp, sp and new levels. |
1590 | * whether the player gets more hp, sp and new levels. |
1612 | * Note this this function should only be called for players. Monstes |
1591 | * Note this this function should only be called for players. Monstes |
1613 | * don't really gain levels |
1592 | * don't really gain levels |
… | |
… | |
1624 | |
1603 | |
1625 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1604 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1626 | { |
1605 | { |
1627 | op->level++; |
1606 | op->level++; |
1628 | |
1607 | |
1629 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1608 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1630 | dragon_level_gain (who); |
1609 | dragon_level_gain (who); |
1631 | |
1610 | |
1632 | /* Only roll these if it is the player (who) that gained the level */ |
1611 | /* Only roll these if it is the player (who) that gained the level */ |
1633 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1612 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1634 | { |
1613 | { |
… | |
… | |
1642 | { |
1621 | { |
1643 | if (op->type != PLAYER) |
1622 | if (op->type != PLAYER) |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1623 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1645 | else |
1624 | else |
1646 | sprintf (buf, "You are now level %d.", op->level); |
1625 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1626 | |
1647 | if (who) |
1627 | if (who) |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1628 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | } |
1629 | } |
|
|
1630 | |
1650 | player_lvl_adj (who, op); /* To increase more levels */ |
1631 | player_lvl_adj (who, op); /* To increase more levels */ |
1651 | } |
1632 | } |
1652 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1633 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1653 | { |
1634 | { |
1654 | op->level--; |
1635 | op->level--; |
1655 | who->update_stats (); |
1636 | who->update_stats (); |
|
|
1637 | |
1656 | if (op->type != PLAYER) |
1638 | if (op->type != PLAYER) |
1657 | { |
1639 | { |
1658 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1640 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1659 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1641 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1660 | } |
1642 | } |
|
|
1643 | |
1661 | player_lvl_adj (who, op); /* To decrease more levels */ |
1644 | player_lvl_adj (who, op); /* To decrease more levels */ |
1662 | } |
1645 | } |
1663 | |
1646 | |
1664 | /* check if the spell data has changed */ |
1647 | /* check if the spell data has changed */ |
1665 | esrv_update_stats (who->contr); |
1648 | esrv_update_stats (who->contr); |
… | |
… | |
1976 | player_lvl_adj (op, tmp); |
1959 | player_lvl_adj (op, tmp); |
1977 | } |
1960 | } |
1978 | |
1961 | |
1979 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1962 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1980 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1963 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1964 | |
1981 | if (level_loss < 0) |
1965 | if (level_loss < 0) |
1982 | level_loss = 0; |
1966 | level_loss = 0; |
1983 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1967 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1984 | |
1968 | |
1985 | op->stats.exp -= loss; |
1969 | op->stats.exp -= loss; |