1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
27 | |
27 | |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
193 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
194 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
195 | "You feel less healthy", |
195 | "You feel less healthy", |
196 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
197 | "Watch out, your mind is going!", |
197 | "Watch out, your mind is going!", |
198 | "Your spirit feels drained!" |
198 | "Your spirit feels drained!", |
199 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
200 | }; |
200 | }; |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
202 | "You feel your strength return.", |
202 | "You feel your strength return.", |
203 | "You feel your agility return.", |
203 | "You feel your agility return.", |
204 | "You feel your health return.", |
204 | "You feel your health return.", |
205 | "You feel your memory return.", |
205 | "You feel your memory return.", |
206 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
207 | "You feel your spirits return." |
207 | "You feel your spirits return.", |
208 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
209 | }; |
209 | }; |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
211 | "You feel stronger.", |
211 | "You feel stronger.", |
212 | "You feel more agile.", |
212 | "You feel more agile.", |
213 | "You feel healthy.", |
213 | "You feel healthy.", |
214 | "You feel smarter.", |
214 | "You feel smarter.", |
215 | "You feel wiser.", |
215 | "You feel wiser.", |
216 | "You feel more potent." |
216 | "You feel more potent.", |
217 | "You seem to look better.", |
217 | "You seem to look better.", |
218 | }; |
218 | }; |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
220 | "You feel weaker!", |
220 | "You feel weaker!", |
221 | "You feel clumsy!", |
221 | "You feel clumsy!", |
222 | "You feel less healthy!", |
222 | "You feel less healthy!", |
223 | "You feel stupid!", |
223 | "You feel stupid!", |
224 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
225 | "You feel less potent!" |
225 | "You feel less potent!", |
226 | "You look ugly!", |
226 | "You look ugly!", |
227 | }; |
227 | }; |
228 | |
228 | |
229 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
… | |
… | |
677 | */ |
677 | */ |
678 | |
678 | |
679 | void |
679 | void |
680 | object::drain_stat () |
680 | object::drain_stat () |
681 | { |
681 | { |
682 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
683 | } |
684 | |
684 | |
685 | void |
685 | void |
686 | object::drain_specific_stat (int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
687 | { |
687 | { |
… | |
… | |
755 | return; |
755 | return; |
756 | |
756 | |
757 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
758 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
759 | */ |
759 | */ |
760 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
760 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
761 | { |
761 | { |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
763 | |
763 | |
764 | stats.luck += diff; |
764 | stats.luck += diff; |
765 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
… | |
… | |
818 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
820 | * 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. |
821 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
822 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
823 | */ |
823 | * |
824 | |
|
|
825 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
824 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
826 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
827 | */ |
826 | */ |
828 | |
|
|
829 | void |
827 | void |
830 | object::update_stats () |
828 | object::update_stats () |
831 | { |
829 | { |
832 | int i, j; |
830 | int i, j; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
… | |
… | |
845 | |
843 | |
846 | if (settings.spell_encumbrance == TRUE) |
844 | if (settings.spell_encumbrance == TRUE) |
847 | contr->encumbrance = 0; |
845 | contr->encumbrance = 0; |
848 | |
846 | |
849 | attacktype = 0; |
847 | attacktype = 0; |
|
|
848 | |
850 | contr->digestion = 0; |
849 | contr->digestion = 0; |
851 | contr->gen_hp = 0; |
850 | contr->gen_hp = 0; |
852 | contr->gen_sp = 0; |
851 | contr->gen_sp = 0; |
853 | contr->gen_grace = 0; |
852 | contr->gen_grace = 0; |
854 | contr->gen_sp_armour = 10; |
853 | contr->gen_sp_armour = 10; |
855 | contr->item_power = 0; |
854 | contr->item_power = 0; |
856 | |
|
|
857 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
858 | * gets reset for no good reason, and we don't want to reset |
|
|
859 | * range_magic (what spell is readied). These three below |
|
|
860 | * well get filled in based on what the player has equipped. |
|
|
861 | */ |
|
|
862 | contr->ranges[range_bow] = NULL; |
|
|
863 | contr->ranges[range_misc] = NULL; |
|
|
864 | contr->ranges[range_skill] = NULL; |
|
|
865 | } |
855 | } |
866 | |
856 | |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
857 | memcpy (body_used, body_info, sizeof (body_info)); |
868 | |
858 | |
869 | slaying = 0; |
859 | slaying = 0; |
… | |
… | |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
871 | 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); |
872 | 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); |
873 | 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); |
874 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
885 | |
875 | |
886 | path_attuned = arch->clone.path_attuned; |
876 | path_attuned = arch->clone.path_attuned; |
887 | path_repelled = arch->clone.path_repelled; |
877 | path_repelled = arch->clone.path_repelled; |
888 | path_denied = arch->clone.path_denied; |
878 | path_denied = arch->clone.path_denied; |
889 | glow_radius = arch->clone.glow_radius; |
879 | glow_radius = arch->clone.glow_radius; |
890 | move_type = arch->clone.move_type; |
880 | move_type = arch->clone.move_type; |
|
|
881 | |
891 | chosen_skill = NULL; |
882 | chosen_skill = NULL; |
892 | |
883 | |
893 | /* initializing resistances from the values in player/monster's |
884 | /* initializing resistances from the values in player/monster's |
894 | * archetype clone |
885 | * archetype clone |
895 | */ |
886 | */ |
… | |
… | |
926 | speed = arch->clone.speed; |
917 | speed = arch->clone.speed; |
927 | |
918 | |
928 | /* OK - we've reset most all the objects attributes to sane values. |
919 | /* OK - we've reset most all the objects attributes to sane values. |
929 | * now go through and make adjustments for what the player has equipped. |
920 | * now go through and make adjustments for what the player has equipped. |
930 | */ |
921 | */ |
931 | |
|
|
932 | for (tmp = inv; tmp; tmp = tmp->below) |
922 | for (tmp = inv; tmp; tmp = tmp->below) |
933 | { |
923 | { |
934 | /* See note in map.c:update_position about making this additive |
924 | /* See note in map.c:update_position about making this additive |
935 | * since light sources are never applied, need to put check here. |
925 | * since light sources are never applied, need to put check here. |
936 | */ |
926 | */ |
937 | if (tmp->glow_radius > glow_radius) |
927 | if (tmp->glow_radius > glow_radius) |
938 | glow_radius = tmp->glow_radius; |
928 | glow_radius = tmp->glow_radius; |
939 | |
929 | |
940 | /* This happens because apply_potion calls change_abil with the potion |
930 | /* This happens because apply_potion calls change_abil with the potion |
941 | * applied so we can tell the player what chagned. But change_abil |
931 | * applied so we can tell the player what changed. But change_abil |
942 | * then calls this function. |
932 | * then calls this function. |
943 | */ |
933 | */ |
944 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
945 | continue; |
935 | continue; |
946 | |
936 | |
… | |
… | |
972 | * in the praying skill, and the player should always get those. |
962 | * in the praying skill, and the player should always get those. |
973 | * It also means we need to put in additional checks for applied below, |
963 | * It also means we need to put in additional checks for applied below, |
974 | * because the skill shouldn't count against body positions being used |
964 | * because the skill shouldn't count against body positions being used |
975 | * up, etc. |
965 | * up, etc. |
976 | */ |
966 | */ |
977 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
967 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
|
|
968 | && tmp->type != CONTAINER |
|
|
969 | && tmp->type != CLOSE_CON) |
|
|
970 | || (tmp->type == SKILL |
978 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
971 | && tmp->subtype == SK_PRAYING)) |
979 | { |
972 | { |
980 | if (type == PLAYER) |
973 | if (type == PLAYER) |
981 | { |
974 | { |
982 | if (tmp->type == BOW) |
|
|
983 | contr->ranges[range_bow] = tmp; |
|
|
984 | |
|
|
985 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
986 | contr->ranges[range_misc] = tmp; |
|
|
987 | |
|
|
988 | for (i = 0; i < NUM_STATS; i++) |
975 | for (i = 0; i < NUM_STATS; i++) |
989 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
976 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
990 | |
977 | |
991 | /* these are the items that currently can change digestion, regeneration, |
978 | /* these are the items that currently can change digestion, regeneration, |
992 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
979 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
993 | * list, but other items store other info into stats array. |
980 | * list, but other items store other info into stats array. |
994 | */ |
981 | */ |
995 | if ((tmp->type == WEAPON) || |
982 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
996 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
983 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
997 | (tmp->type == SHIELD) || (tmp->type == RING) || |
984 | (tmp->type == SHIELD) || (tmp->type == RING) || |
998 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
985 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
999 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
986 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
1000 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
987 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
… | |
… | |
1015 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1002 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1016 | body_used[i] += tmp->body_info[i]; |
1003 | body_used[i] += tmp->body_info[i]; |
1017 | |
1004 | |
1018 | if (tmp->type == SYMPTOM) |
1005 | if (tmp->type == SYMPTOM) |
1019 | { |
1006 | { |
1020 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1007 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
1008 | |
1021 | if (speed_reduce_from_disease == 0) |
1009 | if (speed_reduce_from_disease == 0) |
1022 | speed_reduce_from_disease = 1; |
1010 | speed_reduce_from_disease = 1; |
1023 | } |
1011 | } |
1024 | |
1012 | |
1025 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1013 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1026 | * (Negative protections are calculated extactly like positive.) |
1014 | * (Negative protections are calculated exactly like positive.) |
1027 | * Resistance from potions are treated special as well. If there's |
1015 | * Resistance from potions are treated special as well. If there's |
1028 | * more than one potion-effect, the bigger prot.-value is taken. |
1016 | * more than one potion-effect, the bigger prot.-value is taken. |
1029 | */ |
1017 | */ |
1030 | if (tmp->type != POTION) |
1018 | if (tmp->type != POTION) |
1031 | { |
1019 | { |
… | |
… | |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1028 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1041 | else |
1029 | else |
1042 | potion_resist[i] = tmp->resist[i]; |
1030 | potion_resist[i] = tmp->resist[i]; |
1043 | } |
1031 | } |
1044 | else if (tmp->resist[i] > 0) |
1032 | else if (tmp->resist[i] > 0) |
1045 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1033 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1046 | else if (tmp->resist[i] < 0) |
1034 | else if (tmp->resist[i] < 0) |
1047 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1035 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1048 | } |
1036 | } |
1049 | } |
1037 | } |
1050 | |
1038 | |
1051 | /* There may be other things that should not adjust the attacktype */ |
1039 | /* There may be other things that should not adjust the attacktype */ |
1052 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1053 | attacktype |= tmp->attacktype; |
1041 | attacktype |= tmp->attacktype; |
1054 | |
1042 | |
1055 | path_attuned |= tmp->path_attuned; |
1043 | path_attuned |= tmp->path_attuned; |
1056 | path_repelled |= tmp->path_repelled; |
1044 | path_repelled |= tmp->path_repelled; |
1057 | path_denied |= tmp->path_denied; |
1045 | path_denied |= tmp->path_denied; |
|
|
1046 | move_type |= tmp->move_type; |
1058 | stats.luck += tmp->stats.luck; |
1047 | stats.luck += tmp->stats.luck; |
1059 | move_type |= tmp->move_type; |
|
|
1060 | |
1048 | |
1061 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1049 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1050 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1063 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1051 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1064 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1052 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1077 | |
1065 | |
1078 | if (tmp->stats.exp && tmp->type != SKILL) |
1066 | if (tmp->stats.exp && tmp->type != SKILL) |
1079 | { |
1067 | { |
1080 | if (tmp->stats.exp > 0) |
1068 | if (tmp->stats.exp > 0) |
1081 | { |
1069 | { |
1082 | added_speed += (float) tmp->stats.exp / 3.0; |
1070 | added_speed += tmp->stats.exp / 3.f; |
1083 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1071 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1084 | } |
1072 | } |
1085 | else |
1073 | else |
1086 | added_speed += (float) tmp->stats.exp; |
1074 | added_speed += tmp->stats.exp; |
1087 | } |
1075 | } |
1088 | |
1076 | |
1089 | switch (tmp->type) |
1077 | switch (tmp->type) |
1090 | { |
1078 | { |
|
|
1079 | case WAND: |
|
|
1080 | case ROD: |
|
|
1081 | case HORN: |
|
|
1082 | if (type == PLAYER) |
|
|
1083 | { |
|
|
1084 | contr->ranged_skill = this; |
|
|
1085 | contr->ranged_ob = tmp; |
|
|
1086 | } |
|
|
1087 | break; |
|
|
1088 | |
1091 | /* skills modifying the character -b.t. */ |
1089 | /* skills modifying the character -b.t. */ |
1092 | /* for all skills and skill granting objects */ |
1090 | /* for all skills and skill granting objects */ |
1093 | case SKILL: |
1091 | case SKILL: |
1094 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1092 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1095 | break; |
1093 | break; |
… | |
… | |
1103 | chosen_skill = tmp; |
1101 | chosen_skill = tmp; |
1104 | |
1102 | |
1105 | if (tmp->stats.dam > 0) |
1103 | if (tmp->stats.dam > 0) |
1106 | { /* skill is a 'weapon' */ |
1104 | { /* skill is a 'weapon' */ |
1107 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1105 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1108 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1106 | weapon_speed = WEAPON_SPEED (tmp); |
1109 | |
1107 | |
1110 | if (weapon_speed < 0) |
1108 | if (weapon_speed < 0) |
1111 | weapon_speed = 0; |
1109 | weapon_speed = 0; |
1112 | |
1110 | |
1113 | weapon_weight = tmp->weight; |
1111 | weapon_weight = tmp->weight; |
… | |
… | |
1116 | if (tmp->magic) |
1114 | if (tmp->magic) |
1117 | stats.dam += tmp->magic; |
1115 | stats.dam += tmp->magic; |
1118 | } |
1116 | } |
1119 | |
1117 | |
1120 | if (tmp->stats.wc) |
1118 | if (tmp->stats.wc) |
1121 | wc -= (tmp->stats.wc + tmp->magic); |
1119 | wc -= tmp->stats.wc + tmp->magic; |
1122 | |
1120 | |
1123 | if (tmp->slaying != NULL) |
1121 | if (tmp->slaying) |
1124 | slaying = tmp->slaying; |
1122 | slaying = tmp->slaying; |
1125 | |
1123 | |
1126 | if (tmp->stats.ac) |
1124 | if (tmp->stats.ac) |
1127 | ac -= (tmp->stats.ac + tmp->magic); |
1125 | ac -= tmp->stats.ac + tmp->magic; |
1128 | |
1126 | |
1129 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1127 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1130 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1128 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1131 | |
1129 | |
1132 | if (type == PLAYER) |
1130 | if (type == PLAYER) |
|
|
1131 | { |
1133 | contr->ranges[range_skill] = this; |
1132 | contr->ranged_skill = this; |
|
|
1133 | contr->ranged_ob = tmp; |
|
|
1134 | } |
1134 | |
1135 | |
1135 | break; |
1136 | break; |
1136 | |
1137 | |
1137 | case SKILL_TOOL: |
1138 | case SKILL_TOOL: |
1138 | if (chosen_skill) |
1139 | if (chosen_skill) |
1139 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1140 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1140 | |
1141 | |
1141 | chosen_skill = tmp; |
1142 | chosen_skill = tmp; |
1142 | |
1143 | |
1143 | if (type == PLAYER) |
1144 | if (type == PLAYER) |
|
|
1145 | { |
1144 | contr->ranges[range_skill] = this; |
1146 | contr->ranged_skill = this; |
|
|
1147 | contr->ranged_ob = tmp; |
|
|
1148 | } |
1145 | break; |
1149 | break; |
1146 | |
1150 | |
1147 | case SHIELD: |
1151 | case SHIELD: |
1148 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1152 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1149 | contr->encumbrance += (int) tmp->weight / 2000; |
1153 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1153 | case HELMET: |
1157 | case HELMET: |
1154 | case BOOTS: |
1158 | case BOOTS: |
1155 | case GLOVES: |
1159 | case GLOVES: |
1156 | case CLOAK: |
1160 | case CLOAK: |
1157 | if (tmp->stats.wc) |
1161 | if (tmp->stats.wc) |
1158 | wc -= (tmp->stats.wc + tmp->magic); |
1162 | wc -= tmp->stats.wc + tmp->magic; |
1159 | |
1163 | |
1160 | if (tmp->stats.dam) |
1164 | if (tmp->stats.dam) |
1161 | stats.dam += (tmp->stats.dam + tmp->magic); |
1165 | stats.dam += tmp->stats.dam + tmp->magic; |
1162 | |
1166 | |
1163 | if (tmp->stats.ac) |
1167 | if (tmp->stats.ac) |
1164 | ac -= (tmp->stats.ac + tmp->magic); |
1168 | ac -= tmp->stats.ac + tmp->magic; |
1165 | |
1169 | |
1166 | break; |
1170 | break; |
1167 | |
1171 | |
|
|
1172 | case BOW: |
1168 | case WEAPON: |
1173 | case WEAPON: |
|
|
1174 | if (type != PLAYER |
|
|
1175 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW ) |
|
|
1176 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON)) |
|
|
1177 | { |
1169 | wc -= (tmp->stats.wc + tmp->magic); |
1178 | wc -= tmp->stats.wc + tmp->magic; |
1170 | |
1179 | |
1171 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1180 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1172 | ac -= tmp->stats.ac + tmp->magic; |
1181 | ac -= tmp->stats.ac + tmp->magic; |
1173 | |
1182 | |
1174 | stats.dam += (tmp->stats.dam + tmp->magic); |
1183 | stats.dam += tmp->stats.dam + tmp->magic; |
1175 | weapon_weight = tmp->weight; |
1184 | weapon_weight = tmp->weight; |
1176 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1185 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1177 | |
1186 | |
1178 | if (weapon_speed < 0) |
1187 | if (weapon_speed < 0) |
1179 | weapon_speed = 0; |
1188 | weapon_speed = 0; |
1180 | |
1189 | |
1181 | slaying = tmp->slaying; |
1190 | slaying = tmp->slaying; |
|
|
1191 | |
1182 | /* If there is desire that two handed weapons should do |
1192 | /* If there is desire that two handed weapons should do |
1183 | * extra strength damage, this is where the code should |
1193 | * extra strength damage, this is where the code should |
1184 | * go. |
1194 | * go. |
1185 | */ |
1195 | */ |
|
|
1196 | |
1186 | current_weapon = tmp; |
1197 | current_weapon = tmp; |
1187 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1198 | |
|
|
1199 | if (type == PLAYER) |
|
|
1200 | { |
|
|
1201 | contr->combat_ob = tmp; |
|
|
1202 | |
|
|
1203 | if (settings.spell_encumbrance) |
1188 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1204 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1205 | } |
|
|
1206 | } |
1189 | |
1207 | |
1190 | break; |
1208 | break; |
1191 | |
1209 | |
1192 | case ARMOUR: /* Only the best of these three are used: */ |
1210 | case ARMOUR: /* Only the best of these three are used: */ |
1193 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1211 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1194 | contr->encumbrance += (int) tmp->weight / 1000; |
1212 | contr->encumbrance += tmp->weight / 1000; |
1195 | |
1213 | |
1196 | case BRACERS: |
1214 | case BRACERS: |
1197 | case FORCE: |
1215 | case FORCE: |
1198 | if (tmp->stats.wc) |
1216 | if (tmp->stats.wc) |
1199 | { |
1217 | { |
… | |
… | |
1221 | wc -= (tmp->stats.wc + tmp->magic); |
1239 | wc -= (tmp->stats.wc + tmp->magic); |
1222 | |
1240 | |
1223 | if (tmp->stats.ac) |
1241 | if (tmp->stats.ac) |
1224 | ac -= (tmp->stats.ac + tmp->magic); |
1242 | ac -= (tmp->stats.ac + tmp->magic); |
1225 | |
1243 | |
1226 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1244 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1227 | max = ARMOUR_SPEED (tmp) / 10.0; |
1245 | max = ARMOUR_SPEED (tmp) / 10.f; |
1228 | |
1246 | |
1229 | break; |
1247 | break; |
1230 | } /* switch tmp->type */ |
1248 | } /* switch tmp->type */ |
1231 | } /* item is equipped */ |
1249 | } /* item is equipped */ |
1232 | } /* for loop of items */ |
1250 | } /* for loop of items */ |
… | |
… | |
1300 | |
1318 | |
1301 | if (mana_obj == this && type == PLAYER) |
1319 | if (mana_obj == this && type == PLAYER) |
1302 | stats.maxsp = 1; |
1320 | stats.maxsp = 1; |
1303 | else |
1321 | else |
1304 | { |
1322 | { |
1305 | sp_tmp = 0.0; |
1323 | sp_tmp = 0.f; |
1306 | |
1324 | |
1307 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1325 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1308 | { |
1326 | { |
1309 | float stmp; |
1327 | float stmp; |
1310 | |
1328 | |
1311 | /* Got some extra bonus at first level */ |
1329 | /* Got some extra bonus at first level */ |
1312 | if (i < 2) |
1330 | if (i < 2) |
1313 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1331 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1314 | else |
1332 | else |
1315 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1333 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1316 | |
1334 | |
1317 | if (stmp < 1.0) |
1335 | if (stmp < 1.f) |
1318 | stmp = 1.0; |
1336 | stmp = 1.f; |
1319 | |
1337 | |
1320 | sp_tmp += stmp; |
1338 | sp_tmp += stmp; |
1321 | } |
1339 | } |
1322 | |
1340 | |
1323 | stats.maxsp = (int) sp_tmp; |
1341 | stats.maxsp = (sint16)sp_tmp; |
1324 | |
1342 | |
1325 | for (i = 11; i <= mana_obj->level; i++) |
1343 | for (i = 11; i <= mana_obj->level; i++) |
1326 | stats.maxsp += 2; |
1344 | stats.maxsp += 2; |
1327 | } |
1345 | } |
1328 | /* Characters can get their sp supercharged via rune of transferrance */ |
1346 | /* Characters can get their sp supercharged via rune of transferrance */ |
… | |
… | |
1340 | /* store grace in a float - this way, the divisions below don't create |
1358 | /* store grace in a float - this way, the divisions below don't create |
1341 | * big jumps when you go from level to level - with int's, it then |
1359 | * big jumps when you go from level to level - with int's, it then |
1342 | * becomes big jumps when the sums of the bonuses jump to the next |
1360 | * becomes big jumps when the sums of the bonuses jump to the next |
1343 | * step of 8 - with floats, even fractional ones are useful. |
1361 | * step of 8 - with floats, even fractional ones are useful. |
1344 | */ |
1362 | */ |
1345 | sp_tmp = 0.0; |
1363 | sp_tmp = 0.f; |
1346 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1364 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1347 | { |
1365 | { |
1348 | float grace_tmp = 0.0; |
1366 | float grace_tmp = 0.f; |
1349 | |
1367 | |
1350 | /* Got some extra bonus at first level */ |
1368 | /* Got some extra bonus at first level */ |
1351 | if (i < 2) |
1369 | if (i < 2) |
1352 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1370 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1353 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1354 | else |
1371 | else |
1355 | grace_tmp = (float) contr->levgrace[i] |
|
|
1356 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1372 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1357 | |
1373 | |
1358 | if (grace_tmp < 1.0) |
1374 | if (grace_tmp < 1.f) |
1359 | grace_tmp = 1.0; |
1375 | grace_tmp = 1.f; |
1360 | |
1376 | |
1361 | sp_tmp += grace_tmp; |
1377 | sp_tmp += grace_tmp; |
1362 | } |
1378 | } |
1363 | |
1379 | |
1364 | stats.maxgrace = (int) sp_tmp; |
1380 | stats.maxgrace = (sint16)sp_tmp; |
1365 | |
1381 | |
1366 | /* two grace points per level after 11 */ |
1382 | /* two grace points per level after 11 */ |
1367 | for (i = 11; i <= grace_obj->level; i++) |
1383 | for (i = 11; i <= grace_obj->level; i++) |
1368 | stats.maxgrace += 2; |
1384 | stats.maxgrace += 2; |
1369 | } |
1385 | } |
… | |
… | |
1389 | * monster bonus the same as before. -b.t. |
1405 | * monster bonus the same as before. -b.t. |
1390 | */ |
1406 | */ |
1391 | |
1407 | |
1392 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1408 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1393 | { |
1409 | { |
1394 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1410 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1411 | |
1395 | for (i = 1; i < wc_obj->level; i++) |
1412 | for (i = 1; i < wc_obj->level; i++) |
1396 | { |
1413 | { |
1397 | /* addtional wc every 6 levels */ |
1414 | /* addtional wc every 6 levels */ |
1398 | if (!(i % 6)) |
1415 | if (!(i % 6)) |
1399 | wc--; |
1416 | wc--; |
|
|
1417 | |
1400 | /* addtional dam every 4 levels. */ |
1418 | /* addtional dam every 4 levels. */ |
1401 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1419 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1402 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1420 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1403 | } |
1421 | } |
1404 | } |
1422 | } |
1405 | else |
1423 | else |
1406 | wc -= (level + thaco_bonus[stats.Str]); |
1424 | wc -= level + thaco_bonus[stats.Str]; |
1407 | |
1425 | |
1408 | stats.dam += dam_bonus[stats.Str]; |
1426 | stats.dam += dam_bonus[stats.Str]; |
1409 | |
1427 | |
1410 | if (stats.dam < 1) |
1428 | if (stats.dam < 1) |
1411 | stats.dam = 1; |
1429 | stats.dam = 1; |
1412 | |
1430 | |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
1431 | speed = 1.f + speed_bonus[stats.Dex]; |
1414 | |
1432 | |
1415 | if (settings.search_items && contr->search_str[0]) |
1433 | if (settings.search_items && contr->search_str[0]) |
1416 | speed -= 1; |
1434 | speed -= 1; |
1417 | |
1435 | |
1418 | if (attacktype == 0) |
1436 | if (attacktype == 0) |
1419 | attacktype = arch->clone.attacktype; |
1437 | attacktype = arch->clone.attacktype; |
1420 | |
1438 | |
1421 | } /* End if player */ |
1439 | } /* End if player */ |
1422 | |
1440 | |
1423 | if (added_speed >= 0) |
1441 | if (added_speed >= 0) |
1424 | speed += added_speed / 10.0; |
1442 | speed += added_speed / 10.f; |
1425 | else /* Something wrong here...: */ |
1443 | else /* Something wrong here...: */ |
1426 | speed /= (float) (1.0 - added_speed); |
1444 | speed /= 1.f - added_speed; |
1427 | |
1445 | |
1428 | /* Max is determined by armour */ |
1446 | /* Max is determined by armour */ |
1429 | if (speed > max) |
1447 | if (speed > max) |
1430 | speed = max; |
1448 | speed = max; |
1431 | |
1449 | |
… | |
… | |
1436 | * weight limit, then player suffers a speed reduction based on how |
1454 | * weight limit, then player suffers a speed reduction based on how |
1437 | * much above he is, and what is max carry is |
1455 | * much above he is, and what is max carry is |
1438 | */ |
1456 | */ |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1457 | f = (carrying / 1000) - max_carry[stats.Str]; |
1440 | if (f > 0) |
1458 | if (f > 0) |
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1459 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1442 | } |
1460 | } |
1443 | |
1461 | |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1462 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1445 | |
1463 | |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1464 | /* Put a lower limit on speed. Note with this speed, you move once every |
1447 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1465 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1448 | */ |
1466 | */ |
1449 | speed = speed * speed_reduce_from_disease; |
1467 | speed = speed * speed_reduce_from_disease; |
1450 | |
1468 | |
1451 | if (speed < 0.01 && type == PLAYER) |
1469 | if (speed < 0.01f && type == PLAYER) |
1452 | speed = 0.01; |
1470 | speed = 0.01f; |
1453 | |
1471 | |
1454 | if (type == PLAYER) |
1472 | if (type == PLAYER) |
1455 | { |
1473 | { |
1456 | float M, W, s, D, K, S, M2; |
|
|
1457 | |
|
|
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1474 | /* (This formula was made by vidarl@ifi.uio.no) |
1459 | * Note that we never used these values again - basically |
1475 | * Note that we never used these values again - basically |
1460 | * all of these could be subbed into one big equation, but |
1476 | * all of these could be subbed into one big equation, but |
1461 | * that would just be a real pain to read. |
1477 | * that would just be a real pain to read. |
1462 | */ |
1478 | */ |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1479 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1480 | float M2 = max_carry[stats.Str] / 100.f; |
1465 | W = weapon_weight / 20000.0; |
1481 | float W = weapon_weight / 20000.f; |
1466 | s = 2 - weapon_speed / 10.0; |
1482 | float s = 2 - weapon_speed / 10.f; |
1467 | D = (stats.Dex - 14) / 14.0; |
1483 | float D = (stats.Dex - 14) / 14.f; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1484 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1485 | |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1486 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1487 | |
1470 | if (K <= 0) |
1488 | if (K <= 0.f) |
1471 | K = 0.01; |
1489 | K = 0.01f; |
|
|
1490 | |
1472 | S = speed / (K * s); |
1491 | float S = speed / (K * s); |
|
|
1492 | |
1473 | contr->weapon_sp = S; |
1493 | contr->weapon_sp = S; |
1474 | } |
1494 | } |
1475 | |
1495 | |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1496 | /* I want to limit the power of small monsters with big weapons: */ |
1477 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1497 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1498 | stats.dam = arch->clone.stats.dam * 3; |
1479 | |
1499 | |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1500 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1501 | * should be more than enough - remember, AC is also in 8 bits, |
1482 | * so its value is the same. |
1502 | * so its value is the same. |
… | |
… | |
1515 | if (type == PLAYER) |
1535 | if (type == PLAYER) |
1516 | { |
1536 | { |
1517 | esrv_update_stats (contr); |
1537 | esrv_update_stats (contr); |
1518 | esrv_update_spells (contr); |
1538 | esrv_update_spells (contr); |
1519 | } |
1539 | } |
|
|
1540 | |
|
|
1541 | // update the mapspace, if we are on a map |
|
|
1542 | if (!flag [FLAG_REMOVED] && map) |
|
|
1543 | map->at (x, y).flags_ = 0; |
1520 | } |
1544 | } |
1521 | |
1545 | |
1522 | /* |
1546 | /* |
1523 | * Returns true if the given player is a legal class. |
1547 | * Returns true if the given player is a legal class. |
1524 | * The function to add and remove class-bonuses to the stats doesn't |
1548 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1527 | * false otherwise. |
1551 | * false otherwise. |
1528 | */ |
1552 | */ |
1529 | int |
1553 | int |
1530 | allowed_class (const object *op) |
1554 | allowed_class (const object *op) |
1531 | { |
1555 | { |
1532 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1556 | return op->stats.Dex > 0 |
1533 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1557 | && op->stats.Str > 0 |
|
|
1558 | && op->stats.Con > 0 |
|
|
1559 | && op->stats.Int > 0 |
|
|
1560 | && op->stats.Wis > 0 |
|
|
1561 | && op->stats.Pow > 0 |
|
|
1562 | && op->stats.Cha > 0; |
1534 | } |
1563 | } |
1535 | |
1564 | |
1536 | /* |
1565 | /* |
1537 | * set the new dragon name after gaining levels or |
1566 | * set the new dragon name after gaining levels or |
1538 | * changing ability focus (later this can be extended to |
1567 | * changing ability focus (later this can be extended to |
… | |
… | |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1638 | object *skin = NULL; /* pointer to dragon skin force */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1639 | object *tmp = NULL; /* tmp. object */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1640 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1612 | |
1641 | |
1613 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1642 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1643 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1644 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1645 | |
1614 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1646 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1615 | { |
|
|
1616 | if (tmp->type == FORCE) |
1647 | if (tmp->type == FORCE) |
1617 | { |
|
|
1618 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1648 | if (tmp->arch->name == dragon_ability_force) |
1619 | abil = tmp; |
1649 | abil = tmp; |
1620 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1650 | else if (tmp->arch->name == dragon_skin_force) |
1621 | skin = tmp; |
1651 | skin = tmp; |
1622 | } |
1652 | |
1623 | } |
|
|
1624 | /* if the force is missing -> bail out */ |
1653 | /* if the force is missing -> bail out */ |
1625 | if (abil == NULL) |
1654 | if (abil == NULL) |
1626 | return; |
1655 | return; |
1627 | |
1656 | |
1628 | /* The ability_force keeps track of maximum level ever achieved. |
1657 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1760 | sint64 |
1789 | sint64 |
1761 | level_exp (int level, double expmul) |
1790 | level_exp (int level, double expmul) |
1762 | { |
1791 | { |
1763 | if (level > settings.max_level) |
1792 | if (level > settings.max_level) |
1764 | return (sint64) (expmul * levels[settings.max_level]); |
1793 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1794 | |
1765 | return (sint64) (expmul * levels[level]); |
1795 | return (sint64) (expmul * levels[level]); |
1766 | } |
1796 | } |
1767 | |
1797 | |
1768 | /* |
1798 | /* |
1769 | * Ensure that the permanent experience requirements in an exp object are met. |
1799 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1951 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1981 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1952 | tmp->stats.exp -= del_exp; |
1982 | tmp->stats.exp -= del_exp; |
1953 | player_lvl_adj (op, tmp); |
1983 | player_lvl_adj (op, tmp); |
1954 | } |
1984 | } |
1955 | } |
1985 | } |
|
|
1986 | |
1956 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1987 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1957 | { |
1988 | { |
1958 | del_exp = check_exp_loss (op, exp); |
1989 | del_exp = check_exp_loss (op, exp); |
1959 | op->stats.exp -= del_exp; |
1990 | op->stats.exp -= del_exp; |
1960 | player_lvl_adj (op, NULL); |
1991 | player_lvl_adj (op, NULL); |
1961 | } |
1992 | } |
1962 | } |
1993 | } |
1963 | |
|
|
1964 | |
|
|
1965 | |
1994 | |
1966 | /* change_exp() - changes experience to a player/monster. This |
1995 | /* change_exp() - changes experience to a player/monster. This |
1967 | * does bounds checking to make sure we don't overflow the max exp. |
1996 | * does bounds checking to make sure we don't overflow the max exp. |
1968 | * |
1997 | * |
1969 | * The exp passed is typically not modified much by this function - |
1998 | * The exp passed is typically not modified much by this function - |
1970 | * it is assumed the caller has modified the exp as needed. |
1999 | * it is assumed the caller has modified the exp as needed. |
1971 | * skill_name is the skill that should get the exp added. |
2000 | * skill_name is the skill that should get the exp added. |
1972 | * flag is what to do if player doesn't have the skill. |
2001 | * flag is what to do if player doesn't have the skill. |
1973 | * these last two values are only used for players. |
2002 | * these last two values are only used for players. |
1974 | */ |
2003 | */ |
1975 | |
|
|
1976 | void |
2004 | void |
1977 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
2005 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1978 | { |
2006 | { |
1979 | |
|
|
1980 | #ifdef EXP_DEBUG |
2007 | #ifdef EXP_DEBUG |
1981 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
2008 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1982 | #endif |
2009 | #endif |
1983 | |
2010 | |
1984 | /* safety */ |
2011 | /* safety */ |
… | |
… | |
2025 | else |
2052 | else |
2026 | /* note that when you lose exp, it doesn't go against |
2053 | /* note that when you lose exp, it doesn't go against |
2027 | * a particular skill, so we don't need to pass that |
2054 | * a particular skill, so we don't need to pass that |
2028 | * along. |
2055 | * along. |
2029 | */ |
2056 | */ |
2030 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2057 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2031 | |
|
|
2032 | } |
2058 | } |
2033 | } |
2059 | } |
2034 | |
2060 | |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
2061 | /* Applies a death penalty experience, the size of this is defined by the |
2036 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2062 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
2063 | * amount of permenent experience, whichever gives the lowest loss. |
2038 | */ |
2064 | */ |
2039 | |
|
|
2040 | void |
2065 | void |
2041 | apply_death_exp_penalty (object *op) |
2066 | apply_death_exp_penalty (object *op) |
2042 | { |
2067 | { |
2043 | object *tmp; |
2068 | object *tmp; |
2044 | sint64 loss; |
2069 | sint64 loss; |