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. |
… | |
… | |
719 | */ |
758 | */ |
720 | void |
759 | void |
721 | object::update_stats () |
760 | object::update_stats () |
722 | { |
761 | { |
723 | int i, j; |
762 | int i, j; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
763 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
725 | int weapon_weight = 0, weapon_speed = 0; |
764 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
767 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
768 | float old_speed = speed; |
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 | { |
… | |
… | |
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 (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; |
… | |
… | |
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 | if (expect_false (tmp->stats.stat (i))) |
|
|
920 | stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT); |
876 | |
921 | |
877 | /* these are the items that currently can change digestion, regeneration, |
922 | 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 | { |
923 | { |
890 | contr->digestion += tmp->stats.food; |
924 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
891 | contr->gen_hp += tmp->stats.hp; |
925 | contr->gen_hp += tmp->stats.hp; |
892 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_sp += tmp->stats.sp; |
893 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_grace += tmp->stats.grace; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | contr->gen_sp_armour += tmp->gen_sp_armour; |
895 | contr->item_power += tmp->item_power; |
|
|
896 | } |
929 | } |
897 | } /* if this is a player */ |
930 | } /* if this is a player */ |
898 | else |
931 | else |
899 | { |
932 | { |
900 | if (tmp->type == WEAPON) |
933 | if (tmp->type == WEAPON) |
… | |
… | |
927 | * a straight MAX, as potion_resist is initialised to zero. |
960 | * a straight MAX, as potion_resist is initialised to zero. |
928 | */ |
961 | */ |
929 | if (tmp->type == POTION_EFFECT) |
962 | if (tmp->type == POTION_EFFECT) |
930 | { |
963 | { |
931 | if (potion_resist[i]) |
964 | if (potion_resist[i]) |
932 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
965 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
933 | else |
966 | else |
934 | potion_resist[i] = tmp->resist[i]; |
967 | potion_resist[i] = tmp->resist[i]; |
935 | } |
968 | } |
936 | else if (tmp->resist[i] > 0) |
969 | else if (tmp->resist[i] > 0) |
937 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
970 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
972 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
940 | } |
973 | } |
941 | } |
974 | } |
942 | |
975 | |
943 | /* There may be other things that should not adjust the attacktype */ |
976 | /* There may be other things that should not adjust the attacktype */ |
944 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
977 | if (tmp->type != SYMPTOM) |
945 | || current_weapon == tmp) |
|
|
946 | { |
978 | { |
947 | attacktype |= tmp->attacktype; |
979 | attacktype |= tmp->attacktype; |
948 | path_attuned |= tmp->path_attuned; |
980 | path_attuned |= tmp->path_attuned; |
949 | path_repelled |= tmp->path_repelled; |
981 | path_repelled |= tmp->path_repelled; |
950 | path_denied |= tmp->path_denied; |
982 | path_denied |= tmp->path_denied; |
951 | move_type |= tmp->move_type; |
983 | move_type |= tmp->move_type; |
952 | stats.luck += tmp->stats.luck; |
984 | stats.luck += tmp->stats.luck; |
953 | } |
985 | } |
954 | |
986 | |
955 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
987 | flag |= tmp->flag & copy_flags; |
956 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
957 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
958 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
960 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
962 | |
988 | |
963 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
989 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
964 | SET_FLAG (this, FLAG_UNDEAD); |
990 | SET_FLAG (this, FLAG_UNDEAD); |
965 | |
991 | |
966 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
992 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
967 | { |
993 | { |
968 | SET_FLAG (this, FLAG_MAKE_INVIS); |
994 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
992 | #endif |
1018 | #endif |
993 | |
1019 | |
994 | /* skills modifying the character -b.t. */ |
1020 | /* skills modifying the character -b.t. */ |
995 | /* for all skills and skill granting objects */ |
1021 | /* for all skills and skill granting objects */ |
996 | case SKILL: |
1022 | case SKILL: |
997 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1023 | { |
|
|
1024 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
998 | break; |
1025 | break; |
999 | |
1026 | |
1000 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1001 | wc_obj = tmp; |
|
|
1002 | |
|
|
1003 | if (chosen_skill) |
1027 | if (chosen_skill) |
|
|
1028 | { |
1004 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1029 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1030 | &name, &chosen_skill->name, &tmp->name); |
1005 | |
1031 | |
|
|
1032 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1033 | update_stats (); |
|
|
1034 | return; |
|
|
1035 | } |
|
|
1036 | else |
1006 | chosen_skill = tmp; |
1037 | chosen_skill = tmp; |
1007 | |
1038 | |
1008 | if (tmp->stats.dam > 0) |
1039 | if (tmp->stats.dam > 0) |
1009 | { /* skill is a 'weapon' */ |
1040 | { /* skill is a 'weapon' */ |
1010 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1041 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1011 | weapon_speed = WEAPON_SPEED (tmp); |
1042 | weapon_speed = WEAPON_SPEED (tmp); |
1012 | |
1043 | |
1013 | if (weapon_speed < 0) |
1044 | if (weapon_speed < 0) |
1014 | weapon_speed = 0; |
1045 | weapon_speed = 0; |
1015 | |
1046 | |
1016 | weapon_weight = tmp->weight; |
1047 | weapon_weight = tmp->weight; |
1017 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1048 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1018 | |
1049 | |
1019 | if (tmp->magic) |
1050 | if (tmp->magic) |
1020 | stats.dam += tmp->magic; |
1051 | stats.dam += tmp->magic; |
1021 | } |
1052 | } |
1022 | |
1053 | |
1023 | if (tmp->stats.wc) |
1054 | if (tmp->stats.wc) |
1024 | wc -= tmp->stats.wc + tmp->magic; |
1055 | wc -= tmp->stats.wc + tmp->magic; |
1025 | |
1056 | |
1026 | if (tmp->slaying) |
1057 | if (tmp->slaying) |
1027 | slaying = tmp->slaying; |
1058 | slaying = tmp->slaying; |
1028 | |
1059 | |
1029 | if (tmp->stats.ac) |
1060 | if (tmp->stats.ac) |
1030 | ac -= tmp->stats.ac + tmp->magic; |
1061 | ac -= tmp->stats.ac + tmp->magic; |
1031 | |
1062 | |
1032 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1064 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | |
|
|
1035 | break; |
1065 | } |
1036 | |
1066 | |
1037 | case SKILL_TOOL: |
|
|
1038 | if (chosen_skill) |
|
|
1039 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1040 | |
|
|
1041 | chosen_skill = tmp; |
|
|
1042 | break; |
1067 | break; |
1043 | |
1068 | |
1044 | case SHIELD: |
1069 | case SHIELD: |
1045 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1070 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | contr->encumbrance += (int) tmp->weight / 2000; |
1071 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1124 | wc -= (tmp->stats.wc + tmp->magic); |
1149 | wc -= (tmp->stats.wc + tmp->magic); |
1125 | |
1150 | |
1126 | if (tmp->stats.ac) |
1151 | if (tmp->stats.ac) |
1127 | ac -= (tmp->stats.ac + tmp->magic); |
1152 | ac -= (tmp->stats.ac + tmp->magic); |
1128 | |
1153 | |
1129 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1154 | if (ARMOUR_SPEED (tmp)) |
1130 | max = ARMOUR_SPEED (tmp) / 10.f; |
1155 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1131 | |
1156 | |
1132 | break; |
1157 | break; |
1133 | } /* switch tmp->type */ |
1158 | } /* switch tmp->type */ |
1134 | } /* item is equipped */ |
1159 | } /* item is equipped */ |
1135 | } /* for loop of items */ |
1160 | } /* for loop of items */ |
… | |
… | |
1169 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1194 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1170 | { |
1195 | { |
1171 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1196 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1172 | |
1197 | |
1173 | if (i % 2 && con_bonus[stats.Con] % 2) |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1174 | { |
|
|
1175 | if (con_bonus[stats.Con] > 0) |
1199 | if (con_bonus[stats.Con] > 0) |
1176 | j++; |
1200 | j++; |
1177 | else |
1201 | else |
1178 | j--; |
1202 | j--; |
1179 | } |
|
|
1180 | |
1203 | |
1181 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1204 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1182 | } |
1205 | } |
1183 | |
1206 | |
1184 | for (i = 11; i <= level; i++) |
1207 | for (i = 11; i <= level; i++) |
… | |
… | |
1203 | |
1226 | |
1204 | if (mana_obj == this && type == PLAYER) |
1227 | if (mana_obj == this && type == PLAYER) |
1205 | stats.maxsp = 1; |
1228 | stats.maxsp = 1; |
1206 | else |
1229 | else |
1207 | { |
1230 | { |
1208 | sp_tmp = 0.f; |
1231 | float sp_tmp = 0.f; |
1209 | |
1232 | |
1210 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1233 | for (i = 1; i <= min (10, mana_obj->level); i++) |
1211 | { |
1234 | { |
1212 | float stmp; |
1235 | float stmp; |
1213 | |
1236 | |
1214 | /* Got some extra bonus at first level */ |
1237 | /* Got some extra bonus at first level */ |
1215 | if (i < 2) |
1238 | if (i < 2) |
1216 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1239 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1217 | else |
1240 | else |
1218 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1241 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1219 | |
1242 | |
1220 | if (stmp < 1.f) |
|
|
1221 | stmp = 1.f; |
|
|
1222 | |
|
|
1223 | sp_tmp += stmp; |
1243 | sp_tmp += max (1.f, stmp); |
1224 | } |
|
|
1225 | |
|
|
1226 | stats.maxsp = (sint16)sp_tmp; |
|
|
1227 | |
|
|
1228 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1229 | stats.maxsp += 2; |
|
|
1230 | } |
1244 | } |
|
|
1245 | |
|
|
1246 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
|
|
1247 | } |
|
|
1248 | |
1231 | /* Characters can get their sp supercharged via rune of transferrance */ |
1249 | /* Characters can get their sp supercharged via rune of transferrance */ |
1232 | if (stats.sp > stats.maxsp * 2) |
1250 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1233 | stats.sp = stats.maxsp * 2; |
|
|
1234 | |
1251 | |
1235 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1252 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1236 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1253 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1237 | grace_obj = this; |
1254 | grace_obj = this; |
1238 | |
1255 | |
… | |
… | |
1243 | /* store grace in a float - this way, the divisions below don't create |
1260 | /* 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 |
1261 | * 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 |
1262 | * becomes big jumps when the sums of the bonuses jump to the next |
1246 | * step of 8 - with floats, even fractional ones are useful. |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1247 | */ |
1264 | */ |
1248 | sp_tmp = 0.f; |
1265 | float sp_tmp = 0.f; |
1249 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1266 | |
|
|
1267 | for (i = 1; i <= min (10, grace_obj->level); i++) |
1250 | { |
1268 | { |
1251 | float grace_tmp = 0.f; |
1269 | float grace_tmp = 0.f; |
1252 | |
1270 | |
1253 | /* Got some extra bonus at first level */ |
1271 | /* Got some extra bonus at first level */ |
1254 | if (i < 2) |
1272 | if (i < 2) |
1255 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1273 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1256 | else |
1274 | else |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1275 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1258 | |
1276 | |
1259 | if (grace_tmp < 1.f) |
|
|
1260 | grace_tmp = 1.f; |
|
|
1261 | |
|
|
1262 | sp_tmp += grace_tmp; |
1277 | sp_tmp += max (1.f, grace_tmp); |
1263 | } |
1278 | } |
1264 | |
1279 | |
1265 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1266 | |
|
|
1267 | /* two grace points per level after 11 */ |
1280 | /* two grace points per level after 10 */ |
1268 | for (i = 11; i <= grace_obj->level; i++) |
1281 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1269 | stats.maxgrace += 2; |
|
|
1270 | } |
1282 | } |
|
|
1283 | |
1271 | /* No limit on grace vs maxgrace */ |
1284 | /* No limit on grace vs maxgrace */ |
1272 | |
1285 | |
1273 | if (contr->braced) |
1286 | if (contr->braced) |
1274 | { |
1287 | { |
1275 | ac += 2; |
1288 | ac += 2; |
… | |
… | |
1287 | * improvement every level, now its fighterlevel/5. So |
1300 | * improvement every level, now its fighterlevel/5. So |
1288 | * we give the player a bonus here in wc and dam |
1301 | * we give the player a bonus here in wc and dam |
1289 | * to make up for the change. Note that I left the |
1302 | * to make up for the change. Note that I left the |
1290 | * monster bonus the same as before. -b.t. |
1303 | * monster bonus the same as before. -b.t. |
1291 | */ |
1304 | */ |
|
|
1305 | object *wc_obj = chosen_skill; |
1292 | |
1306 | |
1293 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1307 | if (contr && wc_obj && wc_obj->level > 1) |
1294 | { |
1308 | { |
1295 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1309 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1296 | |
1310 | |
1297 | for (i = 1; i < wc_obj->level; i++) |
1311 | for (i = 1; i < wc_obj->level; i++) |
1298 | { |
1312 | { |
1299 | /* addtional wc every 6 levels */ |
1313 | /* additional wc every 6 levels */ |
1300 | if (!(i % 6)) |
1314 | if (!(i % 6)) |
1301 | wc--; |
1315 | wc--; |
1302 | |
1316 | |
1303 | /* addtional dam every 4 levels. */ |
1317 | /* additional dam every 4 levels. */ |
1304 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1318 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1305 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1319 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1306 | } |
1320 | } |
1307 | } |
1321 | } |
1308 | else |
1322 | else |
… | |
… | |
1317 | |
1331 | |
1318 | if (settings.search_items && contr->search_str[0]) |
1332 | if (settings.search_items && contr->search_str[0]) |
1319 | speed -= 1; |
1333 | speed -= 1; |
1320 | |
1334 | |
1321 | if (attacktype == 0) |
1335 | if (attacktype == 0) |
1322 | attacktype = arch->clone.attacktype; |
1336 | attacktype = arch->attacktype; |
1323 | |
|
|
1324 | } /* End if player */ |
1337 | } /* End if player */ |
1325 | |
1338 | |
1326 | if (added_speed >= 0) |
1339 | if (added_speed >= 0) |
1327 | speed += added_speed / 10.f; |
1340 | speed += added_speed / 10.f; |
1328 | else /* Something wrong here...: */ |
1341 | else /* Something wrong here...: */ |
1329 | speed /= 1.f - added_speed; |
1342 | speed /= 1.f - added_speed; |
1330 | |
1343 | |
1331 | /* Max is determined by armour */ |
1344 | /* Max is determined by armour */ |
1332 | if (speed > max) |
1345 | speed = min (speed, max_speed); |
1333 | speed = max; |
|
|
1334 | |
1346 | |
1335 | if (type == PLAYER) |
1347 | if (type == PLAYER) |
1336 | { |
1348 | { |
1337 | /* f is a number the represents the number of kg above (positive num) |
1349 | /* f is a number the represents the number of kg above (positive num) |
1338 | * or below (negative number) that the player is carrying. If above |
1350 | * or below (negative number) that the player is carrying. If above |
… | |
… | |
1362 | * that would just be a real pain to read. |
1374 | * that would just be a real pain to read. |
1363 | */ |
1375 | */ |
1364 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1376 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1365 | float M2 = max_carry[stats.Str] / 100.f; |
1377 | float M2 = max_carry[stats.Str] / 100.f; |
1366 | float W = weapon_weight / 20000.f; |
1378 | float W = weapon_weight / 20000.f; |
1367 | float s = 2 - weapon_speed / 10.f; |
1379 | float s = (20 - weapon_speed) / 10.f; |
1368 | float D = (stats.Dex - 14) / 14.f; |
1380 | float D = (stats.Dex - 14) / 14.f; |
1369 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1381 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1370 | |
1382 | |
1371 | K *= (4 + level) *1.2f / (6 + level); |
1383 | K *= (4 + level) * 1.2f / (6 + level); |
1372 | |
1384 | |
1373 | if (K <= 0.f) |
1385 | if (K <= 0.01f) |
1374 | K = 0.01f; |
1386 | K = 0.01f; |
1375 | |
1387 | |
1376 | float S = speed / (K * s); |
1388 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1377 | |
|
|
1378 | contr->weapon_sp = S; |
|
|
1379 | } |
1389 | } |
1380 | |
1390 | |
1381 | /* I want to limit the power of small monsters with big weapons: */ |
1391 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1392 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1383 | stats.dam = arch->clone.stats.dam * 3; |
1393 | stats.dam = arch->stats.dam * 3; |
1384 | |
1394 | |
1385 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1395 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1386 | * should be more than enough - remember, AC is also in 8 bits, |
1396 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1387 | * so its value is the same. |
|
|
1388 | */ |
|
|
1389 | if (wc > 120) |
|
|
1390 | wc = 120; |
|
|
1391 | else if (wc < -120) |
|
|
1392 | wc = -120; |
|
|
1393 | |
|
|
1394 | stats.wc = wc; |
|
|
1395 | |
|
|
1396 | if (ac > 120) |
|
|
1397 | ac = 120; |
|
|
1398 | else if (ac < -120) |
|
|
1399 | ac = -120; |
|
|
1400 | |
|
|
1401 | stats.ac = ac; |
|
|
1402 | |
1397 | |
1403 | /* if for some reason the creature doesn't have any move type, |
1398 | /* if for some reason the creature doesn't have any move type, |
1404 | * give them walking as a default. |
1399 | * give them walking as a default. |
1405 | * The second case is a special case - to more closely mimic the |
1400 | * The second case is a special case - to more closely mimic the |
1406 | * old behaviour - if your flying, your not walking - just |
1401 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1523 | object *skin = NULL; /* pointer to dragon skin force */ |
1518 | object *skin = NULL; /* pointer to dragon skin force */ |
1524 | object *tmp = NULL; /* tmp. object */ |
1519 | object *tmp = NULL; /* tmp. object */ |
1525 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1520 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1526 | |
1521 | |
1527 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1522 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1528 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1529 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1530 | |
|
|
1531 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1523 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1532 | if (tmp->type == FORCE) |
1524 | if (tmp->type == FORCE) |
1533 | if (tmp->arch->name == dragon_ability_force) |
1525 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1534 | abil = tmp; |
1526 | abil = tmp; |
1535 | else if (tmp->arch->name == dragon_skin_force) |
1527 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1536 | skin = tmp; |
1528 | skin = tmp; |
1537 | |
1529 | |
1538 | /* if the force is missing -> bail out */ |
1530 | /* if the force is missing -> bail out */ |
1539 | if (abil == NULL) |
1531 | if (abil == NULL) |
1540 | return; |
1532 | return; |
… | |
… | |
1586 | if (!skill_obj) |
1578 | if (!skill_obj) |
1587 | { |
1579 | { |
1588 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1580 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1589 | return NULL; |
1581 | return NULL; |
1590 | } |
1582 | } |
|
|
1583 | |
1591 | /* clear the flag - exp goes into this bucket, but player |
1584 | /* clear the flag - exp goes into this bucket, but player |
1592 | * still doesn't know it. |
1585 | * still doesn't know it. |
1593 | */ |
1586 | */ |
1594 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1587 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1595 | skill_obj->stats.exp = 0; |
1588 | skill_obj->stats.exp = 0; |
1596 | skill_obj->level = 1; |
1589 | skill_obj->level = 1; |
1597 | insert_ob_in_ob (skill_obj, op); |
1590 | insert_ob_in_ob (skill_obj, op); |
1598 | |
1591 | |
1599 | if (op->contr) |
1592 | if (player *pl = op->contr) |
1600 | { |
1593 | { |
1601 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1594 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1602 | if (op->contr->ns) |
1595 | if (pl->ns) |
1603 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1596 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1604 | } |
1597 | } |
1605 | |
1598 | |
1606 | return skill_obj; |
1599 | return skill_obj; |
1607 | } |
1600 | } |
1608 | |
|
|
1609 | |
1601 | |
1610 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1602 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1611 | * whether the player gets more hp, sp and new levels. |
1603 | * whether the player gets more hp, sp and new levels. |
1612 | * Note this this function should only be called for players. Monstes |
1604 | * Note this this function should only be called for players. Monstes |
1613 | * don't really gain levels |
1605 | * don't really gain levels |
… | |
… | |
1616 | */ |
1608 | */ |
1617 | void |
1609 | void |
1618 | player_lvl_adj (object *who, object *op) |
1610 | player_lvl_adj (object *who, object *op) |
1619 | { |
1611 | { |
1620 | char buf[MAX_BUF]; |
1612 | char buf[MAX_BUF]; |
|
|
1613 | bool changed = false; |
1621 | |
1614 | |
1622 | if (!op) /* when rolling stats */ |
1615 | if (!op) /* when rolling stats */ |
1623 | op = who; |
1616 | op = who; |
1624 | |
1617 | |
1625 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1618 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1626 | { |
1619 | { |
|
|
1620 | changed = true; |
|
|
1621 | |
1627 | op->level++; |
1622 | op->level++; |
1628 | |
1623 | |
1629 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1624 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1630 | dragon_level_gain (who); |
1625 | dragon_level_gain (who); |
1631 | |
1626 | |
1632 | /* Only roll these if it is the player (who) that gained the level */ |
1627 | /* Only roll these if it is the player (who) that gained the level */ |
1633 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1628 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1634 | { |
1629 | { |
1635 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1630 | 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); |
1631 | 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; |
1632 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1638 | } |
1633 | } |
1639 | |
1634 | |
1640 | who->update_stats (); |
|
|
1641 | if (op->level > 1) |
1635 | if (op->level > 1) |
1642 | { |
1636 | { |
1643 | if (op->type != PLAYER) |
1637 | if (op->type != PLAYER) |
|
|
1638 | { |
|
|
1639 | who->contr->play_sound (sound_find ("skill_up")); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1640 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1641 | } |
1645 | else |
1642 | else |
|
|
1643 | { |
|
|
1644 | who->contr->play_sound (sound_find ("level_up")); |
1646 | sprintf (buf, "You are now level %d.", op->level); |
1645 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1646 | } |
|
|
1647 | |
1647 | if (who) |
1648 | if (who) |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | } |
1650 | } |
1650 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1651 | } |
1651 | } |
|
|
1652 | |
1652 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1653 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1653 | { |
1654 | { |
|
|
1655 | changed = true; |
|
|
1656 | |
1654 | op->level--; |
1657 | op->level--; |
1655 | who->update_stats (); |
1658 | |
1656 | if (op->type != PLAYER) |
1659 | if (op->type != PLAYER) |
1657 | { |
1660 | { |
1658 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1661 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1659 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1662 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1660 | } |
1663 | } |
1661 | player_lvl_adj (who, op); /* To decrease more levels */ |
1664 | } |
|
|
1665 | |
|
|
1666 | if (changed) |
1662 | } |
1667 | { |
1663 | |
1668 | who->update_stats (); |
|
|
1669 | esrv_update_stats (who->contr); |
1664 | /* check if the spell data has changed */ |
1670 | /* check if the spell data has changed */ |
1665 | esrv_update_stats (who->contr); |
|
|
1666 | esrv_update_spells (who->contr); |
1671 | esrv_update_spells (who->contr); |
|
|
1672 | } |
1667 | } |
1673 | } |
1668 | |
1674 | |
1669 | /* |
1675 | /* |
1670 | * Returns how much experience is needed for a player to become |
1676 | * Returns how much experience is needed for a player to become |
1671 | * the given level. level should really never exceed max_level |
1677 | * the given level. level should really never exceed max_level |
… | |
… | |
1976 | player_lvl_adj (op, tmp); |
1982 | player_lvl_adj (op, tmp); |
1977 | } |
1983 | } |
1978 | |
1984 | |
1979 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1985 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1980 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1986 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1987 | |
1981 | if (level_loss < 0) |
1988 | if (level_loss < 0) |
1982 | level_loss = 0; |
1989 | level_loss = 0; |
1983 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1990 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1984 | |
1991 | |
1985 | op->stats.exp -= loss; |
1992 | op->stats.exp -= loss; |