1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
|
|
27 | |
25 | |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
26 | /* Handy little macro that adds exp and keeps it within bounds. Since |
29 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
27 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
30 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
28 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
31 | */ |
29 | */ |
… | |
… | |
242 | change_attr_value (living *stats, int attr, sint8 value) |
240 | change_attr_value (living *stats, int attr, sint8 value) |
243 | { |
241 | { |
244 | stats->stat (attr) += value; |
242 | stats->stat (attr) += value; |
245 | } |
243 | } |
246 | |
244 | |
247 | sint8 & |
|
|
248 | living::stat (int index) |
|
|
249 | { |
|
|
250 | switch (index) |
|
|
251 | { |
|
|
252 | case STR: return Str; |
|
|
253 | case DEX: return Dex; |
|
|
254 | case CON: return Con; |
|
|
255 | case INT: return Int; |
|
|
256 | case WIS: return Wis; |
|
|
257 | case POW: return Pow; |
|
|
258 | case CHA: return Cha; |
|
|
259 | } |
|
|
260 | |
|
|
261 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
262 | static sint8 dummy; |
|
|
263 | return dummy; |
|
|
264 | } |
|
|
265 | |
|
|
266 | sint8 |
|
|
267 | living::stat (int index) const |
|
|
268 | { |
|
|
269 | switch (index) |
|
|
270 | { |
|
|
271 | case STR: return Str; |
|
|
272 | case DEX: return Dex; |
|
|
273 | case CON: return Con; |
|
|
274 | case INT: return Int; |
|
|
275 | case WIS: return Wis; |
|
|
276 | case POW: return Pow; |
|
|
277 | case CHA: return Cha; |
|
|
278 | } |
|
|
279 | |
|
|
280 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
281 | static sint8 dummy; |
|
|
282 | return dummy; |
|
|
283 | } |
|
|
284 | |
|
|
285 | /* |
245 | /* |
286 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
246 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
287 | * 1-30 stat limit. |
247 | * 1-30 stat limit. |
288 | */ |
248 | */ |
289 | void |
249 | void |
… | |
… | |
323 | { |
283 | { |
324 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
325 | char message[MAX_BUF]; |
285 | char message[MAX_BUF]; |
326 | int potion_max = 0; |
286 | int potion_max = 0; |
327 | |
287 | |
328 | /* remember what object was like before it was changed. note that |
288 | object::flags_t prev_flag = op->flag; |
329 | * refop is a local copy of op only to be used for detecting changes |
289 | MoveType prev_move_type = op->move_type; |
330 | * found by update_stats. refop is not a real object |
290 | sint16 prev_resist [NROFATTACKS]; // clumsy |
331 | */ |
291 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
332 | object_copy refop = *op; |
292 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
333 | |
293 | |
334 | if (op->type == PLAYER) |
294 | if (op->type == PLAYER) |
335 | { |
295 | { |
336 | if (tmp->type == POTION) |
296 | if (tmp->type == POTION) |
337 | { |
297 | { |
… | |
… | |
349 | * that adjust that stat by more than one point, so we need |
309 | * that adjust that stat by more than one point, so we need |
350 | * to allow for that. |
310 | * to allow for that. |
351 | */ |
311 | */ |
352 | if (nstat < 1 && i * flag < 0) |
312 | if (nstat < 1 && i * flag < 0) |
353 | nstat = 1; |
313 | nstat = 1; |
354 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
314 | else if (nstat > 20 + op->arch->stats.stat (j)) |
355 | nstat = 20 + op->arch->clone.stats.stat (j); |
315 | nstat = 20 + op->arch->stats.stat (j); |
356 | |
316 | |
357 | if (nstat != ostat) |
317 | if (nstat != ostat) |
358 | { |
318 | { |
359 | op->contr->orig_stats.stat (j) = nstat; |
319 | op->contr->orig_stats.stat (j) = nstat; |
360 | potion_max = 0; |
320 | potion_max = 0; |
… | |
… | |
405 | { |
365 | { |
406 | success = 1; |
366 | success = 1; |
407 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
367 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
408 | } |
368 | } |
409 | |
369 | |
410 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
370 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
411 | { |
371 | { |
412 | success = 1; |
372 | success = 1; |
413 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
373 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
414 | } |
374 | } |
415 | |
375 | |
416 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
376 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
417 | { |
377 | { |
418 | success = 1; |
378 | success = 1; |
419 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
379 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
420 | } |
380 | } |
421 | |
381 | |
422 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
382 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
423 | { |
383 | { |
424 | success = 1; |
384 | success = 1; |
425 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
385 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
426 | } |
386 | } |
427 | |
387 | |
… | |
… | |
429 | * user has multiple items giving the same type appled like we |
389 | * user has multiple items giving the same type appled like we |
430 | * used to - that is more work than what we gain, plus messages |
390 | * used to - that is more work than what we gain, plus messages |
431 | * can be misleading (a little higher could be miscontrued from |
391 | * can be misleading (a little higher could be miscontrued from |
432 | * from fly high) |
392 | * from fly high) |
433 | */ |
393 | */ |
434 | if (tmp->move_type && op->move_type != refop.move_type) |
394 | if (tmp->move_type && op->move_type != prev_move_type) |
435 | { |
395 | { |
436 | success = 1; |
396 | success = 1; |
437 | |
397 | |
438 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
398 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
439 | * status doesn't make a difference if you are flying high |
399 | * status doesn't make a difference if you are flying high |
… | |
… | |
460 | } |
420 | } |
461 | |
421 | |
462 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
463 | * originally undead may change their status |
423 | * originally undead may change their status |
464 | */ |
424 | */ |
465 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
425 | if (!op->arch->flag [FLAG_UNDEAD]) |
466 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
426 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
467 | { |
427 | { |
468 | success = 1; |
428 | success = 1; |
469 | if (flag > 0) |
429 | if (flag > 0) |
470 | { |
430 | { |
471 | op->race = "undead"; |
431 | op->race = "undead"; |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
432 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
473 | } |
433 | } |
474 | else |
434 | else |
475 | { |
435 | { |
476 | op->race = op->arch->clone.race; |
436 | op->race = op->arch->race; |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
478 | } |
438 | } |
479 | } |
439 | } |
480 | |
440 | |
481 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
441 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
482 | { |
442 | { |
483 | success = 1; |
443 | success = 1; |
484 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
485 | } |
445 | } |
486 | |
446 | |
487 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
447 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
488 | { |
448 | { |
489 | success = 1; |
449 | success = 1; |
490 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
491 | } |
451 | } |
492 | |
452 | |
493 | /* blinded you can tell if more blinded since blinded player has minimal |
453 | /* blinded you can tell if more blinded since blinded player has minimal |
494 | * vision |
454 | * vision |
495 | */ |
455 | */ |
496 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
456 | if (tmp->flag [FLAG_BLIND]) |
497 | { |
457 | { |
498 | success = 1; |
458 | success = 1; |
499 | if (flag > 0) |
459 | if (flag > 0) |
500 | { |
460 | { |
501 | if (QUERY_FLAG (op, FLAG_WIZ)) |
461 | if (op->flag [FLAG_WIZ]) |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
503 | else |
463 | else |
504 | { |
464 | { |
505 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
506 | SET_FLAG (op, FLAG_BLIND); |
466 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
508 | op->contr->do_los = 1; |
468 | op->contr->do_los = 1; |
509 | } |
469 | } |
510 | } |
470 | } |
511 | else |
471 | else |
512 | { |
472 | { |
513 | if (QUERY_FLAG (op, FLAG_WIZ)) |
473 | if (op->flag [FLAG_WIZ]) |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
515 | else |
475 | else |
516 | { |
476 | { |
517 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
518 | CLEAR_FLAG (op, FLAG_BLIND); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
520 | op->contr->do_los = 1; |
480 | op->contr->do_los = 1; |
521 | } |
481 | } |
522 | } |
482 | } |
523 | } |
483 | } |
524 | |
484 | |
525 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
485 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
526 | { |
486 | { |
527 | success = 1; |
487 | success = 1; |
528 | if (op->type == PLAYER) |
488 | if (op->type == PLAYER) |
529 | op->contr->do_los = 1; |
489 | op->contr->do_los = 1; |
530 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
490 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
531 | } |
491 | } |
532 | |
492 | |
533 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
493 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
534 | { |
494 | { |
535 | success = 1; |
495 | success = 1; |
536 | if (flag > 0) |
496 | if (flag > 0) |
537 | { |
497 | { |
538 | if (QUERY_FLAG (op, FLAG_WIZ)) |
498 | if (op->flag [FLAG_WIZ]) |
539 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
540 | else |
500 | else |
541 | { |
501 | { |
542 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
543 | if (op->type == PLAYER) |
503 | if (op->type == PLAYER) |
544 | op->contr->do_los = 1; |
504 | op->contr->do_los = 1; |
545 | } |
505 | } |
546 | } |
506 | } |
547 | else |
507 | else |
548 | { |
508 | { |
549 | if (QUERY_FLAG (op, FLAG_WIZ)) |
509 | if (op->flag [FLAG_WIZ]) |
550 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
510 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
551 | else |
511 | else |
552 | { |
512 | { |
553 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
554 | if (op->type == PLAYER) |
514 | if (op->type == PLAYER) |
… | |
… | |
592 | for (int i = 0; i < NROFATTACKS; i++) |
552 | for (int i = 0; i < NROFATTACKS; i++) |
593 | { |
553 | { |
594 | if (i == ATNR_PHYSICAL) |
554 | if (i == ATNR_PHYSICAL) |
595 | continue; /* Don't display about armour */ |
555 | continue; /* Don't display about armour */ |
596 | |
556 | |
597 | if (op->resist[i] != refop.resist[i]) |
557 | if (op->resist [i] != prev_resist [i]) |
598 | { |
558 | { |
599 | success = 1; |
559 | success = 1; |
|
|
560 | |
600 | if (op->resist[i] > refop.resist[i]) |
561 | if (op->resist [i] > prev_resist [i]) |
601 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
602 | else |
563 | else |
603 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
604 | |
565 | |
605 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
606 | } |
567 | } |
607 | } |
568 | } |
608 | |
569 | |
… | |
… | |
723 | void |
684 | void |
724 | object::remove_statbonus () |
685 | object::remove_statbonus () |
725 | { |
686 | { |
726 | for (int i = 0; i < NUM_STATS; ++i) |
687 | for (int i = 0; i < NUM_STATS; ++i) |
727 | { |
688 | { |
728 | sint8 v = arch->clone.stats.stat (i); |
689 | sint8 v = arch->stats.stat (i); |
729 | stats.stat (i) -= v; |
690 | stats.stat (i) -= v; |
730 | contr->orig_stats.stat (i) -= v; |
691 | contr->orig_stats.stat (i) -= v; |
731 | } |
692 | } |
732 | } |
693 | } |
733 | |
694 | |
… | |
… | |
737 | void |
698 | void |
738 | object::add_statbonus () |
699 | object::add_statbonus () |
739 | { |
700 | { |
740 | for (int i = 0; i < NUM_STATS; ++i) |
701 | for (int i = 0; i < NUM_STATS; ++i) |
741 | { |
702 | { |
742 | sint8 v = arch->clone.stats.stat (i); |
703 | sint8 v = arch->stats.stat (i); |
743 | stats.stat (i) += v; |
704 | stats.stat (i) += v; |
744 | contr->orig_stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
745 | } |
706 | } |
746 | } |
707 | } |
|
|
708 | |
|
|
709 | /* These are the items that currently can change digestion, regeneration, |
|
|
710 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
711 | * list, but other items store other info into stats array. |
|
|
712 | */ |
|
|
713 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
714 | { |
|
|
715 | digest_types () |
|
|
716 | { |
|
|
717 | set (WEAPON); |
|
|
718 | set (BOW); |
|
|
719 | set (ARMOUR); |
|
|
720 | set (HELMET); |
|
|
721 | set (SHIELD); |
|
|
722 | set (RING); |
|
|
723 | set (BOOTS); |
|
|
724 | set (GLOVES); |
|
|
725 | set (AMULET); |
|
|
726 | set (GIRDLE); |
|
|
727 | set (BRACERS); |
|
|
728 | set (CLOAK); |
|
|
729 | set (DISEASE); |
|
|
730 | set (FORCE); |
|
|
731 | set (SKILL); |
|
|
732 | } |
|
|
733 | } digest_types; |
|
|
734 | |
|
|
735 | static struct copy_flags : object::flags_t |
|
|
736 | { |
|
|
737 | copy_flags () |
|
|
738 | { |
|
|
739 | set (FLAG_LIFESAVE); |
|
|
740 | set (FLAG_REFL_SPELL); |
|
|
741 | set (FLAG_REFL_MISSILE); |
|
|
742 | set (FLAG_STEALTH); |
|
|
743 | set (FLAG_XRAYS); |
|
|
744 | set (FLAG_BLIND); |
|
|
745 | set (FLAG_SEE_IN_DARK); |
|
|
746 | } |
|
|
747 | } copy_flags; |
747 | |
748 | |
748 | /* |
749 | /* |
749 | * Updates all abilities given by applied objects in the inventory |
750 | * Updates all abilities given by applied objects in the inventory |
750 | * of the given object. Note: This function works for both monsters |
751 | * of the given object. Note: This function works for both monsters |
751 | * and players; the "player" in the name is purely an archaic inheritance. |
752 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
756 | * spell system split, grace points now added to system --peterm |
757 | * spell system split, grace points now added to system --peterm |
757 | */ |
758 | */ |
758 | void |
759 | void |
759 | object::update_stats () |
760 | object::update_stats () |
760 | { |
761 | { |
761 | int i, j; |
|
|
762 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
762 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
763 | int weapon_weight = 0, weapon_speed = 0; |
763 | int weapon_weight = 0, weapon_speed = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | float old_speed = speed; |
767 | float old_speed = speed; |
|
|
768 | int stat_sum [NUM_STATS]; |
768 | |
769 | |
769 | /* First task is to clear all the values back to their original values */ |
770 | /* First task is to clear all the values back to their original values */ |
770 | if (type == PLAYER) |
771 | if (type == PLAYER) |
771 | { |
772 | { |
772 | for (i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
773 | stats.stat (i) = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | |
775 | |
775 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
776 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
777 | |
778 | |
778 | attacktype = 0; |
779 | attacktype = 0; |
… | |
… | |
798 | |
799 | |
799 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_BLIND); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
802 | |
803 | |
803 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
807 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
807 | |
808 | |
808 | path_attuned = arch->clone.path_attuned; |
809 | path_attuned = arch->path_attuned; |
809 | path_repelled = arch->clone.path_repelled; |
810 | path_repelled = arch->path_repelled; |
810 | path_denied = arch->clone.path_denied; |
811 | path_denied = arch->path_denied; |
811 | glow_radius = arch->clone.glow_radius; |
812 | glow_radius = arch->glow_radius; |
812 | move_type = arch->clone.move_type; |
813 | move_type = arch->move_type; |
813 | |
814 | |
814 | chosen_skill = 0; |
815 | chosen_skill = 0; |
815 | |
816 | |
816 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
817 | * archetype clone |
818 | * archetype clone |
818 | */ |
819 | */ |
819 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | |
821 | |
821 | for (i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
822 | { |
823 | { |
823 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
824 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
825 | else |
826 | else |
826 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | |
828 | |
828 | potion_resist[i] = 0; |
829 | potion_resist[i] = 0; |
829 | } |
830 | } |
830 | |
831 | |
831 | wc = arch->clone.stats.wc; |
832 | wc = arch->stats.wc; |
832 | stats.dam = arch->clone.stats.dam; |
833 | stats.dam = arch->stats.dam; |
833 | |
834 | |
834 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
835 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
835 | * plus a small amount of physical resist, those poor suckers. ;) |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
836 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * basically, if a server updates its max level, these playes may find |
839 | * basically, if a server updates its max level, these playes may find |
839 | * that their protection from physical goes down |
840 | * that their protection from physical goes down |
840 | */ |
841 | */ |
841 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | { |
843 | { |
843 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
844 | ac = max (-10, arch->stats.ac - level / 3); |
844 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | } |
846 | } |
846 | else |
847 | else |
847 | ac = arch->clone.stats.ac; |
848 | ac = arch->stats.ac; |
848 | |
849 | |
849 | stats.luck = arch->clone.stats.luck; |
850 | stats.luck = arch->stats.luck; |
850 | speed = arch->clone.speed; |
851 | speed = arch->speed; |
851 | |
852 | |
852 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
853 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
854 | */ |
855 | */ |
855 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | { |
857 | { |
857 | /* See note in map.c:update_position about making this additive |
|
|
858 | * since light sources are never applied, need to put check here. |
|
|
859 | */ |
|
|
860 | if (tmp->glow_radius > glow_radius) |
|
|
861 | glow_radius = tmp->glow_radius; |
|
|
862 | |
|
|
863 | /* This happens because apply_potion calls change_abil with the potion |
858 | /* This happens because apply_potion calls change_abil with the potion |
864 | * applied so we can tell the player what changed. But change_abil |
859 | * applied so we can tell the player what changed. But change_abil |
865 | * then calls this function. |
860 | * then calls this function. |
866 | */ |
861 | */ |
867 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
868 | continue; |
863 | continue; |
|
|
864 | |
|
|
865 | /* See note in map.c:update_position about making this additive |
|
|
866 | * since light sources are never applied, need to put check here. |
|
|
867 | */ |
|
|
868 | if (tmp->glow_radius > glow_radius) |
|
|
869 | glow_radius = tmp->glow_radius; |
869 | |
870 | |
870 | /* For some things, we don't care what is equipped */ |
871 | /* For some things, we don't care what is equipped */ |
871 | if (tmp->type == SKILL) |
872 | if (tmp->type == SKILL) |
872 | { |
873 | { |
873 | /* Want to take the highest skill here. */ |
874 | /* Want to take the highest skill here. */ |
… | |
… | |
903 | || (tmp->type == SKILL |
904 | || (tmp->type == SKILL |
904 | && tmp->subtype == SK_PRAYING)) |
905 | && tmp->subtype == SK_PRAYING)) |
905 | { |
906 | { |
906 | if (type == PLAYER) |
907 | if (type == PLAYER) |
907 | { |
908 | { |
|
|
909 | contr->item_power += tmp->item_power; |
|
|
910 | |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
911 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
912 | if (tmp != current_weapon |
909 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
913 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
914 | && !tmp->flag [FLAG_CURSED] |
|
|
915 | && !tmp->flag [FLAG_DAMNED]) |
910 | continue; |
916 | continue; |
911 | |
917 | |
912 | for (i = 0; i < NUM_STATS; i++) |
918 | for (int i = 0; i < NUM_STATS; i++) |
913 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
914 | |
920 | |
915 | /* these are the items that currently can change digestion, regeneration, |
921 | if (digest_types [tmp->type]) |
916 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
917 | * list, but other items store other info into stats array. |
|
|
918 | */ |
|
|
919 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
920 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
921 | tmp->type == SHIELD || tmp->type == RING || |
|
|
922 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
923 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
924 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
925 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
926 | tmp->type == SKILL) |
|
|
927 | { |
922 | { |
928 | contr->digestion += tmp->stats.food; |
923 | contr->digestion += tmp->stats.food; |
929 | contr->gen_hp += tmp->stats.hp; |
924 | contr->gen_hp += tmp->stats.hp; |
930 | contr->gen_sp += tmp->stats.sp; |
925 | contr->gen_sp += tmp->stats.sp; |
931 | contr->gen_grace += tmp->stats.grace; |
926 | contr->gen_grace += tmp->stats.grace; |
932 | contr->gen_sp_armour += tmp->gen_sp_armour; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
933 | contr->item_power += tmp->item_power; |
|
|
934 | } |
928 | } |
935 | } /* if this is a player */ |
929 | } /* if this is a player */ |
936 | else |
930 | else |
937 | { |
931 | { |
938 | if (tmp->type == WEAPON) |
932 | if (tmp->type == WEAPON) |
939 | current_weapon = tmp; |
933 | current_weapon = tmp; |
940 | } |
934 | } |
941 | |
935 | |
942 | /* Update slots used for items */ |
936 | /* Update slots used for items */ |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
944 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
945 | slot[i].used += tmp->slot[i].info; |
939 | slot[i].used += tmp->slot[i].info; |
946 | |
940 | |
947 | if (tmp->type == SYMPTOM) |
941 | if (tmp->type == SYMPTOM) |
948 | { |
|
|
949 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
950 | |
|
|
951 | if (speed_reduce_from_disease == 0) |
|
|
952 | speed_reduce_from_disease = 1; |
942 | speed_reduce_from_disease = |
953 | } |
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
954 | |
944 | |
955 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
956 | * (Negative protections are calculated exactly like positive.) |
946 | * (Negative protections are calculated exactly like positive.) |
957 | * Resistance from potions are treated special as well. If there's |
947 | * Resistance from potions are treated special as well. If there's |
958 | * more than one potion-effect, the bigger prot.-value is taken. |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
959 | */ |
949 | */ |
960 | if (tmp->type != POTION) |
950 | if (tmp->type != POTION) |
961 | { |
951 | { |
962 | for (i = 0; i < NROFATTACKS; i++) |
952 | for (int i = 0; i < NROFATTACKS; i++) |
963 | { |
953 | { |
964 | /* Potential for cursed potions, in which case we just can use |
954 | /* Potential for cursed potions, in which case we just can use |
965 | * a straight MAX, as potion_resist is initialised to zero. |
955 | * a straight MAX, as potion_resist is initialised to zero. |
966 | */ |
956 | */ |
967 | if (tmp->type == POTION_EFFECT) |
957 | if (tmp->type == POTION_EFFECT) |
968 | { |
958 | { |
969 | if (potion_resist[i]) |
959 | if (potion_resist[i]) |
970 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
960 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
971 | else |
961 | else |
972 | potion_resist[i] = tmp->resist[i]; |
962 | potion_resist[i] = tmp->resist[i]; |
973 | } |
963 | } |
974 | else if (tmp->resist[i] > 0) |
964 | else if (tmp->resist[i] > 0) |
975 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
965 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
977 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
967 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
978 | } |
968 | } |
979 | } |
969 | } |
980 | |
970 | |
981 | /* There may be other things that should not adjust the attacktype */ |
971 | /* There may be other things that should not adjust the attacktype */ |
982 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
972 | if (tmp->type != SYMPTOM) |
983 | || current_weapon == tmp) |
|
|
984 | { |
973 | { |
985 | attacktype |= tmp->attacktype; |
974 | attacktype |= tmp->attacktype; |
986 | path_attuned |= tmp->path_attuned; |
975 | path_attuned |= tmp->path_attuned; |
987 | path_repelled |= tmp->path_repelled; |
976 | path_repelled |= tmp->path_repelled; |
988 | path_denied |= tmp->path_denied; |
977 | path_denied |= tmp->path_denied; |
989 | move_type |= tmp->move_type; |
978 | move_type |= tmp->move_type; |
990 | stats.luck += tmp->stats.luck; |
979 | stats.luck += tmp->stats.luck; |
991 | } |
980 | } |
992 | |
981 | |
993 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
982 | flag |= tmp->flag & copy_flags; |
994 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
995 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
996 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
997 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
998 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
999 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
1000 | |
983 | |
1001 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
984 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1002 | SET_FLAG (this, FLAG_UNDEAD); |
985 | SET_FLAG (this, FLAG_UNDEAD); |
1003 | |
986 | |
1004 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
987 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1005 | { |
988 | { |
1006 | SET_FLAG (this, FLAG_MAKE_INVIS); |
989 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1030 | #endif |
1013 | #endif |
1031 | |
1014 | |
1032 | /* skills modifying the character -b.t. */ |
1015 | /* skills modifying the character -b.t. */ |
1033 | /* for all skills and skill granting objects */ |
1016 | /* for all skills and skill granting objects */ |
1034 | case SKILL: |
1017 | case SKILL: |
1035 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1018 | { |
|
|
1019 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1036 | break; |
1020 | break; |
1037 | |
1021 | |
1038 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1039 | wc_obj = tmp; |
|
|
1040 | |
|
|
1041 | if (chosen_skill) |
1022 | if (chosen_skill) |
|
|
1023 | { |
1042 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1024 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1025 | &name, &chosen_skill->name, &tmp->name); |
1043 | |
1026 | |
|
|
1027 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1028 | update_stats (); |
|
|
1029 | return; |
|
|
1030 | } |
|
|
1031 | else |
1044 | chosen_skill = tmp; |
1032 | chosen_skill = tmp; |
1045 | |
1033 | |
1046 | if (tmp->stats.dam > 0) |
1034 | if (tmp->stats.dam > 0) |
1047 | { /* skill is a 'weapon' */ |
1035 | { /* skill is a 'weapon' */ |
1048 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1036 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1049 | weapon_speed = WEAPON_SPEED (tmp); |
1037 | weapon_speed = WEAPON_SPEED (tmp); |
1050 | |
1038 | |
1051 | if (weapon_speed < 0) |
1039 | if (weapon_speed < 0) |
1052 | weapon_speed = 0; |
1040 | weapon_speed = 0; |
1053 | |
1041 | |
1054 | weapon_weight = tmp->weight; |
1042 | weapon_weight = tmp->weight; |
1055 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1043 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1056 | |
1044 | |
1057 | if (tmp->magic) |
1045 | if (tmp->magic) |
1058 | stats.dam += tmp->magic; |
1046 | stats.dam += tmp->magic; |
1059 | } |
1047 | } |
1060 | |
1048 | |
1061 | if (tmp->stats.wc) |
1049 | if (tmp->stats.wc) |
1062 | wc -= tmp->stats.wc + tmp->magic; |
1050 | wc -= tmp->stats.wc + tmp->magic; |
1063 | |
1051 | |
1064 | if (tmp->slaying) |
1052 | if (tmp->slaying) |
1065 | slaying = tmp->slaying; |
1053 | slaying = tmp->slaying; |
1066 | |
1054 | |
1067 | if (tmp->stats.ac) |
1055 | if (tmp->stats.ac) |
1068 | ac -= tmp->stats.ac + tmp->magic; |
1056 | ac -= tmp->stats.ac + tmp->magic; |
1069 | |
1057 | |
1070 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1071 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1059 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1072 | |
|
|
1073 | break; |
1060 | } |
1074 | |
1061 | |
1075 | case SKILL_TOOL: |
|
|
1076 | if (chosen_skill) |
|
|
1077 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1078 | |
|
|
1079 | chosen_skill = tmp; |
|
|
1080 | break; |
1062 | break; |
1081 | |
1063 | |
1082 | case SHIELD: |
1064 | case SHIELD: |
1083 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1065 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1084 | contr->encumbrance += (int) tmp->weight / 2000; |
1066 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1162 | wc -= (tmp->stats.wc + tmp->magic); |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1163 | |
1145 | |
1164 | if (tmp->stats.ac) |
1146 | if (tmp->stats.ac) |
1165 | ac -= (tmp->stats.ac + tmp->magic); |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1166 | |
1148 | |
1167 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1149 | if (ARMOUR_SPEED (tmp)) |
1168 | max = ARMOUR_SPEED (tmp) / 10.f; |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1169 | |
1151 | |
1170 | break; |
1152 | break; |
1171 | } /* switch tmp->type */ |
1153 | } /* switch tmp->type */ |
1172 | } /* item is equipped */ |
1154 | } /* item is equipped */ |
1173 | } /* for loop of items */ |
1155 | } /* for loop of items */ |
… | |
… | |
1180 | * If there is an uncursed potion in effect, granting more protection |
1162 | * If there is an uncursed potion in effect, granting more protection |
1181 | * than that, we take: 'total resistance = resistance from potion'. |
1163 | * than that, we take: 'total resistance = resistance from potion'. |
1182 | * If there is a cursed (and no uncursed) potion in effect, we take |
1164 | * If there is a cursed (and no uncursed) potion in effect, we take |
1183 | * 'total resistance = vulnerability from cursed potion'. |
1165 | * 'total resistance = vulnerability from cursed potion'. |
1184 | */ |
1166 | */ |
1185 | for (i = 0; i < NROFATTACKS; i++) |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1186 | { |
1168 | { |
1187 | resist[i] = prot[i] - vuln[i]; |
1169 | resist[i] = prot[i] - vuln[i]; |
1188 | |
1170 | |
1189 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1171 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1190 | resist[i] = potion_resist[i]; |
1172 | resist[i] = potion_resist[i]; |
1191 | } |
1173 | } |
1192 | |
1174 | |
1193 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1194 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1195 | { |
1176 | { |
|
|
1177 | // clamp various player stats |
|
|
1178 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1179 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1180 | |
|
|
1181 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1182 | |
|
|
1183 | /* Figure out the players sp/mana/hp totals. */ |
1196 | int pl_level; |
1184 | int pl_level; |
1197 | |
1185 | |
1198 | check_stat_bounds (&(stats)); |
1186 | check_stat_bounds (&(stats)); |
1199 | pl_level = level; |
1187 | pl_level = level; |
1200 | |
1188 | |
… | |
… | |
1202 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1190 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1203 | |
1191 | |
1204 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1192 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1205 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1193 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1206 | */ |
1194 | */ |
1207 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1195 | stats.maxhp = 0; |
|
|
1196 | for (int i = 1; i <= min (10, pl_level); i++) |
1208 | { |
1197 | { |
1209 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1198 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1210 | |
1199 | |
1211 | if (i % 2 && con_bonus[stats.Con] % 2) |
1200 | if (i % 2 && con_bonus[stats.Con] % 2) |
1212 | { |
|
|
1213 | if (con_bonus[stats.Con] > 0) |
1201 | if (con_bonus[stats.Con] > 0) |
1214 | j++; |
1202 | j++; |
1215 | else |
1203 | else |
1216 | j--; |
1204 | j--; |
1217 | } |
|
|
1218 | |
1205 | |
1219 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1206 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1220 | } |
1207 | } |
1221 | |
1208 | |
1222 | for (i = 11; i <= level; i++) |
1209 | stats.maxhp += 2 * max (0, level - 10); |
1223 | stats.maxhp += 2; |
|
|
1224 | |
1210 | |
1225 | if (stats.hp > stats.maxhp) |
1211 | if (stats.hp > stats.maxhp) |
1226 | stats.hp = stats.maxhp; |
1212 | stats.hp = stats.maxhp; |
1227 | |
1213 | |
1228 | /* Sp gain is controlled by the level of the player's |
1214 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1241 | |
1227 | |
1242 | if (mana_obj == this && type == PLAYER) |
1228 | if (mana_obj == this && type == PLAYER) |
1243 | stats.maxsp = 1; |
1229 | stats.maxsp = 1; |
1244 | else |
1230 | else |
1245 | { |
1231 | { |
1246 | sp_tmp = 0.f; |
1232 | float sp_tmp = 0.f; |
1247 | |
1233 | |
1248 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1234 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1249 | { |
1235 | { |
1250 | float stmp; |
1236 | float stmp; |
1251 | |
1237 | |
1252 | /* Got some extra bonus at first level */ |
1238 | /* Got some extra bonus at first level */ |
1253 | if (i < 2) |
1239 | if (i < 2) |
1254 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1240 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1255 | else |
1241 | else |
1256 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1242 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1257 | |
1243 | |
1258 | if (stmp < 1.f) |
|
|
1259 | stmp = 1.f; |
|
|
1260 | |
|
|
1261 | sp_tmp += stmp; |
1244 | sp_tmp += max (1.f, stmp); |
1262 | } |
1245 | } |
1263 | |
1246 | |
1264 | stats.maxsp = (sint16)sp_tmp; |
1247 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1265 | |
|
|
1266 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1267 | stats.maxsp += 2; |
|
|
1268 | } |
1248 | } |
|
|
1249 | |
1269 | /* Characters can get their sp supercharged via rune of transferrance */ |
1250 | /* Characters can get their sp supercharged via rune of transferrance */ |
1270 | if (stats.sp > stats.maxsp * 2) |
1251 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1271 | stats.sp = stats.maxsp * 2; |
|
|
1272 | |
1252 | |
1273 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1253 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1274 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1254 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1275 | grace_obj = this; |
1255 | grace_obj = this; |
1276 | |
1256 | |
… | |
… | |
1281 | /* store grace in a float - this way, the divisions below don't create |
1261 | /* store grace in a float - this way, the divisions below don't create |
1282 | * big jumps when you go from level to level - with int's, it then |
1262 | * big jumps when you go from level to level - with int's, it then |
1283 | * becomes big jumps when the sums of the bonuses jump to the next |
1263 | * becomes big jumps when the sums of the bonuses jump to the next |
1284 | * step of 8 - with floats, even fractional ones are useful. |
1264 | * step of 8 - with floats, even fractional ones are useful. |
1285 | */ |
1265 | */ |
1286 | sp_tmp = 0.f; |
1266 | float sp_tmp = 0.f; |
1287 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1267 | |
|
|
1268 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1288 | { |
1269 | { |
1289 | float grace_tmp = 0.f; |
1270 | float grace_tmp = 0.f; |
1290 | |
1271 | |
1291 | /* Got some extra bonus at first level */ |
1272 | /* Got some extra bonus at first level */ |
1292 | if (i < 2) |
1273 | if (i < 2) |
1293 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1274 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1294 | else |
1275 | else |
1295 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1276 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1296 | |
1277 | |
1297 | if (grace_tmp < 1.f) |
|
|
1298 | grace_tmp = 1.f; |
|
|
1299 | |
|
|
1300 | sp_tmp += grace_tmp; |
1278 | sp_tmp += max (1.f, grace_tmp); |
1301 | } |
1279 | } |
1302 | |
1280 | |
1303 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1304 | |
|
|
1305 | /* two grace points per level after 11 */ |
1281 | /* two grace points per level after 10 */ |
1306 | for (i = 11; i <= grace_obj->level; i++) |
1282 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1307 | stats.maxgrace += 2; |
|
|
1308 | } |
1283 | } |
|
|
1284 | |
1309 | /* No limit on grace vs maxgrace */ |
1285 | /* No limit on grace vs maxgrace */ |
1310 | |
1286 | |
1311 | if (contr->braced) |
1287 | if (contr->braced) |
1312 | { |
1288 | { |
1313 | ac += 2; |
1289 | ac += 2; |
… | |
… | |
1325 | * improvement every level, now its fighterlevel/5. So |
1301 | * improvement every level, now its fighterlevel/5. So |
1326 | * we give the player a bonus here in wc and dam |
1302 | * we give the player a bonus here in wc and dam |
1327 | * to make up for the change. Note that I left the |
1303 | * to make up for the change. Note that I left the |
1328 | * monster bonus the same as before. -b.t. |
1304 | * monster bonus the same as before. -b.t. |
1329 | */ |
1305 | */ |
|
|
1306 | object *wc_obj = chosen_skill; |
1330 | |
1307 | |
1331 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1308 | if (contr && wc_obj && wc_obj->level > 1) |
1332 | { |
1309 | { |
1333 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1310 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1334 | |
1311 | |
1335 | for (i = 1; i < wc_obj->level; i++) |
1312 | for (int i = 1; i < wc_obj->level; i++) |
1336 | { |
1313 | { |
1337 | /* addtional wc every 6 levels */ |
1314 | /* additional wc every 6 levels */ |
1338 | if (!(i % 6)) |
1315 | if (!(i % 6)) |
1339 | wc--; |
1316 | wc--; |
1340 | |
1317 | |
1341 | /* addtional dam every 4 levels. */ |
1318 | /* additional dam every 4 levels. */ |
1342 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1319 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1343 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1320 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1344 | } |
1321 | } |
1345 | } |
1322 | } |
1346 | else |
1323 | else |
… | |
… | |
1355 | |
1332 | |
1356 | if (settings.search_items && contr->search_str[0]) |
1333 | if (settings.search_items && contr->search_str[0]) |
1357 | speed -= 1; |
1334 | speed -= 1; |
1358 | |
1335 | |
1359 | if (attacktype == 0) |
1336 | if (attacktype == 0) |
1360 | attacktype = arch->clone.attacktype; |
1337 | attacktype = arch->attacktype; |
1361 | |
|
|
1362 | } /* End if player */ |
1338 | } /* End if player */ |
1363 | |
1339 | |
1364 | if (added_speed >= 0) |
1340 | if (added_speed >= 0) |
1365 | speed += added_speed / 10.f; |
1341 | speed += added_speed / 10.f; |
1366 | else /* Something wrong here...: */ |
1342 | else /* Something wrong here...: */ |
1367 | speed /= 1.f - added_speed; |
1343 | speed /= 1.f - added_speed; |
1368 | |
1344 | |
1369 | /* Max is determined by armour */ |
1345 | /* Max is determined by armour */ |
1370 | if (speed > max) |
1346 | speed = min (speed, max_speed); |
1371 | speed = max; |
|
|
1372 | |
1347 | |
1373 | if (type == PLAYER) |
1348 | if (type == PLAYER) |
1374 | { |
1349 | { |
1375 | /* f is a number the represents the number of kg above (positive num) |
1350 | /* f is a number the represents the number of kg above (positive num) |
1376 | * or below (negative number) that the player is carrying. If above |
1351 | * or below (negative number) that the player is carrying. If above |
1377 | * weight limit, then player suffers a speed reduction based on how |
1352 | * weight limit, then player suffers a speed reduction based on how |
1378 | * much above he is, and what is max carry is |
1353 | * much above he is, and what is max carry is |
1379 | */ |
1354 | */ |
1380 | f = (carrying / 1000) - max_carry[stats.Str]; |
1355 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1381 | if (f > 0) |
1356 | if (f > 0.f) |
1382 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1357 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1383 | } |
1358 | } |
1384 | |
1359 | |
1385 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1360 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1361 | speed *= speed_reduce_from_disease; |
1386 | |
1362 | |
1387 | /* Put a lower limit on speed. Note with this speed, you move once every |
1363 | /* Put a lower limit on speed. Note with this speed, you move once every |
1388 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1364 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1389 | */ |
1365 | */ |
1390 | speed = speed * speed_reduce_from_disease; |
|
|
1391 | |
|
|
1392 | if (speed < 0.01f && type == PLAYER) |
1366 | if (speed < 0.04f && type == PLAYER) |
1393 | speed = 0.01f; |
1367 | speed = 0.04f; |
|
|
1368 | |
|
|
1369 | if (speed != old_speed) |
|
|
1370 | set_speed (speed); |
1394 | |
1371 | |
1395 | if (type == PLAYER) |
1372 | if (type == PLAYER) |
1396 | { |
1373 | { |
1397 | /* (This formula was made by vidarl@ifi.uio.no) |
1374 | /* (This formula was made by vidarl@ifi.uio.no) |
1398 | * Note that we never used these values again - basically |
1375 | * Note that we never used these values again - basically |
… | |
… | |
1400 | * that would just be a real pain to read. |
1377 | * that would just be a real pain to read. |
1401 | */ |
1378 | */ |
1402 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1379 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1403 | float M2 = max_carry[stats.Str] / 100.f; |
1380 | float M2 = max_carry[stats.Str] / 100.f; |
1404 | float W = weapon_weight / 20000.f; |
1381 | float W = weapon_weight / 20000.f; |
1405 | float s = 2 - weapon_speed / 10.f; |
1382 | float s = (20 - weapon_speed) / 10.f; |
1406 | float D = (stats.Dex - 14) / 14.f; |
1383 | float D = (stats.Dex - 14) / 14.f; |
1407 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1384 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1408 | |
1385 | |
1409 | K *= (4 + level) *1.2f / (6 + level); |
1386 | K *= (4 + level) * 1.2f / (6 + level); |
1410 | |
1387 | |
1411 | if (K <= 0.f) |
1388 | if (K <= 0.01f) |
1412 | K = 0.01f; |
1389 | K = 0.01f; |
1413 | |
1390 | |
1414 | float S = speed / (K * s); |
1391 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1415 | |
|
|
1416 | contr->weapon_sp = S; |
|
|
1417 | } |
1392 | } |
1418 | |
1393 | |
1419 | /* I want to limit the power of small monsters with big weapons: */ |
1394 | /* I want to limit the power of small monsters with big weapons: */ |
1420 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1395 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1421 | stats.dam = arch->clone.stats.dam * 3; |
1396 | stats.dam = arch->stats.dam * 3; |
1422 | |
1397 | |
1423 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1398 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1424 | * should be more than enough - remember, AC is also in 8 bits, |
1399 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1425 | * so its value is the same. |
|
|
1426 | */ |
|
|
1427 | if (wc > 120) |
|
|
1428 | wc = 120; |
|
|
1429 | else if (wc < -120) |
|
|
1430 | wc = -120; |
|
|
1431 | |
|
|
1432 | stats.wc = wc; |
|
|
1433 | |
|
|
1434 | if (ac > 120) |
|
|
1435 | ac = 120; |
|
|
1436 | else if (ac < -120) |
|
|
1437 | ac = -120; |
|
|
1438 | |
|
|
1439 | stats.ac = ac; |
|
|
1440 | |
1400 | |
1441 | /* if for some reason the creature doesn't have any move type, |
1401 | /* if for some reason the creature doesn't have any move type, |
1442 | * give them walking as a default. |
1402 | * give them walking as a default. |
1443 | * The second case is a special case - to more closely mimic the |
1403 | * The second case is a special case - to more closely mimic the |
1444 | * old behaviour - if your flying, your not walking - just |
1404 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1447 | if (move_type == 0) |
1407 | if (move_type == 0) |
1448 | move_type = MOVE_WALK; |
1408 | move_type = MOVE_WALK; |
1449 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1409 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1450 | move_type &= ~MOVE_WALK; |
1410 | move_type &= ~MOVE_WALK; |
1451 | |
1411 | |
1452 | if (speed != old_speed) |
|
|
1453 | set_speed (speed); |
|
|
1454 | |
|
|
1455 | /* It is quite possible that a player's spell costing might have changed, |
1412 | /* It is quite possible that a player's spell costing might have changed, |
1456 | * so we will check that now. |
1413 | * so we will check that now. |
1457 | */ |
1414 | */ |
1458 | if (type == PLAYER) |
1415 | if (type == PLAYER) |
1459 | { |
1416 | { |
… | |
… | |
1519 | /* now if there are equals at highest level, pick the one with focus, |
1476 | /* now if there are equals at highest level, pick the one with focus, |
1520 | or else at random */ |
1477 | or else at random */ |
1521 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1478 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1522 | atnr = abil->stats.exp; |
1479 | atnr = abil->stats.exp; |
1523 | |
1480 | |
1524 | level = (int) (level / 5.); |
1481 | level = (int) (level / 25.); |
1525 | |
1482 | |
1526 | /* now set the new title */ |
1483 | /* now set the new title */ |
1527 | if (pl->contr != NULL) |
1484 | if (pl->contr) |
1528 | { |
1485 | { |
1529 | if (level == 0) |
1486 | if (level == 0) |
1530 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1487 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1531 | else if (level == 1) |
1488 | else if (level == 1) |
1532 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1489 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
… | |
… | |
1561 | object *skin = NULL; /* pointer to dragon skin force */ |
1518 | object *skin = NULL; /* pointer to dragon skin force */ |
1562 | object *tmp = NULL; /* tmp. object */ |
1519 | object *tmp = NULL; /* tmp. object */ |
1563 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1520 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1564 | |
1521 | |
1565 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1522 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1566 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1567 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1568 | |
|
|
1569 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1523 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1570 | if (tmp->type == FORCE) |
1524 | if (tmp->type == FORCE) |
1571 | if (tmp->arch->name == dragon_ability_force) |
1525 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1572 | abil = tmp; |
1526 | abil = tmp; |
1573 | else if (tmp->arch->name == dragon_skin_force) |
1527 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1574 | skin = tmp; |
1528 | skin = tmp; |
1575 | |
1529 | |
1576 | /* if the force is missing -> bail out */ |
1530 | /* if the force is missing -> bail out */ |
1577 | if (abil == NULL) |
1531 | if (abil == NULL) |
1578 | return; |
1532 | return; |
… | |
… | |
1624 | if (!skill_obj) |
1578 | if (!skill_obj) |
1625 | { |
1579 | { |
1626 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1580 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1627 | return NULL; |
1581 | return NULL; |
1628 | } |
1582 | } |
|
|
1583 | |
1629 | /* clear the flag - exp goes into this bucket, but player |
1584 | /* clear the flag - exp goes into this bucket, but player |
1630 | * still doesn't know it. |
1585 | * still doesn't know it. |
1631 | */ |
1586 | */ |
1632 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1587 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1633 | skill_obj->stats.exp = 0; |
1588 | skill_obj->stats.exp = 0; |
1634 | skill_obj->level = 1; |
1589 | skill_obj->level = 1; |
1635 | insert_ob_in_ob (skill_obj, op); |
1590 | insert_ob_in_ob (skill_obj, op); |
1636 | |
1591 | |
1637 | if (op->contr) |
1592 | if (player *pl = op->contr) |
1638 | { |
1593 | { |
1639 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1594 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1640 | if (op->contr->ns) |
1595 | if (pl->ns) |
1641 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1596 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1642 | } |
1597 | } |
1643 | |
1598 | |
1644 | return skill_obj; |
1599 | return skill_obj; |
1645 | } |
1600 | } |
1646 | |
|
|
1647 | |
1601 | |
1648 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1602 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1649 | * whether the player gets more hp, sp and new levels. |
1603 | * whether the player gets more hp, sp and new levels. |
1650 | * Note this this function should only be called for players. Monstes |
1604 | * Note this this function should only be called for players. Monstes |
1651 | * don't really gain levels |
1605 | * don't really gain levels |
… | |
… | |
1654 | */ |
1608 | */ |
1655 | void |
1609 | void |
1656 | player_lvl_adj (object *who, object *op) |
1610 | player_lvl_adj (object *who, object *op) |
1657 | { |
1611 | { |
1658 | char buf[MAX_BUF]; |
1612 | char buf[MAX_BUF]; |
|
|
1613 | bool changed = false; |
1659 | |
1614 | |
1660 | if (!op) /* when rolling stats */ |
1615 | if (!op) /* when rolling stats */ |
1661 | op = who; |
1616 | op = who; |
1662 | |
1617 | |
1663 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1618 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1664 | { |
1619 | { |
|
|
1620 | changed = true; |
|
|
1621 | |
1665 | op->level++; |
1622 | op->level++; |
1666 | |
1623 | |
1667 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1624 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1668 | dragon_level_gain (who); |
1625 | dragon_level_gain (who); |
1669 | |
1626 | |
1670 | /* Only roll these if it is the player (who) that gained the level */ |
1627 | /* Only roll these if it is the player (who) that gained the level */ |
1671 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1628 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1672 | { |
1629 | { |
1673 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1630 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1674 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1631 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1675 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1632 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1676 | } |
1633 | } |
1677 | |
1634 | |
1678 | who->update_stats (); |
|
|
1679 | if (op->level > 1) |
1635 | if (op->level > 1) |
1680 | { |
1636 | { |
1681 | if (op->type != PLAYER) |
1637 | if (op->type != PLAYER) |
|
|
1638 | { |
|
|
1639 | who->contr->play_sound (sound_find ("skill_up")); |
1682 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1640 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1641 | } |
1683 | else |
1642 | else |
|
|
1643 | { |
|
|
1644 | who->contr->play_sound (sound_find ("level_up")); |
1684 | sprintf (buf, "You are now level %d.", op->level); |
1645 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1646 | } |
|
|
1647 | |
1685 | if (who) |
1648 | if (who) |
1686 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1687 | } |
1650 | } |
1688 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1689 | } |
1651 | } |
|
|
1652 | |
1690 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1653 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1691 | { |
1654 | { |
|
|
1655 | changed = true; |
|
|
1656 | |
1692 | op->level--; |
1657 | op->level--; |
1693 | who->update_stats (); |
1658 | |
1694 | if (op->type != PLAYER) |
1659 | if (op->type != PLAYER) |
1695 | { |
1660 | { |
1696 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1661 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1697 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1662 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1698 | } |
1663 | } |
1699 | player_lvl_adj (who, op); /* To decrease more levels */ |
1664 | } |
|
|
1665 | |
|
|
1666 | if (changed) |
1700 | } |
1667 | { |
1701 | |
1668 | who->update_stats (); |
|
|
1669 | esrv_update_stats (who->contr); |
1702 | /* check if the spell data has changed */ |
1670 | /* check if the spell data has changed */ |
1703 | esrv_update_stats (who->contr); |
|
|
1704 | esrv_update_spells (who->contr); |
1671 | esrv_update_spells (who->contr); |
|
|
1672 | } |
1705 | } |
1673 | } |
1706 | |
1674 | |
1707 | /* |
1675 | /* |
1708 | * Returns how much experience is needed for a player to become |
1676 | * Returns how much experience is needed for a player to become |
1709 | * the given level. level should really never exceed max_level |
1677 | * the given level. level should really never exceed max_level |
… | |
… | |
2014 | player_lvl_adj (op, tmp); |
1982 | player_lvl_adj (op, tmp); |
2015 | } |
1983 | } |
2016 | |
1984 | |
2017 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1985 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2018 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1986 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1987 | |
2019 | if (level_loss < 0) |
1988 | if (level_loss < 0) |
2020 | level_loss = 0; |
1989 | level_loss = 0; |
2021 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1990 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2022 | |
1991 | |
2023 | op->stats.exp -= loss; |
1992 | op->stats.exp -= loss; |