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/* |
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* CrossFire, A Multiplayer game |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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#include <global.h> |
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#include <funcpoint.h> |
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|
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/* Handy little macro that adds exp and keeps it within bounds. Since |
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* we are now using 64 bit values, I'm not all concerned about overflow issues |
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* with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
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*/ |
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#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } |
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|
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static const int con_bonus[MAX_STAT + 1] = { |
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-6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
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22, 25, 30, 40, 50 |
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}; |
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|
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/* changed the name of this to "sp_bonus" from "int_bonus" |
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* because Pow can now be the stat that controls spellpoint |
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* advancement. -b.t. |
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*/ |
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static const int sp_bonus[MAX_STAT + 1] = { |
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-10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
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30, 40, 50, 70, 100 |
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}; |
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|
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static const int grace_bonus[MAX_STAT + 1] = { |
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-10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
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30, 40, 50, 70, 100 |
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}; |
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|
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/* 0.92.7 Changed way charisma works. Values now |
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* represent how much more it costs to buy something than to sell it |
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* (10, a value of 10 means it is that if it costs 50 gp to buy, you |
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* would only get 5 gp when you sell.) Let query_cost do the calculations |
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* on how to really do this. Buy keeping it this simple number, it is |
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* much easier to know how things will be influenced. A value of '1' means |
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* buying and selling is both the same value - any value less than or equal |
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* to 1 should not be used. |
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* At least as of now, the only place that uses this code is query_cost, |
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* in server/shop.c. This bonus is split evenly between buying and selling |
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* (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
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* at .667 |
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* This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
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* it is 1-diff |
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*/ |
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|
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const float cha_bonus[MAX_STAT + 1] = { 10.0, |
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10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ |
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5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ |
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2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ |
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2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ |
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1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ |
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1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ |
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}; |
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|
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const int dex_bonus[MAX_STAT + 1] = { |
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-4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7 |
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}; |
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|
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/* speed_bonus uses dex as its stat */ |
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const float speed_bonus[MAX_STAT + 1] = { |
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-0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, |
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0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, |
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1.6, 1.8, 2.0, 2.5, 3.0 |
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}; |
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|
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/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on |
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* strength. |
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*/ |
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const int dam_bonus[MAX_STAT + 1] = { |
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-2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15 |
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}; |
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|
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const int thaco_bonus[MAX_STAT + 1] = { |
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-2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10 |
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}; |
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|
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/* Max you can carry before you start getting extra speed penalties */ |
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const int max_carry[MAX_STAT + 1] = { |
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2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277, |
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301, 326, 352, 400, 450, 500, 600, 1000 |
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}; |
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|
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/* weight_limit - the absolute most a character can carry - a character can't |
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* pick stuff up if it would put him above this limit. |
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* value is in grams, so we don't need to do conversion later |
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* These limits are probably overly generous, but being there were no values |
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* before, you need to start someplace. |
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*/ |
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|
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const uint32 weight_limit[MAX_STAT + 1] = { |
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200000, /* 0 */ |
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250000, 300000, 350000, 400000, 500000, /* 5 */ |
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600000, 700000, 800000, 900000, 1000000, /* 10 */ |
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1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
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1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
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2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
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3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
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}; |
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|
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const int learn_spell[MAX_STAT + 1] = { |
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0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
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100, 100, 100, 100, 100, 100 |
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}; |
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|
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const int cleric_chance[MAX_STAT + 1] = { |
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100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0 |
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}; |
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|
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const int turn_bonus[MAX_STAT + 1] = { |
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-1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15 |
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}; |
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|
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const int fear_bonus[MAX_STAT + 1] = { |
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3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 |
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}; |
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|
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/* |
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Since this is nowhere defined ... |
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Both come in handy at least in function add_exp() |
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*/ |
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|
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#define MAX_EXPERIENCE levels[settings.max_level] |
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|
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/* because exp_obj sum to make the total score, |
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* we cannot allow that sum to exceed the maximum |
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* amount of experience a player can gain. Thus |
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* we define MAX_EXP_IN_OBJ. It is important to try |
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* to make the value of MAX_EXP_CAT close to the |
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* actual number of experience objects in the game, |
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* otherwise the maximum level in any experience |
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* category could be quite low. To help the situation |
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* out a little I added 10 more levels, and jacked |
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* up the last level experience value. Its out of |
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* line with progression of previous levels, so |
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* if more levels are desired, this should be fixed. |
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* -b.t. |
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*/ |
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|
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#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
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|
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extern sint64 *levels; |
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|
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#define MAX_SAVE_LEVEL 110 |
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|
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/* This no longer needs to be changed anytime the number of |
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* levels is increased - rather, did_make_save will do the |
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* right thing and always use range within this table. |
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* for safety, savethrow should not be accessed directly anymore, |
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* and instead did_make_save should be used instead. |
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*/ |
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static const int savethrow[MAX_SAVE_LEVEL + 1] = { |
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18, |
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18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, |
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9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, |
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6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, |
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4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, |
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2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, |
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1 |
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}; |
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|
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const char *const attacks[NROFATTACKS] = { |
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"physical", "magical", "fire", "electricity", "cold", "confusion", |
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"acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", |
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"paralyze", "turn undead", "fear", "cancellation", "depletion", "death", |
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"chaos", "counterspell", "god power", "holy power", "blinding", "", |
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"life stealing" |
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}; |
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|
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static const char *const drain_msg[NUM_STATS] = { |
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"Oh no! You are weakened!", |
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"You're feeling clumsy!", |
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"You feel less healthy", |
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"You suddenly begin to lose your memory!", |
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"Watch out, your mind is going!", |
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"Your spirit feels drained!", |
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"Your face gets distorted!", |
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}; |
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const char *const restore_msg[NUM_STATS] = { |
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"You feel your strength return.", |
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"You feel your agility return.", |
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"You feel your health return.", |
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"You feel your memory return.", |
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"You feel your wisdom return.", |
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"You feel your spirits return.", |
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"You feel your charisma return.", |
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}; |
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const char *const gain_msg[NUM_STATS] = { |
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"You feel stronger.", |
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"You feel more agile.", |
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"You feel healthy.", |
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"You feel smarter.", |
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"You feel wiser.", |
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"You feel more potent.", |
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"You seem to look better.", |
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}; |
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const char *const lose_msg[NUM_STATS] = { |
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"You feel weaker!", |
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"You feel clumsy!", |
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"You feel less healthy!", |
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"You feel stupid!", |
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"You lose some of your memory!", |
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"You feel less potent!", |
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"You look ugly!", |
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}; |
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|
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const char *const statname[NUM_STATS] = { |
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"strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
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}; |
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|
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const char *const short_stat_name[NUM_STATS] = { |
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"Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
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}; |
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|
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/* |
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* Like set_attr_value(), but instead the value (which can be negative) |
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* is added to the specified stat. |
240 |
*/ |
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void |
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change_attr_value (living *stats, int attr, sint8 value) |
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{ |
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stats->stat (attr) += value; |
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} |
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|
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/* |
248 |
* Ensures that all stats (str/dex/con/wis/cha/int) are within the |
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* 1-30 stat limit. |
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*/ |
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void |
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check_stat_bounds (living *stats) |
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{ |
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for (int i = 0; i < NUM_STATS; i++) |
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{ |
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sint8 &v = stats->stat (i); |
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v = clamp (v, MIN_STAT, MAX_STAT); |
258 |
} |
259 |
} |
260 |
|
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#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
262 |
|
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/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
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* make this macro to clean those up. Not usuable outside change_abil |
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* function since some of the values passed to new_draw_info are hardcoded. |
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*/ |
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#define DIFF_MSG(flag, msg1, msg2) \ |
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new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
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|
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/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
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|
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/* flag is set to 1 if we are applying the object, -1 if we are removing |
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* the object. |
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* It is the calling functions responsibilty to check to see if the object |
275 |
* can be applied or not. |
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* The main purpose of calling this function is the messages that are |
277 |
* displayed - update_stats should really always be called after this when |
278 |
* removing an object - that is because it is impossible to know if some object |
279 |
* is the only source of an attacktype or spell attunement, so this function |
280 |
* will clear the bits, but the player may still have some other object |
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* that gives them that ability. |
282 |
*/ |
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int |
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change_abil (object *op, object *tmp) |
285 |
{ |
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int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
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char message[MAX_BUF]; |
288 |
int potion_max = 0; |
289 |
|
290 |
/* remember what object was like before it was changed. note that |
291 |
* refop is a local copy of op only to be used for detecting changes |
292 |
* found by update_stats. refop is not a real object |
293 |
*/ |
294 |
object_copy refop = *op; |
295 |
|
296 |
if (op->type == PLAYER) |
297 |
{ |
298 |
if (tmp->type == POTION) |
299 |
{ |
300 |
potion_max = 1; |
301 |
for (int j = 0; j < NUM_STATS; j++) |
302 |
{ |
303 |
int ostat = op->contr->orig_stats.stat (j); |
304 |
int i = tmp->stats.stat (j); |
305 |
|
306 |
/* nstat is what the stat will be after use of the potion */ |
307 |
int nstat = flag * i + ostat; |
308 |
|
309 |
/* Do some bounds checking. While I don't think any |
310 |
* potions do so right now, there is the potential for potions |
311 |
* that adjust that stat by more than one point, so we need |
312 |
* to allow for that. |
313 |
*/ |
314 |
if (nstat < 1 && i * flag < 0) |
315 |
nstat = 1; |
316 |
else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
317 |
nstat = 20 + op->arch->clone.stats.stat (j); |
318 |
|
319 |
if (nstat != ostat) |
320 |
{ |
321 |
op->contr->orig_stats.stat (j) = nstat; |
322 |
potion_max = 0; |
323 |
} |
324 |
else if (i) |
325 |
{ |
326 |
/* potion is useless - player has already hit the natural maximum */ |
327 |
potion_max = 1; |
328 |
} |
329 |
} |
330 |
|
331 |
/* This section of code ups the characters normal stats also. I am not |
332 |
* sure if this is strictly necessary, being that fix_player probably |
333 |
* recalculates this anyway. |
334 |
*/ |
335 |
for (int j = 0; j < NUM_STATS; j++) |
336 |
change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
337 |
|
338 |
check_stat_bounds (&op->stats); |
339 |
} /* end of potion handling code */ |
340 |
} |
341 |
|
342 |
/* reset attributes that update_stats doesn't reset since it doesn't search |
343 |
* everything to set |
344 |
*/ |
345 |
if (flag == -1) |
346 |
{ |
347 |
op->attacktype &= ~tmp->attacktype; |
348 |
op->path_attuned &= ~tmp->path_attuned; |
349 |
op->path_repelled &= ~tmp->path_repelled; |
350 |
op->path_denied &= ~tmp->path_denied; |
351 |
/* Presuming here that creatures only have move_type, |
352 |
* and not the other move_ fields. |
353 |
*/ |
354 |
op->move_type &= ~tmp->move_type; |
355 |
} |
356 |
|
357 |
/* call fix_player since op object could have whatever attribute due |
358 |
* to multiple items. if update_stats always has to be called after |
359 |
* change_ability then might as well call it from here |
360 |
*/ |
361 |
op->update_stats (); |
362 |
|
363 |
/* update_stats won't add the bows ability to the player, so don't |
364 |
* print out message if this is a bow. |
365 |
*/ |
366 |
if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
367 |
{ |
368 |
success = 1; |
369 |
DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 |
} |
371 |
|
372 |
if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
373 |
{ |
374 |
success = 1; |
375 |
DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 |
} |
377 |
|
378 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
379 |
{ |
380 |
success = 1; |
381 |
DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 |
} |
383 |
|
384 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
385 |
{ |
386 |
success = 1; |
387 |
DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 |
} |
389 |
|
390 |
/* movement type has changed. We don't care about cases where |
391 |
* user has multiple items giving the same type appled like we |
392 |
* used to - that is more work than what we gain, plus messages |
393 |
* can be misleading (a little higher could be miscontrued from |
394 |
* from fly high) |
395 |
*/ |
396 |
if (tmp->move_type && op->move_type != refop.move_type) |
397 |
{ |
398 |
success = 1; |
399 |
|
400 |
/* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 |
* status doesn't make a difference if you are flying high |
402 |
*/ |
403 |
if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 |
{ |
405 |
DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
406 |
} |
407 |
|
408 |
if (tmp->move_type & MOVE_FLY_HIGH) |
409 |
{ |
410 |
/* double conditional - second case covers if you have move_fly_low - |
411 |
* in that case, you don't actually land |
412 |
*/ |
413 |
DIFF_MSG (flag, "You soar into the air!", |
414 |
(op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 |
} |
416 |
|
417 |
if (tmp->move_type & MOVE_SWIM) |
418 |
DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 |
|
420 |
/* Changing move status may mean you are affected by things you weren't before */ |
421 |
check_move_on (op, op); |
422 |
} |
423 |
|
424 |
/* becoming UNDEAD... a special treatment for this flag. Only those not |
425 |
* originally undead may change their status |
426 |
*/ |
427 |
if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
428 |
if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
429 |
{ |
430 |
success = 1; |
431 |
if (flag > 0) |
432 |
{ |
433 |
op->race = "undead"; |
434 |
new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 |
} |
436 |
else |
437 |
{ |
438 |
op->race = op->arch->clone.race; |
439 |
new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 |
} |
441 |
} |
442 |
|
443 |
if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
444 |
{ |
445 |
success = 1; |
446 |
DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
447 |
} |
448 |
|
449 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
450 |
{ |
451 |
success = 1; |
452 |
DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
453 |
} |
454 |
|
455 |
/* blinded you can tell if more blinded since blinded player has minimal |
456 |
* vision |
457 |
*/ |
458 |
if (QUERY_FLAG (tmp, FLAG_BLIND)) |
459 |
{ |
460 |
success = 1; |
461 |
if (flag > 0) |
462 |
{ |
463 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
464 |
new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
465 |
else |
466 |
{ |
467 |
new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 |
SET_FLAG (op, FLAG_BLIND); |
469 |
if (op->type == PLAYER) |
470 |
op->contr->do_los = 1; |
471 |
} |
472 |
} |
473 |
else |
474 |
{ |
475 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
476 |
new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
477 |
else |
478 |
{ |
479 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 |
CLEAR_FLAG (op, FLAG_BLIND); |
481 |
if (op->type == PLAYER) |
482 |
op->contr->do_los = 1; |
483 |
} |
484 |
} |
485 |
} |
486 |
|
487 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
488 |
{ |
489 |
success = 1; |
490 |
if (op->type == PLAYER) |
491 |
op->contr->do_los = 1; |
492 |
DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
493 |
} |
494 |
|
495 |
if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
496 |
{ |
497 |
success = 1; |
498 |
if (flag > 0) |
499 |
{ |
500 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
501 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
502 |
else |
503 |
{ |
504 |
new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
505 |
if (op->type == PLAYER) |
506 |
op->contr->do_los = 1; |
507 |
} |
508 |
} |
509 |
else |
510 |
{ |
511 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
512 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
513 |
else |
514 |
{ |
515 |
new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
516 |
if (op->type == PLAYER) |
517 |
op->contr->do_los = 1; |
518 |
} |
519 |
} |
520 |
} |
521 |
|
522 |
if (tmp->stats.luck) |
523 |
{ |
524 |
success = 1; |
525 |
DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
526 |
} |
527 |
|
528 |
if (tmp->stats.hp && op->type == PLAYER) |
529 |
{ |
530 |
success = 1; |
531 |
DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
532 |
} |
533 |
|
534 |
if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
535 |
{ |
536 |
success = 1; |
537 |
DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
538 |
} |
539 |
|
540 |
/* for the future when artifacts set this -b.t. */ |
541 |
if (tmp->stats.grace && op->type == PLAYER) |
542 |
{ |
543 |
success = 1; |
544 |
DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
545 |
} |
546 |
|
547 |
if (tmp->stats.food && op->type == PLAYER) |
548 |
{ |
549 |
success = 1; |
550 |
DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
551 |
} |
552 |
|
553 |
/* Messages for changed resistance */ |
554 |
for (int i = 0; i < NROFATTACKS; i++) |
555 |
{ |
556 |
if (i == ATNR_PHYSICAL) |
557 |
continue; /* Don't display about armour */ |
558 |
|
559 |
if (op->resist[i] != refop.resist[i]) |
560 |
{ |
561 |
success = 1; |
562 |
if (op->resist[i] > refop.resist[i]) |
563 |
sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 |
else |
565 |
sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 |
|
567 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 |
} |
569 |
} |
570 |
|
571 |
if (!potion_max) |
572 |
{ |
573 |
for (int j = 0; j < NUM_STATS; j++) |
574 |
{ |
575 |
if (int i = tmp->stats.stat (j)) |
576 |
{ |
577 |
success = 1; |
578 |
DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
579 |
} |
580 |
} |
581 |
} |
582 |
|
583 |
return success; |
584 |
} |
585 |
|
586 |
/* |
587 |
* Stat draining by Vick 930307 |
588 |
* (Feeling evil, I made it work as well now. -Frank 8) |
589 |
*/ |
590 |
void |
591 |
object::drain_stat () |
592 |
{ |
593 |
drain_specific_stat (rndm (NUM_STATS)); |
594 |
} |
595 |
|
596 |
void |
597 |
object::drain_specific_stat (int deplete_stats) |
598 |
{ |
599 |
object *tmp; |
600 |
archetype *at; |
601 |
|
602 |
at = archetype::find (ARCH_DEPLETION); |
603 |
if (!at) |
604 |
{ |
605 |
LOG (llevError, "Couldn't find archetype depletion.\n"); |
606 |
return; |
607 |
} |
608 |
else |
609 |
{ |
610 |
tmp = present_arch_in_ob (at, this); |
611 |
|
612 |
if (!tmp) |
613 |
{ |
614 |
tmp = arch_to_object (at); |
615 |
tmp = insert_ob_in_ob (tmp, this); |
616 |
SET_FLAG (tmp, FLAG_APPLIED); |
617 |
} |
618 |
} |
619 |
|
620 |
new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
621 |
change_attr_value (&tmp->stats, deplete_stats, -1); |
622 |
update_stats (); |
623 |
} |
624 |
|
625 |
/* |
626 |
* A value of 0 indicates timeout, otherwise change the luck of the object. |
627 |
* via an applied bad_luck object. |
628 |
*/ |
629 |
void |
630 |
object::change_luck (int value) |
631 |
{ |
632 |
archetype *at = archetype::find ("luck"); |
633 |
if (!at) |
634 |
LOG (llevError, "Couldn't find archetype luck.\n"); |
635 |
else |
636 |
{ |
637 |
object *tmp = present_arch_in_ob (at, this); |
638 |
|
639 |
if (!tmp) |
640 |
{ |
641 |
if (!value) |
642 |
return; |
643 |
|
644 |
tmp = arch_to_object (at); |
645 |
tmp = insert_ob_in_ob (tmp, this); |
646 |
SET_FLAG (tmp, FLAG_APPLIED); |
647 |
} |
648 |
|
649 |
if (value) |
650 |
{ |
651 |
/* Limit the luck value of the bad luck object to +/-100. This |
652 |
* (arbitrary) value prevents overflows (both in the bad luck object and |
653 |
* in op itself). |
654 |
*/ |
655 |
int new_luck = tmp->stats.luck + value; |
656 |
|
657 |
if (new_luck >= -100 && new_luck <= 100) |
658 |
{ |
659 |
stats.luck += value; |
660 |
tmp->stats.luck = new_luck; |
661 |
} |
662 |
} |
663 |
else |
664 |
{ |
665 |
if (!tmp->stats.luck) |
666 |
return; |
667 |
|
668 |
/* Randomly change the players luck. Basically, we move it |
669 |
* back neutral (if greater>0, subtract, otherwise add) |
670 |
*/ |
671 |
if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
672 |
{ |
673 |
int diff = tmp->stats.luck > 0 ? -1 : 1; |
674 |
|
675 |
stats.luck += diff; |
676 |
tmp->stats.luck += diff; |
677 |
} |
678 |
} |
679 |
} |
680 |
} |
681 |
|
682 |
/* |
683 |
* Subtracts stat-bonuses given by the class which the player has chosen. |
684 |
*/ |
685 |
void |
686 |
object::remove_statbonus () |
687 |
{ |
688 |
for (int i = 0; i < NUM_STATS; ++i) |
689 |
{ |
690 |
sint8 v = arch->clone.stats.stat (i); |
691 |
stats.stat (i) -= v; |
692 |
contr->orig_stats.stat (i) -= v; |
693 |
} |
694 |
} |
695 |
|
696 |
/* |
697 |
* Adds stat-bonuses given by the class which the player has chosen. |
698 |
*/ |
699 |
void |
700 |
object::add_statbonus () |
701 |
{ |
702 |
for (int i = 0; i < NUM_STATS; ++i) |
703 |
{ |
704 |
sint8 v = arch->clone.stats.stat (i); |
705 |
stats.stat (i) += v; |
706 |
contr->orig_stats.stat (i) += v; |
707 |
} |
708 |
} |
709 |
|
710 |
/* |
711 |
* Updates all abilities given by applied objects in the inventory |
712 |
* of the given object. Note: This function works for both monsters |
713 |
* and players; the "player" in the name is purely an archaic inheritance. |
714 |
* This functions starts from base values (archetype or player object) |
715 |
* and then adjusts them according to what the player has equipped. |
716 |
* |
717 |
* July 95 - inserted stuff to handle new skills/exp system - b.t. |
718 |
* spell system split, grace points now added to system --peterm |
719 |
*/ |
720 |
void |
721 |
object::update_stats () |
722 |
{ |
723 |
int i, j; |
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; |
726 |
int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 |
int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 |
object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
729 |
float old_speed = speed; |
730 |
|
731 |
/* First task is to clear all the values back to their original values */ |
732 |
if (type == PLAYER) |
733 |
{ |
734 |
for (i = 0; i < NUM_STATS; i++) |
735 |
stats.stat (i) = contr->orig_stats.stat (i); |
736 |
|
737 |
if (settings.spell_encumbrance == TRUE) |
738 |
contr->encumbrance = 0; |
739 |
|
740 |
attacktype = 0; |
741 |
|
742 |
contr->digestion = 0; |
743 |
contr->gen_hp = 0; |
744 |
contr->gen_sp = 0; |
745 |
contr->gen_grace = 0; |
746 |
contr->gen_sp_armour = 10; |
747 |
contr->item_power = 0; |
748 |
} |
749 |
|
750 |
for (int i = NUM_BODY_LOCATIONS; i--; ) |
751 |
slot[i].used = slot[i].info; |
752 |
|
753 |
slaying = 0; |
754 |
|
755 |
if (!QUERY_FLAG (this, FLAG_WIZ)) |
756 |
{ |
757 |
CLEAR_FLAG (this, FLAG_XRAYS); |
758 |
CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
759 |
} |
760 |
|
761 |
CLEAR_FLAG (this, FLAG_LIFESAVE); |
762 |
CLEAR_FLAG (this, FLAG_STEALTH); |
763 |
CLEAR_FLAG (this, FLAG_BLIND); |
764 |
|
765 |
if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
766 |
if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
767 |
if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
768 |
if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
769 |
|
770 |
path_attuned = arch->clone.path_attuned; |
771 |
path_repelled = arch->clone.path_repelled; |
772 |
path_denied = arch->clone.path_denied; |
773 |
glow_radius = arch->clone.glow_radius; |
774 |
move_type = arch->clone.move_type; |
775 |
|
776 |
chosen_skill = 0; |
777 |
|
778 |
/* initializing resistances from the values in player/monster's |
779 |
* archetype clone |
780 |
*/ |
781 |
memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
782 |
|
783 |
for (i = 0; i < NROFATTACKS; i++) |
784 |
{ |
785 |
if (resist[i] > 0) |
786 |
prot[i] = resist[i], vuln[i] = 0; |
787 |
else |
788 |
vuln[i] = -(resist[i]), prot[i] = 0; |
789 |
|
790 |
potion_resist[i] = 0; |
791 |
} |
792 |
|
793 |
wc = arch->clone.stats.wc; |
794 |
stats.dam = arch->clone.stats.dam; |
795 |
|
796 |
/* for players which cannot use armour, they gain AC -1 per 3 levels, |
797 |
* plus a small amount of physical resist, those poor suckers. ;) |
798 |
* 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, |
800 |
* basically, if a server updates its max level, these playes may find |
801 |
* that their protection from physical goes down |
802 |
*/ |
803 |
if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
804 |
{ |
805 |
ac = MAX (-10, arch->clone.stats.ac - level / 3); |
806 |
prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
807 |
} |
808 |
else |
809 |
ac = arch->clone.stats.ac; |
810 |
|
811 |
stats.luck = arch->clone.stats.luck; |
812 |
speed = arch->clone.speed; |
813 |
|
814 |
/* 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. |
816 |
*/ |
817 |
for (tmp = inv; tmp; tmp = tmp->below) |
818 |
{ |
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 |
826 |
* applied so we can tell the player what changed. But change_abil |
827 |
* then calls this function. |
828 |
*/ |
829 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
830 |
continue; |
831 |
|
832 |
/* For some things, we don't care what is equipped */ |
833 |
if (tmp->type == SKILL) |
834 |
{ |
835 |
/* Want to take the highest skill here. */ |
836 |
if (IS_MANA_SKILL (tmp->subtype)) |
837 |
{ |
838 |
if (!mana_obj) |
839 |
mana_obj = tmp; |
840 |
else if (tmp->level > mana_obj->level) |
841 |
mana_obj = tmp; |
842 |
} |
843 |
|
844 |
if (IS_GRACE_SKILL (tmp->subtype)) |
845 |
{ |
846 |
if (!grace_obj) |
847 |
grace_obj = tmp; |
848 |
else if (tmp->level > grace_obj->level) |
849 |
grace_obj = tmp; |
850 |
} |
851 |
} |
852 |
|
853 |
/* Container objects are not meant to adjust a players, but other applied |
854 |
* objects need to make adjustments. |
855 |
* This block should handle all player specific changes |
856 |
* The check for Praying is a bit of a hack - god given bonuses are put |
857 |
* in the praying skill, and the player should always get those. |
858 |
* It also means we need to put in additional checks for applied below, |
859 |
* because the skill shouldn't count against body positions being used |
860 |
* up, etc. |
861 |
*/ |
862 |
if ((tmp->flag [FLAG_APPLIED] |
863 |
&& tmp->type != CONTAINER |
864 |
&& tmp->type != CLOSE_CON) |
865 |
|| (tmp->type == SKILL |
866 |
&& tmp->subtype == SK_PRAYING)) |
867 |
{ |
868 |
if (type == PLAYER) |
869 |
{ |
870 |
if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
871 |
if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
872 |
continue; |
873 |
|
874 |
for (i = 0; i < NUM_STATS; i++) |
875 |
change_attr_value (&stats, i, tmp->stats.stat (i)); |
876 |
|
877 |
/* these are the items that currently can change digestion, regeneration, |
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 |
{ |
890 |
contr->digestion += tmp->stats.food; |
891 |
contr->gen_hp += tmp->stats.hp; |
892 |
contr->gen_sp += tmp->stats.sp; |
893 |
contr->gen_grace += tmp->stats.grace; |
894 |
contr->gen_sp_armour += tmp->gen_sp_armour; |
895 |
contr->item_power += tmp->item_power; |
896 |
} |
897 |
} /* if this is a player */ |
898 |
else |
899 |
{ |
900 |
if (tmp->type == WEAPON) |
901 |
current_weapon = tmp; |
902 |
} |
903 |
|
904 |
/* Update slots used for items */ |
905 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
906 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
907 |
slot[i].used += tmp->slot[i].info; |
908 |
|
909 |
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; |
915 |
} |
916 |
|
917 |
/* Pos. and neg. protections are counted seperate (-> pro/vuln). |
918 |
* (Negative protections are calculated exactly like positive.) |
919 |
* Resistance from potions are treated special as well. If there's |
920 |
* more than one potion-effect, the bigger prot.-value is taken. |
921 |
*/ |
922 |
if (tmp->type != POTION) |
923 |
{ |
924 |
for (i = 0; i < NROFATTACKS; i++) |
925 |
{ |
926 |
/* Potential for cursed potions, in which case we just can use |
927 |
* a straight MAX, as potion_resist is initialised to zero. |
928 |
*/ |
929 |
if (tmp->type == POTION_EFFECT) |
930 |
{ |
931 |
if (potion_resist[i]) |
932 |
potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
933 |
else |
934 |
potion_resist[i] = tmp->resist[i]; |
935 |
} |
936 |
else if (tmp->resist[i] > 0) |
937 |
prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
938 |
else if (tmp->resist[i] < 0) |
939 |
vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
940 |
} |
941 |
} |
942 |
|
943 |
/* There may be other things that should not adjust the attacktype */ |
944 |
if (tmp->type != SYMPTOM) |
945 |
{ |
946 |
attacktype |= tmp->attacktype; |
947 |
path_attuned |= tmp->path_attuned; |
948 |
path_repelled |= tmp->path_repelled; |
949 |
path_denied |= tmp->path_denied; |
950 |
move_type |= tmp->move_type; |
951 |
stats.luck += tmp->stats.luck; |
952 |
} |
953 |
|
954 |
if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
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 |
|
962 |
if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
963 |
SET_FLAG (this, FLAG_UNDEAD); |
964 |
|
965 |
if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
966 |
{ |
967 |
SET_FLAG (this, FLAG_MAKE_INVIS); |
968 |
invisible = 1; |
969 |
} |
970 |
|
971 |
if (tmp->stats.exp && tmp->type != SKILL) |
972 |
{ |
973 |
if (tmp->stats.exp > 0) |
974 |
{ |
975 |
added_speed += tmp->stats.exp / 3.f; |
976 |
bonus_speed += tmp->stats.exp / 3.f + 1.f; |
977 |
} |
978 |
else |
979 |
added_speed += tmp->stats.exp; |
980 |
} |
981 |
|
982 |
switch (tmp->type) |
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 |
|
993 |
/* skills modifying the character -b.t. */ |
994 |
/* for all skills and skill granting objects */ |
995 |
case SKILL: |
996 |
if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
997 |
break; |
998 |
|
999 |
if (IS_COMBAT_SKILL (tmp->subtype)) |
1000 |
wc_obj = tmp; |
1001 |
|
1002 |
if (chosen_skill) |
1003 |
LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1004 |
|
1005 |
chosen_skill = tmp; |
1006 |
|
1007 |
if (tmp->stats.dam > 0) |
1008 |
{ /* skill is a 'weapon' */ |
1009 |
if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1010 |
weapon_speed = WEAPON_SPEED (tmp); |
1011 |
|
1012 |
if (weapon_speed < 0) |
1013 |
weapon_speed = 0; |
1014 |
|
1015 |
weapon_weight = tmp->weight; |
1016 |
stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1017 |
|
1018 |
if (tmp->magic) |
1019 |
stats.dam += tmp->magic; |
1020 |
} |
1021 |
|
1022 |
if (tmp->stats.wc) |
1023 |
wc -= tmp->stats.wc + tmp->magic; |
1024 |
|
1025 |
if (tmp->slaying) |
1026 |
slaying = tmp->slaying; |
1027 |
|
1028 |
if (tmp->stats.ac) |
1029 |
ac -= tmp->stats.ac + tmp->magic; |
1030 |
|
1031 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1032 |
contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1033 |
|
1034 |
break; |
1035 |
|
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; |
1042 |
|
1043 |
case SHIELD: |
1044 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1045 |
contr->encumbrance += (int) tmp->weight / 2000; |
1046 |
case RING: |
1047 |
case AMULET: |
1048 |
case GIRDLE: |
1049 |
case HELMET: |
1050 |
case BOOTS: |
1051 |
case GLOVES: |
1052 |
case CLOAK: |
1053 |
if (tmp->stats.wc) |
1054 |
wc -= tmp->stats.wc + tmp->magic; |
1055 |
|
1056 |
if (tmp->stats.dam) |
1057 |
stats.dam += tmp->stats.dam + tmp->magic; |
1058 |
|
1059 |
if (tmp->stats.ac) |
1060 |
ac -= tmp->stats.ac + tmp->magic; |
1061 |
|
1062 |
break; |
1063 |
|
1064 |
case BOW: |
1065 |
case WEAPON: |
1066 |
if (type != PLAYER || current_weapon == tmp) |
1067 |
{ |
1068 |
wc -= tmp->stats.wc + tmp->magic; |
1069 |
|
1070 |
if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1071 |
ac -= tmp->stats.ac + tmp->magic; |
1072 |
|
1073 |
stats.dam += tmp->stats.dam + tmp->magic; |
1074 |
weapon_weight = tmp->weight; |
1075 |
weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1076 |
|
1077 |
if (weapon_speed < 0) |
1078 |
weapon_speed = 0; |
1079 |
|
1080 |
slaying = tmp->slaying; |
1081 |
|
1082 |
/* If there is desire that two handed weapons should do |
1083 |
* extra strength damage, this is where the code should |
1084 |
* go. |
1085 |
*/ |
1086 |
|
1087 |
if (type == PLAYER) |
1088 |
if (settings.spell_encumbrance) |
1089 |
contr->encumbrance += tmp->weight * 3 / 1000; |
1090 |
} |
1091 |
|
1092 |
break; |
1093 |
|
1094 |
case ARMOUR: /* Only the best of these three are used: */ |
1095 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1096 |
contr->encumbrance += tmp->weight / 1000; |
1097 |
|
1098 |
case BRACERS: |
1099 |
case FORCE: |
1100 |
if (tmp->stats.wc) |
1101 |
{ |
1102 |
if (best_wc < tmp->stats.wc + tmp->magic) |
1103 |
{ |
1104 |
wc += best_wc; |
1105 |
best_wc = tmp->stats.wc + tmp->magic; |
1106 |
} |
1107 |
else |
1108 |
wc += tmp->stats.wc + tmp->magic; |
1109 |
} |
1110 |
|
1111 |
if (tmp->stats.ac) |
1112 |
{ |
1113 |
if (best_ac < tmp->stats.ac + tmp->magic) |
1114 |
{ |
1115 |
ac += best_ac; /* Remove last bonus */ |
1116 |
best_ac = tmp->stats.ac + tmp->magic; |
1117 |
} |
1118 |
else /* To nullify the below effect */ |
1119 |
ac += tmp->stats.ac + tmp->magic; |
1120 |
} |
1121 |
|
1122 |
if (tmp->stats.wc) |
1123 |
wc -= (tmp->stats.wc + tmp->magic); |
1124 |
|
1125 |
if (tmp->stats.ac) |
1126 |
ac -= (tmp->stats.ac + tmp->magic); |
1127 |
|
1128 |
if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1129 |
max = ARMOUR_SPEED (tmp) / 10.f; |
1130 |
|
1131 |
break; |
1132 |
} /* switch tmp->type */ |
1133 |
} /* item is equipped */ |
1134 |
} /* for loop of items */ |
1135 |
|
1136 |
/* We've gone through all the objects the player has equipped. For many things, we |
1137 |
* have generated intermediate values which we now need to assign. |
1138 |
*/ |
1139 |
|
1140 |
/* 'total resistance = total protections - total vulnerabilities'. |
1141 |
* If there is an uncursed potion in effect, granting more protection |
1142 |
* than that, we take: 'total resistance = resistance from potion'. |
1143 |
* If there is a cursed (and no uncursed) potion in effect, we take |
1144 |
* 'total resistance = vulnerability from cursed potion'. |
1145 |
*/ |
1146 |
for (i = 0; i < NROFATTACKS; i++) |
1147 |
{ |
1148 |
resist[i] = prot[i] - vuln[i]; |
1149 |
|
1150 |
if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1151 |
resist[i] = potion_resist[i]; |
1152 |
} |
1153 |
|
1154 |
/* Figure out the players sp/mana/hp totals. */ |
1155 |
if (type == PLAYER) |
1156 |
{ |
1157 |
int pl_level; |
1158 |
|
1159 |
check_stat_bounds (&(stats)); |
1160 |
pl_level = level; |
1161 |
|
1162 |
if (pl_level < 1) |
1163 |
pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1164 |
|
1165 |
/* 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. |
1167 |
*/ |
1168 |
for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1169 |
{ |
1170 |
j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1171 |
|
1172 |
if (i % 2 && con_bonus[stats.Con] % 2) |
1173 |
{ |
1174 |
if (con_bonus[stats.Con] > 0) |
1175 |
j++; |
1176 |
else |
1177 |
j--; |
1178 |
} |
1179 |
|
1180 |
stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1181 |
} |
1182 |
|
1183 |
for (i = 11; i <= level; i++) |
1184 |
stats.maxhp += 2; |
1185 |
|
1186 |
if (stats.hp > stats.maxhp) |
1187 |
stats.hp = stats.maxhp; |
1188 |
|
1189 |
/* Sp gain is controlled by the level of the player's |
1190 |
* relevant experience object (mana_obj, see above) |
1191 |
*/ |
1192 |
/* following happen when skills system is not used */ |
1193 |
if (!mana_obj) |
1194 |
mana_obj = this; |
1195 |
|
1196 |
if (!grace_obj) |
1197 |
grace_obj = this; |
1198 |
|
1199 |
/* set maxsp */ |
1200 |
if (!mana_obj || !mana_obj->level || type != PLAYER) |
1201 |
mana_obj = this; |
1202 |
|
1203 |
if (mana_obj == this && type == PLAYER) |
1204 |
stats.maxsp = 1; |
1205 |
else |
1206 |
{ |
1207 |
sp_tmp = 0.f; |
1208 |
|
1209 |
for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1210 |
{ |
1211 |
float stmp; |
1212 |
|
1213 |
/* Got some extra bonus at first level */ |
1214 |
if (i < 2) |
1215 |
stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1216 |
else |
1217 |
stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1218 |
|
1219 |
if (stmp < 1.f) |
1220 |
stmp = 1.f; |
1221 |
|
1222 |
sp_tmp += stmp; |
1223 |
} |
1224 |
|
1225 |
stats.maxsp = (sint16)sp_tmp; |
1226 |
|
1227 |
for (i = 11; i <= mana_obj->level; i++) |
1228 |
stats.maxsp += 2; |
1229 |
} |
1230 |
|
1231 |
/* Characters can get their sp supercharged via rune of transferrance */ |
1232 |
if (stats.sp > stats.maxsp * 2) |
1233 |
stats.sp = stats.maxsp * 2; |
1234 |
|
1235 |
/* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1236 |
if (!grace_obj || !grace_obj->level || type != PLAYER) |
1237 |
grace_obj = this; |
1238 |
|
1239 |
if (grace_obj == this && type == PLAYER) |
1240 |
stats.maxgrace = 1; |
1241 |
else |
1242 |
{ |
1243 |
/* 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 |
1245 |
* becomes big jumps when the sums of the bonuses jump to the next |
1246 |
* step of 8 - with floats, even fractional ones are useful. |
1247 |
*/ |
1248 |
sp_tmp = 0.f; |
1249 |
for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1250 |
{ |
1251 |
float grace_tmp = 0.f; |
1252 |
|
1253 |
/* Got some extra bonus at first level */ |
1254 |
if (i < 2) |
1255 |
grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1256 |
else |
1257 |
grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1258 |
|
1259 |
if (grace_tmp < 1.f) |
1260 |
grace_tmp = 1.f; |
1261 |
|
1262 |
sp_tmp += grace_tmp; |
1263 |
} |
1264 |
|
1265 |
stats.maxgrace = (sint16)sp_tmp; |
1266 |
|
1267 |
/* two grace points per level after 11 */ |
1268 |
for (i = 11; i <= grace_obj->level; i++) |
1269 |
stats.maxgrace += 2; |
1270 |
} |
1271 |
|
1272 |
/* No limit on grace vs maxgrace */ |
1273 |
|
1274 |
if (contr->braced) |
1275 |
{ |
1276 |
ac += 2; |
1277 |
wc += 4; |
1278 |
} |
1279 |
else |
1280 |
ac -= dex_bonus[stats.Dex]; |
1281 |
|
1282 |
/* In new exp/skills system, wc bonuses are related to |
1283 |
* the players level in a relevant exp object (wc_obj) |
1284 |
* not the general player level -b.t. |
1285 |
* I changed this slightly so that wc bonuses are better |
1286 |
* than before. This is to balance out the fact that |
1287 |
* the player no longer gets a personal weapon w/ 1 |
1288 |
* improvement every level, now its fighterlevel/5. So |
1289 |
* we give the player a bonus here in wc and dam |
1290 |
* to make up for the change. Note that I left the |
1291 |
* monster bonus the same as before. -b.t. |
1292 |
*/ |
1293 |
|
1294 |
if (contr && wc_obj && wc_obj->level > 1) |
1295 |
{ |
1296 |
wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1297 |
|
1298 |
for (i = 1; i < wc_obj->level; i++) |
1299 |
{ |
1300 |
/* additional wc every 6 levels */ |
1301 |
if (!(i % 6)) |
1302 |
wc--; |
1303 |
|
1304 |
/* additional dam every 4 levels. */ |
1305 |
if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1306 |
stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1307 |
} |
1308 |
} |
1309 |
else |
1310 |
wc -= level + thaco_bonus[stats.Str]; |
1311 |
|
1312 |
stats.dam += dam_bonus[stats.Str]; |
1313 |
|
1314 |
if (stats.dam < 1) |
1315 |
stats.dam = 1; |
1316 |
|
1317 |
speed = 1.f + speed_bonus[stats.Dex]; |
1318 |
|
1319 |
if (settings.search_items && contr->search_str[0]) |
1320 |
speed -= 1; |
1321 |
|
1322 |
if (attacktype == 0) |
1323 |
attacktype = arch->clone.attacktype; |
1324 |
|
1325 |
} /* End if player */ |
1326 |
|
1327 |
if (added_speed >= 0) |
1328 |
speed += added_speed / 10.f; |
1329 |
else /* Something wrong here...: */ |
1330 |
speed /= 1.f - added_speed; |
1331 |
|
1332 |
/* Max is determined by armour */ |
1333 |
if (speed > max) |
1334 |
speed = max; |
1335 |
|
1336 |
if (type == PLAYER) |
1337 |
{ |
1338 |
/* 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 |
1340 |
* weight limit, then player suffers a speed reduction based on how |
1341 |
* much above he is, and what is max carry is |
1342 |
*/ |
1343 |
f = (carrying / 1000) - max_carry[stats.Str]; |
1344 |
if (f > 0) |
1345 |
speed = speed / (1.f + f / max_carry[stats.Str]); |
1346 |
} |
1347 |
|
1348 |
speed += bonus_speed / 10.f; /* Not affected by limits */ |
1349 |
|
1350 |
/* 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. |
1352 |
*/ |
1353 |
speed = speed * speed_reduce_from_disease; |
1354 |
|
1355 |
if (speed < 0.01f && type == PLAYER) |
1356 |
speed = 0.01f; |
1357 |
|
1358 |
if (type == PLAYER) |
1359 |
{ |
1360 |
/* (This formula was made by vidarl@ifi.uio.no) |
1361 |
* Note that we never used these values again - basically |
1362 |
* all of these could be subbed into one big equation, but |
1363 |
* that would just be a real pain to read. |
1364 |
*/ |
1365 |
float M = (max_carry[stats.Str] - 121) / 121.f; |
1366 |
float M2 = max_carry[stats.Str] / 100.f; |
1367 |
float W = weapon_weight / 20000.f; |
1368 |
float s = 2 - weapon_speed / 10.f; |
1369 |
float D = (stats.Dex - 14) / 14.f; |
1370 |
float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1371 |
|
1372 |
K *= (4 + level) *1.2f / (6 + level); |
1373 |
|
1374 |
if (K <= 0.f) |
1375 |
K = 0.01f; |
1376 |
|
1377 |
float S = speed / (K * s); |
1378 |
|
1379 |
contr->weapon_sp = S; |
1380 |
} |
1381 |
|
1382 |
/* I want to limit the power of small monsters with big weapons: */ |
1383 |
if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1384 |
stats.dam = arch->clone.stats.dam * 3; |
1385 |
|
1386 |
/* Prevent overflows of wc - best you can get is ABS(120) - this |
1387 |
* should be more than enough - remember, AC is also in 8 bits, |
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 |
|
1404 |
/* if for some reason the creature doesn't have any move type, |
1405 |
* give them walking as a default. |
1406 |
* The second case is a special case - to more closely mimic the |
1407 |
* old behaviour - if your flying, your not walking - just |
1408 |
* one or the other. |
1409 |
*/ |
1410 |
if (move_type == 0) |
1411 |
move_type = MOVE_WALK; |
1412 |
else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1413 |
move_type &= ~MOVE_WALK; |
1414 |
|
1415 |
if (speed != old_speed) |
1416 |
set_speed (speed); |
1417 |
|
1418 |
/* It is quite possible that a player's spell costing might have changed, |
1419 |
* so we will check that now. |
1420 |
*/ |
1421 |
if (type == PLAYER) |
1422 |
{ |
1423 |
esrv_update_stats (contr); |
1424 |
esrv_update_spells (contr); |
1425 |
} |
1426 |
|
1427 |
// update the mapspace, if we are on a map |
1428 |
if (!flag [FLAG_REMOVED] && map) |
1429 |
map->at (x, y).flags_ = 0; |
1430 |
} |
1431 |
|
1432 |
/* |
1433 |
* Returns true if the given player is a legal class. |
1434 |
* The function to add and remove class-bonuses to the stats doesn't |
1435 |
* check if the stat becomes negative, thus this function |
1436 |
* merely checks that all stats are 1 or more, and returns |
1437 |
* false otherwise. |
1438 |
*/ |
1439 |
int |
1440 |
allowed_class (const object *op) |
1441 |
{ |
1442 |
return op->stats.Dex > 0 |
1443 |
&& op->stats.Str > 0 |
1444 |
&& op->stats.Con > 0 |
1445 |
&& op->stats.Int > 0 |
1446 |
&& op->stats.Wis > 0 |
1447 |
&& op->stats.Pow > 0 |
1448 |
&& op->stats.Cha > 0; |
1449 |
} |
1450 |
|
1451 |
/* |
1452 |
* set the new dragon name after gaining levels or |
1453 |
* changing ability focus (later this can be extended to |
1454 |
* eventually change the player's face and animation) |
1455 |
* |
1456 |
* Note that the title is written to 'own_title' in the |
1457 |
* player struct. This should be changed to 'ext_title' |
1458 |
* as soon as clients support this! |
1459 |
* Please, anyone, write support for 'ext_title'. |
1460 |
*/ |
1461 |
void |
1462 |
set_dragon_name (object *pl, const object *abil, const object *skin) |
1463 |
{ |
1464 |
int atnr = -1; /* attacknumber of highest level */ |
1465 |
int level = 0; /* highest level */ |
1466 |
int i; |
1467 |
|
1468 |
/* Perhaps do something more clever? */ |
1469 |
if (!abil || !skin) |
1470 |
return; |
1471 |
|
1472 |
/* first, look for the highest level */ |
1473 |
for (i = 0; i < NROFATTACKS; i++) |
1474 |
{ |
1475 |
if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr])) |
1476 |
{ |
1477 |
level = abil->resist[i]; |
1478 |
atnr = i; |
1479 |
} |
1480 |
} |
1481 |
|
1482 |
/* now if there are equals at highest level, pick the one with focus, |
1483 |
or else at random */ |
1484 |
if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1485 |
atnr = abil->stats.exp; |
1486 |
|
1487 |
level = (int) (level / 5.); |
1488 |
|
1489 |
/* now set the new title */ |
1490 |
if (pl->contr != NULL) |
1491 |
{ |
1492 |
if (level == 0) |
1493 |
sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1494 |
else if (level == 1) |
1495 |
sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1496 |
else if (level == 2) |
1497 |
sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1498 |
else if (level == 3) |
1499 |
sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1500 |
else |
1501 |
{ |
1502 |
/* special titles for extra high resistance! */ |
1503 |
if (skin->resist[atnr] > 80) |
1504 |
sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1505 |
else if (skin->resist[atnr] > 50) |
1506 |
sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1507 |
else |
1508 |
sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1509 |
} |
1510 |
} |
1511 |
|
1512 |
strcpy (pl->contr->own_title, ""); |
1513 |
} |
1514 |
|
1515 |
/* |
1516 |
* This function is called when a dragon-player gains |
1517 |
* an overall level. Here, the dragon might gain new abilities |
1518 |
* or change the ability-focus. |
1519 |
*/ |
1520 |
void |
1521 |
dragon_level_gain (object *who) |
1522 |
{ |
1523 |
object *abil = NULL; /* pointer to dragon ability force */ |
1524 |
object *skin = NULL; /* pointer to dragon skin force */ |
1525 |
object *tmp = NULL; /* tmp. object */ |
1526 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
1527 |
|
1528 |
/* 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) |
1533 |
if (tmp->type == FORCE) |
1534 |
if (tmp->arch->name == dragon_ability_force) |
1535 |
abil = tmp; |
1536 |
else if (tmp->arch->name == dragon_skin_force) |
1537 |
skin = tmp; |
1538 |
|
1539 |
/* if the force is missing -> bail out */ |
1540 |
if (abil == NULL) |
1541 |
return; |
1542 |
|
1543 |
/* The ability_force keeps track of maximum level ever achieved. |
1544 |
* New abilties can only be gained by surpassing this max level |
1545 |
*/ |
1546 |
if (who->level > abil->level) |
1547 |
{ |
1548 |
/* increase our focused ability */ |
1549 |
abil->resist[abil->stats.exp]++; |
1550 |
|
1551 |
|
1552 |
if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0) |
1553 |
{ |
1554 |
/* time to hand out a new ability-gift */ |
1555 |
dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.)); |
1556 |
} |
1557 |
|
1558 |
if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat)) |
1559 |
{ |
1560 |
/* apply new ability focus */ |
1561 |
sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]); |
1562 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
1563 |
|
1564 |
abil->stats.exp = abil->last_eat; |
1565 |
abil->last_eat = 0; |
1566 |
} |
1567 |
|
1568 |
abil->level = who->level; |
1569 |
} |
1570 |
|
1571 |
/* last but not least, set the new title for the dragon */ |
1572 |
set_dragon_name (who, abil, skin); |
1573 |
} |
1574 |
|
1575 |
/* Handy function - given the skill name skill_name, we find the skill |
1576 |
* archetype/object, set appropriate values, and insert it into |
1577 |
* the object (op) that is passed. |
1578 |
* We return the skill - this makes it easier for calling functions that |
1579 |
* want to do something with it immediately. |
1580 |
*/ |
1581 |
object * |
1582 |
give_skill_by_name (object *op, const char *skill_name) |
1583 |
{ |
1584 |
object *skill_obj; |
1585 |
|
1586 |
skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1587 |
if (!skill_obj) |
1588 |
{ |
1589 |
LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1590 |
return NULL; |
1591 |
} |
1592 |
/* clear the flag - exp goes into this bucket, but player |
1593 |
* still doesn't know it. |
1594 |
*/ |
1595 |
CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1596 |
skill_obj->stats.exp = 0; |
1597 |
skill_obj->level = 1; |
1598 |
insert_ob_in_ob (skill_obj, op); |
1599 |
|
1600 |
if (op->contr) |
1601 |
{ |
1602 |
op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1603 |
if (op->contr->ns) |
1604 |
op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1605 |
} |
1606 |
|
1607 |
return skill_obj; |
1608 |
} |
1609 |
|
1610 |
/* player_lvl_adj() - for the new exp system. we are concerned with |
1611 |
* whether the player gets more hp, sp and new levels. |
1612 |
* Note this this function should only be called for players. Monstes |
1613 |
* don't really gain levels |
1614 |
* who is the player, op is what we are checking to gain the level |
1615 |
* (eg, skill) |
1616 |
*/ |
1617 |
void |
1618 |
player_lvl_adj (object *who, object *op) |
1619 |
{ |
1620 |
char buf[MAX_BUF]; |
1621 |
|
1622 |
if (!op) /* when rolling stats */ |
1623 |
op = who; |
1624 |
|
1625 |
if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1626 |
{ |
1627 |
op->level++; |
1628 |
|
1629 |
if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1630 |
dragon_level_gain (who); |
1631 |
|
1632 |
/* Only roll these if it is the player (who) that gained the level */ |
1633 |
if (op == who && (who->level < 11) && who->type == PLAYER) |
1634 |
{ |
1635 |
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); |
1637 |
who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1638 |
} |
1639 |
|
1640 |
who->update_stats (); |
1641 |
if (op->level > 1) |
1642 |
{ |
1643 |
if (op->type != PLAYER) |
1644 |
sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1645 |
else |
1646 |
sprintf (buf, "You are now level %d.", op->level); |
1647 |
|
1648 |
if (who) |
1649 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1650 |
} |
1651 |
|
1652 |
player_lvl_adj (who, op); /* To increase more levels */ |
1653 |
} |
1654 |
else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1655 |
{ |
1656 |
op->level--; |
1657 |
who->update_stats (); |
1658 |
|
1659 |
if (op->type != PLAYER) |
1660 |
{ |
1661 |
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 |
} |
1664 |
|
1665 |
player_lvl_adj (who, op); /* To decrease more levels */ |
1666 |
} |
1667 |
|
1668 |
/* check if the spell data has changed */ |
1669 |
esrv_update_stats (who->contr); |
1670 |
esrv_update_spells (who->contr); |
1671 |
} |
1672 |
|
1673 |
/* |
1674 |
* Returns how much experience is needed for a player to become |
1675 |
* the given level. level should really never exceed max_level |
1676 |
*/ |
1677 |
|
1678 |
sint64 |
1679 |
level_exp (int level, double expmul) |
1680 |
{ |
1681 |
if (level > settings.max_level) |
1682 |
return (sint64) (expmul * levels[settings.max_level]); |
1683 |
|
1684 |
return (sint64) (expmul * levels[level]); |
1685 |
} |
1686 |
|
1687 |
/* |
1688 |
* Ensure that the permanent experience requirements in an exp object are met. |
1689 |
* This really just checks 'op to make sure the perm_exp value is within |
1690 |
* proper range. Note that the checking of what is passed through |
1691 |
* has been reduced. Since there is now a proper field for perm_exp, |
1692 |
* this can now work on a much larger set of objects. |
1693 |
*/ |
1694 |
void |
1695 |
calc_perm_exp (object *op) |
1696 |
{ |
1697 |
int p_exp_min; |
1698 |
|
1699 |
/* Ensure that our permanent experience minimum is met. |
1700 |
* permenent_exp_ratio is an integer percentage, we divide by 100 |
1701 |
* to get the fraction */ |
1702 |
p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1703 |
|
1704 |
if (op->perm_exp < p_exp_min) |
1705 |
op->perm_exp = p_exp_min; |
1706 |
|
1707 |
/* Cap permanent experience. */ |
1708 |
if (op->perm_exp < 0) |
1709 |
op->perm_exp = 0; |
1710 |
else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1711 |
op->perm_exp = MAX_EXPERIENCE; |
1712 |
} |
1713 |
|
1714 |
/* Add experience to a player - exp should only be positive. |
1715 |
* Updates permanent exp for the skill we are adding to. |
1716 |
* skill_name is the skill to add exp to. Skill name can be |
1717 |
* NULL, in which case exp increases the players general |
1718 |
* total, but not any particular skill. |
1719 |
* flag is what to do if the player doesn't have the skill: |
1720 |
*/ |
1721 |
static void |
1722 |
add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1723 |
{ |
1724 |
object *skill_obj = NULL; |
1725 |
sint64 limit, exp_to_add; |
1726 |
int i; |
1727 |
|
1728 |
/* prevents some forms of abuse. */ |
1729 |
if (op->contr->braced) |
1730 |
exp /= 5; |
1731 |
|
1732 |
/* Try to find the matching skill. |
1733 |
* We do a shortcut/time saving mechanism first - see if it matches |
1734 |
* chosen_skill. This means we don't need to search through |
1735 |
* the players inventory. |
1736 |
*/ |
1737 |
if (skill_name) |
1738 |
{ |
1739 |
if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1740 |
skill_obj = op->chosen_skill; |
1741 |
else |
1742 |
{ |
1743 |
for (i = 0; i < NUM_SKILLS; i++) |
1744 |
if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
1745 |
{ |
1746 |
skill_obj = op->contr->last_skill_ob[i]; |
1747 |
break; |
1748 |
} |
1749 |
|
1750 |
/* Player doesn't have the skill. Check to see what to do, and give |
1751 |
* it to the player if necessary |
1752 |
*/ |
1753 |
if (!skill_obj) |
1754 |
{ |
1755 |
if (flag == SK_EXP_NONE) |
1756 |
return; |
1757 |
else if (flag == SK_EXP_ADD_SKILL) |
1758 |
give_skill_by_name (op, skill_name); |
1759 |
} |
1760 |
} |
1761 |
} |
1762 |
|
1763 |
if (flag != SK_EXP_SKILL_ONLY) |
1764 |
{ |
1765 |
/* Basically, you can never gain more experience in one shot |
1766 |
* than half what you need to gain for next level. |
1767 |
*/ |
1768 |
exp_to_add = exp; |
1769 |
limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1770 |
if (exp_to_add > limit) |
1771 |
exp_to_add = limit; |
1772 |
|
1773 |
ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1774 |
if (settings.permanent_exp_ratio) |
1775 |
{ |
1776 |
ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1))); |
1777 |
calc_perm_exp (op); |
1778 |
} |
1779 |
|
1780 |
player_lvl_adj (op, NULL); |
1781 |
} |
1782 |
|
1783 |
if (skill_obj) |
1784 |
{ |
1785 |
exp_to_add = exp; |
1786 |
limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1787 |
if (exp_to_add > limit) |
1788 |
exp_to_add = limit; |
1789 |
|
1790 |
ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1791 |
if (settings.permanent_exp_ratio) |
1792 |
{ |
1793 |
skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
1794 |
calc_perm_exp (skill_obj); |
1795 |
} |
1796 |
|
1797 |
player_lvl_adj (op, skill_obj); |
1798 |
} |
1799 |
} |
1800 |
|
1801 |
/* This function checks to make sure that object 'op' can |
1802 |
* lost 'exp' experience. It returns the amount of exp |
1803 |
* object 'op' can in fact lose - it basically makes |
1804 |
* adjustments based on permanent exp and the like. |
1805 |
* This function should always be used for losing experience - |
1806 |
* the 'exp' value passed should be positive - this is the |
1807 |
* amount that should get subtract from the player. |
1808 |
*/ |
1809 |
sint64 |
1810 |
check_exp_loss (const object *op, sint64 exp) |
1811 |
{ |
1812 |
sint64 del_exp; |
1813 |
|
1814 |
if (exp > op->stats.exp) |
1815 |
exp = op->stats.exp; |
1816 |
if (settings.permanent_exp_ratio) |
1817 |
{ |
1818 |
del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1819 |
if (del_exp < 0) |
1820 |
del_exp = 0; |
1821 |
if (exp > del_exp) |
1822 |
exp = del_exp; |
1823 |
} |
1824 |
return exp; |
1825 |
} |
1826 |
|
1827 |
sint64 |
1828 |
check_exp_adjust (const object *op, sint64 exp) |
1829 |
{ |
1830 |
if (exp < 0) |
1831 |
return check_exp_loss (op, exp); |
1832 |
else |
1833 |
return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1834 |
} |
1835 |
|
1836 |
|
1837 |
/* Subtracts experience from player. |
1838 |
* if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1839 |
* only subtract from the matching skill. Otherwise, |
1840 |
* this subtracts a portion from all |
1841 |
* skills the player has. Eg, if we figure the player is losing 10% |
1842 |
* of his total exp, what happens is he loses 10% from all his skills. |
1843 |
* Note that if permanent exp is used, player may not in fact lose |
1844 |
* as much as listed. Eg, if player has gotten reduced to the point |
1845 |
* where everything is at the minimum perm exp, he would lose nothing. |
1846 |
* exp is the amount of exp to subtract - thus, it should be |
1847 |
* a postive number. |
1848 |
*/ |
1849 |
static void |
1850 |
subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1851 |
{ |
1852 |
float fraction = (float) exp / (float) op->stats.exp; |
1853 |
object *tmp; |
1854 |
sint64 del_exp; |
1855 |
|
1856 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1857 |
if (tmp->type == SKILL && tmp->stats.exp) |
1858 |
{ |
1859 |
if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1860 |
{ |
1861 |
del_exp = check_exp_loss (tmp, exp); |
1862 |
tmp->stats.exp -= del_exp; |
1863 |
player_lvl_adj (op, tmp); |
1864 |
} |
1865 |
else if (flag != SK_SUBTRACT_SKILL_EXP) |
1866 |
{ |
1867 |
/* only want to process other skills if we are not trying |
1868 |
* to match a specific skill. |
1869 |
*/ |
1870 |
del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1871 |
tmp->stats.exp -= del_exp; |
1872 |
player_lvl_adj (op, tmp); |
1873 |
} |
1874 |
} |
1875 |
|
1876 |
if (flag != SK_SUBTRACT_SKILL_EXP) |
1877 |
{ |
1878 |
del_exp = check_exp_loss (op, exp); |
1879 |
op->stats.exp -= del_exp; |
1880 |
player_lvl_adj (op, NULL); |
1881 |
} |
1882 |
} |
1883 |
|
1884 |
/* change_exp() - changes experience to a player/monster. This |
1885 |
* does bounds checking to make sure we don't overflow the max exp. |
1886 |
* |
1887 |
* The exp passed is typically not modified much by this function - |
1888 |
* it is assumed the caller has modified the exp as needed. |
1889 |
* skill_name is the skill that should get the exp added. |
1890 |
* flag is what to do if player doesn't have the skill. |
1891 |
* these last two values are only used for players. |
1892 |
*/ |
1893 |
void |
1894 |
change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1895 |
{ |
1896 |
#ifdef EXP_DEBUG |
1897 |
LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1898 |
#endif |
1899 |
|
1900 |
/* safety */ |
1901 |
if (!op) |
1902 |
{ |
1903 |
LOG (llevError, "change_exp() called for null object!\n"); |
1904 |
return; |
1905 |
} |
1906 |
|
1907 |
/* if no change in exp, just return - most of the below code |
1908 |
* won't do anything if the value is 0 anyways. |
1909 |
*/ |
1910 |
if (exp == 0) |
1911 |
return; |
1912 |
|
1913 |
/* Monsters are easy - we just adjust their exp - we |
1914 |
* don't adjust level, since in most cases it is unrelated to |
1915 |
* the exp they have - the monsters exp represents what its |
1916 |
* worth. |
1917 |
*/ |
1918 |
if (op->type != PLAYER) |
1919 |
{ |
1920 |
/* Sanity check */ |
1921 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1922 |
return; |
1923 |
|
1924 |
/* reset exp to max allowed value. We subtract from |
1925 |
* MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1926 |
* more than max exp, just return. |
1927 |
*/ |
1928 |
if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) |
1929 |
{ |
1930 |
exp = MAX_EXPERIENCE - op->stats.exp; |
1931 |
if (exp < 0) |
1932 |
return; |
1933 |
} |
1934 |
|
1935 |
op->stats.exp += exp; |
1936 |
} |
1937 |
else |
1938 |
{ /* Players only */ |
1939 |
if (exp > 0) |
1940 |
add_player_exp (op, exp, skill_name, flag); |
1941 |
else |
1942 |
/* note that when you lose exp, it doesn't go against |
1943 |
* a particular skill, so we don't need to pass that |
1944 |
* along. |
1945 |
*/ |
1946 |
subtract_player_exp (op, abs (exp), skill_name, flag); |
1947 |
} |
1948 |
} |
1949 |
|
1950 |
/* Applies a death penalty experience, the size of this is defined by the |
1951 |
* settings death_penalty_percentage and death_penalty_levels, and by the |
1952 |
* amount of permenent experience, whichever gives the lowest loss. |
1953 |
*/ |
1954 |
void |
1955 |
apply_death_exp_penalty (object *op) |
1956 |
{ |
1957 |
object *tmp; |
1958 |
sint64 loss; |
1959 |
sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1960 |
sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1961 |
|
1962 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1963 |
if (tmp->type == SKILL && tmp->stats.exp) |
1964 |
{ |
1965 |
|
1966 |
percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1967 |
level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1968 |
|
1969 |
/* With the revised exp system, you can get cases where |
1970 |
* losing several levels would still require that you have more |
1971 |
* exp than you currently have - this is true if the levels |
1972 |
* tables is a lot harder. |
1973 |
*/ |
1974 |
if (level_loss < 0) |
1975 |
level_loss = 0; |
1976 |
|
1977 |
loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1978 |
|
1979 |
tmp->stats.exp -= loss; |
1980 |
player_lvl_adj (op, tmp); |
1981 |
} |
1982 |
|
1983 |
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)]; |
1985 |
if (level_loss < 0) |
1986 |
level_loss = 0; |
1987 |
loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1988 |
|
1989 |
op->stats.exp -= loss; |
1990 |
player_lvl_adj (op, NULL); |
1991 |
} |
1992 |
|
1993 |
/* This function takes an object (monster/player, op), and |
1994 |
* determines if it makes a basic save throw by looking at the |
1995 |
* save_throw table. level is the effective level to make |
1996 |
* the save at, and bonus is any plus/bonus (typically based on |
1997 |
* resistance to particular attacktype. |
1998 |
* Returns 1 if op makes his save, 0 if he failed |
1999 |
*/ |
2000 |
int |
2001 |
did_make_save (const object *op, int level, int bonus) |
2002 |
{ |
2003 |
if (level > MAX_SAVE_LEVEL) |
2004 |
level = MAX_SAVE_LEVEL; |
2005 |
|
2006 |
if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2007 |
return 0; |
2008 |
|
2009 |
return 1; |
2010 |
} |