1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
27 | |
26 | |
… | |
… | |
311 | * 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 |
312 | * to allow for that. |
311 | * to allow for that. |
313 | */ |
312 | */ |
314 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
315 | nstat = 1; |
314 | nstat = 1; |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
316 | nstat = 20 + op->arch->stats.stat (j); |
318 | |
317 | |
319 | if (nstat != ostat) |
318 | if (nstat != ostat) |
320 | { |
319 | { |
321 | op->contr->orig_stats.stat (j) = nstat; |
320 | op->contr->orig_stats.stat (j) = nstat; |
322 | potion_max = 0; |
321 | potion_max = 0; |
… | |
… | |
422 | } |
421 | } |
423 | |
422 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
424 | * originally undead may change their status |
426 | */ |
425 | */ |
427 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
428 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
429 | { |
428 | { |
430 | success = 1; |
429 | success = 1; |
431 | if (flag > 0) |
430 | if (flag > 0) |
432 | { |
431 | { |
433 | op->race = "undead"; |
432 | op->race = "undead"; |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
433 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 | } |
434 | } |
436 | else |
435 | else |
437 | { |
436 | { |
438 | op->race = op->arch->clone.race; |
437 | op->race = op->arch->race; |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | } |
439 | } |
441 | } |
440 | } |
442 | |
441 | |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
… | |
… | |
685 | void |
684 | void |
686 | object::remove_statbonus () |
685 | object::remove_statbonus () |
687 | { |
686 | { |
688 | for (int i = 0; i < NUM_STATS; ++i) |
687 | for (int i = 0; i < NUM_STATS; ++i) |
689 | { |
688 | { |
690 | sint8 v = arch->clone.stats.stat (i); |
689 | sint8 v = arch->stats.stat (i); |
691 | stats.stat (i) -= v; |
690 | stats.stat (i) -= v; |
692 | contr->orig_stats.stat (i) -= v; |
691 | contr->orig_stats.stat (i) -= v; |
693 | } |
692 | } |
694 | } |
693 | } |
695 | |
694 | |
… | |
… | |
699 | void |
698 | void |
700 | object::add_statbonus () |
699 | object::add_statbonus () |
701 | { |
700 | { |
702 | for (int i = 0; i < NUM_STATS; ++i) |
701 | for (int i = 0; i < NUM_STATS; ++i) |
703 | { |
702 | { |
704 | sint8 v = arch->clone.stats.stat (i); |
703 | sint8 v = arch->stats.stat (i); |
705 | stats.stat (i) += v; |
704 | stats.stat (i) += v; |
706 | contr->orig_stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
707 | } |
706 | } |
708 | } |
707 | } |
|
|
708 | |
|
|
709 | /* These are the items that currently can change digestion, regeneration, |
|
|
710 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
711 | * list, but other items store other info into stats array. |
|
|
712 | */ |
|
|
713 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
714 | { |
|
|
715 | digest_types () |
|
|
716 | { |
|
|
717 | set (WEAPON); |
|
|
718 | set (BOW); |
|
|
719 | set (ARMOUR); |
|
|
720 | set (HELMET); |
|
|
721 | set (SHIELD); |
|
|
722 | set (RING); |
|
|
723 | set (BOOTS); |
|
|
724 | set (GLOVES); |
|
|
725 | set (AMULET); |
|
|
726 | set (GIRDLE); |
|
|
727 | set (BRACERS); |
|
|
728 | set (CLOAK); |
|
|
729 | set (DISEASE); |
|
|
730 | set (FORCE); |
|
|
731 | set (SKILL); |
|
|
732 | } |
|
|
733 | } digest_types; |
|
|
734 | |
|
|
735 | static struct copy_flags : object::flags_t |
|
|
736 | { |
|
|
737 | copy_flags () |
|
|
738 | { |
|
|
739 | set (FLAG_LIFESAVE); |
|
|
740 | set (FLAG_REFL_SPELL); |
|
|
741 | set (FLAG_REFL_MISSILE); |
|
|
742 | set (FLAG_STEALTH); |
|
|
743 | set (FLAG_XRAYS); |
|
|
744 | set (FLAG_BLIND); |
|
|
745 | set (FLAG_SEE_IN_DARK); |
|
|
746 | } |
|
|
747 | } copy_flags; |
709 | |
748 | |
710 | /* |
749 | /* |
711 | * Updates all abilities given by applied objects in the inventory |
750 | * Updates all abilities given by applied objects in the inventory |
712 | * of the given object. Note: This function works for both monsters |
751 | * of the given object. Note: This function works for both monsters |
713 | * and players; the "player" in the name is purely an archaic inheritance. |
752 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
718 | * spell system split, grace points now added to system --peterm |
757 | * spell system split, grace points now added to system --peterm |
719 | */ |
758 | */ |
720 | void |
759 | void |
721 | object::update_stats () |
760 | object::update_stats () |
722 | { |
761 | { |
723 | int i, j; |
|
|
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
762 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
725 | int weapon_weight = 0, weapon_speed = 0; |
763 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
767 | float old_speed = speed; |
|
|
768 | int stat_sum [NUM_STATS]; |
730 | |
769 | |
731 | /* First task is to clear all the values back to their original values */ |
770 | /* First task is to clear all the values back to their original values */ |
732 | if (type == PLAYER) |
771 | if (type == PLAYER) |
733 | { |
772 | { |
734 | for (i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
736 | |
775 | |
737 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
738 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
739 | |
778 | |
740 | attacktype = 0; |
779 | attacktype = 0; |
… | |
… | |
760 | |
799 | |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
764 | |
803 | |
765 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
766 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
767 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
768 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
807 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
769 | |
808 | |
770 | path_attuned = arch->clone.path_attuned; |
809 | path_attuned = arch->path_attuned; |
771 | path_repelled = arch->clone.path_repelled; |
810 | path_repelled = arch->path_repelled; |
772 | path_denied = arch->clone.path_denied; |
811 | path_denied = arch->path_denied; |
773 | glow_radius = arch->clone.glow_radius; |
812 | glow_radius = arch->glow_radius; |
774 | move_type = arch->clone.move_type; |
813 | move_type = arch->move_type; |
775 | |
814 | |
776 | chosen_skill = 0; |
815 | chosen_skill = 0; |
777 | |
816 | |
778 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
779 | * archetype clone |
818 | * archetype clone |
780 | */ |
819 | */ |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
782 | |
821 | |
783 | for (i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
784 | { |
823 | { |
785 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
786 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
787 | else |
826 | else |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
789 | |
828 | |
790 | potion_resist[i] = 0; |
829 | potion_resist[i] = 0; |
791 | } |
830 | } |
792 | |
831 | |
793 | wc = arch->clone.stats.wc; |
832 | wc = arch->stats.wc; |
794 | stats.dam = arch->clone.stats.dam; |
833 | stats.dam = arch->stats.dam; |
795 | |
834 | |
796 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
835 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
798 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
799 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * we should probably give them some bonus and cap it off - otherwise, |
800 | * basically, if a server updates its max level, these playes may find |
839 | * basically, if a server updates its max level, these playes may find |
801 | * that their protection from physical goes down |
840 | * that their protection from physical goes down |
802 | */ |
841 | */ |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
804 | { |
843 | { |
805 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
844 | ac = max (-10, arch->stats.ac - level / 3); |
806 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
807 | } |
846 | } |
808 | else |
847 | else |
809 | ac = arch->clone.stats.ac; |
848 | ac = arch->stats.ac; |
810 | |
849 | |
811 | stats.luck = arch->clone.stats.luck; |
850 | stats.luck = arch->stats.luck; |
812 | speed = arch->clone.speed; |
851 | speed = arch->speed; |
813 | |
852 | |
814 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
815 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
816 | */ |
855 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | { |
857 | { |
819 | /* See note in map.c:update_position about making this additive |
|
|
820 | * since light sources are never applied, need to put check here. |
|
|
821 | */ |
|
|
822 | if (tmp->glow_radius > glow_radius) |
|
|
823 | glow_radius = tmp->glow_radius; |
|
|
824 | |
|
|
825 | /* This happens because apply_potion calls change_abil with the potion |
858 | /* This happens because apply_potion calls change_abil with the potion |
826 | * applied so we can tell the player what changed. But change_abil |
859 | * applied so we can tell the player what changed. But change_abil |
827 | * then calls this function. |
860 | * then calls this function. |
828 | */ |
861 | */ |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
830 | continue; |
863 | continue; |
|
|
864 | |
|
|
865 | /* See note in map.c:update_position about making this additive |
|
|
866 | * since light sources are never applied, need to put check here. |
|
|
867 | */ |
|
|
868 | if (tmp->glow_radius > glow_radius) |
|
|
869 | glow_radius = tmp->glow_radius; |
831 | |
870 | |
832 | /* For some things, we don't care what is equipped */ |
871 | /* For some things, we don't care what is equipped */ |
833 | if (tmp->type == SKILL) |
872 | if (tmp->type == SKILL) |
834 | { |
873 | { |
835 | /* Want to take the highest skill here. */ |
874 | /* Want to take the highest skill here. */ |
… | |
… | |
865 | || (tmp->type == SKILL |
904 | || (tmp->type == SKILL |
866 | && tmp->subtype == SK_PRAYING)) |
905 | && tmp->subtype == SK_PRAYING)) |
867 | { |
906 | { |
868 | if (type == PLAYER) |
907 | if (type == PLAYER) |
869 | { |
908 | { |
|
|
909 | contr->item_power += tmp->item_power; |
|
|
910 | |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
911 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
912 | if (tmp != current_weapon |
871 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
913 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
914 | && !tmp->flag [FLAG_CURSED] |
|
|
915 | && !tmp->flag [FLAG_DAMNED]) |
872 | continue; |
916 | continue; |
873 | |
917 | |
874 | for (i = 0; i < NUM_STATS; i++) |
918 | for (int i = 0; i < NUM_STATS; i++) |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
876 | |
920 | |
877 | /* these are the items that currently can change digestion, regeneration, |
921 | if (digest_types [tmp->type]) |
878 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
879 | * list, but other items store other info into stats array. |
|
|
880 | */ |
|
|
881 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
882 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
883 | tmp->type == SHIELD || tmp->type == RING || |
|
|
884 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
885 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
886 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
887 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
888 | tmp->type == SKILL) |
|
|
889 | { |
922 | { |
890 | contr->digestion += tmp->stats.food; |
923 | contr->digestion += tmp->stats.food; |
891 | contr->gen_hp += tmp->stats.hp; |
924 | contr->gen_hp += tmp->stats.hp; |
892 | contr->gen_sp += tmp->stats.sp; |
925 | contr->gen_sp += tmp->stats.sp; |
893 | contr->gen_grace += tmp->stats.grace; |
926 | contr->gen_grace += tmp->stats.grace; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
895 | contr->item_power += tmp->item_power; |
|
|
896 | } |
928 | } |
897 | } /* if this is a player */ |
929 | } /* if this is a player */ |
898 | else |
930 | else |
899 | { |
931 | { |
900 | if (tmp->type == WEAPON) |
932 | if (tmp->type == WEAPON) |
901 | current_weapon = tmp; |
933 | current_weapon = tmp; |
902 | } |
934 | } |
903 | |
935 | |
904 | /* Update slots used for items */ |
936 | /* Update slots used for items */ |
905 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
906 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
907 | slot[i].used += tmp->slot[i].info; |
939 | slot[i].used += tmp->slot[i].info; |
908 | |
940 | |
909 | if (tmp->type == SYMPTOM) |
941 | if (tmp->type == SYMPTOM) |
910 | { |
|
|
911 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
912 | |
|
|
913 | if (speed_reduce_from_disease == 0) |
|
|
914 | speed_reduce_from_disease = 1; |
942 | speed_reduce_from_disease = |
915 | } |
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
916 | |
944 | |
917 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
918 | * (Negative protections are calculated exactly like positive.) |
946 | * (Negative protections are calculated exactly like positive.) |
919 | * Resistance from potions are treated special as well. If there's |
947 | * Resistance from potions are treated special as well. If there's |
920 | * more than one potion-effect, the bigger prot.-value is taken. |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
921 | */ |
949 | */ |
922 | if (tmp->type != POTION) |
950 | if (tmp->type != POTION) |
923 | { |
951 | { |
924 | for (i = 0; i < NROFATTACKS; i++) |
952 | for (int i = 0; i < NROFATTACKS; i++) |
925 | { |
953 | { |
926 | /* Potential for cursed potions, in which case we just can use |
954 | /* Potential for cursed potions, in which case we just can use |
927 | * a straight MAX, as potion_resist is initialised to zero. |
955 | * a straight MAX, as potion_resist is initialised to zero. |
928 | */ |
956 | */ |
929 | if (tmp->type == POTION_EFFECT) |
957 | if (tmp->type == POTION_EFFECT) |
930 | { |
958 | { |
931 | if (potion_resist[i]) |
959 | if (potion_resist[i]) |
932 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
960 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
933 | else |
961 | else |
934 | potion_resist[i] = tmp->resist[i]; |
962 | potion_resist[i] = tmp->resist[i]; |
935 | } |
963 | } |
936 | else if (tmp->resist[i] > 0) |
964 | else if (tmp->resist[i] > 0) |
937 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
965 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
949 | path_denied |= tmp->path_denied; |
977 | path_denied |= tmp->path_denied; |
950 | move_type |= tmp->move_type; |
978 | move_type |= tmp->move_type; |
951 | stats.luck += tmp->stats.luck; |
979 | stats.luck += tmp->stats.luck; |
952 | } |
980 | } |
953 | |
981 | |
954 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
982 | flag |= tmp->flag & copy_flags; |
955 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
956 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
957 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
958 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
960 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
961 | |
983 | |
962 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
984 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
963 | SET_FLAG (this, FLAG_UNDEAD); |
985 | SET_FLAG (this, FLAG_UNDEAD); |
964 | |
986 | |
965 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
987 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
966 | { |
988 | { |
967 | SET_FLAG (this, FLAG_MAKE_INVIS); |
989 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
991 | #endif |
1013 | #endif |
992 | |
1014 | |
993 | /* skills modifying the character -b.t. */ |
1015 | /* skills modifying the character -b.t. */ |
994 | /* for all skills and skill granting objects */ |
1016 | /* for all skills and skill granting objects */ |
995 | case SKILL: |
1017 | case SKILL: |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1018 | { |
|
|
1019 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
997 | break; |
1020 | break; |
998 | |
1021 | |
999 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1000 | wc_obj = tmp; |
|
|
1001 | |
|
|
1002 | if (chosen_skill) |
1022 | if (chosen_skill) |
|
|
1023 | { |
1003 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1024 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1025 | &name, &chosen_skill->name, &tmp->name); |
1004 | |
1026 | |
|
|
1027 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1028 | update_stats (); |
|
|
1029 | return; |
|
|
1030 | } |
|
|
1031 | else |
1005 | chosen_skill = tmp; |
1032 | chosen_skill = tmp; |
1006 | |
1033 | |
1007 | if (tmp->stats.dam > 0) |
1034 | if (tmp->stats.dam > 0) |
1008 | { /* skill is a 'weapon' */ |
1035 | { /* skill is a 'weapon' */ |
1009 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1036 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1010 | weapon_speed = WEAPON_SPEED (tmp); |
1037 | weapon_speed = WEAPON_SPEED (tmp); |
1011 | |
1038 | |
1012 | if (weapon_speed < 0) |
1039 | if (weapon_speed < 0) |
1013 | weapon_speed = 0; |
1040 | weapon_speed = 0; |
1014 | |
1041 | |
1015 | weapon_weight = tmp->weight; |
1042 | weapon_weight = tmp->weight; |
1016 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1043 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1017 | |
1044 | |
1018 | if (tmp->magic) |
1045 | if (tmp->magic) |
1019 | stats.dam += tmp->magic; |
1046 | stats.dam += tmp->magic; |
1020 | } |
1047 | } |
1021 | |
1048 | |
1022 | if (tmp->stats.wc) |
1049 | if (tmp->stats.wc) |
1023 | wc -= tmp->stats.wc + tmp->magic; |
1050 | wc -= tmp->stats.wc + tmp->magic; |
1024 | |
1051 | |
1025 | if (tmp->slaying) |
1052 | if (tmp->slaying) |
1026 | slaying = tmp->slaying; |
1053 | slaying = tmp->slaying; |
1027 | |
1054 | |
1028 | if (tmp->stats.ac) |
1055 | if (tmp->stats.ac) |
1029 | ac -= tmp->stats.ac + tmp->magic; |
1056 | ac -= tmp->stats.ac + tmp->magic; |
1030 | |
1057 | |
1031 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1032 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1059 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1033 | |
|
|
1034 | break; |
1060 | } |
1035 | |
1061 | |
1036 | case SKILL_TOOL: |
|
|
1037 | if (chosen_skill) |
|
|
1038 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1039 | |
|
|
1040 | chosen_skill = tmp; |
|
|
1041 | break; |
1062 | break; |
1042 | |
1063 | |
1043 | case SHIELD: |
1064 | case SHIELD: |
1044 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1065 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1045 | contr->encumbrance += (int) tmp->weight / 2000; |
1066 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1123 | wc -= (tmp->stats.wc + tmp->magic); |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1124 | |
1145 | |
1125 | if (tmp->stats.ac) |
1146 | if (tmp->stats.ac) |
1126 | ac -= (tmp->stats.ac + tmp->magic); |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1127 | |
1148 | |
1128 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1149 | if (ARMOUR_SPEED (tmp)) |
1129 | max = ARMOUR_SPEED (tmp) / 10.f; |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1130 | |
1151 | |
1131 | break; |
1152 | break; |
1132 | } /* switch tmp->type */ |
1153 | } /* switch tmp->type */ |
1133 | } /* item is equipped */ |
1154 | } /* item is equipped */ |
1134 | } /* for loop of items */ |
1155 | } /* for loop of items */ |
… | |
… | |
1141 | * If there is an uncursed potion in effect, granting more protection |
1162 | * If there is an uncursed potion in effect, granting more protection |
1142 | * than that, we take: 'total resistance = resistance from potion'. |
1163 | * than that, we take: 'total resistance = resistance from potion'. |
1143 | * If there is a cursed (and no uncursed) potion in effect, we take |
1164 | * If there is a cursed (and no uncursed) potion in effect, we take |
1144 | * 'total resistance = vulnerability from cursed potion'. |
1165 | * 'total resistance = vulnerability from cursed potion'. |
1145 | */ |
1166 | */ |
1146 | for (i = 0; i < NROFATTACKS; i++) |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1147 | { |
1168 | { |
1148 | resist[i] = prot[i] - vuln[i]; |
1169 | resist[i] = prot[i] - vuln[i]; |
1149 | |
1170 | |
1150 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1171 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1151 | resist[i] = potion_resist[i]; |
1172 | resist[i] = potion_resist[i]; |
1152 | } |
1173 | } |
1153 | |
1174 | |
1154 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1155 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1156 | { |
1176 | { |
|
|
1177 | // clamp various player stats |
|
|
1178 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1179 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1180 | |
|
|
1181 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1182 | |
|
|
1183 | /* Figure out the players sp/mana/hp totals. */ |
1157 | int pl_level; |
1184 | int pl_level; |
1158 | |
1185 | |
1159 | check_stat_bounds (&(stats)); |
1186 | check_stat_bounds (&(stats)); |
1160 | pl_level = level; |
1187 | pl_level = level; |
1161 | |
1188 | |
… | |
… | |
1163 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1190 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1164 | |
1191 | |
1165 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1192 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1166 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1193 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1167 | */ |
1194 | */ |
1168 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1195 | stats.maxhp = 0; |
|
|
1196 | for (int i = 1; i <= min (10, pl_level); i++) |
1169 | { |
1197 | { |
1170 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1198 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1171 | |
1199 | |
1172 | if (i % 2 && con_bonus[stats.Con] % 2) |
1200 | if (i % 2 && con_bonus[stats.Con] % 2) |
1173 | { |
|
|
1174 | if (con_bonus[stats.Con] > 0) |
1201 | if (con_bonus[stats.Con] > 0) |
1175 | j++; |
1202 | j++; |
1176 | else |
1203 | else |
1177 | j--; |
1204 | j--; |
1178 | } |
|
|
1179 | |
1205 | |
1180 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1206 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1181 | } |
1207 | } |
1182 | |
1208 | |
1183 | for (i = 11; i <= level; i++) |
1209 | stats.maxhp += 2 * max (0, level - 10); |
1184 | stats.maxhp += 2; |
|
|
1185 | |
1210 | |
1186 | if (stats.hp > stats.maxhp) |
1211 | if (stats.hp > stats.maxhp) |
1187 | stats.hp = stats.maxhp; |
1212 | stats.hp = stats.maxhp; |
1188 | |
1213 | |
1189 | /* Sp gain is controlled by the level of the player's |
1214 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1202 | |
1227 | |
1203 | if (mana_obj == this && type == PLAYER) |
1228 | if (mana_obj == this && type == PLAYER) |
1204 | stats.maxsp = 1; |
1229 | stats.maxsp = 1; |
1205 | else |
1230 | else |
1206 | { |
1231 | { |
1207 | sp_tmp = 0.f; |
1232 | float sp_tmp = 0.f; |
1208 | |
1233 | |
1209 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1234 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1210 | { |
1235 | { |
1211 | float stmp; |
1236 | float stmp; |
1212 | |
1237 | |
1213 | /* Got some extra bonus at first level */ |
1238 | /* Got some extra bonus at first level */ |
1214 | if (i < 2) |
1239 | if (i < 2) |
1215 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1240 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1216 | else |
1241 | else |
1217 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1242 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1218 | |
1243 | |
1219 | if (stmp < 1.f) |
|
|
1220 | stmp = 1.f; |
|
|
1221 | |
|
|
1222 | sp_tmp += stmp; |
1244 | sp_tmp += max (1.f, stmp); |
1223 | } |
1245 | } |
1224 | |
1246 | |
1225 | stats.maxsp = (sint16)sp_tmp; |
1247 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1226 | |
|
|
1227 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1228 | stats.maxsp += 2; |
|
|
1229 | } |
1248 | } |
1230 | |
1249 | |
1231 | /* Characters can get their sp supercharged via rune of transferrance */ |
1250 | /* Characters can get their sp supercharged via rune of transferrance */ |
1232 | if (stats.sp > stats.maxsp * 2) |
1251 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1233 | stats.sp = stats.maxsp * 2; |
|
|
1234 | |
1252 | |
1235 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1253 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1236 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1254 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1237 | grace_obj = this; |
1255 | grace_obj = this; |
1238 | |
1256 | |
… | |
… | |
1243 | /* store grace in a float - this way, the divisions below don't create |
1261 | /* store grace in a float - this way, the divisions below don't create |
1244 | * big jumps when you go from level to level - with int's, it then |
1262 | * big jumps when you go from level to level - with int's, it then |
1245 | * becomes big jumps when the sums of the bonuses jump to the next |
1263 | * becomes big jumps when the sums of the bonuses jump to the next |
1246 | * step of 8 - with floats, even fractional ones are useful. |
1264 | * step of 8 - with floats, even fractional ones are useful. |
1247 | */ |
1265 | */ |
1248 | sp_tmp = 0.f; |
1266 | float sp_tmp = 0.f; |
1249 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1267 | |
|
|
1268 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1250 | { |
1269 | { |
1251 | float grace_tmp = 0.f; |
1270 | float grace_tmp = 0.f; |
1252 | |
1271 | |
1253 | /* Got some extra bonus at first level */ |
1272 | /* Got some extra bonus at first level */ |
1254 | if (i < 2) |
1273 | if (i < 2) |
1255 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1274 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1256 | else |
1275 | else |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1276 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1258 | |
1277 | |
1259 | if (grace_tmp < 1.f) |
|
|
1260 | grace_tmp = 1.f; |
|
|
1261 | |
|
|
1262 | sp_tmp += grace_tmp; |
1278 | sp_tmp += max (1.f, grace_tmp); |
1263 | } |
1279 | } |
1264 | |
1280 | |
1265 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1266 | |
|
|
1267 | /* two grace points per level after 11 */ |
1281 | /* two grace points per level after 10 */ |
1268 | for (i = 11; i <= grace_obj->level; i++) |
1282 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1269 | stats.maxgrace += 2; |
|
|
1270 | } |
1283 | } |
1271 | |
1284 | |
1272 | /* No limit on grace vs maxgrace */ |
1285 | /* No limit on grace vs maxgrace */ |
1273 | |
1286 | |
1274 | if (contr->braced) |
1287 | if (contr->braced) |
… | |
… | |
1288 | * improvement every level, now its fighterlevel/5. So |
1301 | * improvement every level, now its fighterlevel/5. So |
1289 | * we give the player a bonus here in wc and dam |
1302 | * we give the player a bonus here in wc and dam |
1290 | * to make up for the change. Note that I left the |
1303 | * to make up for the change. Note that I left the |
1291 | * monster bonus the same as before. -b.t. |
1304 | * monster bonus the same as before. -b.t. |
1292 | */ |
1305 | */ |
|
|
1306 | object *wc_obj = chosen_skill; |
1293 | |
1307 | |
1294 | if (contr && wc_obj && wc_obj->level > 1) |
1308 | if (contr && wc_obj && wc_obj->level > 1) |
1295 | { |
1309 | { |
1296 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1310 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1297 | |
1311 | |
1298 | for (i = 1; i < wc_obj->level; i++) |
1312 | for (int i = 1; i < wc_obj->level; i++) |
1299 | { |
1313 | { |
1300 | /* additional wc every 6 levels */ |
1314 | /* additional wc every 6 levels */ |
1301 | if (!(i % 6)) |
1315 | if (!(i % 6)) |
1302 | wc--; |
1316 | wc--; |
1303 | |
1317 | |
… | |
… | |
1318 | |
1332 | |
1319 | if (settings.search_items && contr->search_str[0]) |
1333 | if (settings.search_items && contr->search_str[0]) |
1320 | speed -= 1; |
1334 | speed -= 1; |
1321 | |
1335 | |
1322 | if (attacktype == 0) |
1336 | if (attacktype == 0) |
1323 | attacktype = arch->clone.attacktype; |
1337 | attacktype = arch->attacktype; |
1324 | |
|
|
1325 | } /* End if player */ |
1338 | } /* End if player */ |
1326 | |
1339 | |
1327 | if (added_speed >= 0) |
1340 | if (added_speed >= 0) |
1328 | speed += added_speed / 10.f; |
1341 | speed += added_speed / 10.f; |
1329 | else /* Something wrong here...: */ |
1342 | else /* Something wrong here...: */ |
1330 | speed /= 1.f - added_speed; |
1343 | speed /= 1.f - added_speed; |
1331 | |
1344 | |
1332 | /* Max is determined by armour */ |
1345 | /* Max is determined by armour */ |
1333 | if (speed > max) |
1346 | speed = min (speed, max_speed); |
1334 | speed = max; |
|
|
1335 | |
1347 | |
1336 | if (type == PLAYER) |
1348 | if (type == PLAYER) |
1337 | { |
1349 | { |
1338 | /* f is a number the represents the number of kg above (positive num) |
1350 | /* f is a number the represents the number of kg above (positive num) |
1339 | * or below (negative number) that the player is carrying. If above |
1351 | * or below (negative number) that the player is carrying. If above |
… | |
… | |
1345 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1357 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1346 | } |
1358 | } |
1347 | |
1359 | |
1348 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1360 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1349 | |
1361 | |
|
|
1362 | speed = speed * speed_reduce_from_disease; |
|
|
1363 | |
1350 | /* Put a lower limit on speed. Note with this speed, you move once every |
1364 | /* Put a lower limit on speed. Note with this speed, you move once every |
1351 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1365 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1352 | */ |
1366 | */ |
1353 | speed = speed * speed_reduce_from_disease; |
|
|
1354 | |
|
|
1355 | if (speed < 0.01f && type == PLAYER) |
1367 | if (speed < 0.01f && type == PLAYER) |
1356 | speed = 0.01f; |
1368 | speed = 0.01f; |
|
|
1369 | |
|
|
1370 | if (speed != old_speed) |
|
|
1371 | set_speed (speed); |
1357 | |
1372 | |
1358 | if (type == PLAYER) |
1373 | if (type == PLAYER) |
1359 | { |
1374 | { |
1360 | /* (This formula was made by vidarl@ifi.uio.no) |
1375 | /* (This formula was made by vidarl@ifi.uio.no) |
1361 | * Note that we never used these values again - basically |
1376 | * Note that we never used these values again - basically |
… | |
… | |
1363 | * that would just be a real pain to read. |
1378 | * that would just be a real pain to read. |
1364 | */ |
1379 | */ |
1365 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1380 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1366 | float M2 = max_carry[stats.Str] / 100.f; |
1381 | float M2 = max_carry[stats.Str] / 100.f; |
1367 | float W = weapon_weight / 20000.f; |
1382 | float W = weapon_weight / 20000.f; |
1368 | float s = 2 - weapon_speed / 10.f; |
1383 | float s = (20 - weapon_speed) / 10.f; |
1369 | float D = (stats.Dex - 14) / 14.f; |
1384 | float D = (stats.Dex - 14) / 14.f; |
1370 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1385 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1371 | |
1386 | |
1372 | K *= (4 + level) *1.2f / (6 + level); |
1387 | K *= (4 + level) * 1.2f / (6 + level); |
1373 | |
1388 | |
1374 | if (K <= 0.f) |
1389 | if (K <= 0.01f) |
1375 | K = 0.01f; |
1390 | K = 0.01f; |
1376 | |
1391 | |
1377 | float S = speed / (K * s); |
1392 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1378 | |
|
|
1379 | contr->weapon_sp = S; |
|
|
1380 | } |
1393 | } |
1381 | |
1394 | |
1382 | /* I want to limit the power of small monsters with big weapons: */ |
1395 | /* I want to limit the power of small monsters with big weapons: */ |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1396 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1397 | stats.dam = arch->stats.dam * 3; |
1385 | |
1398 | |
1386 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1399 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1387 | * should be more than enough - remember, AC is also in 8 bits, |
1400 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1388 | * so its value is the same. |
|
|
1389 | */ |
|
|
1390 | if (wc > 120) |
|
|
1391 | wc = 120; |
|
|
1392 | else if (wc < -120) |
|
|
1393 | wc = -120; |
|
|
1394 | |
|
|
1395 | stats.wc = wc; |
|
|
1396 | |
|
|
1397 | if (ac > 120) |
|
|
1398 | ac = 120; |
|
|
1399 | else if (ac < -120) |
|
|
1400 | ac = -120; |
|
|
1401 | |
|
|
1402 | stats.ac = ac; |
|
|
1403 | |
1401 | |
1404 | /* if for some reason the creature doesn't have any move type, |
1402 | /* if for some reason the creature doesn't have any move type, |
1405 | * give them walking as a default. |
1403 | * give them walking as a default. |
1406 | * The second case is a special case - to more closely mimic the |
1404 | * The second case is a special case - to more closely mimic the |
1407 | * old behaviour - if your flying, your not walking - just |
1405 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1410 | if (move_type == 0) |
1408 | if (move_type == 0) |
1411 | move_type = MOVE_WALK; |
1409 | move_type = MOVE_WALK; |
1412 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1410 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1413 | move_type &= ~MOVE_WALK; |
1411 | move_type &= ~MOVE_WALK; |
1414 | |
1412 | |
1415 | if (speed != old_speed) |
|
|
1416 | set_speed (speed); |
|
|
1417 | |
|
|
1418 | /* It is quite possible that a player's spell costing might have changed, |
1413 | /* It is quite possible that a player's spell costing might have changed, |
1419 | * so we will check that now. |
1414 | * so we will check that now. |
1420 | */ |
1415 | */ |
1421 | if (type == PLAYER) |
1416 | if (type == PLAYER) |
1422 | { |
1417 | { |
… | |
… | |
1524 | object *skin = NULL; /* pointer to dragon skin force */ |
1519 | object *skin = NULL; /* pointer to dragon skin force */ |
1525 | object *tmp = NULL; /* tmp. object */ |
1520 | object *tmp = NULL; /* tmp. object */ |
1526 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1521 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1527 | |
1522 | |
1528 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1523 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1529 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1530 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1531 | |
|
|
1532 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1524 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1533 | if (tmp->type == FORCE) |
1525 | if (tmp->type == FORCE) |
1534 | if (tmp->arch->name == dragon_ability_force) |
1526 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1535 | abil = tmp; |
1527 | abil = tmp; |
1536 | else if (tmp->arch->name == dragon_skin_force) |
1528 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1537 | skin = tmp; |
1529 | skin = tmp; |
1538 | |
1530 | |
1539 | /* if the force is missing -> bail out */ |
1531 | /* if the force is missing -> bail out */ |
1540 | if (abil == NULL) |
1532 | if (abil == NULL) |
1541 | return; |
1533 | return; |
… | |
… | |
1587 | if (!skill_obj) |
1579 | if (!skill_obj) |
1588 | { |
1580 | { |
1589 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1581 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1590 | return NULL; |
1582 | return NULL; |
1591 | } |
1583 | } |
|
|
1584 | |
1592 | /* clear the flag - exp goes into this bucket, but player |
1585 | /* clear the flag - exp goes into this bucket, but player |
1593 | * still doesn't know it. |
1586 | * still doesn't know it. |
1594 | */ |
1587 | */ |
1595 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1588 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1596 | skill_obj->stats.exp = 0; |
1589 | skill_obj->stats.exp = 0; |
1597 | skill_obj->level = 1; |
1590 | skill_obj->level = 1; |
1598 | insert_ob_in_ob (skill_obj, op); |
1591 | insert_ob_in_ob (skill_obj, op); |
1599 | |
1592 | |
1600 | if (op->contr) |
1593 | if (player *pl = op->contr) |
1601 | { |
1594 | { |
1602 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1595 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1603 | if (op->contr->ns) |
1596 | if (pl->ns) |
1604 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1597 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1605 | } |
1598 | } |
1606 | |
1599 | |
1607 | return skill_obj; |
1600 | return skill_obj; |
1608 | } |
1601 | } |
1609 | |
1602 | |
… | |
… | |
1616 | */ |
1609 | */ |
1617 | void |
1610 | void |
1618 | player_lvl_adj (object *who, object *op) |
1611 | player_lvl_adj (object *who, object *op) |
1619 | { |
1612 | { |
1620 | char buf[MAX_BUF]; |
1613 | char buf[MAX_BUF]; |
|
|
1614 | bool changed = false; |
1621 | |
1615 | |
1622 | if (!op) /* when rolling stats */ |
1616 | if (!op) /* when rolling stats */ |
1623 | op = who; |
1617 | op = who; |
1624 | |
1618 | |
1625 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1619 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1626 | { |
1620 | { |
|
|
1621 | changed = true; |
|
|
1622 | |
1627 | op->level++; |
1623 | op->level++; |
1628 | |
1624 | |
1629 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1625 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1630 | dragon_level_gain (who); |
1626 | dragon_level_gain (who); |
1631 | |
1627 | |
… | |
… | |
1635 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1631 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1636 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1632 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1637 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1633 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1638 | } |
1634 | } |
1639 | |
1635 | |
1640 | who->update_stats (); |
|
|
1641 | if (op->level > 1) |
1636 | if (op->level > 1) |
1642 | { |
1637 | { |
1643 | if (op->type != PLAYER) |
1638 | if (op->type != PLAYER) |
|
|
1639 | { |
|
|
1640 | who->contr->play_sound (sound_find ("skill_up")); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1641 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1642 | } |
1645 | else |
1643 | else |
|
|
1644 | { |
|
|
1645 | who->contr->play_sound (sound_find ("level_up")); |
1646 | sprintf (buf, "You are now level %d.", op->level); |
1646 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1647 | } |
1647 | |
1648 | |
1648 | if (who) |
1649 | if (who) |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1650 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1650 | } |
1651 | } |
1651 | |
|
|
1652 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1653 | } |
1652 | } |
|
|
1653 | |
1654 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1654 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1655 | { |
1655 | { |
|
|
1656 | changed = true; |
|
|
1657 | |
1656 | op->level--; |
1658 | op->level--; |
1657 | who->update_stats (); |
|
|
1658 | |
1659 | |
1659 | if (op->type != PLAYER) |
1660 | if (op->type != PLAYER) |
1660 | { |
1661 | { |
1661 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1662 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1662 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1663 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1663 | } |
1664 | } |
|
|
1665 | } |
1664 | |
1666 | |
1665 | player_lvl_adj (who, op); /* To decrease more levels */ |
1667 | if (changed) |
1666 | } |
1668 | { |
1667 | |
1669 | who->update_stats (); |
|
|
1670 | esrv_update_stats (who->contr); |
1668 | /* check if the spell data has changed */ |
1671 | /* check if the spell data has changed */ |
1669 | esrv_update_stats (who->contr); |
|
|
1670 | esrv_update_spells (who->contr); |
1672 | esrv_update_spells (who->contr); |
|
|
1673 | } |
1671 | } |
1674 | } |
1672 | |
1675 | |
1673 | /* |
1676 | /* |
1674 | * Returns how much experience is needed for a player to become |
1677 | * Returns how much experience is needed for a player to become |
1675 | * the given level. level should really never exceed max_level |
1678 | * the given level. level should really never exceed max_level |
… | |
… | |
1980 | player_lvl_adj (op, tmp); |
1983 | player_lvl_adj (op, tmp); |
1981 | } |
1984 | } |
1982 | |
1985 | |
1983 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1986 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1984 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1987 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1988 | |
1985 | if (level_loss < 0) |
1989 | if (level_loss < 0) |
1986 | level_loss = 0; |
1990 | level_loss = 0; |
1987 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1991 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1988 | |
1992 | |
1989 | op->stats.exp -= loss; |
1993 | op->stats.exp -= loss; |