… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
235 | }; |
236 | |
236 | |
237 | /* |
237 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
239 | * what attr is (STR to POW). |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
243 | { |
|
|
244 | switch (attr) |
|
|
245 | { |
|
|
246 | case STR: |
|
|
247 | stats->Str = value; |
|
|
248 | break; |
|
|
249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
|
251 | break; |
|
|
252 | case CON: |
|
|
253 | stats->Con = value; |
|
|
254 | break; |
|
|
255 | case WIS: |
|
|
256 | stats->Wis = value; |
|
|
257 | break; |
|
|
258 | case POW: |
|
|
259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
|
262 | stats->Cha = value; |
|
|
263 | break; |
|
|
264 | case INT: |
|
|
265 | stats->Int = value; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
|
|
270 | /* |
|
|
271 | * Like set_attr_value(), but instead the value (which can be negative) |
238 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
239 | * is added to the specified stat. |
273 | */ |
240 | */ |
274 | void |
241 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
243 | { |
277 | if (value == 0) |
244 | stats->stat (attr) += value; |
278 | return; |
|
|
279 | |
|
|
280 | switch (attr) |
|
|
281 | { |
|
|
282 | case STR: |
|
|
283 | stats->Str += value; |
|
|
284 | break; |
|
|
285 | case DEX: |
|
|
286 | stats->Dex += value; |
|
|
287 | break; |
|
|
288 | case CON: |
|
|
289 | stats->Con += value; |
|
|
290 | break; |
|
|
291 | case WIS: |
|
|
292 | stats->Wis += value; |
|
|
293 | break; |
|
|
294 | case POW: |
|
|
295 | stats->Pow += value; |
|
|
296 | break; |
|
|
297 | case CHA: |
|
|
298 | stats->Cha += value; |
|
|
299 | break; |
|
|
300 | case INT: |
|
|
301 | stats->Int += value; |
|
|
302 | break; |
|
|
303 | default: |
|
|
304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
305 | } |
|
|
306 | } |
|
|
307 | |
|
|
308 | /* |
|
|
309 | * returns the specified stat. See also set_attr_value(). |
|
|
310 | */ |
|
|
311 | |
|
|
312 | sint8 |
|
|
313 | get_attr_value (const living *stats, int attr) |
|
|
314 | { |
|
|
315 | switch (attr) |
|
|
316 | { |
|
|
317 | case STR: return stats->Str; |
|
|
318 | case DEX: return stats->Dex; |
|
|
319 | case CON: return stats->Con; |
|
|
320 | case WIS: return stats->Wis; |
|
|
321 | case CHA: return stats->Cha; |
|
|
322 | case INT: return stats->Int; |
|
|
323 | case POW: return stats->Pow; |
|
|
324 | } |
|
|
325 | |
|
|
326 | return 0; |
|
|
327 | } |
245 | } |
328 | |
246 | |
329 | /* |
247 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
332 | */ |
250 | */ |
333 | |
|
|
334 | void |
251 | void |
335 | check_stat_bounds (living *stats) |
252 | check_stat_bounds (living *stats) |
336 | { |
253 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
254 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
255 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
256 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
257 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
258 | } |
344 | } |
259 | } |
345 | |
260 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
262 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
273 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
274 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
275 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
276 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
277 | * displayed - update_stats should really always be called after this when |
363 | * removing an object - that is because it is impossible to know if some object |
278 | * removing an object - that is because it is impossible to know if some object |
364 | * is the only source of an attacktype or spell attunement, so this function |
279 | * is the only source of an attacktype or spell attunement, so this function |
365 | * will clear the bits, but the player may still have some other object |
280 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
281 | * that gives them that ability. |
367 | */ |
282 | */ |
368 | int |
283 | int |
369 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
370 | { |
285 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
372 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
288 | int potion_max = 0; |
374 | |
289 | |
375 | /* remember what object was like before it was changed. note that |
290 | /* remember what object was like before it was changed. note that |
376 | * refop is a local copy of op only to be used for detecting changes |
291 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
382 | { |
297 | { |
383 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
384 | { |
299 | { |
385 | potion_max = 1; |
300 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
302 | { |
388 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
304 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
391 | i = get_attr_value (&(tmp->stats), j); |
|
|
392 | |
305 | |
393 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
395 | |
308 | |
396 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
398 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
312 | * to allow for that. |
400 | */ |
313 | */ |
401 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
315 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
404 | { |
|
|
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
406 | } |
|
|
407 | |
318 | |
408 | if (nstat != ostat) |
319 | if (nstat != ostat) |
409 | { |
320 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
322 | potion_max = 0; |
412 | } |
323 | } |
413 | else if (i) |
324 | else if (i) |
414 | { |
325 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
419 | |
330 | |
420 | /* This section of code ups the characters normal stats also. I am not |
331 | /* This section of code ups the characters normal stats also. I am not |
421 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
333 | * recalculates this anyway. |
423 | */ |
334 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
426 | |
337 | |
427 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
429 | } |
340 | } |
430 | |
341 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
432 | * everything to set |
343 | * everything to set |
433 | */ |
344 | */ |
434 | if (flag == -1) |
345 | if (flag == -1) |
435 | { |
346 | { |
436 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
442 | */ |
353 | */ |
443 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
444 | } |
355 | } |
445 | |
356 | |
446 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
358 | * to multiple items. if update_stats always has to be called after |
448 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
449 | */ |
360 | */ |
450 | op->update_stats (); |
361 | op->update_stats (); |
451 | |
362 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
363 | /* update_stats won't add the bows ability to the player, so don't |
453 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
454 | */ |
365 | */ |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
456 | { |
367 | { |
457 | success = 1; |
368 | success = 1; |
… | |
… | |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
498 | { |
409 | { |
499 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
500 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
501 | */ |
412 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
415 | } |
|
|
416 | |
505 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
507 | |
419 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
420 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
421 | check_move_on (op, op); |
… | |
… | |
637 | success = 1; |
549 | success = 1; |
638 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
639 | } |
551 | } |
640 | |
552 | |
641 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
642 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
643 | { |
555 | { |
644 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
645 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
646 | |
558 | |
647 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
656 | } |
568 | } |
657 | } |
569 | } |
658 | |
570 | |
659 | if (!potion_max) |
571 | if (!potion_max) |
660 | { |
572 | { |
661 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
662 | { |
574 | { |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
575 | if (int i = tmp->stats.stat (j)) |
664 | { |
576 | { |
665 | success = 1; |
577 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
579 | } |
668 | } |
580 | } |
… | |
… | |
673 | |
585 | |
674 | /* |
586 | /* |
675 | * Stat draining by Vick 930307 |
587 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
588 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
589 | */ |
678 | |
|
|
679 | void |
590 | void |
680 | object::drain_stat () |
591 | object::drain_stat () |
681 | { |
592 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
593 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
594 | } |
… | |
… | |
772 | * Subtracts stat-bonuses given by the class which the player has chosen. |
683 | * Subtracts stat-bonuses given by the class which the player has chosen. |
773 | */ |
684 | */ |
774 | void |
685 | void |
775 | object::remove_statbonus () |
686 | object::remove_statbonus () |
776 | { |
687 | { |
777 | stats.Str -= arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
778 | stats.Dex -= arch->clone.stats.Dex; |
689 | { |
779 | stats.Con -= arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
780 | stats.Wis -= arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
781 | stats.Pow -= arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
782 | stats.Cha -= arch->clone.stats.Cha; |
693 | } |
783 | stats.Int -= arch->clone.stats.Int; |
|
|
784 | |
|
|
785 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
786 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
787 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
788 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
789 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
790 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
791 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
792 | } |
694 | } |
793 | |
695 | |
794 | /* |
696 | /* |
795 | * Adds stat-bonuses given by the class which the player has chosen. |
697 | * Adds stat-bonuses given by the class which the player has chosen. |
796 | */ |
698 | */ |
797 | void |
699 | void |
798 | object::add_statbonus () |
700 | object::add_statbonus () |
799 | { |
701 | { |
800 | stats.Str += arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
801 | stats.Dex += arch->clone.stats.Dex; |
703 | { |
802 | stats.Con += arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
803 | stats.Wis += arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
804 | stats.Pow += arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
805 | stats.Cha += arch->clone.stats.Cha; |
707 | } |
806 | stats.Int += arch->clone.stats.Int; |
|
|
807 | |
|
|
808 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
809 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
810 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
811 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
812 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
813 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
814 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
815 | } |
708 | } |
816 | |
709 | |
817 | /* |
710 | /* |
818 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
… | |
… | |
830 | int i, j; |
723 | int i, j; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
832 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
836 | float old_speed = speed; |
729 | float old_speed = speed; |
837 | |
730 | |
838 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
732 | if (type == PLAYER) |
840 | { |
733 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
734 | for (i = 0; i < NUM_STATS; i++) |
842 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
843 | |
736 | |
844 | if (settings.spell_encumbrance == TRUE) |
737 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
738 | contr->encumbrance = 0; |
846 | |
739 | |
847 | attacktype = 0; |
740 | attacktype = 0; |
… | |
… | |
850 | contr->gen_hp = 0; |
743 | contr->gen_hp = 0; |
851 | contr->gen_sp = 0; |
744 | contr->gen_sp = 0; |
852 | contr->gen_grace = 0; |
745 | contr->gen_grace = 0; |
853 | contr->gen_sp_armour = 10; |
746 | contr->gen_sp_armour = 10; |
854 | contr->item_power = 0; |
747 | contr->item_power = 0; |
855 | |
|
|
856 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
857 | * gets reset for no good reason, and we don't want to reset |
|
|
858 | * range_magic (what spell is readied). These three below |
|
|
859 | * well get filled in based on what the player has equipped. |
|
|
860 | */ |
|
|
861 | contr->ranges[range_bow] = 0; |
|
|
862 | contr->ranges[range_misc] = 0; |
|
|
863 | contr->ranges[range_skill] = 0; |
|
|
864 | } |
748 | } |
865 | |
749 | |
866 | memcpy (body_used, body_info, sizeof (body_info)); |
750 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
751 | slot[i].used = slot[i].info; |
867 | |
752 | |
868 | slaying = 0; |
753 | slaying = 0; |
869 | |
754 | |
870 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
755 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
871 | { |
756 | { |
… | |
… | |
886 | path_repelled = arch->clone.path_repelled; |
771 | path_repelled = arch->clone.path_repelled; |
887 | path_denied = arch->clone.path_denied; |
772 | path_denied = arch->clone.path_denied; |
888 | glow_radius = arch->clone.glow_radius; |
773 | glow_radius = arch->clone.glow_radius; |
889 | move_type = arch->clone.move_type; |
774 | move_type = arch->clone.move_type; |
890 | |
775 | |
891 | chosen_skill = NULL; |
776 | chosen_skill = 0; |
892 | |
777 | |
893 | /* initializing resistances from the values in player/monster's |
778 | /* initializing resistances from the values in player/monster's |
894 | * archetype clone |
779 | * archetype clone |
895 | */ |
780 | */ |
896 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
899 | { |
784 | { |
900 | if (resist[i] > 0) |
785 | if (resist[i] > 0) |
901 | prot[i] = resist[i], vuln[i] = 0; |
786 | prot[i] = resist[i], vuln[i] = 0; |
902 | else |
787 | else |
903 | vuln[i] = -(resist[i]), prot[i] = 0; |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
789 | |
904 | potion_resist[i] = 0; |
790 | potion_resist[i] = 0; |
905 | } |
791 | } |
906 | |
792 | |
907 | wc = arch->clone.stats.wc; |
793 | wc = arch->clone.stats.wc; |
908 | stats.dam = arch->clone.stats.dam; |
794 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
971 | * in the praying skill, and the player should always get those. |
857 | * in the praying skill, and the player should always get those. |
972 | * It also means we need to put in additional checks for applied below, |
858 | * It also means we need to put in additional checks for applied below, |
973 | * because the skill shouldn't count against body positions being used |
859 | * because the skill shouldn't count against body positions being used |
974 | * up, etc. |
860 | * up, etc. |
975 | */ |
861 | */ |
976 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
862 | if ((tmp->flag [FLAG_APPLIED] |
977 | && tmp->type != CONTAINER |
863 | && tmp->type != CONTAINER |
978 | && tmp->type != CLOSE_CON) |
864 | && tmp->type != CLOSE_CON) |
979 | || (tmp->type == SKILL |
865 | || (tmp->type == SKILL |
980 | && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
981 | { |
867 | { |
982 | if (type == PLAYER) |
868 | if (type == PLAYER) |
983 | { |
869 | { |
984 | if (tmp->type == BOW) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
985 | contr->ranges[range_bow] = tmp; |
871 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
986 | |
872 | continue; |
987 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
988 | contr->ranges[range_misc] = tmp; |
|
|
989 | |
873 | |
990 | for (i = 0; i < NUM_STATS; i++) |
874 | for (i = 0; i < NUM_STATS; i++) |
991 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
992 | |
876 | |
993 | /* these are the items that currently can change digestion, regeneration, |
877 | /* these are the items that currently can change digestion, regeneration, |
994 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
878 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
995 | * list, but other items store other info into stats array. |
879 | * list, but other items store other info into stats array. |
996 | */ |
880 | */ |
997 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
881 | if (tmp->type == WEAPON || tmp->type == BOW || |
998 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
882 | tmp->type == ARMOUR || tmp->type == HELMET || |
999 | (tmp->type == SHIELD) || (tmp->type == RING) || |
883 | tmp->type == SHIELD || tmp->type == RING || |
1000 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
884 | tmp->type == BOOTS || tmp->type == GLOVES || |
1001 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
885 | tmp->type == AMULET || tmp->type == GIRDLE || |
1002 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
886 | tmp->type == BRACERS || tmp->type == CLOAK || |
1003 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
887 | tmp->type == DISEASE || tmp->type == FORCE || |
1004 | (tmp->type == SKILL)) |
888 | tmp->type == SKILL) |
1005 | { |
889 | { |
1006 | contr->digestion += tmp->stats.food; |
890 | contr->digestion += tmp->stats.food; |
1007 | contr->gen_hp += tmp->stats.hp; |
891 | contr->gen_hp += tmp->stats.hp; |
1008 | contr->gen_sp += tmp->stats.sp; |
892 | contr->gen_sp += tmp->stats.sp; |
1009 | contr->gen_grace += tmp->stats.grace; |
893 | contr->gen_grace += tmp->stats.grace; |
1010 | contr->gen_sp_armour += tmp->gen_sp_armour; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1011 | contr->item_power += tmp->item_power; |
895 | contr->item_power += tmp->item_power; |
1012 | } |
896 | } |
1013 | } /* if this is a player */ |
897 | } /* if this is a player */ |
|
|
898 | else |
|
|
899 | { |
|
|
900 | if (tmp->type == WEAPON) |
|
|
901 | current_weapon = tmp; |
|
|
902 | } |
1014 | |
903 | |
1015 | /* Update slots used for items */ |
904 | /* Update slots used for items */ |
1016 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1017 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
906 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1018 | body_used[i] += tmp->body_info[i]; |
907 | slot[i].used += tmp->slot[i].info; |
1019 | |
908 | |
1020 | if (tmp->type == SYMPTOM) |
909 | if (tmp->type == SYMPTOM) |
1021 | { |
910 | { |
1022 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
911 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
1023 | |
912 | |
… | |
… | |
1050 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1051 | } |
940 | } |
1052 | } |
941 | } |
1053 | |
942 | |
1054 | /* There may be other things that should not adjust the attacktype */ |
943 | /* There may be other things that should not adjust the attacktype */ |
1055 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
944 | if (tmp->type != SYMPTOM) |
|
|
945 | { |
1056 | attacktype |= tmp->attacktype; |
946 | attacktype |= tmp->attacktype; |
1057 | |
|
|
1058 | path_attuned |= tmp->path_attuned; |
947 | path_attuned |= tmp->path_attuned; |
1059 | path_repelled |= tmp->path_repelled; |
948 | path_repelled |= tmp->path_repelled; |
1060 | path_denied |= tmp->path_denied; |
949 | path_denied |= tmp->path_denied; |
1061 | move_type |= tmp->move_type; |
950 | move_type |= tmp->move_type; |
1062 | stats.luck += tmp->stats.luck; |
951 | stats.luck += tmp->stats.luck; |
|
|
952 | } |
1063 | |
953 | |
1064 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
954 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1065 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
955 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1066 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
956 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1067 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
957 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1089 | added_speed += tmp->stats.exp; |
979 | added_speed += tmp->stats.exp; |
1090 | } |
980 | } |
1091 | |
981 | |
1092 | switch (tmp->type) |
982 | switch (tmp->type) |
1093 | { |
983 | { |
|
|
984 | #if 0 |
|
|
985 | case WAND: |
|
|
986 | case ROD: |
|
|
987 | case HORN: |
|
|
988 | if (type != PLAYER || current_weapon == tmp) |
|
|
989 | chosen_skill = tmp; |
|
|
990 | break; |
|
|
991 | #endif |
|
|
992 | |
1094 | /* skills modifying the character -b.t. */ |
993 | /* skills modifying the character -b.t. */ |
1095 | /* for all skills and skill granting objects */ |
994 | /* for all skills and skill granting objects */ |
1096 | case SKILL: |
995 | case SKILL: |
1097 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1098 | break; |
997 | break; |
1099 | |
998 | |
1100 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1101 | wc_obj = tmp; |
|
|
1102 | |
|
|
1103 | if (chosen_skill) |
999 | if (chosen_skill) |
1104 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1000 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1105 | |
1001 | |
1106 | chosen_skill = tmp; |
1002 | chosen_skill = tmp; |
1107 | |
1003 | |
… | |
… | |
1112 | |
1008 | |
1113 | if (weapon_speed < 0) |
1009 | if (weapon_speed < 0) |
1114 | weapon_speed = 0; |
1010 | weapon_speed = 0; |
1115 | |
1011 | |
1116 | weapon_weight = tmp->weight; |
1012 | weapon_weight = tmp->weight; |
1117 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1013 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1118 | |
1014 | |
1119 | if (tmp->magic) |
1015 | if (tmp->magic) |
1120 | stats.dam += tmp->magic; |
1016 | stats.dam += tmp->magic; |
1121 | } |
1017 | } |
1122 | |
1018 | |
1123 | if (tmp->stats.wc) |
1019 | if (tmp->stats.wc) |
1124 | wc -= (tmp->stats.wc + tmp->magic); |
1020 | wc -= tmp->stats.wc + tmp->magic; |
1125 | |
1021 | |
1126 | if (tmp->slaying) |
1022 | if (tmp->slaying) |
1127 | slaying = tmp->slaying; |
1023 | slaying = tmp->slaying; |
1128 | |
1024 | |
1129 | if (tmp->stats.ac) |
1025 | if (tmp->stats.ac) |
1130 | ac -= (tmp->stats.ac + tmp->magic); |
1026 | ac -= tmp->stats.ac + tmp->magic; |
1131 | |
1027 | |
1132 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1028 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1133 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1029 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1134 | |
1030 | |
1135 | if (type == PLAYER) |
|
|
1136 | contr->ranges[range_skill] = this; |
|
|
1137 | |
|
|
1138 | break; |
|
|
1139 | |
|
|
1140 | case SKILL_TOOL: |
|
|
1141 | if (chosen_skill) |
|
|
1142 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1143 | |
|
|
1144 | chosen_skill = tmp; |
|
|
1145 | |
|
|
1146 | if (type == PLAYER) |
|
|
1147 | contr->ranges[range_skill] = this; |
|
|
1148 | break; |
1031 | break; |
1149 | |
1032 | |
1150 | case SHIELD: |
1033 | case SHIELD: |
1151 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1034 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1152 | contr->encumbrance += (int) tmp->weight / 2000; |
1035 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1166 | if (tmp->stats.ac) |
1049 | if (tmp->stats.ac) |
1167 | ac -= tmp->stats.ac + tmp->magic; |
1050 | ac -= tmp->stats.ac + tmp->magic; |
1168 | |
1051 | |
1169 | break; |
1052 | break; |
1170 | |
1053 | |
|
|
1054 | case BOW: |
1171 | case WEAPON: |
1055 | case WEAPON: |
|
|
1056 | if (type != PLAYER || current_weapon == tmp) |
|
|
1057 | { |
1172 | wc -= tmp->stats.wc + tmp->magic; |
1058 | wc -= tmp->stats.wc + tmp->magic; |
1173 | |
1059 | |
1174 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1060 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1175 | ac -= tmp->stats.ac + tmp->magic; |
1061 | ac -= tmp->stats.ac + tmp->magic; |
1176 | |
1062 | |
1177 | stats.dam += tmp->stats.dam + tmp->magic; |
1063 | stats.dam += tmp->stats.dam + tmp->magic; |
1178 | weapon_weight = tmp->weight; |
1064 | weapon_weight = tmp->weight; |
1179 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1065 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1180 | |
1066 | |
1181 | if (weapon_speed < 0) |
1067 | if (weapon_speed < 0) |
1182 | weapon_speed = 0; |
1068 | weapon_speed = 0; |
1183 | |
1069 | |
1184 | slaying = tmp->slaying; |
1070 | slaying = tmp->slaying; |
1185 | |
1071 | |
1186 | /* If there is desire that two handed weapons should do |
1072 | /* If there is desire that two handed weapons should do |
1187 | * extra strength damage, this is where the code should |
1073 | * extra strength damage, this is where the code should |
1188 | * go. |
1074 | * go. |
1189 | */ |
1075 | */ |
1190 | |
1076 | |
1191 | current_weapon = tmp; |
1077 | if (type == PLAYER) |
1192 | if (type == PLAYER && settings.spell_encumbrance) |
1078 | if (settings.spell_encumbrance) |
1193 | contr->encumbrance += tmp->weight * 3 / 1000; |
1079 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1080 | } |
1194 | |
1081 | |
1195 | break; |
1082 | break; |
1196 | |
1083 | |
1197 | case ARMOUR: /* Only the best of these three are used: */ |
1084 | case ARMOUR: /* Only the best of these three are used: */ |
1198 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1085 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1328 | stats.maxsp = (sint16)sp_tmp; |
1215 | stats.maxsp = (sint16)sp_tmp; |
1329 | |
1216 | |
1330 | for (i = 11; i <= mana_obj->level; i++) |
1217 | for (i = 11; i <= mana_obj->level; i++) |
1331 | stats.maxsp += 2; |
1218 | stats.maxsp += 2; |
1332 | } |
1219 | } |
|
|
1220 | |
1333 | /* Characters can get their sp supercharged via rune of transferrance */ |
1221 | /* Characters can get their sp supercharged via rune of transferrance */ |
1334 | if (stats.sp > stats.maxsp * 2) |
1222 | if (stats.sp > stats.maxsp * 2) |
1335 | stats.sp = stats.maxsp * 2; |
1223 | stats.sp = stats.maxsp * 2; |
1336 | |
1224 | |
1337 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1225 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1368 | |
1256 | |
1369 | /* two grace points per level after 11 */ |
1257 | /* two grace points per level after 11 */ |
1370 | for (i = 11; i <= grace_obj->level; i++) |
1258 | for (i = 11; i <= grace_obj->level; i++) |
1371 | stats.maxgrace += 2; |
1259 | stats.maxgrace += 2; |
1372 | } |
1260 | } |
|
|
1261 | |
1373 | /* No limit on grace vs maxgrace */ |
1262 | /* No limit on grace vs maxgrace */ |
1374 | |
1263 | |
1375 | if (contr->braced) |
1264 | if (contr->braced) |
1376 | { |
1265 | { |
1377 | ac += 2; |
1266 | ac += 2; |
… | |
… | |
1389 | * improvement every level, now its fighterlevel/5. So |
1278 | * improvement every level, now its fighterlevel/5. So |
1390 | * we give the player a bonus here in wc and dam |
1279 | * we give the player a bonus here in wc and dam |
1391 | * to make up for the change. Note that I left the |
1280 | * to make up for the change. Note that I left the |
1392 | * monster bonus the same as before. -b.t. |
1281 | * monster bonus the same as before. -b.t. |
1393 | */ |
1282 | */ |
|
|
1283 | object *wc_obj = chosen_skill; |
1394 | |
1284 | |
1395 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1285 | if (contr && wc_obj && wc_obj->level > 1) |
1396 | { |
1286 | { |
1397 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1287 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1398 | |
1288 | |
1399 | for (i = 1; i < wc_obj->level; i++) |
1289 | for (i = 1; i < wc_obj->level; i++) |
1400 | { |
1290 | { |
1401 | /* addtional wc every 6 levels */ |
1291 | /* additional wc every 6 levels */ |
1402 | if (!(i % 6)) |
1292 | if (!(i % 6)) |
1403 | wc--; |
1293 | wc--; |
1404 | |
1294 | |
1405 | /* addtional dam every 4 levels. */ |
1295 | /* additional dam every 4 levels. */ |
1406 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1296 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1407 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1297 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1408 | } |
1298 | } |
1409 | } |
1299 | } |
1410 | else |
1300 | else |
… | |
… | |
1420 | if (settings.search_items && contr->search_str[0]) |
1310 | if (settings.search_items && contr->search_str[0]) |
1421 | speed -= 1; |
1311 | speed -= 1; |
1422 | |
1312 | |
1423 | if (attacktype == 0) |
1313 | if (attacktype == 0) |
1424 | attacktype = arch->clone.attacktype; |
1314 | attacktype = arch->clone.attacktype; |
1425 | |
|
|
1426 | } /* End if player */ |
1315 | } /* End if player */ |
1427 | |
1316 | |
1428 | if (added_speed >= 0) |
1317 | if (added_speed >= 0) |
1429 | speed += added_speed / 10.f; |
1318 | speed += added_speed / 10.f; |
1430 | else /* Something wrong here...: */ |
1319 | else /* Something wrong here...: */ |
… | |
… | |
1464 | * that would just be a real pain to read. |
1353 | * that would just be a real pain to read. |
1465 | */ |
1354 | */ |
1466 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1355 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1467 | float M2 = max_carry[stats.Str] / 100.f; |
1356 | float M2 = max_carry[stats.Str] / 100.f; |
1468 | float W = weapon_weight / 20000.f; |
1357 | float W = weapon_weight / 20000.f; |
1469 | float s = 2 - weapon_speed / 10.f; |
1358 | float s = (20 - weapon_speed) / 10.f; |
1470 | float D = (stats.Dex - 14) / 14.f; |
1359 | float D = (stats.Dex - 14) / 14.f; |
1471 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1360 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1472 | |
1361 | |
1473 | K *= (4 + level) *1.2f / (6 + level); |
1362 | K *= (4 + level) * 1.2f / (6 + level); |
1474 | |
1363 | |
1475 | if (K <= 0.f) |
1364 | if (K <= 0.01f) |
1476 | K = 0.01f; |
1365 | K = 0.01f; |
1477 | |
1366 | |
1478 | float S = speed / (K * s); |
1367 | float S = speed / (K * s); |
1479 | |
1368 | |
1480 | contr->weapon_sp = S; |
1369 | contr->weapon_sp = S; |
… | |
… | |
1482 | |
1371 | |
1483 | /* I want to limit the power of small monsters with big weapons: */ |
1372 | /* I want to limit the power of small monsters with big weapons: */ |
1484 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1373 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1485 | stats.dam = arch->clone.stats.dam * 3; |
1374 | stats.dam = arch->clone.stats.dam * 3; |
1486 | |
1375 | |
1487 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1376 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1488 | * should be more than enough - remember, AC is also in 8 bits, |
1377 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1489 | * so its value is the same. |
|
|
1490 | */ |
|
|
1491 | if (wc > 120) |
|
|
1492 | wc = 120; |
|
|
1493 | else if (wc < -120) |
|
|
1494 | wc = -120; |
|
|
1495 | |
|
|
1496 | stats.wc = wc; |
|
|
1497 | |
|
|
1498 | if (ac > 120) |
|
|
1499 | ac = 120; |
|
|
1500 | else if (ac < -120) |
|
|
1501 | ac = -120; |
|
|
1502 | |
|
|
1503 | stats.ac = ac; |
|
|
1504 | |
1378 | |
1505 | /* if for some reason the creature doesn't have any move type, |
1379 | /* if for some reason the creature doesn't have any move type, |
1506 | * give them walking as a default. |
1380 | * give them walking as a default. |
1507 | * The second case is a special case - to more closely mimic the |
1381 | * The second case is a special case - to more closely mimic the |
1508 | * old behaviour - if your flying, your not walking - just |
1382 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1688 | if (!skill_obj) |
1562 | if (!skill_obj) |
1689 | { |
1563 | { |
1690 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1564 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1691 | return NULL; |
1565 | return NULL; |
1692 | } |
1566 | } |
|
|
1567 | |
1693 | /* clear the flag - exp goes into this bucket, but player |
1568 | /* clear the flag - exp goes into this bucket, but player |
1694 | * still doesn't know it. |
1569 | * still doesn't know it. |
1695 | */ |
1570 | */ |
1696 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1571 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1697 | skill_obj->stats.exp = 0; |
1572 | skill_obj->stats.exp = 0; |
1698 | skill_obj->level = 1; |
1573 | skill_obj->level = 1; |
1699 | insert_ob_in_ob (skill_obj, op); |
1574 | insert_ob_in_ob (skill_obj, op); |
1700 | |
1575 | |
1701 | if (op->contr) |
1576 | if (player *pl = op->contr) |
1702 | { |
1577 | { |
1703 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1578 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1704 | if (op->contr->ns) |
1579 | if (pl->ns) |
1705 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1580 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1706 | } |
1581 | } |
1707 | |
1582 | |
1708 | return skill_obj; |
1583 | return skill_obj; |
1709 | } |
1584 | } |
1710 | |
|
|
1711 | |
1585 | |
1712 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1586 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1713 | * whether the player gets more hp, sp and new levels. |
1587 | * whether the player gets more hp, sp and new levels. |
1714 | * Note this this function should only be called for players. Monstes |
1588 | * Note this this function should only be called for players. Monstes |
1715 | * don't really gain levels |
1589 | * don't really gain levels |
… | |
… | |
1726 | |
1600 | |
1727 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1601 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1728 | { |
1602 | { |
1729 | op->level++; |
1603 | op->level++; |
1730 | |
1604 | |
1731 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1605 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1732 | dragon_level_gain (who); |
1606 | dragon_level_gain (who); |
1733 | |
1607 | |
1734 | /* Only roll these if it is the player (who) that gained the level */ |
1608 | /* Only roll these if it is the player (who) that gained the level */ |
1735 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1609 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1736 | { |
1610 | { |
… | |
… | |
1744 | { |
1618 | { |
1745 | if (op->type != PLAYER) |
1619 | if (op->type != PLAYER) |
1746 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1620 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1747 | else |
1621 | else |
1748 | sprintf (buf, "You are now level %d.", op->level); |
1622 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1623 | |
1749 | if (who) |
1624 | if (who) |
1750 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1625 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1751 | } |
1626 | } |
|
|
1627 | |
1752 | player_lvl_adj (who, op); /* To increase more levels */ |
1628 | player_lvl_adj (who, op); /* To increase more levels */ |
1753 | } |
1629 | } |
1754 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1630 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1755 | { |
1631 | { |
1756 | op->level--; |
1632 | op->level--; |
1757 | who->update_stats (); |
1633 | who->update_stats (); |
|
|
1634 | |
1758 | if (op->type != PLAYER) |
1635 | if (op->type != PLAYER) |
1759 | { |
1636 | { |
1760 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1637 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1761 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1638 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1762 | } |
1639 | } |
|
|
1640 | |
1763 | player_lvl_adj (who, op); /* To decrease more levels */ |
1641 | player_lvl_adj (who, op); /* To decrease more levels */ |
1764 | } |
1642 | } |
1765 | |
1643 | |
1766 | /* check if the spell data has changed */ |
1644 | /* check if the spell data has changed */ |
1767 | esrv_update_stats (who->contr); |
1645 | esrv_update_stats (who->contr); |
… | |
… | |
1823 | sint64 limit, exp_to_add; |
1701 | sint64 limit, exp_to_add; |
1824 | int i; |
1702 | int i; |
1825 | |
1703 | |
1826 | /* prevents some forms of abuse. */ |
1704 | /* prevents some forms of abuse. */ |
1827 | if (op->contr->braced) |
1705 | if (op->contr->braced) |
1828 | exp = exp / 5; |
1706 | exp /= 5; |
1829 | |
1707 | |
1830 | /* Try to find the matching skill. |
1708 | /* Try to find the matching skill. |
1831 | * We do a shortcut/time saving mechanism first - see if it matches |
1709 | * We do a shortcut/time saving mechanism first - see if it matches |
1832 | * chosen_skill. This means we don't need to search through |
1710 | * chosen_skill. This means we don't need to search through |
1833 | * the players inventory. |
1711 | * the players inventory. |
1834 | */ |
1712 | */ |
1835 | if (skill_name) |
1713 | if (skill_name) |
1836 | { |
1714 | { |
1837 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1715 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
2078 | player_lvl_adj (op, tmp); |
1956 | player_lvl_adj (op, tmp); |
2079 | } |
1957 | } |
2080 | |
1958 | |
2081 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1959 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2082 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1960 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1961 | |
2083 | if (level_loss < 0) |
1962 | if (level_loss < 0) |
2084 | level_loss = 0; |
1963 | level_loss = 0; |
2085 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1964 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2086 | |
1965 | |
2087 | op->stats.exp -= loss; |
1966 | op->stats.exp -= loss; |