1 | /* |
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2 | * static char *rcsid_living_c = |
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3 | * "$Id: living.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
11 | |
7 | |
12 | This program is free software; you can redistribute it and/or modify |
8 | This program is free software; you can redistribute it and/or modify |
13 | 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 |
… | |
… | |
21 | |
17 | |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
21 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
31 | |
27 | |
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33 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
29 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
34 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
30 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
35 | */ |
31 | */ |
36 | #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } |
32 | #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } |
37 | |
33 | |
38 | static const int con_bonus[MAX_STAT + 1]={ |
34 | static const int con_bonus[MAX_STAT + 1] = { |
39 | -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, |
35 | -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, |
40 | 22,25,30,40,50 |
36 | 22, 25, 30, 40, 50 |
41 | }; |
37 | }; |
42 | |
38 | |
43 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | /* changed the name of this to "sp_bonus" from "int_bonus" |
44 | * because Pow can now be the stat that controls spellpoint |
40 | * because Pow can now be the stat that controls spellpoint |
45 | * advancement. -b.t. |
41 | * advancement. -b.t. |
46 | */ |
42 | */ |
47 | static const int sp_bonus[MAX_STAT + 1]={ |
43 | static const int sp_bonus[MAX_STAT + 1] = { |
48 | -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, |
44 | -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, |
49 | 30,40,50,70,100 |
45 | 30, 40, 50, 70, 100 |
50 | }; |
46 | }; |
51 | |
47 | |
52 | static const int grace_bonus[MAX_STAT +1] = { |
48 | static const int grace_bonus[MAX_STAT + 1] = { |
53 | -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, |
49 | -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, |
54 | 30,40,50,70,100 |
50 | 30, 40, 50, 70, 100 |
55 | }; |
51 | }; |
56 | |
52 | |
57 | /* 0.92.7 Changed way charisma works. Values now |
53 | /* 0.92.7 Changed way charisma works. Values now |
58 | * represent how much more it costs to buy something than to sell it |
54 | * represent how much more it costs to buy something than to sell it |
59 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
55 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
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69 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
65 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
70 | * it is 1-diff |
66 | * it is 1-diff |
71 | */ |
67 | */ |
72 | |
68 | |
73 | const float cha_bonus[MAX_STAT + 1] = { 10.0, |
69 | const float cha_bonus[MAX_STAT + 1] = { 10.0, |
74 | 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ |
70 | 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ |
75 | 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ |
71 | 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ |
76 | 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ |
72 | 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ |
77 | 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ |
73 | 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ |
78 | 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ |
74 | 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ |
79 | 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ |
75 | 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ |
80 | }; |
76 | }; |
81 | |
77 | |
82 | const int dex_bonus[MAX_STAT + 1]={ |
78 | const int dex_bonus[MAX_STAT + 1] = { |
83 | -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 |
79 | -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 |
84 | }; |
80 | }; |
85 | |
81 | |
86 | /* speed_bonus uses dex as its stat */ |
82 | /* speed_bonus uses dex as its stat */ |
87 | const float speed_bonus[MAX_STAT + 1]={ |
83 | const float speed_bonus[MAX_STAT + 1] = { |
88 | -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, |
84 | -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, |
89 | 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, |
85 | 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, |
90 | 1.6, 1.8, 2.0, 2.5, 3.0 |
86 | 1.6, 1.8, 2.0, 2.5, 3.0 |
91 | }; |
87 | }; |
92 | |
88 | |
93 | /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on |
89 | /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on |
94 | * strength. |
90 | * strength. |
95 | */ |
91 | */ |
96 | const int dam_bonus[MAX_STAT + 1]={ |
92 | const int dam_bonus[MAX_STAT + 1] = { |
97 | -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 |
93 | -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 |
98 | }; |
94 | }; |
99 | |
95 | |
100 | const int thaco_bonus[MAX_STAT + 1]={ |
96 | const int thaco_bonus[MAX_STAT + 1] = { |
101 | -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 |
97 | -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 |
102 | }; |
98 | }; |
103 | |
99 | |
104 | /* Max you can carry before you start getting extra speed penalties */ |
100 | /* Max you can carry before you start getting extra speed penalties */ |
105 | const int max_carry[MAX_STAT + 1]={ |
101 | const int max_carry[MAX_STAT + 1] = { |
106 | 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, |
102 | 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277, |
107 | 301,326,352,400,450,500,600,1000 |
103 | 301, 326, 352, 400, 450, 500, 600, 1000 |
108 | }; |
104 | }; |
109 | |
105 | |
110 | /* weight_limit - the absolute most a character can carry - a character can't |
106 | /* weight_limit - the absolute most a character can carry - a character can't |
111 | * pick stuff up if it would put him above this limit. |
107 | * pick stuff up if it would put him above this limit. |
112 | * value is in grams, so we don't need to do conversion later |
108 | * value is in grams, so we don't need to do conversion later |
113 | * These limits are probably overly generous, but being there were no values |
109 | * These limits are probably overly generous, but being there were no values |
114 | * before, you need to start someplace. |
110 | * before, you need to start someplace. |
115 | */ |
111 | */ |
116 | |
112 | |
117 | const uint32 weight_limit[MAX_STAT+ 1] = { |
113 | const uint32 weight_limit[MAX_STAT + 1] = { |
118 | 200000, /* 0 */ |
114 | 200000, /* 0 */ |
119 | 250000,300000,350000,400000,500000, /* 5*/ |
115 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
120 | 600000,700000,800000,900000,1000000, /* 10 */ |
116 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
121 | 1100000,1200000,1300000,1400000,1500000,/* 15 */ |
117 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
122 | 1650000,1800000,1950000,2100000,2250000,/* 20 */ |
118 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
123 | 2400000,2550000,2700000,2850000,3000000, /* 25 */ |
119 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
124 | 3250000,3500000,3750000,4000000,4500000 /*30 */ |
120 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
125 | }; |
121 | }; |
126 | |
122 | |
127 | const int learn_spell[MAX_STAT + 1]={ |
123 | const int learn_spell[MAX_STAT + 1] = { |
128 | 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, |
124 | 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, |
129 | 100,100,100,100,100,100 |
125 | 100, 100, 100, 100, 100, 100 |
130 | }; |
126 | }; |
131 | |
127 | |
132 | const int cleric_chance[MAX_STAT + 1]={ |
128 | const int cleric_chance[MAX_STAT + 1] = { |
133 | 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 |
129 | 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 |
134 | }; |
130 | }; |
135 | |
131 | |
136 | const int turn_bonus[MAX_STAT + 1]={ |
132 | const int turn_bonus[MAX_STAT + 1] = { |
137 | -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 |
133 | -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 |
138 | }; |
134 | }; |
139 | |
135 | |
140 | const int fear_bonus[MAX_STAT + 1]={ |
136 | const int fear_bonus[MAX_STAT + 1] = { |
141 | 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 |
137 | 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 |
142 | }; |
138 | }; |
143 | |
139 | |
144 | /* |
140 | /* |
145 | Since this is nowhere defined ... |
141 | Since this is nowhere defined ... |
146 | Both come in handy at least in function add_exp() |
142 | Both come in handy at least in function add_exp() |
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161 | * line with progression of previous levels, so |
157 | * line with progression of previous levels, so |
162 | * if more levels are desired, this should be fixed. |
158 | * if more levels are desired, this should be fixed. |
163 | * -b.t. |
159 | * -b.t. |
164 | */ |
160 | */ |
165 | |
161 | |
166 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
162 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
167 | |
163 | |
168 | #ifndef WIN32 |
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169 | extern uint64 *levels; |
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170 | #else |
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171 | extern sint64 *levels; |
164 | extern sint64 *levels; |
172 | #endif |
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173 | |
165 | |
174 | #define MAX_SAVE_LEVEL 110 |
166 | #define MAX_SAVE_LEVEL 110 |
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167 | |
175 | /* This no longer needs to be changed anytime the number of |
168 | /* This no longer needs to be changed anytime the number of |
176 | * levels is increased - rather, did_make_save will do the |
169 | * levels is increased - rather, did_make_save will do the |
177 | * right thing and always use range within this table. |
170 | * right thing and always use range within this table. |
178 | * for safety, savethrow should not be accessed directly anymore, |
171 | * for safety, savethrow should not be accessed directly anymore, |
179 | * and instead did_make_save should be used instead. |
172 | * and instead did_make_save should be used instead. |
180 | */ |
173 | */ |
181 | static const int savethrow[MAX_SAVE_LEVEL+1]={ |
174 | static const int savethrow[MAX_SAVE_LEVEL + 1] = { |
182 | 18, |
175 | 18, |
183 | 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, |
176 | 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, |
184 | 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, |
177 | 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, |
185 | 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, |
178 | 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, |
186 | 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, |
179 | 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, |
187 | 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, |
180 | 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, |
188 | 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 |
181 | 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 |
189 | }; |
182 | }; |
190 | |
183 | |
191 | const char *const attacks[NROFATTACKS] = { |
184 | const char *const attacks[NROFATTACKS] = { |
192 | "physical", "magical", "fire", "electricity", "cold", "confusion", |
185 | "physical", "magical", "fire", "electricity", "cold", "confusion", |
193 | "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", |
186 | "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", |
194 | "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", |
187 | "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", |
195 | "chaos","counterspell","god power","holy power","blinding", "", |
188 | "chaos", "counterspell", "god power", "holy power", "blinding", "", |
196 | "life stealing" |
189 | "life stealing" |
197 | }; |
190 | }; |
198 | |
191 | |
199 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
200 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
201 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
202 | "You feel less healthy", |
195 | "You feel less healthy", |
203 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
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197 | "Watch out, your mind is going!", |
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198 | "Your spirit feels drained!" |
204 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
205 | "Watch out, your mind is going!", |
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206 | "Your spirit feels drained!" |
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207 | }; |
200 | }; |
208 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
209 | "You feel your strength return.", |
202 | "You feel your strength return.", |
210 | "You feel your agility return.", |
203 | "You feel your agility return.", |
211 | "You feel your health return.", |
204 | "You feel your health return.", |
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205 | "You feel your memory return.", |
212 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
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207 | "You feel your spirits return." |
213 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
214 | "You feel your memory return.", |
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215 | "You feel your spirits return." |
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216 | }; |
209 | }; |
217 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
218 | "You feel stronger.", |
211 | "You feel stronger.", |
219 | "You feel more agile.", |
212 | "You feel more agile.", |
220 | "You feel healthy.", |
213 | "You feel healthy.", |
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214 | "You feel smarter.", |
221 | "You feel wiser.", |
215 | "You feel wiser.", |
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216 | "You feel more potent." |
222 | "You seem to look better.", |
217 | "You seem to look better.", |
223 | "You feel smarter.", |
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224 | "You feel more potent." |
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225 | }; |
218 | }; |
226 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
227 | "You feel weaker!", |
220 | "You feel weaker!", |
228 | "You feel clumsy!", |
221 | "You feel clumsy!", |
229 | "You feel less healthy!", |
222 | "You feel less healthy!", |
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223 | "You feel stupid!", |
230 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
231 | "You look ugly!", |
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232 | "You feel stupid!", |
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233 | "You feel less potent!" |
225 | "You feel less potent!" |
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226 | "You look ugly!", |
234 | }; |
227 | }; |
235 | |
228 | |
236 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
237 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
238 | }; |
231 | }; |
239 | |
232 | |
240 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
241 | "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
242 | }; |
235 | }; |
243 | |
236 | |
244 | /* |
237 | /* |
245 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
246 | * what attr is (STR to POW). |
239 | * what attr is (STR to POW). |
247 | */ |
240 | */ |
248 | |
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249 | void |
241 | void |
250 | set_attr_value(living *stats,int attr,sint8 value) { |
242 | set_attr_value (living *stats, int attr, sint8 value) |
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243 | { |
251 | switch(attr) { |
244 | switch (attr) |
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245 | { |
252 | case STR: |
246 | case STR: |
253 | stats->Str=value; |
247 | stats->Str = value; |
254 | break; |
248 | break; |
255 | case DEX: |
249 | case DEX: |
256 | stats->Dex=value; |
250 | stats->Dex = value; |
257 | break; |
251 | break; |
258 | case CON: |
252 | case CON: |
259 | stats->Con=value; |
253 | stats->Con = value; |
260 | break; |
254 | break; |
261 | case WIS: |
255 | case WIS: |
262 | stats->Wis=value; |
256 | stats->Wis = value; |
263 | break; |
257 | break; |
264 | case POW: |
258 | case POW: |
265 | stats->Pow=value; |
259 | stats->Pow = value; |
266 | break; |
260 | break; |
267 | case CHA: |
261 | case CHA: |
268 | stats->Cha=value; |
262 | stats->Cha = value; |
269 | break; |
263 | break; |
270 | case INT: |
264 | case INT: |
271 | stats->Int=value; |
265 | stats->Int = value; |
272 | break; |
266 | break; |
273 | } |
267 | } |
274 | } |
268 | } |
275 | |
269 | |
276 | /* |
270 | /* |
277 | * Like set_attr_value(), but instead the value (which can be negative) |
271 | * Like set_attr_value(), but instead the value (which can be negative) |
278 | * is added to the specified stat. |
272 | * is added to the specified stat. |
279 | */ |
273 | */ |
280 | |
|
|
281 | void |
274 | void |
282 | change_attr_value(living *stats,int attr,sint8 value) { |
275 | change_attr_value (living *stats, int attr, sint8 value) |
|
|
276 | { |
283 | if (value==0) return; |
277 | if (value == 0) |
|
|
278 | return; |
|
|
279 | |
284 | switch(attr) { |
280 | switch (attr) |
|
|
281 | { |
285 | case STR: |
282 | case STR: |
286 | stats->Str+=value; |
283 | stats->Str += value; |
287 | break; |
284 | break; |
288 | case DEX: |
285 | case DEX: |
289 | stats->Dex+=value; |
286 | stats->Dex += value; |
290 | break; |
287 | break; |
291 | case CON: |
288 | case CON: |
292 | stats->Con+=value; |
289 | stats->Con += value; |
293 | break; |
290 | break; |
294 | case WIS: |
291 | case WIS: |
295 | stats->Wis+=value; |
292 | stats->Wis += value; |
296 | break; |
293 | break; |
297 | case POW: |
294 | case POW: |
298 | stats->Pow+=value; |
295 | stats->Pow += value; |
299 | break; |
296 | break; |
300 | case CHA: |
297 | case CHA: |
301 | stats->Cha+=value; |
298 | stats->Cha += value; |
302 | break; |
299 | break; |
303 | case INT: |
300 | case INT: |
304 | stats->Int+=value; |
301 | stats->Int += value; |
305 | break; |
302 | break; |
306 | default: |
303 | default: |
307 | LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); |
304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
308 | } |
305 | } |
309 | } |
306 | } |
310 | |
307 | |
311 | /* |
308 | /* |
312 | * returns the specified stat. See also set_attr_value(). |
309 | * returns the specified stat. See also set_attr_value(). |
313 | */ |
310 | */ |
314 | |
311 | |
315 | sint8 |
312 | sint8 |
316 | get_attr_value(const living *stats,int attr) { |
313 | get_attr_value (const living *stats, int attr) |
|
|
314 | { |
317 | switch(attr) { |
315 | switch (attr) |
318 | case STR: |
316 | { |
319 | return(stats->Str); |
317 | case STR: return stats->Str; |
320 | case DEX: |
318 | case DEX: return stats->Dex; |
321 | return(stats->Dex); |
319 | case CON: return stats->Con; |
322 | case CON: |
320 | case WIS: return stats->Wis; |
323 | return(stats->Con); |
321 | case CHA: return stats->Cha; |
324 | case WIS: |
322 | case INT: return stats->Int; |
325 | return(stats->Wis); |
323 | case POW: return stats->Pow; |
326 | case CHA: |
|
|
327 | return(stats->Cha); |
|
|
328 | case INT: |
|
|
329 | return(stats->Int); |
|
|
330 | case POW: |
|
|
331 | return(stats->Pow); |
|
|
332 | } |
324 | } |
|
|
325 | |
333 | return 0; |
326 | return 0; |
334 | } |
327 | } |
335 | |
328 | |
336 | /* |
329 | /* |
337 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
338 | * 1-30 stat limit. |
331 | * 1-30 stat limit. |
339 | */ |
332 | */ |
340 | |
333 | |
|
|
334 | void |
341 | void check_stat_bounds(living *stats) { |
335 | check_stat_bounds (living *stats) |
|
|
336 | { |
342 | int i,v; |
337 | int i, v; |
|
|
338 | |
343 | for(i=0;i<NUM_STATS;i++) |
339 | for (i = 0; i < NUM_STATS; i++) |
344 | if((v=get_attr_value(stats,i))>MAX_STAT) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
345 | set_attr_value(stats,i,MAX_STAT); |
341 | set_attr_value (stats, i, MAX_STAT); |
346 | else if(v<MIN_STAT) |
342 | else if (v < MIN_STAT) |
347 | set_attr_value(stats,i,MIN_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
348 | } |
344 | } |
349 | |
345 | |
350 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
351 | |
347 | |
352 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
355 | */ |
351 | */ |
356 | #define DIFF_MSG(flag, msg1, msg2) \ |
352 | #define DIFF_MSG(flag, msg1, msg2) \ |
357 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
353 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
358 | |
354 | |
359 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
355 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
|
|
356 | |
360 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
361 | * the object. |
358 | * the object. |
362 | * It is the calling functions responsibilty to check to see if the object |
359 | * It is the calling functions responsibilty to check to see if the object |
363 | * can be applied or not. |
360 | * can be applied or not. |
364 | * The main purpose of calling this function is the messages that are |
361 | * The main purpose of calling this function is the messages that are |
… | |
… | |
366 | * removing an object - that is because it is impossible to know if some object |
363 | * removing an object - that is because it is impossible to know if some object |
367 | * is the only source of an attacktype or spell attunement, so this function |
364 | * is the only source of an attacktype or spell attunement, so this function |
368 | * will clear the bits, but the player may still have some other object |
365 | * will clear the bits, but the player may still have some other object |
369 | * that gives them that ability. |
366 | * that gives them that ability. |
370 | */ |
367 | */ |
|
|
368 | int |
371 | int change_abil(object *op, object *tmp) { |
369 | change_abil (object *op, object *tmp) |
|
|
370 | { |
372 | int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
373 | object refop; |
|
|
374 | char message[MAX_BUF]; |
372 | char message[MAX_BUF]; |
375 | int potion_max=0; |
373 | int potion_max = 0; |
376 | |
374 | |
377 | /* remember what object was like before it was changed. note that |
375 | /* remember what object was like before it was changed. note that |
378 | * refop is a local copy of op only to be used for detecting changes |
376 | * refop is a local copy of op only to be used for detecting changes |
379 | * found by fix_player. refop is not a real object |
377 | * found by update_stats. refop is not a real object |
380 | */ |
378 | */ |
381 | memcpy(&refop, op, sizeof(object)); |
379 | object_copy refop = *op; |
382 | |
380 | |
383 | if(op->type==PLAYER) { |
381 | if (op->type == PLAYER) |
|
|
382 | { |
384 | if (tmp->type==POTION) { |
383 | if (tmp->type == POTION) |
|
|
384 | { |
385 | potion_max=1; |
385 | potion_max = 1; |
386 | for(j=0;j<NUM_STATS;j++) { |
386 | for (j = 0; j < NUM_STATS; j++) |
387 | int nstat, ostat; |
387 | { |
|
|
388 | int nstat, ostat; |
388 | |
389 | |
389 | ostat = get_attr_value(&(op->contr->orig_stats),j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
390 | i = get_attr_value(&(tmp->stats),j); |
391 | i = get_attr_value (&(tmp->stats), j); |
391 | |
392 | |
392 | /* nstat is what the stat will be after use of the potion */ |
393 | /* nstat is what the stat will be after use of the potion */ |
393 | nstat = flag*i + ostat; |
394 | nstat = flag * i + ostat; |
394 | |
395 | |
395 | /* Do some bounds checking. While I don't think any |
396 | /* Do some bounds checking. While I don't think any |
396 | * potions do so right now, there is the potential for potions |
397 | * potions do so right now, there is the potential for potions |
397 | * that adjust that stat by more than one point, so we need |
398 | * that adjust that stat by more than one point, so we need |
398 | * to allow for that. |
399 | * to allow for that. |
399 | */ |
400 | */ |
400 | if (nstat < 1 && i*flag < 0 ) nstat = 1; |
401 | if (nstat < 1 && i * flag < 0) |
|
|
402 | nstat = 1; |
401 | else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
|
|
404 | { |
402 | nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); |
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
403 | } |
406 | } |
404 | if (nstat != ostat) { |
407 | |
|
|
408 | if (nstat != ostat) |
|
|
409 | { |
405 | set_attr_value(&(op->contr->orig_stats), j, nstat); |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
406 | potion_max=0; |
411 | potion_max = 0; |
407 | } |
412 | } |
408 | else if (i) { |
413 | else if (i) |
|
|
414 | { |
409 | /* potion is useless - player has already hit the natural maximum */ |
415 | /* potion is useless - player has already hit the natural maximum */ |
410 | potion_max = 1; |
416 | potion_max = 1; |
411 | } |
417 | } |
412 | } |
418 | } |
|
|
419 | |
413 | /* This section of code ups the characters normal stats also. I am not |
420 | /* This section of code ups the characters normal stats also. I am not |
414 | * sure if this is strictly necessary, being that fix_player probably |
421 | * sure if this is strictly necessary, being that fix_player probably |
415 | * recalculates this anyway. |
422 | * recalculates this anyway. |
416 | */ |
423 | */ |
417 | for(j=0;j<NUM_STATS;j++) |
424 | for (j = 0; j < NUM_STATS; j++) |
418 | change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
|
|
426 | |
419 | check_stat_bounds(&(op->stats)); |
427 | check_stat_bounds (&(op->stats)); |
420 | } /* end of potion handling code */ |
428 | } /* end of potion handling code */ |
421 | } |
429 | } |
422 | |
430 | |
423 | /* reset attributes that fix_player doesn't reset since it doesn't search |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
424 | * everything to set |
432 | * everything to set |
425 | */ |
433 | */ |
426 | if(flag == -1) { |
434 | if (flag == -1) |
|
|
435 | { |
427 | op->attacktype&=~tmp->attacktype; |
436 | op->attacktype &= ~tmp->attacktype; |
428 | op->path_attuned&=~tmp->path_attuned; |
437 | op->path_attuned &= ~tmp->path_attuned; |
429 | op->path_repelled&=~tmp->path_repelled; |
438 | op->path_repelled &= ~tmp->path_repelled; |
430 | op->path_denied&=~tmp->path_denied; |
439 | op->path_denied &= ~tmp->path_denied; |
431 | /* Presuming here that creatures only have move_type, |
440 | /* Presuming here that creatures only have move_type, |
432 | * and not the other move_ fields. |
441 | * and not the other move_ fields. |
433 | */ |
442 | */ |
434 | op->move_type &= ~tmp->move_type; |
443 | op->move_type &= ~tmp->move_type; |
435 | } |
444 | } |
436 | |
445 | |
437 | /* call fix_player since op object could have whatever attribute due |
446 | /* call fix_player since op object could have whatever attribute due |
438 | * to multiple items. if fix_player always has to be called after |
447 | * to multiple items. if fix_player always has to be called after |
439 | * change_ability then might as well call it from here |
448 | * change_ability then might as well call it from here |
440 | */ |
449 | */ |
441 | fix_player(op); |
450 | op->update_stats (); |
442 | |
451 | |
443 | /* Fix player won't add the bows ability to the player, so don't |
452 | /* Fix player won't add the bows ability to the player, so don't |
444 | * print out message if this is a bow. |
453 | * print out message if this is a bow. |
445 | */ |
454 | */ |
446 | if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
447 | success=1; |
|
|
448 | DIFF_MSG(flag, "Your hands begin to glow red.", |
|
|
449 | "Your hands stop glowing red."); |
|
|
450 | } |
456 | { |
|
|
457 | success = 1; |
|
|
458 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
|
|
459 | } |
|
|
460 | |
451 | if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ |
461 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
452 | success=1; |
|
|
453 | DIFF_MSG(flag, "You feel very protected.", |
|
|
454 | "You don't feel protected anymore."); |
|
|
455 | } |
462 | { |
|
|
463 | success = 1; |
|
|
464 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
|
|
465 | } |
|
|
466 | |
456 | if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ |
467 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
457 | success=1; |
|
|
458 | DIFF_MSG(flag, "A magic force shimmers around you.", |
|
|
459 | "The magic force fades away."); |
|
|
460 | } |
468 | { |
|
|
469 | success = 1; |
|
|
470 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
|
|
471 | } |
|
|
472 | |
461 | if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
462 | success=1; |
|
|
463 | DIFF_MSG(flag, "You feel more safe now, somehow.", |
|
|
464 | "Suddenly you feel less safe, somehow."); |
|
|
465 | } |
474 | { |
|
|
475 | success = 1; |
|
|
476 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
|
|
477 | } |
|
|
478 | |
466 | /* movement type has changed. We don't care about cases where |
479 | /* movement type has changed. We don't care about cases where |
467 | * user has multiple items giving the same type appled like we |
480 | * user has multiple items giving the same type appled like we |
468 | * used to - that is more work than what we gain, plus messages |
481 | * used to - that is more work than what we gain, plus messages |
469 | * can be misleading (a little higher could be miscontrued from |
482 | * can be misleading (a little higher could be miscontrued from |
470 | * from fly high) |
483 | * from fly high) |
471 | */ |
484 | */ |
472 | if (tmp->move_type && op->move_type != refop.move_type) { |
485 | if (tmp->move_type && op->move_type != refop.move_type) |
473 | success=1; |
486 | { |
|
|
487 | success = 1; |
474 | |
488 | |
475 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
489 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
476 | * status doesn't make a difference if you are flying high |
490 | * status doesn't make a difference if you are flying high |
477 | */ |
491 | */ |
478 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { |
492 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
|
|
493 | { |
479 | DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); |
494 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
480 | } |
495 | } |
481 | |
496 | |
482 | if (tmp->move_type & MOVE_FLY_HIGH) { |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
|
|
498 | { |
483 | /* double conditional - second case covers if you have move_fly_low - |
499 | /* double conditional - second case covers if you have move_fly_low - |
484 | * in that case, you don't actually land |
500 | * in that case, you don't actually land |
485 | */ |
501 | */ |
486 | DIFF_MSG(flag, "You soar into the air air!.", |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
487 | (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
488 | "You float down to the ground.")); |
504 | } |
489 | } |
|
|
490 | if (tmp->move_type & MOVE_SWIM) |
505 | if (tmp->move_type & MOVE_SWIM) |
491 | DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
492 | |
507 | |
493 | /* Changing move status may mean you are affected by things you weren't before */ |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
494 | check_move_on(op, op); |
509 | check_move_on (op, op); |
495 | } |
510 | } |
496 | |
511 | |
497 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
512 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
498 | * originally undead may change their status |
513 | * originally undead may change their status |
499 | */ |
514 | */ |
500 | if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
515 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
501 | if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { |
516 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
|
|
517 | { |
502 | success=1; |
518 | success = 1; |
503 | if(flag>0) { |
519 | if (flag > 0) |
504 | if(op->race) free_string(op->race); |
520 | { |
505 | op->race=add_string("undead"); |
521 | op->race = "undead"; |
506 | new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); |
522 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
507 | } else { |
523 | } |
508 | if(op->race) free_string(op->race); |
524 | else |
509 | if(op->arch->clone.race) |
525 | { |
510 | op->race=add_string(op->arch->clone.race); |
526 | op->race = op->arch->clone.race; |
511 | else |
|
|
512 | op->race = NULL; |
|
|
513 | new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); |
527 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
|
|
528 | } |
514 | } |
529 | } |
515 | } |
|
|
516 | |
530 | |
517 | if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ |
531 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
518 | success=1; |
532 | { |
|
|
533 | success = 1; |
519 | DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); |
534 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
520 | } |
535 | } |
|
|
536 | |
521 | if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ |
537 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
522 | success=1; |
538 | { |
|
|
539 | success = 1; |
523 | DIFF_MSG(flag, "You become transparent.", "You can see yourself."); |
540 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
524 | } |
541 | } |
|
|
542 | |
525 | /* blinded you can tell if more blinded since blinded player has minimal |
543 | /* blinded you can tell if more blinded since blinded player has minimal |
526 | * vision |
544 | * vision |
527 | */ |
545 | */ |
528 | if(QUERY_FLAG(tmp,FLAG_BLIND)) { |
546 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
529 | success=1; |
547 | { |
530 | if(flag>0) { |
548 | success = 1; |
|
|
549 | if (flag > 0) |
|
|
550 | { |
531 | if(QUERY_FLAG(op,FLAG_WIZ)) |
551 | if (QUERY_FLAG (op, FLAG_WIZ)) |
532 | new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); |
552 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
533 | else { |
553 | else |
|
|
554 | { |
534 | new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); |
555 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
535 | SET_FLAG(op,FLAG_BLIND); |
556 | SET_FLAG (op, FLAG_BLIND); |
536 | if(op->type==PLAYER) |
557 | if (op->type == PLAYER) |
537 | op->contr->do_los=1; |
558 | op->contr->do_los = 1; |
|
|
559 | } |
|
|
560 | } |
|
|
561 | else |
|
|
562 | { |
|
|
563 | if (QUERY_FLAG (op, FLAG_WIZ)) |
|
|
564 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
|
|
565 | else |
|
|
566 | { |
|
|
567 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
|
|
568 | CLEAR_FLAG (op, FLAG_BLIND); |
|
|
569 | if (op->type == PLAYER) |
|
|
570 | op->contr->do_los = 1; |
|
|
571 | } |
|
|
572 | } |
538 | } |
573 | } |
539 | } else { |
|
|
540 | if(QUERY_FLAG(op,FLAG_WIZ)) |
|
|
541 | new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); |
|
|
542 | else { |
|
|
543 | new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); |
|
|
544 | CLEAR_FLAG(op,FLAG_BLIND); |
|
|
545 | if(op->type==PLAYER) |
|
|
546 | op->contr->do_los=1; |
|
|
547 | } |
|
|
548 | } |
|
|
549 | } |
|
|
550 | |
574 | |
551 | if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ |
575 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
552 | success=1; |
576 | { |
|
|
577 | success = 1; |
553 | if(op->type==PLAYER) |
578 | if (op->type == PLAYER) |
554 | op->contr->do_los=1; |
579 | op->contr->do_los = 1; |
555 | DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); |
580 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
556 | } |
581 | } |
557 | |
582 | |
558 | if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ |
583 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
559 | success=1; |
584 | { |
560 | if(flag>0) { |
585 | success = 1; |
|
|
586 | if (flag > 0) |
|
|
587 | { |
561 | if(QUERY_FLAG(op,FLAG_WIZ)) |
588 | if (QUERY_FLAG (op, FLAG_WIZ)) |
562 | new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); |
589 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
563 | else { |
590 | else |
|
|
591 | { |
564 | new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); |
592 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
565 | if(op->type==PLAYER) |
593 | if (op->type == PLAYER) |
566 | op->contr->do_los=1; |
594 | op->contr->do_los = 1; |
|
|
595 | } |
|
|
596 | } |
|
|
597 | else |
|
|
598 | { |
|
|
599 | if (QUERY_FLAG (op, FLAG_WIZ)) |
|
|
600 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
|
|
601 | else |
|
|
602 | { |
|
|
603 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
|
|
604 | if (op->type == PLAYER) |
|
|
605 | op->contr->do_los = 1; |
|
|
606 | } |
|
|
607 | } |
567 | } |
608 | } |
568 | } else { |
|
|
569 | if(QUERY_FLAG(op,FLAG_WIZ)) |
|
|
570 | new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); |
|
|
571 | else { |
|
|
572 | new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); |
|
|
573 | if(op->type==PLAYER) |
|
|
574 | op->contr->do_los=1; |
|
|
575 | } |
|
|
576 | } |
|
|
577 | } |
|
|
578 | |
609 | |
579 | if(tmp->stats.luck) { |
610 | if (tmp->stats.luck) |
580 | success=1; |
611 | { |
|
|
612 | success = 1; |
581 | DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
613 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
582 | } |
614 | } |
583 | |
615 | |
584 | if(tmp->stats.hp && op->type==PLAYER) { |
616 | if (tmp->stats.hp && op->type == PLAYER) |
585 | success=1; |
|
|
586 | DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", |
|
|
587 | "You feel much less healthy!"); |
|
|
588 | } |
617 | { |
|
|
618 | success = 1; |
|
|
619 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
|
|
620 | } |
589 | |
621 | |
590 | if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { |
622 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
591 | success=1; |
|
|
592 | DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", |
|
|
593 | "You suddenly feel very mundane."); |
|
|
594 | } |
623 | { |
|
|
624 | success = 1; |
|
|
625 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
|
|
626 | } |
595 | |
627 | |
596 | /* for the future when artifacts set this -b.t. */ |
628 | /* for the future when artifacts set this -b.t. */ |
597 | if(tmp->stats.grace && op->type==PLAYER) { |
629 | if (tmp->stats.grace && op->type == PLAYER) |
598 | success=1; |
|
|
599 | DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", |
|
|
600 | "You suddenly feel less holy."); |
|
|
601 | } |
630 | { |
|
|
631 | success = 1; |
|
|
632 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
|
|
633 | } |
602 | |
634 | |
603 | if(tmp->stats.food && op->type==PLAYER) { |
635 | if (tmp->stats.food && op->type == PLAYER) |
604 | success=1; |
|
|
605 | DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", |
|
|
606 | "You feel your digestion speeding up."); |
|
|
607 | } |
636 | { |
|
|
637 | success = 1; |
|
|
638 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
639 | } |
608 | |
640 | |
609 | /* Messages for changed resistance */ |
641 | /* Messages for changed resistance */ |
610 | for (i=0; i<NROFATTACKS; i++) { |
642 | for (i = 0; i < NROFATTACKS; i++) |
611 | if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */ |
|
|
612 | |
643 | { |
613 | if (op->resist[i] != refop.resist[i]) { |
644 | if (i == ATNR_PHYSICAL) |
614 | success=1; |
645 | continue; /* Don't display about armour */ |
|
|
646 | |
615 | if (op->resist[i] > refop.resist[i]) |
647 | if (op->resist[i] != refop.resist[i]) |
616 | sprintf(message, "Your resistance to %s rises to %d%%.", |
|
|
617 | change_resist_msg[i], op->resist[i]); |
|
|
618 | else |
|
|
619 | sprintf(message, "Your resistance to %s drops to %d%%.", |
|
|
620 | change_resist_msg[i], op->resist[i]); |
|
|
621 | |
648 | { |
|
|
649 | success = 1; |
|
|
650 | if (op->resist[i] > refop.resist[i]) |
|
|
651 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
|
|
652 | else |
|
|
653 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
|
|
654 | |
622 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); |
655 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
623 | } |
656 | } |
624 | } |
|
|
625 | |
|
|
626 | if(tmp->type!=EXPERIENCE && !potion_max) { |
|
|
627 | for (j=0; j<NUM_STATS; j++) { |
|
|
628 | if ((i=get_attr_value(&(tmp->stats),j))!=0) { |
|
|
629 | success=1; |
|
|
630 | DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); |
|
|
631 | } |
657 | } |
632 | } |
658 | |
|
|
659 | if (!potion_max) |
633 | } |
660 | { |
|
|
661 | for (j = 0; j < NUM_STATS; j++) |
|
|
662 | { |
|
|
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
|
|
664 | { |
|
|
665 | success = 1; |
|
|
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
|
|
667 | } |
|
|
668 | } |
|
|
669 | } |
|
|
670 | |
634 | return success; |
671 | return success; |
635 | } |
672 | } |
636 | |
673 | |
637 | /* |
674 | /* |
638 | * Stat draining by Vick 930307 |
675 | * Stat draining by Vick 930307 |
639 | * (Feeling evil, I made it work as well now. -Frank 8) |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
640 | */ |
677 | */ |
641 | |
678 | |
642 | void drain_stat(object *op) { |
679 | void |
|
|
680 | object::drain_stat () |
|
|
681 | { |
643 | drain_specific_stat(op, RANDOM()%NUM_STATS); |
682 | drain_specific_stat (RANDOM () % NUM_STATS); |
644 | } |
683 | } |
645 | |
684 | |
|
|
685 | void |
646 | void drain_specific_stat(object *op, int deplete_stats) { |
686 | object::drain_specific_stat (int deplete_stats) |
|
|
687 | { |
647 | object *tmp; |
688 | object *tmp; |
648 | archetype *at; |
689 | archetype *at; |
649 | |
690 | |
650 | at = find_archetype(ARCH_DEPLETION); |
691 | at = archetype::find (ARCH_DEPLETION); |
651 | if (!at) { |
692 | if (!at) |
|
|
693 | { |
652 | LOG(llevError, "Couldn't find archetype depletion.\n"); |
694 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
653 | return; |
695 | return; |
|
|
696 | } |
654 | } else { |
697 | else |
|
|
698 | { |
655 | tmp = present_arch_in_ob(at, op); |
699 | tmp = present_arch_in_ob (at, this); |
|
|
700 | |
656 | if (!tmp) { |
701 | if (!tmp) |
|
|
702 | { |
657 | tmp = arch_to_object(at); |
703 | tmp = arch_to_object (at); |
658 | tmp = insert_ob_in_ob(tmp, op); |
704 | tmp = insert_ob_in_ob (tmp, this); |
659 | SET_FLAG(tmp,FLAG_APPLIED); |
705 | SET_FLAG (tmp, FLAG_APPLIED); |
660 | } |
706 | } |
661 | } |
707 | } |
662 | |
708 | |
663 | new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
709 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
664 | change_attr_value(&tmp->stats, deplete_stats, -1); |
710 | change_attr_value (&tmp->stats, deplete_stats, -1); |
665 | fix_player(op); |
711 | update_stats (); |
666 | } |
712 | } |
667 | |
713 | |
668 | /* |
714 | /* |
669 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
715 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
670 | * via an applied bad_luck object. |
716 | * via an applied bad_luck object. |
671 | */ |
717 | */ |
672 | |
718 | void |
673 | void change_luck(object *op, int value) { |
719 | object::change_luck (int value) |
674 | object *tmp; |
720 | { |
675 | archetype *at; |
721 | archetype *at = archetype::find ("luck"); |
676 | int new_luck; |
|
|
677 | |
|
|
678 | at = find_archetype("luck"); |
|
|
679 | if (!at) |
722 | if (!at) |
680 | LOG(llevError, "Couldn't find archetype luck.\n"); |
723 | LOG (llevError, "Couldn't find archetype luck.\n"); |
681 | else { |
724 | else |
|
|
725 | { |
682 | tmp = present_arch_in_ob(at, op); |
726 | object *tmp = present_arch_in_ob (at, this); |
|
|
727 | |
683 | if (!tmp) { |
728 | if (!tmp) |
|
|
729 | { |
|
|
730 | if (!value) |
|
|
731 | return; |
|
|
732 | |
|
|
733 | tmp = arch_to_object (at); |
|
|
734 | tmp = insert_ob_in_ob (tmp, this); |
|
|
735 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
736 | } |
|
|
737 | |
684 | if (!value) |
738 | if (value) |
685 | return; |
739 | { |
686 | tmp = arch_to_object(at); |
|
|
687 | tmp = insert_ob_in_ob(tmp, op); |
|
|
688 | SET_FLAG(tmp,FLAG_APPLIED); |
|
|
689 | } |
|
|
690 | if (value) { |
|
|
691 | /* Limit the luck value of the bad luck object to +/-100. This |
740 | /* Limit the luck value of the bad luck object to +/-100. This |
692 | * (arbitrary) value prevents overflows (both in the bad luck object and |
741 | * (arbitrary) value prevents overflows (both in the bad luck object and |
693 | * in op itself). |
742 | * in op itself). |
694 | */ |
743 | */ |
695 | new_luck = tmp->stats.luck+value; |
744 | int new_luck = tmp->stats.luck + value; |
|
|
745 | |
696 | if (new_luck >= -100 && new_luck <= 100) { |
746 | if (new_luck >= -100 && new_luck <= 100) |
|
|
747 | { |
697 | op->stats.luck+=value; |
748 | stats.luck += value; |
698 | tmp->stats.luck = new_luck; |
749 | tmp->stats.luck = new_luck; |
|
|
750 | } |
699 | } |
751 | } |
700 | } else { |
752 | else |
|
|
753 | { |
701 | if (!tmp->stats.luck) { |
754 | if (!tmp->stats.luck) |
702 | return; |
755 | return; |
703 | } |
756 | |
704 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
705 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
706 | */ |
759 | */ |
707 | if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { |
760 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
|
|
761 | { |
708 | int diff = tmp->stats.luck>0?-1:1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
|
|
763 | |
709 | op->stats.luck += diff; |
764 | stats.luck += diff; |
710 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
|
|
766 | } |
711 | } |
767 | } |
712 | } |
|
|
713 | } |
768 | } |
714 | } |
769 | } |
715 | |
770 | |
716 | /* |
771 | /* |
717 | * Subtracts stat-bonuses given by the class which the player has chosen. |
772 | * Subtracts stat-bonuses given by the class which the player has chosen. |
718 | */ |
773 | */ |
719 | |
774 | void |
720 | void remove_statbonus(object *op) { |
775 | object::remove_statbonus () |
|
|
776 | { |
721 | op->stats.Str -= op->arch->clone.stats.Str; |
777 | stats.Str -= arch->clone.stats.Str; |
722 | op->stats.Dex -= op->arch->clone.stats.Dex; |
778 | stats.Dex -= arch->clone.stats.Dex; |
723 | op->stats.Con -= op->arch->clone.stats.Con; |
779 | stats.Con -= arch->clone.stats.Con; |
724 | op->stats.Wis -= op->arch->clone.stats.Wis; |
780 | stats.Wis -= arch->clone.stats.Wis; |
725 | op->stats.Pow -= op->arch->clone.stats.Pow; |
781 | stats.Pow -= arch->clone.stats.Pow; |
726 | op->stats.Cha -= op->arch->clone.stats.Cha; |
782 | stats.Cha -= arch->clone.stats.Cha; |
727 | op->stats.Int -= op->arch->clone.stats.Int; |
783 | stats.Int -= arch->clone.stats.Int; |
|
|
784 | |
728 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
785 | contr->orig_stats.Str -= arch->clone.stats.Str; |
729 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
786 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
730 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
787 | contr->orig_stats.Con -= arch->clone.stats.Con; |
731 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
788 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
732 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
789 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
733 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
790 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
734 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
791 | contr->orig_stats.Int -= arch->clone.stats.Int; |
735 | } |
792 | } |
736 | |
793 | |
737 | /* |
794 | /* |
738 | * Adds stat-bonuses given by the class which the player has chosen. |
795 | * Adds stat-bonuses given by the class which the player has chosen. |
739 | */ |
796 | */ |
740 | |
797 | void |
741 | void add_statbonus(object *op) { |
798 | object::add_statbonus () |
|
|
799 | { |
742 | op->stats.Str += op->arch->clone.stats.Str; |
800 | stats.Str += arch->clone.stats.Str; |
743 | op->stats.Dex += op->arch->clone.stats.Dex; |
801 | stats.Dex += arch->clone.stats.Dex; |
744 | op->stats.Con += op->arch->clone.stats.Con; |
802 | stats.Con += arch->clone.stats.Con; |
745 | op->stats.Wis += op->arch->clone.stats.Wis; |
803 | stats.Wis += arch->clone.stats.Wis; |
746 | op->stats.Pow += op->arch->clone.stats.Pow; |
804 | stats.Pow += arch->clone.stats.Pow; |
747 | op->stats.Cha += op->arch->clone.stats.Cha; |
805 | stats.Cha += arch->clone.stats.Cha; |
748 | op->stats.Int += op->arch->clone.stats.Int; |
806 | stats.Int += arch->clone.stats.Int; |
|
|
807 | |
749 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
808 | contr->orig_stats.Str += arch->clone.stats.Str; |
750 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
809 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
751 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
810 | contr->orig_stats.Con += arch->clone.stats.Con; |
752 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
811 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
753 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
812 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
754 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
813 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
755 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
814 | contr->orig_stats.Int += arch->clone.stats.Int; |
756 | } |
815 | } |
757 | |
816 | |
758 | /* |
817 | /* |
759 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
760 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
761 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
762 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
763 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
764 | */ |
823 | */ |
|
|
824 | |
765 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
825 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
766 | spell system split, grace points now added to system --peterm |
826 | spell system split, grace points now added to system --peterm |
767 | */ |
827 | */ |
768 | |
828 | |
769 | void fix_player(object *op) { |
829 | void |
|
|
830 | object::update_stats () |
|
|
831 | { |
770 | int i,j; |
832 | int i, j; |
771 | event *evt; |
|
|
772 | float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
773 | int weapon_weight=0,weapon_speed=0; |
834 | int weapon_weight = 0, weapon_speed = 0; |
774 | int best_wc=0, best_ac=0, wc=0, ac=0; |
835 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
775 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
776 | object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; |
837 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
|
|
838 | float old_speed = speed; |
777 | |
839 | |
778 | /* First task is to clear all the values back to their original values */ |
840 | /* First task is to clear all the values back to their original values */ |
779 | if(op->type==PLAYER) { |
841 | if (type == PLAYER) |
|
|
842 | { |
780 | for(i=0;i<NUM_STATS;i++) { |
843 | for (i = 0; i < NUM_STATS; i++) |
781 | set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); |
844 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
782 | } |
845 | |
783 | if (settings.spell_encumbrance == TRUE) |
846 | if (settings.spell_encumbrance == TRUE) |
784 | op->contr->encumbrance=0; |
847 | contr->encumbrance = 0; |
785 | |
848 | |
786 | op->attacktype=0; |
849 | attacktype = 0; |
787 | op->contr->digestion = 0; |
850 | contr->digestion = 0; |
788 | op->contr->gen_hp = 0; |
851 | contr->gen_hp = 0; |
789 | op->contr->gen_sp = 0; |
852 | contr->gen_sp = 0; |
790 | op->contr->gen_grace = 0; |
853 | contr->gen_grace = 0; |
791 | op->contr->gen_sp_armour = 10; |
854 | contr->gen_sp_armour = 10; |
792 | op->contr->item_power = 0; |
855 | contr->item_power = 0; |
793 | |
856 | |
794 | /* Don't clobber all the range_ values. range_golem otherwise |
857 | /* Don't clobber all the range_ values. range_golem otherwise |
795 | * gets reset for no good reason, and we don't want to reset |
858 | * gets reset for no good reason, and we don't want to reset |
796 | * range_magic (what spell is readied). These three below |
859 | * range_magic (what spell is readied). These three below |
797 | * well get filled in based on what the player has equipped. |
860 | * well get filled in based on what the player has equipped. |
798 | */ |
861 | */ |
799 | op->contr->ranges[range_bow] = NULL; |
862 | contr->ranges[range_bow] = NULL; |
800 | op->contr->ranges[range_misc] = NULL; |
863 | contr->ranges[range_misc] = NULL; |
801 | op->contr->ranges[range_skill] = NULL; |
864 | contr->ranges[range_skill] = NULL; |
802 | } |
865 | } |
|
|
866 | |
803 | memcpy(op->body_used, op->body_info, sizeof(op->body_info)); |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
804 | |
868 | |
805 | if(op->slaying!=NULL) { |
869 | slaying = 0; |
806 | free_string(op->slaying); |
870 | |
807 | op->slaying=NULL; |
|
|
808 | } |
|
|
809 | if(!QUERY_FLAG(op,FLAG_WIZ)) { |
871 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
|
|
872 | { |
810 | CLEAR_FLAG(op, FLAG_XRAYS); |
873 | CLEAR_FLAG (this, FLAG_XRAYS); |
811 | CLEAR_FLAG(op, FLAG_MAKE_INVIS); |
874 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
812 | } |
875 | } |
813 | |
876 | |
814 | CLEAR_FLAG(op,FLAG_LIFESAVE); |
877 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
815 | CLEAR_FLAG(op,FLAG_STEALTH); |
878 | CLEAR_FLAG (this, FLAG_STEALTH); |
816 | CLEAR_FLAG(op,FLAG_BLIND); |
879 | CLEAR_FLAG (this, FLAG_BLIND); |
817 | if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
818 | CLEAR_FLAG(op,FLAG_REFL_SPELL); |
|
|
819 | if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
820 | CLEAR_FLAG(op,FLAG_REFL_MISSILE); |
|
|
821 | if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
|
|
822 | CLEAR_FLAG(op,FLAG_UNDEAD); |
|
|
823 | if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
824 | CLEAR_FLAG(op,FLAG_SEE_IN_DARK); |
|
|
825 | |
880 | |
|
|
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
|
|
882 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
|
|
883 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
|
|
884 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
885 | |
826 | op->path_attuned=op->arch->clone.path_attuned; |
886 | path_attuned = arch->clone.path_attuned; |
827 | op->path_repelled=op->arch->clone.path_repelled; |
887 | path_repelled = arch->clone.path_repelled; |
828 | op->path_denied=op->arch->clone.path_denied; |
888 | path_denied = arch->clone.path_denied; |
829 | op->glow_radius=op->arch->clone.glow_radius; |
889 | glow_radius = arch->clone.glow_radius; |
830 | op->move_type = op->arch->clone.move_type; |
890 | move_type = arch->clone.move_type; |
831 | op->chosen_skill = NULL; |
891 | chosen_skill = NULL; |
832 | |
892 | |
833 | /* initializing resistances from the values in player/monster's |
893 | /* initializing resistances from the values in player/monster's |
834 | * archetype clone |
894 | * archetype clone |
835 | */ |
895 | */ |
836 | memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); |
896 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
837 | |
897 | |
838 | for (i=0;i<NROFATTACKS;i++) { |
898 | for (i = 0; i < NROFATTACKS; i++) |
|
|
899 | { |
839 | if (op->resist[i] > 0) |
900 | if (resist[i] > 0) |
840 | prot[i]= op->resist[i], vuln[i]=0; |
901 | prot[i] = resist[i], vuln[i] = 0; |
841 | else |
902 | else |
842 | vuln[i]= -(op->resist[i]), prot[i]=0; |
903 | vuln[i] = -(resist[i]), prot[i] = 0; |
843 | potion_resist[i]=0; |
904 | potion_resist[i] = 0; |
844 | } |
905 | } |
845 | |
906 | |
846 | wc=op->arch->clone.stats.wc; |
907 | wc = arch->clone.stats.wc; |
847 | op->stats.dam=op->arch->clone.stats.dam; |
908 | stats.dam = arch->clone.stats.dam; |
848 | |
909 | |
849 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
910 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
850 | * plus a small amount of physical resist, those poor suckers. ;) |
911 | * plus a small amount of physical resist, those poor suckers. ;) |
851 | * the fact that maxlevel is factored in could be considered sort of bogus - |
912 | * the fact that maxlevel is factored in could be considered sort of bogus - |
852 | * we should probably give them some bonus and cap it off - otherwise, |
913 | * we should probably give them some bonus and cap it off - otherwise, |
853 | * basically, if a server updates its max level, these playes may find |
914 | * basically, if a server updates its max level, these playes may find |
854 | * that their protection from physical goes down |
915 | * that their protection from physical goes down |
855 | */ |
916 | */ |
856 | if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { |
917 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
|
|
918 | { |
857 | ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); |
919 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
858 | prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; |
920 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
859 | } |
921 | } |
860 | else |
922 | else |
861 | ac=op->arch->clone.stats.ac; |
923 | ac = arch->clone.stats.ac; |
862 | |
924 | |
863 | op->stats.luck=op->arch->clone.stats.luck; |
925 | stats.luck = arch->clone.stats.luck; |
864 | op->speed = op->arch->clone.speed; |
926 | speed = arch->clone.speed; |
865 | |
927 | |
866 | /* OK - we've reset most all the objects attributes to sane values. |
928 | /* OK - we've reset most all the objects attributes to sane values. |
867 | * now go through and make adjustments for what the player has equipped. |
929 | * now go through and make adjustments for what the player has equipped. |
868 | */ |
930 | */ |
869 | |
931 | |
870 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
932 | for (tmp = inv; tmp; tmp = tmp->below) |
|
|
933 | { |
871 | /* See note in map.c:update_position about making this additive |
934 | /* See note in map.c:update_position about making this additive |
872 | * since light sources are never applied, need to put check here. |
935 | * since light sources are never applied, need to put check here. |
873 | */ |
936 | */ |
874 | if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; |
937 | if (tmp->glow_radius > glow_radius) |
|
|
938 | glow_radius = tmp->glow_radius; |
875 | |
939 | |
876 | /* This happens because apply_potion calls change_abil with the potion |
940 | /* This happens because apply_potion calls change_abil with the potion |
877 | * applied so we can tell the player what chagned. But change_abil |
941 | * applied so we can tell the player what chagned. But change_abil |
878 | * then calls this function. |
942 | * then calls this function. |
879 | */ |
943 | */ |
880 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { |
944 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
881 | continue; |
945 | continue; |
882 | } |
|
|
883 | |
946 | |
884 | /* For some things, we don't care what is equipped */ |
947 | /* For some things, we don't care what is equipped */ |
885 | if (tmp->type == SKILL) { |
948 | if (tmp->type == SKILL) |
|
|
949 | { |
886 | /* Want to take the highest skill here. */ |
950 | /* Want to take the highest skill here. */ |
887 | if (IS_MANA_SKILL(tmp->subtype)) { |
951 | if (IS_MANA_SKILL (tmp->subtype)) |
888 | if (!mana_obj) mana_obj=tmp; |
952 | { |
889 | else if (tmp->level > mana_obj->level) mana_obj = tmp; |
953 | if (!mana_obj) |
890 | } |
954 | mana_obj = tmp; |
|
|
955 | else if (tmp->level > mana_obj->level) |
|
|
956 | mana_obj = tmp; |
|
|
957 | } |
|
|
958 | |
891 | if (IS_GRACE_SKILL(tmp->subtype)) { |
959 | if (IS_GRACE_SKILL (tmp->subtype)) |
892 | if (!grace_obj) grace_obj=tmp; |
960 | { |
893 | else if (tmp->level > grace_obj->level) grace_obj = tmp; |
961 | if (!grace_obj) |
894 | } |
962 | grace_obj = tmp; |
895 | } |
963 | else if (tmp->level > grace_obj->level) |
|
|
964 | grace_obj = tmp; |
|
|
965 | } |
|
|
966 | } |
896 | |
967 | |
897 | /* Container objects are not meant to adjust a players, but other applied |
968 | /* Container objects are not meant to adjust a players, but other applied |
898 | * objects need to make adjustments. |
969 | * objects need to make adjustments. |
899 | * This block should handle all player specific changes |
970 | * This block should handle all player specific changes |
900 | * The check for Praying is a bit of a hack - god given bonuses are put |
971 | * The check for Praying is a bit of a hack - god given bonuses are put |
901 | * in the praying skill, and the player should always get those. |
972 | * in the praying skill, and the player should always get those. |
902 | * It also means we need to put in additional checks for applied below, |
973 | * It also means we need to put in additional checks for applied below, |
903 | * because the skill shouldn't count against body positions being used |
974 | * because the skill shouldn't count against body positions being used |
904 | * up, etc. |
975 | * up, etc. |
905 | */ |
976 | */ |
906 | if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || |
977 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
907 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { |
978 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
908 | if(op->type==PLAYER) { |
979 | { |
909 | if (tmp->type == BOW) |
980 | if (type == PLAYER) |
910 | op->contr->ranges[range_bow] = tmp; |
981 | { |
|
|
982 | if (tmp->type == BOW) |
|
|
983 | contr->ranges[range_bow] = tmp; |
911 | |
984 | |
912 | if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) |
985 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
913 | op->contr->ranges[range_misc] = tmp; |
986 | contr->ranges[range_misc] = tmp; |
914 | |
987 | |
915 | for(i=0;i<NUM_STATS;i++) |
988 | for (i = 0; i < NUM_STATS; i++) |
916 | change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); |
989 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
917 | |
990 | |
918 | /* these are the items that currently can change digestion, regeneration, |
991 | /* these are the items that currently can change digestion, regeneration, |
919 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
992 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
920 | * list, but other items store other info into stats array. |
993 | * list, but other items store other info into stats array. |
921 | */ |
994 | */ |
922 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
995 | if ((tmp->type == WEAPON) || |
923 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
996 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
924 | (tmp->type == SHIELD) || (tmp->type == RING) || |
997 | (tmp->type == SHIELD) || (tmp->type == RING) || |
925 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
998 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
926 | (tmp->type == AMULET ) || (tmp->type == GIRDLE) || |
999 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
927 | (tmp->type == BRACERS ) || (tmp->type == CLOAK) || |
1000 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
928 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
1001 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
929 | (tmp->type == SKILL)) { |
1002 | (tmp->type == SKILL)) |
|
|
1003 | { |
930 | op->contr->digestion += tmp->stats.food; |
1004 | contr->digestion += tmp->stats.food; |
931 | op->contr->gen_hp += tmp->stats.hp; |
1005 | contr->gen_hp += tmp->stats.hp; |
932 | op->contr->gen_sp += tmp->stats.sp; |
1006 | contr->gen_sp += tmp->stats.sp; |
933 | op->contr->gen_grace += tmp->stats.grace; |
1007 | contr->gen_grace += tmp->stats.grace; |
934 | op->contr->gen_sp_armour+= tmp->gen_sp_armour; |
1008 | contr->gen_sp_armour += tmp->gen_sp_armour; |
935 | op->contr->item_power += tmp->item_power; |
1009 | contr->item_power += tmp->item_power; |
936 | } |
1010 | } |
937 | } /* if this is a player */ |
1011 | } /* if this is a player */ |
938 | |
1012 | |
939 | /* Update slots used for items */ |
1013 | /* Update slots used for items */ |
940 | if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1014 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
941 | for (i=0; i<NUM_BODY_LOCATIONS; i++) |
1015 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
942 | op->body_used[i] += tmp->body_info[i]; |
1016 | body_used[i] += tmp->body_info[i]; |
943 | } |
|
|
944 | |
1017 | |
945 | if(tmp->type==SYMPTOM) { |
1018 | if (tmp->type == SYMPTOM) |
|
|
1019 | { |
946 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1020 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
947 | if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; |
1021 | if (speed_reduce_from_disease == 0) |
948 | } |
1022 | speed_reduce_from_disease = 1; |
|
|
1023 | } |
949 | |
1024 | |
950 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1025 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
951 | * (Negative protections are calculated extactly like positive.) |
1026 | * (Negative protections are calculated extactly like positive.) |
952 | * Resistance from potions are treated special as well. If there's |
1027 | * Resistance from potions are treated special as well. If there's |
953 | * more than one potion-effect, the bigger prot.-value is taken. |
1028 | * more than one potion-effect, the bigger prot.-value is taken. |
954 | */ |
1029 | */ |
955 | if (tmp->type != POTION) { |
1030 | if (tmp->type != POTION) |
956 | for (i=0; i<NROFATTACKS; i++) { |
1031 | { |
|
|
1032 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1033 | { |
957 | /* Potential for cursed potions, in which case we just can use |
1034 | /* Potential for cursed potions, in which case we just can use |
958 | * a straight MAX, as potion_resist is initialized to zero. |
1035 | * a straight MAX, as potion_resist is initialised to zero. |
959 | */ |
1036 | */ |
960 | if (tmp->type==POTION_EFFECT) { |
1037 | if (tmp->type == POTION_EFFECT) |
961 | if (potion_resist[i]) |
1038 | { |
|
|
1039 | if (potion_resist[i]) |
962 | potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
963 | else |
1041 | else |
964 | potion_resist[i] = tmp->resist[i]; |
1042 | potion_resist[i] = tmp->resist[i]; |
965 | } |
1043 | } |
966 | else if (tmp->resist[i] > 0) |
1044 | else if (tmp->resist[i] > 0) |
967 | prot[i] += ((100-prot[i])*tmp->resist[i])/100; |
1045 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
968 | else if (tmp->resist[i] < 0) |
1046 | else if (tmp->resist[i] < 0) |
969 | vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; |
1047 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
970 | } |
1048 | } |
971 | } |
1049 | } |
972 | |
1050 | |
973 | /* There may be other things that should not adjust the attacktype */ |
1051 | /* There may be other things that should not adjust the attacktype */ |
974 | if (tmp->type!=BOW && tmp->type != SYMPTOM) |
1052 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
975 | op->attacktype|=tmp->attacktype; |
1053 | attacktype |= tmp->attacktype; |
976 | |
1054 | |
977 | op->path_attuned|=tmp->path_attuned; |
1055 | path_attuned |= tmp->path_attuned; |
978 | op->path_repelled|=tmp->path_repelled; |
1056 | path_repelled |= tmp->path_repelled; |
979 | op->path_denied|=tmp->path_denied; |
1057 | path_denied |= tmp->path_denied; |
980 | op->stats.luck+=tmp->stats.luck; |
1058 | stats.luck += tmp->stats.luck; |
981 | op->move_type |= tmp->move_type; |
1059 | move_type |= tmp->move_type; |
982 | |
1060 | |
983 | if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
1061 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
984 | if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
985 | if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
1063 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
986 | if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
1064 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
987 | if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
1065 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
988 | if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
1066 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
989 | if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
1067 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
990 | |
1068 | |
991 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
1069 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
992 | SET_FLAG(op,FLAG_UNDEAD); |
1070 | SET_FLAG (this, FLAG_UNDEAD); |
993 | |
1071 | |
994 | if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { |
1072 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
995 | SET_FLAG(op,FLAG_MAKE_INVIS); |
1073 | { |
996 | op->invisible=1; |
1074 | SET_FLAG (this, FLAG_MAKE_INVIS); |
997 | } |
1075 | invisible = 1; |
|
|
1076 | } |
998 | |
1077 | |
999 | if(tmp->stats.exp && tmp->type!=SKILL) { |
1078 | if (tmp->stats.exp && tmp->type != SKILL) |
1000 | if(tmp->stats.exp > 0) { |
1079 | { |
|
|
1080 | if (tmp->stats.exp > 0) |
|
|
1081 | { |
1001 | added_speed+=(float)tmp->stats.exp/3.0; |
1082 | added_speed += (float) tmp->stats.exp / 3.0; |
1002 | bonus_speed+=1.0+(float)tmp->stats.exp/3.0; |
1083 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1003 | } else |
1084 | } |
|
|
1085 | else |
1004 | added_speed+=(float)tmp->stats.exp; |
1086 | added_speed += (float) tmp->stats.exp; |
1005 | } |
1087 | } |
1006 | |
1088 | |
1007 | switch(tmp->type) { |
1089 | switch (tmp->type) |
|
|
1090 | { |
1008 | /* skills modifying the character -b.t. */ |
1091 | /* skills modifying the character -b.t. */ |
1009 | /* for all skills and skill granting objects */ |
1092 | /* for all skills and skill granting objects */ |
1010 | case SKILL: |
1093 | case SKILL: |
1011 | if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; |
1094 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1095 | break; |
1012 | |
1096 | |
1013 | if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; |
1097 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1098 | wc_obj = tmp; |
1014 | |
1099 | |
1015 | if (op->chosen_skill) { |
1100 | if (chosen_skill) |
1016 | LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); |
1101 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1017 | } |
1102 | |
1018 | op->chosen_skill = tmp; |
1103 | chosen_skill = tmp; |
1019 | if(tmp->stats.dam>0) { /* skill is a 'weapon' */ |
1104 | |
1020 | if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) |
1105 | if (tmp->stats.dam > 0) |
|
|
1106 | { /* skill is a 'weapon' */ |
|
|
1107 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1021 | weapon_speed = (int) WEAPON_SPEED(tmp); |
1108 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1022 | if(weapon_speed<0) weapon_speed = 0; |
1109 | |
1023 | weapon_weight=tmp->weight; |
1110 | if (weapon_speed < 0) |
|
|
1111 | weapon_speed = 0; |
|
|
1112 | |
|
|
1113 | weapon_weight = tmp->weight; |
1024 | op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); |
1114 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1025 | if(tmp->magic) op->stats.dam += tmp->magic; |
|
|
1026 | } |
|
|
1027 | if(tmp->stats.wc) |
|
|
1028 | wc-=(tmp->stats.wc+tmp->magic); |
|
|
1029 | |
1115 | |
1030 | if(tmp->slaying!=NULL) { |
1116 | if (tmp->magic) |
1031 | if (op->slaying != NULL) |
1117 | stats.dam += tmp->magic; |
1032 | free_string (op->slaying); |
1118 | } |
1033 | add_refcount(op->slaying = tmp->slaying); |
|
|
1034 | } |
|
|
1035 | |
1119 | |
1036 | if(tmp->stats.ac) |
1120 | if (tmp->stats.wc) |
1037 | ac-=(tmp->stats.ac+tmp->magic); |
1121 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1122 | |
|
|
1123 | if (tmp->slaying != NULL) |
|
|
1124 | slaying = tmp->slaying; |
|
|
1125 | |
|
|
1126 | if (tmp->stats.ac) |
|
|
1127 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1128 | |
1038 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1129 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | op->contr->encumbrance+=(int)3*tmp->weight/1000; |
1130 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | if (op->type == PLAYER) |
|
|
1041 | op->contr->ranges[range_skill] = op; |
|
|
1042 | break; |
|
|
1043 | |
1131 | |
1044 | case SKILL_TOOL: |
1132 | if (type == PLAYER) |
1045 | if (op->chosen_skill) { |
1133 | contr->ranges[range_skill] = this; |
|
|
1134 | |
|
|
1135 | break; |
|
|
1136 | |
|
|
1137 | case SKILL_TOOL: |
|
|
1138 | if (chosen_skill) |
1046 | LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); |
1139 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1047 | } |
|
|
1048 | op->chosen_skill = tmp; |
|
|
1049 | if (op->type == PLAYER) |
|
|
1050 | op->contr->ranges[range_skill] = op; |
|
|
1051 | break; |
|
|
1052 | |
1140 | |
1053 | case SHIELD: |
1141 | chosen_skill = tmp; |
|
|
1142 | |
|
|
1143 | if (type == PLAYER) |
|
|
1144 | contr->ranges[range_skill] = this; |
|
|
1145 | break; |
|
|
1146 | |
|
|
1147 | case SHIELD: |
1054 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1148 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1055 | op->contr->encumbrance+=(int)tmp->weight/2000; |
1149 | contr->encumbrance += (int) tmp->weight / 2000; |
1056 | case RING: |
1150 | case RING: |
1057 | case AMULET: |
1151 | case AMULET: |
1058 | case GIRDLE: |
1152 | case GIRDLE: |
1059 | case HELMET: |
1153 | case HELMET: |
1060 | case BOOTS: |
1154 | case BOOTS: |
1061 | case GLOVES: |
1155 | case GLOVES: |
1062 | case CLOAK: |
1156 | case CLOAK: |
1063 | if(tmp->stats.wc) |
1157 | if (tmp->stats.wc) |
1064 | wc-=(tmp->stats.wc+tmp->magic); |
1158 | wc -= (tmp->stats.wc + tmp->magic); |
1065 | if(tmp->stats.dam) |
|
|
1066 | op->stats.dam+=(tmp->stats.dam+tmp->magic); |
|
|
1067 | if(tmp->stats.ac) |
|
|
1068 | ac-=(tmp->stats.ac+tmp->magic); |
|
|
1069 | break; |
|
|
1070 | |
1159 | |
1071 | case WEAPON: |
1160 | if (tmp->stats.dam) |
|
|
1161 | stats.dam += (tmp->stats.dam + tmp->magic); |
|
|
1162 | |
|
|
1163 | if (tmp->stats.ac) |
|
|
1164 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1165 | |
|
|
1166 | break; |
|
|
1167 | |
|
|
1168 | case WEAPON: |
1072 | wc-=(tmp->stats.wc+tmp->magic); |
1169 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1170 | |
1073 | if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) |
1171 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1074 | ac-=tmp->stats.ac+tmp->magic; |
1172 | ac -= tmp->stats.ac + tmp->magic; |
1075 | op->stats.dam+=(tmp->stats.dam+tmp->magic); |
1173 | |
|
|
1174 | stats.dam += (tmp->stats.dam + tmp->magic); |
1076 | weapon_weight=tmp->weight; |
1175 | weapon_weight = tmp->weight; |
1077 | weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; |
1176 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1078 | if(weapon_speed<0) weapon_speed=0; |
1177 | |
1079 | if(tmp->slaying!=NULL) { |
1178 | if (weapon_speed < 0) |
1080 | if (op->slaying != NULL) |
1179 | weapon_speed = 0; |
1081 | free_string (op->slaying); |
1180 | |
1082 | add_refcount(op->slaying = tmp->slaying); |
1181 | slaying = tmp->slaying; |
1083 | } |
|
|
1084 | /* If there is desire that two handed weapons should do |
1182 | /* If there is desire that two handed weapons should do |
1085 | * extra strength damage, this is where the code should |
1183 | * extra strength damage, this is where the code should |
1086 | * go. |
1184 | * go. |
1087 | */ |
1185 | */ |
1088 | evt = find_event(tmp,EVENT_ATTACK); |
1186 | current_weapon = tmp; |
1089 | if (evt != NULL) { |
|
|
1090 | if (op->current_weapon_script) |
|
|
1091 | free_string(op->current_weapon_script); |
|
|
1092 | op->current_weapon_script=add_string(query_name(tmp)); |
|
|
1093 | } |
|
|
1094 | op->current_weapon = tmp; |
|
|
1095 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1187 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1096 | op->contr->encumbrance+=(int)3*tmp->weight/1000; |
1188 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1097 | break; |
|
|
1098 | |
1189 | |
|
|
1190 | break; |
|
|
1191 | |
1099 | case ARMOUR: /* Only the best of these three are used: */ |
1192 | case ARMOUR: /* Only the best of these three are used: */ |
1100 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
1193 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1101 | op->contr->encumbrance+=(int)tmp->weight/1000; |
1194 | contr->encumbrance += (int) tmp->weight / 1000; |
1102 | |
1195 | |
1103 | case BRACERS: |
1196 | case BRACERS: |
1104 | case FORCE: |
1197 | case FORCE: |
1105 | if(tmp->stats.wc) { |
1198 | if (tmp->stats.wc) |
1106 | if(best_wc<tmp->stats.wc+tmp->magic) { |
1199 | { |
1107 | wc+=best_wc; |
1200 | if (best_wc < tmp->stats.wc + tmp->magic) |
1108 | best_wc=tmp->stats.wc+tmp->magic; |
1201 | { |
1109 | } else |
1202 | wc += best_wc; |
1110 | wc+=tmp->stats.wc+tmp->magic; |
1203 | best_wc = tmp->stats.wc + tmp->magic; |
1111 | } |
1204 | } |
1112 | if(tmp->stats.ac) { |
1205 | else |
1113 | if(best_ac<tmp->stats.ac+tmp->magic) { |
1206 | wc += tmp->stats.wc + tmp->magic; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | if (tmp->stats.ac) |
|
|
1210 | { |
|
|
1211 | if (best_ac < tmp->stats.ac + tmp->magic) |
|
|
1212 | { |
1114 | ac+=best_ac; /* Remove last bonus */ |
1213 | ac += best_ac; /* Remove last bonus */ |
1115 | best_ac=tmp->stats.ac+tmp->magic; |
1214 | best_ac = tmp->stats.ac + tmp->magic; |
1116 | } |
1215 | } |
1117 | else /* To nullify the below effect */ |
1216 | else /* To nullify the below effect */ |
1118 | ac+=tmp->stats.ac+tmp->magic; |
1217 | ac += tmp->stats.ac + tmp->magic; |
1119 | } |
1218 | } |
1120 | if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); |
1219 | |
1121 | if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); |
1220 | if (tmp->stats.wc) |
|
|
1221 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1222 | |
|
|
1223 | if (tmp->stats.ac) |
|
|
1224 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1225 | |
1122 | if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) |
1226 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1123 | max=ARMOUR_SPEED(tmp)/10.0; |
1227 | max = ARMOUR_SPEED (tmp) / 10.0; |
1124 | break; |
|
|
1125 | } /* switch tmp->type */ |
|
|
1126 | } /* item is equipped */ |
|
|
1127 | } /* for loop of items */ |
|
|
1128 | |
1228 | |
|
|
1229 | break; |
|
|
1230 | } /* switch tmp->type */ |
|
|
1231 | } /* item is equipped */ |
|
|
1232 | } /* for loop of items */ |
|
|
1233 | |
1129 | /* We've gone through all the objects the player has equipped. For many things, we |
1234 | /* We've gone through all the objects the player has equipped. For many things, we |
1130 | * have generated intermediate values which we now need to assign. |
1235 | * have generated intermediate values which we now need to assign. |
1131 | */ |
1236 | */ |
1132 | |
1237 | |
1133 | /* 'total resistance = total protections - total vulnerabilities'. |
1238 | /* 'total resistance = total protections - total vulnerabilities'. |
1134 | * If there is an uncursed potion in effect, granting more protection |
1239 | * If there is an uncursed potion in effect, granting more protection |
1135 | * than that, we take: 'total resistance = resistance from potion'. |
1240 | * than that, we take: 'total resistance = resistance from potion'. |
1136 | * If there is a cursed (and no uncursed) potion in effect, we take |
1241 | * If there is a cursed (and no uncursed) potion in effect, we take |
1137 | * 'total resistance = vulnerability from cursed potion'. |
1242 | * 'total resistance = vulnerability from cursed potion'. |
1138 | */ |
1243 | */ |
1139 | for (i=0; i<NROFATTACKS; i++) { |
1244 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1245 | { |
1140 | op->resist[i] = prot[i] - vuln[i]; |
1246 | resist[i] = prot[i] - vuln[i]; |
|
|
1247 | |
1141 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || |
1248 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1142 | (potion_resist[i] < 0))) |
|
|
1143 | op->resist[i] = potion_resist[i]; |
1249 | resist[i] = potion_resist[i]; |
1144 | } |
1250 | } |
1145 | |
1251 | |
1146 | /* Figure out the players sp/mana/hp totals. */ |
1252 | /* Figure out the players sp/mana/hp totals. */ |
1147 | if(op->type==PLAYER) { |
1253 | if (type == PLAYER) |
|
|
1254 | { |
1148 | int pl_level; |
1255 | int pl_level; |
1149 | |
1256 | |
1150 | check_stat_bounds(&(op->stats)); |
1257 | check_stat_bounds (&(stats)); |
1151 | pl_level=op->level; |
1258 | pl_level = level; |
1152 | |
1259 | |
|
|
1260 | if (pl_level < 1) |
1153 | if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ |
1261 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1154 | |
1262 | |
1155 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1263 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1156 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1264 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1157 | */ |
1265 | */ |
1158 | for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { |
1266 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
|
|
1267 | { |
1159 | j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; |
1268 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1269 | |
1160 | if(i%2 && con_bonus[op->stats.Con]%2) { |
1270 | if (i % 2 && con_bonus[stats.Con] % 2) |
1161 | if (con_bonus[op->stats.Con]>0) |
1271 | { |
1162 | j++; |
1272 | if (con_bonus[stats.Con] > 0) |
1163 | else |
1273 | j++; |
1164 | j--; |
1274 | else |
1165 | } |
1275 | j--; |
|
|
1276 | } |
|
|
1277 | |
1166 | op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ |
1278 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1167 | } |
1279 | } |
1168 | |
1280 | |
1169 | for(i=11;i<=op->level;i++) |
1281 | for (i = 11; i <= level; i++) |
1170 | op->stats.maxhp+=2; |
1282 | stats.maxhp += 2; |
1171 | |
1283 | |
1172 | if(op->stats.hp>op->stats.maxhp) |
1284 | if (stats.hp > stats.maxhp) |
1173 | op->stats.hp=op->stats.maxhp; |
1285 | stats.hp = stats.maxhp; |
1174 | |
1286 | |
1175 | /* Sp gain is controlled by the level of the player's |
1287 | /* Sp gain is controlled by the level of the player's |
1176 | * relevant experience object (mana_obj, see above) |
1288 | * relevant experience object (mana_obj, see above) |
1177 | */ |
1289 | */ |
1178 | /* following happen when skills system is not used */ |
1290 | /* following happen when skills system is not used */ |
1179 | if(!mana_obj) mana_obj = op; |
1291 | if (!mana_obj) |
1180 | if(!grace_obj) grace_obj = op; |
1292 | mana_obj = this; |
|
|
1293 | |
|
|
1294 | if (!grace_obj) |
|
|
1295 | grace_obj = this; |
|
|
1296 | |
1181 | /* set maxsp */ |
1297 | /* set maxsp */ |
1182 | if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; |
1298 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
|
|
1299 | mana_obj = this; |
1183 | |
1300 | |
1184 | if (mana_obj == op && op->type == PLAYER) { |
1301 | if (mana_obj == this && type == PLAYER) |
1185 | op->stats.maxsp = 1; |
1302 | stats.maxsp = 1; |
1186 | } else { |
1303 | else |
|
|
1304 | { |
1187 | sp_tmp=0.0; |
1305 | sp_tmp = 0.0; |
|
|
1306 | |
1188 | for(i=1;i<=mana_obj->level&&i<=10;i++) { |
1307 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1189 | float stmp; |
1308 | { |
|
|
1309 | float stmp; |
1190 | |
1310 | |
1191 | /* Got some extra bonus at first level */ |
1311 | /* Got some extra bonus at first level */ |
1192 | if(i<2) { |
1312 | if (i < 2) |
1193 | stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + |
1313 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1194 | (float)sp_bonus[op->stats.Int])/6.0); |
1314 | else |
1195 | } else { |
1315 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1196 | stmp=(float)op->contr->levsp[i] |
|
|
1197 | +(2.0 * (float)sp_bonus[op->stats.Pow] + |
|
|
1198 | (float)sp_bonus[op->stats.Int])/12.0; |
|
|
1199 | } |
|
|
1200 | if (stmp<1.0) stmp=1.0; |
|
|
1201 | sp_tmp+=stmp; |
|
|
1202 | } |
|
|
1203 | op->stats.maxsp=(int)sp_tmp; |
|
|
1204 | |
1316 | |
|
|
1317 | if (stmp < 1.0) |
|
|
1318 | stmp = 1.0; |
|
|
1319 | |
|
|
1320 | sp_tmp += stmp; |
|
|
1321 | } |
|
|
1322 | |
|
|
1323 | stats.maxsp = (int) sp_tmp; |
|
|
1324 | |
1205 | for(i=11;i<=mana_obj->level;i++) |
1325 | for (i = 11; i <= mana_obj->level; i++) |
1206 | op->stats.maxsp+=2; |
1326 | stats.maxsp += 2; |
1207 | } |
1327 | } |
1208 | /* Characters can get their sp supercharged via rune of transferrance */ |
1328 | /* Characters can get their sp supercharged via rune of transferrance */ |
1209 | if(op->stats.sp>op->stats.maxsp*2) |
1329 | if (stats.sp > stats.maxsp * 2) |
1210 | op->stats.sp=op->stats.maxsp*2; |
1330 | stats.sp = stats.maxsp * 2; |
1211 | |
1331 | |
1212 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1332 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1213 | if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; |
1333 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
|
|
1334 | grace_obj = this; |
1214 | |
1335 | |
1215 | if (grace_obj == op && op->type == PLAYER) { |
1336 | if (grace_obj == this && type == PLAYER) |
1216 | op->stats.maxgrace = 1; |
1337 | stats.maxgrace = 1; |
1217 | } else { |
1338 | else |
|
|
1339 | { |
1218 | /* store grace in a float - this way, the divisions below don't create |
1340 | /* store grace in a float - this way, the divisions below don't create |
1219 | * big jumps when you go from level to level - with int's, it then |
1341 | * big jumps when you go from level to level - with int's, it then |
1220 | * becomes big jumps when the sums of the bonuses jump to the next |
1342 | * becomes big jumps when the sums of the bonuses jump to the next |
1221 | * step of 8 - with floats, even fractional ones are useful. |
1343 | * step of 8 - with floats, even fractional ones are useful. |
1222 | */ |
1344 | */ |
1223 | sp_tmp=0.0; |
1345 | sp_tmp = 0.0; |
1224 | for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { |
1346 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1225 | float grace_tmp=0.0; |
1347 | { |
|
|
1348 | float grace_tmp = 0.0; |
1226 | |
1349 | |
1227 | /* Got some extra bonus at first level */ |
1350 | /* Got some extra bonus at first level */ |
1228 | if(i<2) { |
1351 | if (i < 2) |
1229 | grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + |
1352 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1230 | 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); |
1353 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
1231 | } else { |
1354 | else |
1232 | grace_tmp=(float)op->contr->levgrace[i] |
1355 | grace_tmp = (float) contr->levgrace[i] |
1233 | +((float)grace_bonus[op->stats.Pow] + |
1356 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1234 | 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; |
|
|
1235 | } |
|
|
1236 | if (grace_tmp<1.0) grace_tmp=1.0; |
|
|
1237 | sp_tmp+=grace_tmp; |
|
|
1238 | } |
|
|
1239 | op->stats.maxgrace=(int)sp_tmp; |
|
|
1240 | |
1357 | |
|
|
1358 | if (grace_tmp < 1.0) |
|
|
1359 | grace_tmp = 1.0; |
|
|
1360 | |
|
|
1361 | sp_tmp += grace_tmp; |
|
|
1362 | } |
|
|
1363 | |
|
|
1364 | stats.maxgrace = (int) sp_tmp; |
|
|
1365 | |
1241 | /* two grace points per level after 11 */ |
1366 | /* two grace points per level after 11 */ |
1242 | for(i=11;i<=grace_obj->level;i++) |
1367 | for (i = 11; i <= grace_obj->level; i++) |
1243 | op->stats.maxgrace+=2; |
1368 | stats.maxgrace += 2; |
1244 | } |
1369 | } |
1245 | /* No limit on grace vs maxgrace */ |
1370 | /* No limit on grace vs maxgrace */ |
1246 | |
1371 | |
1247 | if(op->contr->braced) { |
1372 | if (contr->braced) |
1248 | ac+=2; |
1373 | { |
1249 | wc+=4; |
1374 | ac += 2; |
1250 | } |
1375 | wc += 4; |
1251 | else |
1376 | } |
|
|
1377 | else |
1252 | ac-=dex_bonus[op->stats.Dex]; |
1378 | ac -= dex_bonus[stats.Dex]; |
1253 | |
1379 | |
1254 | /* In new exp/skills system, wc bonuses are related to |
1380 | /* In new exp/skills system, wc bonuses are related to |
1255 | * the players level in a relevant exp object (wc_obj) |
1381 | * the players level in a relevant exp object (wc_obj) |
1256 | * not the general player level -b.t. |
1382 | * not the general player level -b.t. |
1257 | * I changed this slightly so that wc bonuses are better |
1383 | * I changed this slightly so that wc bonuses are better |
1258 | * than before. This is to balance out the fact that |
1384 | * than before. This is to balance out the fact that |
1259 | * the player no longer gets a personal weapon w/ 1 |
1385 | * the player no longer gets a personal weapon w/ 1 |
1260 | * improvement every level, now its fighterlevel/5. So |
1386 | * improvement every level, now its fighterlevel/5. So |
1261 | * we give the player a bonus here in wc and dam |
1387 | * we give the player a bonus here in wc and dam |
1262 | * to make up for the change. Note that I left the |
1388 | * to make up for the change. Note that I left the |
1263 | * monster bonus the same as before. -b.t. |
1389 | * monster bonus the same as before. -b.t. |
1264 | */ |
1390 | */ |
1265 | |
1391 | |
1266 | if(op->type==PLAYER && wc_obj && wc_obj->level>1) { |
1392 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
|
|
1393 | { |
1267 | wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); |
1394 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1268 | for(i=1;i<wc_obj->level;i++) { |
1395 | for (i = 1; i < wc_obj->level; i++) |
|
|
1396 | { |
1269 | /* addtional wc every 6 levels */ |
1397 | /* addtional wc every 6 levels */ |
1270 | if(!(i%6)) wc--; |
1398 | if (!(i % 6)) |
|
|
1399 | wc--; |
1271 | /* addtional dam every 4 levels. */ |
1400 | /* addtional dam every 4 levels. */ |
1272 | if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) |
1401 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1273 | op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); |
1402 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1274 | } |
1403 | } |
1275 | } else |
1404 | } |
|
|
1405 | else |
1276 | wc-=(op->level+thaco_bonus[op->stats.Str]); |
1406 | wc -= (level + thaco_bonus[stats.Str]); |
1277 | |
1407 | |
1278 | op->stats.dam+=dam_bonus[op->stats.Str]; |
1408 | stats.dam += dam_bonus[stats.Str]; |
1279 | |
1409 | |
1280 | if(op->stats.dam<1) |
1410 | if (stats.dam < 1) |
1281 | op->stats.dam=1; |
1411 | stats.dam = 1; |
1282 | |
1412 | |
1283 | op->speed=1.0+speed_bonus[op->stats.Dex]; |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
|
|
1414 | |
1284 | if (settings.search_items && op->contr->search_str[0]) |
1415 | if (settings.search_items && contr->search_str[0]) |
1285 | op->speed -= 1; |
1416 | speed -= 1; |
1286 | if (op->attacktype==0) |
|
|
1287 | op->attacktype=op->arch->clone.attacktype; |
|
|
1288 | |
1417 | |
1289 | } /* End if player */ |
1418 | if (attacktype == 0) |
|
|
1419 | attacktype = arch->clone.attacktype; |
1290 | |
1420 | |
|
|
1421 | } /* End if player */ |
|
|
1422 | |
1291 | if(added_speed>=0) |
1423 | if (added_speed >= 0) |
1292 | op->speed+=added_speed/10.0; |
1424 | speed += added_speed / 10.0; |
1293 | else /* Something wrong here...: */ |
1425 | else /* Something wrong here...: */ |
1294 | op->speed /= (float)(1.0-added_speed); |
1426 | speed /= (float) (1.0 - added_speed); |
1295 | |
1427 | |
1296 | /* Max is determined by armour */ |
1428 | /* Max is determined by armour */ |
1297 | if(op->speed>max) |
1429 | if (speed > max) |
1298 | op->speed=max; |
1430 | speed = max; |
1299 | |
1431 | |
1300 | if(op->type == PLAYER) { |
1432 | if (type == PLAYER) |
|
|
1433 | { |
1301 | /* f is a number the represents the number of kg above (positive num) |
1434 | /* f is a number the represents the number of kg above (positive num) |
1302 | * or below (negative number) that the player is carrying. If above |
1435 | * or below (negative number) that the player is carrying. If above |
1303 | * weight limit, then player suffers a speed reduction based on how |
1436 | * weight limit, then player suffers a speed reduction based on how |
1304 | * much above he is, and what is max carry is |
1437 | * much above he is, and what is max carry is |
1305 | */ |
1438 | */ |
1306 | f=(op->carrying/1000)-max_carry[op->stats.Str]; |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1307 | if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); |
1440 | if (f > 0) |
|
|
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1308 | } |
1442 | } |
1309 | |
1443 | |
1310 | op->speed+=bonus_speed/10.0; /* Not affected by limits */ |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1311 | |
1445 | |
1312 | /* Put a lower limit on speed. Note with this speed, you move once every |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1313 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1447 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1314 | */ |
1448 | */ |
1315 | op->speed = op->speed * speed_reduce_from_disease; |
1449 | speed = speed * speed_reduce_from_disease; |
1316 | |
1450 | |
1317 | if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; |
1451 | if (speed < 0.01 && type == PLAYER) |
|
|
1452 | speed = 0.01; |
1318 | |
1453 | |
1319 | if(op->type == PLAYER) { |
1454 | if (type == PLAYER) |
|
|
1455 | { |
1320 | float M,W,s,D,K,S,M2; |
1456 | float M, W, s, D, K, S, M2; |
1321 | |
1457 | |
1322 | /* (This formula was made by vidarl@ifi.uio.no) |
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1323 | * Note that we never used these values again - basically |
1459 | * Note that we never used these values again - basically |
1324 | * all of these could be subbed into one big equation, but |
1460 | * all of these could be subbed into one big equation, but |
1325 | * that would just be a real pain to read. |
1461 | * that would just be a real pain to read. |
1326 | */ |
1462 | */ |
1327 | M=(max_carry[op->stats.Str]-121)/121.0; |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1328 | M2=max_carry[op->stats.Str]/100.0; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1329 | W=weapon_weight/20000.0; |
1465 | W = weapon_weight / 20000.0; |
1330 | s=2-weapon_speed/10.0; |
1466 | s = 2 - weapon_speed / 10.0; |
1331 | D=(op->stats.Dex-14)/14.0; |
1467 | D = (stats.Dex - 14) / 14.0; |
1332 | K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1333 | K*=(4+op->level)/(float)(6+op->level)*1.2; |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1334 | if(K<=0) K=0.01; |
1470 | if (K <= 0) |
1335 | S=op->speed/(K*s); |
1471 | K = 0.01; |
1336 | op->contr->weapon_sp=S; |
1472 | S = speed / (K * s); |
|
|
1473 | contr->weapon_sp = S; |
1337 | } |
1474 | } |
|
|
1475 | |
1338 | /* I want to limit the power of small monsters with big weapons: */ |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1339 | if(op->type!=PLAYER&&op->arch!=NULL&& |
1477 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1340 | op->stats.dam>op->arch->clone.stats.dam*3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1341 | op->stats.dam=op->arch->clone.stats.dam*3; |
|
|
1342 | |
1479 | |
1343 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1344 | * should be more than enough - remember, AC is also in 8 bits, |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1345 | * so its value is the same. |
1482 | * so its value is the same. |
1346 | */ |
1483 | */ |
1347 | if (wc>120) wc=120; |
1484 | if (wc > 120) |
1348 | else if (wc<-120) wc=-120; |
1485 | wc = 120; |
|
|
1486 | else if (wc < -120) |
|
|
1487 | wc = -120; |
|
|
1488 | |
1349 | op->stats.wc=wc; |
1489 | stats.wc = wc; |
1350 | |
1490 | |
1351 | if (ac>120) ac=120; |
1491 | if (ac > 120) |
1352 | else if (ac<-120) ac=-120; |
1492 | ac = 120; |
|
|
1493 | else if (ac < -120) |
|
|
1494 | ac = -120; |
|
|
1495 | |
1353 | op->stats.ac=ac; |
1496 | stats.ac = ac; |
1354 | |
1497 | |
1355 | /* if for some reason the creature doesn't have any move type, |
1498 | /* if for some reason the creature doesn't have any move type, |
1356 | * give them walking as a default. |
1499 | * give them walking as a default. |
1357 | * The second case is a special case - to more closely mimic the |
1500 | * The second case is a special case - to more closely mimic the |
1358 | * old behaviour - if your flying, your not walking - just |
1501 | * old behaviour - if your flying, your not walking - just |
1359 | * one or the other. |
1502 | * one or the other. |
1360 | */ |
1503 | */ |
1361 | if (op->move_type == 0) op->move_type = MOVE_WALK; |
1504 | if (move_type == 0) |
|
|
1505 | move_type = MOVE_WALK; |
1362 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; |
1506 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
|
|
1507 | move_type &= ~MOVE_WALK; |
1363 | |
1508 | |
1364 | update_ob_speed(op); |
1509 | if (speed != old_speed) |
|
|
1510 | set_speed (speed); |
1365 | |
1511 | |
1366 | /* It is quite possible that a player's spell costing might have changed, |
1512 | /* It is quite possible that a player's spell costing might have changed, |
1367 | * so we will check that now. |
1513 | * so we will check that now. |
1368 | */ |
1514 | */ |
1369 | if (op->type == PLAYER) esrv_update_spells(op->contr); |
1515 | if (type == PLAYER) |
|
|
1516 | { |
|
|
1517 | esrv_update_stats (contr); |
|
|
1518 | esrv_update_spells (contr); |
|
|
1519 | } |
1370 | } |
1520 | } |
1371 | |
1521 | |
1372 | /* |
1522 | /* |
1373 | * Returns true if the given player is a legal class. |
1523 | * Returns true if the given player is a legal class. |
1374 | * The function to add and remove class-bonuses to the stats doesn't |
1524 | * The function to add and remove class-bonuses to the stats doesn't |
1375 | * check if the stat becomes negative, thus this function |
1525 | * check if the stat becomes negative, thus this function |
1376 | * merely checks that all stats are 1 or more, and returns |
1526 | * merely checks that all stats are 1 or more, and returns |
1377 | * false otherwise. |
1527 | * false otherwise. |
1378 | */ |
1528 | */ |
1379 | |
1529 | int |
1380 | int allowed_class(const object *op) { |
1530 | allowed_class (const object *op) |
|
|
1531 | { |
1381 | return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& |
1532 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1382 | op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& |
1533 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1383 | op->stats.Cha>0; |
|
|
1384 | } |
1534 | } |
1385 | |
1535 | |
1386 | /* |
1536 | /* |
1387 | * set the new dragon name after gaining levels or |
1537 | * set the new dragon name after gaining levels or |
1388 | * changing ability focus (later this can be extended to |
1538 | * changing ability focus (later this can be extended to |
… | |
… | |
1391 | * Note that the title is written to 'own_title' in the |
1541 | * Note that the title is written to 'own_title' in the |
1392 | * player struct. This should be changed to 'ext_title' |
1542 | * player struct. This should be changed to 'ext_title' |
1393 | * as soon as clients support this! |
1543 | * as soon as clients support this! |
1394 | * Please, anyone, write support for 'ext_title'. |
1544 | * Please, anyone, write support for 'ext_title'. |
1395 | */ |
1545 | */ |
|
|
1546 | void |
1396 | void set_dragon_name(object *pl, const object *abil, const object *skin) { |
1547 | set_dragon_name (object *pl, const object *abil, const object *skin) |
|
|
1548 | { |
1397 | int atnr=-1; /* attacknumber of highest level */ |
1549 | int atnr = -1; /* attacknumber of highest level */ |
1398 | int level=0; /* highest level */ |
1550 | int level = 0; /* highest level */ |
1399 | int i; |
1551 | int i; |
1400 | |
1552 | |
1401 | /* Perhaps do something more clever? */ |
1553 | /* Perhaps do something more clever? */ |
1402 | if (!abil || !skin) return; |
1554 | if (!abil || !skin) |
1403 | |
1555 | return; |
|
|
1556 | |
1404 | /* first, look for the highest level */ |
1557 | /* first, look for the highest level */ |
1405 | for(i=0; i<NROFATTACKS; i++) { |
1558 | for (i = 0; i < NROFATTACKS; i++) |
1406 | if (atnr_is_dragon_enabled(i) && |
1559 | { |
1407 | (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { |
1560 | if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr])) |
|
|
1561 | { |
1408 | level = abil->resist[i]; |
1562 | level = abil->resist[i]; |
1409 | atnr = i; |
1563 | atnr = i; |
1410 | } |
1564 | } |
1411 | } |
1565 | } |
1412 | |
1566 | |
1413 | /* now if there are equals at highest level, pick the one with focus, |
1567 | /* now if there are equals at highest level, pick the one with focus, |
1414 | or else at random */ |
1568 | or else at random */ |
1415 | if (atnr_is_dragon_enabled(abil->stats.exp) && |
1569 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1416 | abil->resist[abil->stats.exp] >= level) |
|
|
1417 | atnr = abil->stats.exp; |
1570 | atnr = abil->stats.exp; |
1418 | |
1571 | |
1419 | level = (int)(level/5.); |
1572 | level = (int) (level / 5.); |
1420 | |
1573 | |
1421 | /* now set the new title */ |
1574 | /* now set the new title */ |
1422 | if (pl->contr != NULL) { |
1575 | if (pl->contr != NULL) |
|
|
1576 | { |
1423 | if(level == 0) |
1577 | if (level == 0) |
1424 | sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); |
1578 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1425 | else if (level == 1) |
1579 | else if (level == 1) |
1426 | sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); |
1580 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1427 | else if (level == 2) |
1581 | else if (level == 2) |
1428 | sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); |
1582 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1429 | else if (level == 3) |
1583 | else if (level == 3) |
1430 | sprintf(pl->contr->title, "%s dragon", attacks[atnr]); |
1584 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1431 | else { |
|
|
1432 | /* special titles for extra high resistance! */ |
|
|
1433 | if (skin->resist[atnr] > 80) |
|
|
1434 | sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); |
|
|
1435 | else if (skin->resist[atnr] > 50) |
|
|
1436 | sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); |
|
|
1437 | else |
1585 | else |
|
|
1586 | { |
|
|
1587 | /* special titles for extra high resistance! */ |
|
|
1588 | if (skin->resist[atnr] > 80) |
|
|
1589 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
|
|
1590 | else if (skin->resist[atnr] > 50) |
|
|
1591 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
|
|
1592 | else |
1438 | sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); |
1593 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1439 | } |
1594 | } |
1440 | } |
1595 | } |
1441 | |
1596 | |
1442 | strcpy(pl->contr->own_title, ""); |
1597 | strcpy (pl->contr->own_title, ""); |
1443 | } |
1598 | } |
1444 | |
1599 | |
1445 | /* |
1600 | /* |
1446 | * This function is called when a dragon-player gains |
1601 | * This function is called when a dragon-player gains |
1447 | * an overall level. Here, the dragon might gain new abilities |
1602 | * an overall level. Here, the dragon might gain new abilities |
1448 | * or change the ability-focus. |
1603 | * or change the ability-focus. |
1449 | */ |
1604 | */ |
|
|
1605 | void |
1450 | void dragon_level_gain(object *who) { |
1606 | dragon_level_gain (object *who) |
|
|
1607 | { |
1451 | object *abil = NULL; /* pointer to dragon ability force*/ |
1608 | object *abil = NULL; /* pointer to dragon ability force */ |
1452 | object *skin = NULL; /* pointer to dragon skin force*/ |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1453 | object *tmp = NULL; /* tmp. object */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1454 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1455 | |
1612 | |
1456 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1613 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1457 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
1614 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
|
|
1615 | { |
1458 | if (tmp->type == FORCE) { |
1616 | if (tmp->type == FORCE) |
|
|
1617 | { |
1459 | if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
1618 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1460 | abil = tmp; |
1619 | abil = tmp; |
1461 | if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
1620 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1462 | skin = tmp; |
1621 | skin = tmp; |
1463 | } |
1622 | } |
1464 | } |
1623 | } |
1465 | /* if the force is missing -> bail out */ |
1624 | /* if the force is missing -> bail out */ |
1466 | if (abil == NULL) return; |
1625 | if (abil == NULL) |
1467 | |
1626 | return; |
|
|
1627 | |
1468 | /* The ability_force keeps track of maximum level ever achieved. |
1628 | /* The ability_force keeps track of maximum level ever achieved. |
1469 | * New abilties can only be gained by surpassing this max level |
1629 | * New abilties can only be gained by surpassing this max level |
1470 | */ |
1630 | */ |
1471 | if (who->level > abil->level) { |
1631 | if (who->level > abil->level) |
|
|
1632 | { |
1472 | /* increase our focused ability */ |
1633 | /* increase our focused ability */ |
1473 | abil->resist[abil->stats.exp]++; |
1634 | abil->resist[abil->stats.exp]++; |
1474 | |
|
|
1475 | |
1635 | |
|
|
1636 | |
1476 | if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { |
1637 | if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0) |
|
|
1638 | { |
1477 | /* time to hand out a new ability-gift */ |
1639 | /* time to hand out a new ability-gift */ |
1478 | dragon_ability_gain(who, (int)abil->stats.exp, |
1640 | dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.)); |
1479 | (int)((1+abil->resist[abil->stats.exp])/5.)); |
1641 | } |
1480 | } |
1642 | |
1481 | |
|
|
1482 | if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { |
1643 | if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat)) |
|
|
1644 | { |
1483 | /* apply new ability focus */ |
1645 | /* apply new ability focus */ |
1484 | sprintf(buf, "Your metabolism now focuses on %s!", |
1646 | sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]); |
1485 | change_resist_msg[abil->last_eat]); |
|
|
1486 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
1647 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
1487 | |
1648 | |
1488 | abil->stats.exp = abil->last_eat; |
1649 | abil->stats.exp = abil->last_eat; |
1489 | abil->last_eat = 0; |
1650 | abil->last_eat = 0; |
1490 | } |
1651 | } |
|
|
1652 | |
|
|
1653 | abil->level = who->level; |
1491 | |
1654 | } |
1492 | abil->level = who->level; |
1655 | |
1493 | } |
|
|
1494 | |
|
|
1495 | /* last but not least, set the new title for the dragon */ |
1656 | /* last but not least, set the new title for the dragon */ |
1496 | set_dragon_name(who, abil, skin); |
1657 | set_dragon_name (who, abil, skin); |
1497 | } |
1658 | } |
1498 | |
1659 | |
1499 | /* Handy function - given the skill name skill_name, we find the skill |
1660 | /* Handy function - given the skill name skill_name, we find the skill |
1500 | * archetype/object, set appropriate values, and insert it into |
1661 | * archetype/object, set appropriate values, and insert it into |
1501 | * the object (op) that is passed. |
1662 | * the object (op) that is passed. |
1502 | * We return the skill - this makes it easier for calling functions that |
1663 | * We return the skill - this makes it easier for calling functions that |
1503 | * want to do something with it immediately. |
1664 | * want to do something with it immediately. |
1504 | */ |
1665 | */ |
|
|
1666 | object * |
1505 | object *give_skill_by_name(object *op, const char *skill_name) |
1667 | give_skill_by_name (object *op, const char *skill_name) |
1506 | { |
1668 | { |
1507 | object *skill_obj; |
1669 | object *skill_obj; |
1508 | |
1670 | |
1509 | skill_obj = get_archetype_by_skill_name(skill_name, SKILL); |
1671 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1510 | if (!skill_obj) { |
1672 | if (!skill_obj) |
|
|
1673 | { |
1511 | LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1674 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1512 | return NULL; |
1675 | return NULL; |
1513 | } |
1676 | } |
1514 | /* clear the flag - exp goes into this bucket, but player |
1677 | /* clear the flag - exp goes into this bucket, but player |
1515 | * still doesn't know it. |
1678 | * still doesn't know it. |
1516 | */ |
1679 | */ |
1517 | CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); |
1680 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1518 | skill_obj->stats.exp = 0; |
1681 | skill_obj->stats.exp = 0; |
1519 | skill_obj->level = 1; |
1682 | skill_obj->level = 1; |
1520 | insert_ob_in_ob(skill_obj, op); |
1683 | insert_ob_in_ob (skill_obj, op); |
|
|
1684 | |
1521 | if (op->contr) { |
1685 | if (op->contr) |
|
|
1686 | { |
1522 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1687 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1523 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1688 | if (op->contr->ns) |
|
|
1689 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1524 | } |
1690 | } |
|
|
1691 | |
1525 | return skill_obj; |
1692 | return skill_obj; |
1526 | } |
1693 | } |
1527 | |
1694 | |
1528 | |
1695 | |
1529 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1696 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1530 | * whether the player gets more hp, sp and new levels. |
1697 | * whether the player gets more hp, sp and new levels. |
1531 | * Note this this function should only be called for players. Monstes |
1698 | * Note this this function should only be called for players. Monstes |
1532 | * don't really gain levels |
1699 | * don't really gain levels |
1533 | * who is the player, op is what we are checking to gain the level |
1700 | * who is the player, op is what we are checking to gain the level |
1534 | * (eg, skill) |
1701 | * (eg, skill) |
1535 | */ |
1702 | */ |
|
|
1703 | void |
1536 | void player_lvl_adj(object *who, object *op) { |
1704 | player_lvl_adj (object *who, object *op) |
|
|
1705 | { |
1537 | char buf[MAX_BUF]; |
1706 | char buf[MAX_BUF]; |
1538 | |
1707 | |
1539 | if(!op) /* when rolling stats */ |
1708 | if (!op) /* when rolling stats */ |
1540 | op = who; |
1709 | op = who; |
1541 | |
1710 | |
1542 | if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { |
1711 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
|
|
1712 | { |
1543 | op->level++; |
1713 | op->level++; |
1544 | |
1714 | |
1545 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) |
1715 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1546 | dragon_level_gain(who); |
1716 | dragon_level_gain (who); |
1547 | |
1717 | |
1548 | /* Only roll these if it is the player (who) that gained the level */ |
1718 | /* Only roll these if it is the player (who) that gained the level */ |
1549 | if(op==who && (who->level < 11) && who->type==PLAYER) { |
1719 | if (op == who && (who->level < 11) && who->type == PLAYER) |
|
|
1720 | { |
1550 | who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; |
1721 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1551 | who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); |
1722 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1552 | who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; |
1723 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1553 | } |
1724 | } |
1554 | |
1725 | |
1555 | fix_player(who); |
1726 | who->update_stats (); |
1556 | if(op->level>1) { |
1727 | if (op->level > 1) |
|
|
1728 | { |
1557 | if (op->type!=PLAYER) |
1729 | if (op->type != PLAYER) |
1558 | sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); |
1730 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1559 | else |
1731 | else |
1560 | sprintf(buf,"You are now level %d.",op->level); |
1732 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1733 | if (who) |
1561 | if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); |
1734 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1562 | } |
1735 | } |
1563 | player_lvl_adj(who,op); /* To increase more levels */ |
1736 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1737 | } |
1564 | } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { |
1738 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
|
|
1739 | { |
1565 | op->level--; |
1740 | op->level--; |
1566 | fix_player(who); |
1741 | who->update_stats (); |
1567 | if(op->type!=PLAYER) { |
1742 | if (op->type != PLAYER) |
|
|
1743 | { |
1568 | sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); |
1744 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1569 | new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); |
1745 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1570 | } |
1746 | } |
1571 | player_lvl_adj(who,op); /* To decrease more levels */ |
1747 | player_lvl_adj (who, op); /* To decrease more levels */ |
1572 | } |
1748 | } |
|
|
1749 | |
1573 | /* check if the spell data has changed */ |
1750 | /* check if the spell data has changed */ |
|
|
1751 | esrv_update_stats (who->contr); |
1574 | esrv_update_spells(who->contr); |
1752 | esrv_update_spells (who->contr); |
1575 | } |
1753 | } |
1576 | |
1754 | |
1577 | /* |
1755 | /* |
1578 | * Returns how much experience is needed for a player to become |
1756 | * Returns how much experience is needed for a player to become |
1579 | * the given level. level should really never exceed max_level |
1757 | * the given level. level should really never exceed max_level |
1580 | */ |
1758 | */ |
1581 | |
1759 | |
|
|
1760 | sint64 |
1582 | sint64 level_exp(int level,double expmul) { |
1761 | level_exp (int level, double expmul) |
|
|
1762 | { |
1583 | if (level > settings.max_level) |
1763 | if (level > settings.max_level) |
1584 | return (sint64) (expmul * levels[settings.max_level]); |
1764 | return (sint64) (expmul * levels[settings.max_level]); |
1585 | return (sint64) (expmul * levels[level]); |
1765 | return (sint64) (expmul * levels[level]); |
1586 | } |
1766 | } |
1587 | |
1767 | |
1588 | /* |
1768 | /* |
1589 | * Ensure that the permanent experience requirements in an exp object are met. |
1769 | * Ensure that the permanent experience requirements in an exp object are met. |
1590 | * This really just checks 'op to make sure the perm_exp value is within |
1770 | * This really just checks 'op to make sure the perm_exp value is within |
1591 | * proper range. Note that the checking of what is passed through |
1771 | * proper range. Note that the checking of what is passed through |
1592 | * has been reduced. Since there is now a proper field for perm_exp, |
1772 | * has been reduced. Since there is now a proper field for perm_exp, |
1593 | * this can now work on a much larger set of objects. |
1773 | * this can now work on a much larger set of objects. |
1594 | */ |
1774 | */ |
|
|
1775 | void |
1595 | void calc_perm_exp(object *op) |
1776 | calc_perm_exp (object *op) |
1596 | { |
1777 | { |
1597 | int p_exp_min; |
1778 | int p_exp_min; |
1598 | |
1779 | |
1599 | /* Ensure that our permanent experience minimum is met. |
1780 | /* Ensure that our permanent experience minimum is met. |
1600 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1781 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1601 | * to get the fraction */ |
1782 | * to get the fraction */ |
1602 | p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); |
1783 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1603 | |
1784 | |
1604 | if (op->perm_exp < p_exp_min) |
1785 | if (op->perm_exp < p_exp_min) |
1605 | op->perm_exp = p_exp_min; |
1786 | op->perm_exp = p_exp_min; |
1606 | |
1787 | |
1607 | /* Cap permanent experience. */ |
1788 | /* Cap permanent experience. */ |
1608 | if (op->perm_exp < 0) |
1789 | if (op->perm_exp < 0) |
1609 | op->perm_exp = 0; |
1790 | op->perm_exp = 0; |
1610 | else if (op->perm_exp > MAX_EXPERIENCE) |
1791 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1611 | op->perm_exp = MAX_EXPERIENCE; |
1792 | op->perm_exp = MAX_EXPERIENCE; |
1612 | } |
1793 | } |
1613 | |
|
|
1614 | |
1794 | |
1615 | /* Add experience to a player - exp should only be positive. |
1795 | /* Add experience to a player - exp should only be positive. |
1616 | * Updates permanent exp for the skill we are adding to. |
1796 | * Updates permanent exp for the skill we are adding to. |
1617 | * skill_name is the skill to add exp to. Skill name can be |
1797 | * skill_name is the skill to add exp to. Skill name can be |
1618 | * NULL, in which case exp increases the players general |
1798 | * NULL, in which case exp increases the players general |
1619 | * total, but not any particular skill. |
1799 | * total, but not any particular skill. |
1620 | * flag is what to do if the player doesn't have the skill: |
1800 | * flag is what to do if the player doesn't have the skill: |
1621 | */ |
1801 | */ |
1622 | |
1802 | static void |
1623 | static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) |
1803 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1624 | { |
1804 | { |
1625 | object *skill_obj=NULL; |
1805 | object *skill_obj = NULL; |
1626 | sint64 limit, exp_to_add; |
1806 | sint64 limit, exp_to_add; |
1627 | int i; |
1807 | int i; |
1628 | |
1808 | |
1629 | /* prevents some forms of abuse. */ |
1809 | /* prevents some forms of abuse. */ |
1630 | if(op->contr->braced) exp=exp/5; |
1810 | if (op->contr->braced) |
|
|
1811 | exp = exp / 5; |
1631 | |
1812 | |
1632 | /* Try to find the matching skill. |
1813 | /* Try to find the matching skill. |
1633 | * We do a shortcut/time saving mechanism first - see if it matches |
1814 | * We do a shortcut/time saving mechanism first - see if it matches |
1634 | * chosen_skill. This means we don't need to search through |
1815 | * chosen_skill. This means we don't need to search through |
1635 | * the players inventory. |
1816 | * the players inventory. |
1636 | */ |
1817 | */ |
1637 | if (skill_name) { |
1818 | if (skill_name) |
1638 | if (op->chosen_skill && op->chosen_skill->type == SKILL && |
1819 | { |
1639 | !strcmp(skill_name, op->chosen_skill->skill)) |
1820 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1640 | skill_obj = op->chosen_skill; |
1821 | skill_obj = op->chosen_skill; |
1641 | else { |
1822 | else |
|
|
1823 | { |
1642 | for (i=0; i<NUM_SKILLS; i++) |
1824 | for (i = 0; i < NUM_SKILLS; i++) |
1643 | if (op->contr->last_skill_ob[i] && |
1825 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
1644 | !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { |
1826 | { |
1645 | skill_obj = op->contr->last_skill_ob[i]; |
1827 | skill_obj = op->contr->last_skill_ob[i]; |
1646 | break; |
1828 | break; |
1647 | } |
1829 | } |
1648 | |
1830 | |
1649 | /* Player doesn't have the skill. Check to see what to do, and give |
1831 | /* Player doesn't have the skill. Check to see what to do, and give |
1650 | * it to the player if necessary |
1832 | * it to the player if necessary |
1651 | */ |
1833 | */ |
1652 | if (!skill_obj) { |
1834 | if (!skill_obj) |
1653 | if (flag == SK_EXP_NONE) return; |
1835 | { |
|
|
1836 | if (flag == SK_EXP_NONE) |
|
|
1837 | return; |
1654 | else if (flag == SK_EXP_ADD_SKILL) |
1838 | else if (flag == SK_EXP_ADD_SKILL) |
1655 | give_skill_by_name(op, skill_name); |
1839 | give_skill_by_name (op, skill_name); |
|
|
1840 | } |
|
|
1841 | } |
1656 | } |
1842 | } |
1657 | } |
1843 | |
|
|
1844 | if (flag != SK_EXP_SKILL_ONLY) |
1658 | } |
1845 | { |
1659 | |
|
|
1660 | /* Basically, you can never gain more experience in one shot |
1846 | /* Basically, you can never gain more experience in one shot |
1661 | * than half what you need to gain for next level. |
1847 | * than half what you need to gain for next level. |
1662 | */ |
1848 | */ |
1663 | exp_to_add = exp; |
1849 | exp_to_add = exp; |
1664 | limit=(levels[op->level+1]-levels[op->level])/2; |
1850 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1665 | if (exp_to_add > limit) exp_to_add=limit; |
1851 | if (exp_to_add > limit) |
|
|
1852 | exp_to_add = limit; |
1666 | |
1853 | |
1667 | ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); |
1854 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1668 | if (settings.permanent_exp_ratio) { |
1855 | if (settings.permanent_exp_ratio) |
|
|
1856 | { |
1669 | ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); |
1857 | ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1))); |
1670 | calc_perm_exp(op); |
1858 | calc_perm_exp (op); |
1671 | } |
1859 | } |
1672 | |
1860 | |
1673 | player_lvl_adj(op,NULL); |
1861 | player_lvl_adj (op, NULL); |
|
|
1862 | } |
|
|
1863 | |
1674 | if (skill_obj) { |
1864 | if (skill_obj) |
|
|
1865 | { |
1675 | exp_to_add = exp; |
1866 | exp_to_add = exp; |
1676 | limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; |
1867 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1677 | if (exp_to_add > limit) exp_to_add=limit; |
1868 | if (exp_to_add > limit) |
|
|
1869 | exp_to_add = limit; |
|
|
1870 | |
1678 | ADD_EXP(skill_obj->stats.exp, exp_to_add); |
1871 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1679 | if (settings.permanent_exp_ratio) { |
1872 | if (settings.permanent_exp_ratio) |
|
|
1873 | { |
1680 | skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
1874 | skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
1681 | calc_perm_exp(skill_obj); |
1875 | calc_perm_exp (skill_obj); |
1682 | } |
1876 | } |
|
|
1877 | |
1683 | player_lvl_adj(op,skill_obj); |
1878 | player_lvl_adj (op, skill_obj); |
1684 | } |
1879 | } |
1685 | } |
1880 | } |
1686 | |
1881 | |
1687 | /* This function checks to make sure that object 'op' can |
1882 | /* This function checks to make sure that object 'op' can |
1688 | * lost 'exp' experience. It returns the amount of exp |
1883 | * lost 'exp' experience. It returns the amount of exp |
… | |
… | |
1690 | * adjustments based on permanent exp and the like. |
1885 | * adjustments based on permanent exp and the like. |
1691 | * This function should always be used for losing experience - |
1886 | * This function should always be used for losing experience - |
1692 | * the 'exp' value passed should be positive - this is the |
1887 | * the 'exp' value passed should be positive - this is the |
1693 | * amount that should get subtract from the player. |
1888 | * amount that should get subtract from the player. |
1694 | */ |
1889 | */ |
|
|
1890 | sint64 |
1695 | sint64 check_exp_loss(const object *op, sint64 exp) |
1891 | check_exp_loss (const object *op, sint64 exp) |
1696 | { |
1892 | { |
1697 | sint64 del_exp; |
1893 | sint64 del_exp; |
1698 | |
1894 | |
1699 | if (exp > op->stats.exp) exp = op->stats.exp; |
1895 | if (exp > op->stats.exp) |
|
|
1896 | exp = op->stats.exp; |
1700 | if (settings.permanent_exp_ratio) { |
1897 | if (settings.permanent_exp_ratio) |
|
|
1898 | { |
1701 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1899 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1702 | if (del_exp < 0) del_exp = 0; |
1900 | if (del_exp < 0) |
1703 | if (exp > del_exp) exp=del_exp; |
1901 | del_exp = 0; |
|
|
1902 | if (exp > del_exp) |
|
|
1903 | exp = del_exp; |
1704 | } |
1904 | } |
1705 | return exp; |
1905 | return exp; |
1706 | } |
1906 | } |
1707 | |
1907 | |
|
|
1908 | sint64 |
1708 | sint64 check_exp_adjust(const object *op, sint64 exp) |
1909 | check_exp_adjust (const object *op, sint64 exp) |
1709 | { |
1910 | { |
|
|
1911 | if (exp < 0) |
1710 | if (exp<0) return check_exp_loss(op, exp); |
1912 | return check_exp_loss (op, exp); |
|
|
1913 | else |
1711 | else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); |
1914 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1712 | } |
1915 | } |
1713 | |
1916 | |
1714 | |
1917 | |
1715 | /* Subtracts experience from player. |
1918 | /* Subtracts experience from player. |
1716 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1919 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
… | |
… | |
1722 | * as much as listed. Eg, if player has gotten reduced to the point |
1925 | * as much as listed. Eg, if player has gotten reduced to the point |
1723 | * where everything is at the minimum perm exp, he would lose nothing. |
1926 | * where everything is at the minimum perm exp, he would lose nothing. |
1724 | * exp is the amount of exp to subtract - thus, it should be |
1927 | * exp is the amount of exp to subtract - thus, it should be |
1725 | * a postive number. |
1928 | * a postive number. |
1726 | */ |
1929 | */ |
|
|
1930 | static void |
1727 | static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) |
1931 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1728 | { |
1932 | { |
1729 | float fraction = (float) exp/(float) op->stats.exp; |
1933 | float fraction = (float) exp / (float) op->stats.exp; |
1730 | object *tmp; |
1934 | object *tmp; |
1731 | sint64 del_exp; |
1935 | sint64 del_exp; |
1732 | |
1936 | |
1733 | for(tmp=op->inv;tmp;tmp=tmp->below) |
1937 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1734 | if(tmp->type==SKILL && tmp->stats.exp) { |
1938 | if (tmp->type == SKILL && tmp->stats.exp) |
|
|
1939 | { |
1735 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { |
1940 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
|
|
1941 | { |
1736 | del_exp = check_exp_loss(tmp, exp); |
1942 | del_exp = check_exp_loss (tmp, exp); |
1737 | tmp->stats.exp -= del_exp; |
1943 | tmp->stats.exp -= del_exp; |
1738 | player_lvl_adj(op, tmp); |
1944 | player_lvl_adj (op, tmp); |
|
|
1945 | } |
1739 | } else if (flag != SK_SUBTRACT_SKILL_EXP) { |
1946 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
|
|
1947 | { |
1740 | /* only want to process other skills if we are not trying |
1948 | /* only want to process other skills if we are not trying |
1741 | * to match a specific skill. |
1949 | * to match a specific skill. |
1742 | */ |
1950 | */ |
1743 | del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); |
1951 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1744 | tmp->stats.exp -= del_exp; |
1952 | tmp->stats.exp -= del_exp; |
1745 | player_lvl_adj(op, tmp); |
1953 | player_lvl_adj (op, tmp); |
|
|
1954 | } |
1746 | } |
1955 | } |
1747 | } |
|
|
1748 | if (flag != SK_SUBTRACT_SKILL_EXP) { |
1956 | if (flag != SK_SUBTRACT_SKILL_EXP) |
|
|
1957 | { |
1749 | del_exp = check_exp_loss(op, exp); |
1958 | del_exp = check_exp_loss (op, exp); |
1750 | op->stats.exp -= del_exp; |
1959 | op->stats.exp -= del_exp; |
1751 | player_lvl_adj(op,NULL); |
1960 | player_lvl_adj (op, NULL); |
1752 | } |
1961 | } |
1753 | } |
1962 | } |
1754 | |
1963 | |
1755 | |
1964 | |
1756 | |
1965 | |
… | |
… | |
1761 | * it is assumed the caller has modified the exp as needed. |
1970 | * it is assumed the caller has modified the exp as needed. |
1762 | * skill_name is the skill that should get the exp added. |
1971 | * skill_name is the skill that should get the exp added. |
1763 | * flag is what to do if player doesn't have the skill. |
1972 | * flag is what to do if player doesn't have the skill. |
1764 | * these last two values are only used for players. |
1973 | * these last two values are only used for players. |
1765 | */ |
1974 | */ |
1766 | |
1975 | |
|
|
1976 | void |
1767 | void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { |
1977 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
|
|
1978 | { |
1768 | |
1979 | |
1769 | #ifdef EXP_DEBUG |
1980 | #ifdef EXP_DEBUG |
1770 | #ifndef WIN32 |
|
|
1771 | LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp); |
|
|
1772 | #else |
|
|
1773 | LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); |
1981 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1774 | #endif |
1982 | #endif |
1775 | #endif |
|
|
1776 | |
1983 | |
1777 | /* safety */ |
1984 | /* safety */ |
1778 | if(!op) { |
1985 | if (!op) |
|
|
1986 | { |
1779 | LOG(llevError,"change_exp() called for null object!\n"); |
1987 | LOG (llevError, "change_exp() called for null object!\n"); |
1780 | return; |
1988 | return; |
1781 | } |
1989 | } |
1782 | |
1990 | |
1783 | /* if no change in exp, just return - most of the below code |
1991 | /* if no change in exp, just return - most of the below code |
1784 | * won't do anything if the value is 0 anyways. |
1992 | * won't do anything if the value is 0 anyways. |
1785 | */ |
1993 | */ |
1786 | if (exp == 0) return; |
1994 | if (exp == 0) |
|
|
1995 | return; |
1787 | |
1996 | |
1788 | /* Monsters are easy - we just adjust their exp - we |
1997 | /* Monsters are easy - we just adjust their exp - we |
1789 | * don't adjust level, since in most cases it is unrelated to |
1998 | * don't adjust level, since in most cases it is unrelated to |
1790 | * the exp they have - the monsters exp represents what its |
1999 | * the exp they have - the monsters exp represents what its |
1791 | * worth. |
2000 | * worth. |
1792 | */ |
2001 | */ |
1793 | if(op->type != PLAYER) { |
2002 | if (op->type != PLAYER) |
|
|
2003 | { |
1794 | /* Sanity check */ |
2004 | /* Sanity check */ |
1795 | if (!QUERY_FLAG(op, FLAG_ALIVE)) return; |
2005 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2006 | return; |
1796 | |
2007 | |
1797 | /* reset exp to max allowed value. We subtract from |
2008 | /* reset exp to max allowed value. We subtract from |
1798 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
2009 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1799 | * more than max exp, just return. |
2010 | * more than max exp, just return. |
1800 | */ |
2011 | */ |
1801 | if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { |
2012 | if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) |
|
|
2013 | { |
1802 | exp = MAX_EXPERIENCE - op->stats.exp; |
2014 | exp = MAX_EXPERIENCE - op->stats.exp; |
1803 | if (exp < 0) return; |
2015 | if (exp < 0) |
1804 | } |
2016 | return; |
|
|
2017 | } |
1805 | |
2018 | |
1806 | op->stats.exp += exp; |
2019 | op->stats.exp += exp; |
1807 | } |
2020 | } |
1808 | else { /* Players only */ |
2021 | else |
1809 | if(exp>0) |
2022 | { /* Players only */ |
|
|
2023 | if (exp > 0) |
1810 | add_player_exp(op, exp, skill_name, flag); |
2024 | add_player_exp (op, exp, skill_name, flag); |
1811 | else |
2025 | else |
1812 | /* note that when you lose exp, it doesn't go against |
2026 | /* note that when you lose exp, it doesn't go against |
1813 | * a particular skill, so we don't need to pass that |
2027 | * a particular skill, so we don't need to pass that |
1814 | * along. |
2028 | * along. |
1815 | */ |
2029 | */ |
1816 | subtract_player_exp(op, FABS(exp), skill_name, flag); |
2030 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1817 | |
2031 | |
1818 | } |
2032 | } |
1819 | } |
2033 | } |
1820 | |
2034 | |
1821 | /* Applies a death penalty experience, the size of this is defined by the |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
1822 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2036 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1823 | * amount of permenent experience, whichever gives the lowest loss. |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
1824 | */ |
2038 | */ |
1825 | |
2039 | |
|
|
2040 | void |
1826 | void apply_death_exp_penalty(object *op) { |
2041 | apply_death_exp_penalty (object *op) |
|
|
2042 | { |
1827 | object *tmp; |
2043 | object *tmp; |
1828 | sint64 loss; |
2044 | sint64 loss; |
1829 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
2045 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1830 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
2046 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1831 | |
2047 | |
1832 | for(tmp=op->inv;tmp;tmp=tmp->below) |
2048 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1833 | if(tmp->type==SKILL && tmp->stats.exp) { |
2049 | if (tmp->type == SKILL && tmp->stats.exp) |
|
|
2050 | { |
1834 | |
2051 | |
1835 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; |
2052 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1836 | level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; |
2053 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1837 | |
2054 | |
1838 | /* With the revised exp system, you can get cases where |
2055 | /* With the revised exp system, you can get cases where |
1839 | * losing several levels would still require that you have more |
2056 | * losing several levels would still require that you have more |
1840 | * exp than you currently have - this is true if the levels |
2057 | * exp than you currently have - this is true if the levels |
1841 | * tables is a lot harder. |
2058 | * tables is a lot harder. |
1842 | */ |
2059 | */ |
1843 | if (level_loss < 0) level_loss = 0; |
2060 | if (level_loss < 0) |
|
|
2061 | level_loss = 0; |
1844 | |
2062 | |
1845 | loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); |
2063 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1846 | |
2064 | |
1847 | tmp->stats.exp -= loss; |
2065 | tmp->stats.exp -= loss; |
1848 | player_lvl_adj(op,tmp); |
2066 | player_lvl_adj (op, tmp); |
1849 | } |
2067 | } |
1850 | |
2068 | |
1851 | percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; |
2069 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1852 | level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; |
2070 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1853 | if (level_loss < 0) level_loss = 0; |
2071 | if (level_loss < 0) |
|
|
2072 | level_loss = 0; |
1854 | loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); |
2073 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1855 | |
2074 | |
1856 | op->stats.exp -= loss; |
2075 | op->stats.exp -= loss; |
1857 | player_lvl_adj(op,NULL); |
2076 | player_lvl_adj (op, NULL); |
1858 | } |
2077 | } |
1859 | |
2078 | |
1860 | /* This function takes an object (monster/player, op), and |
2079 | /* This function takes an object (monster/player, op), and |
1861 | * determines if it makes a basic save throw by looking at the |
2080 | * determines if it makes a basic save throw by looking at the |
1862 | * save_throw table. level is the effective level to make |
2081 | * save_throw table. level is the effective level to make |
1863 | * the save at, and bonus is any plus/bonus (typically based on |
2082 | * the save at, and bonus is any plus/bonus (typically based on |
1864 | * resistance to particular attacktype. |
2083 | * resistance to particular attacktype. |
1865 | * Returns 1 if op makes his save, 0 if he failed |
2084 | * Returns 1 if op makes his save, 0 if he failed |
1866 | */ |
2085 | */ |
|
|
2086 | int |
1867 | int did_make_save(const object *op, int level, int bonus) |
2087 | did_make_save (const object *op, int level, int bonus) |
1868 | { |
2088 | { |
1869 | if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; |
2089 | if (level > MAX_SAVE_LEVEL) |
|
|
2090 | level = MAX_SAVE_LEVEL; |
1870 | |
2091 | |
1871 | if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2092 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1872 | return 0; |
|
|
1873 | return 1; |
2093 | return 0; |
|
|
2094 | |
|
|
2095 | return 1; |
1874 | } |
2096 | } |
1875 | |
|
|