1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * it under the terms of the GNU General Public License as published by |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * 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, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <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 | */ |
… | |
… | |
285 | { |
283 | { |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
287 | char message[MAX_BUF]; |
285 | char message[MAX_BUF]; |
288 | int potion_max = 0; |
286 | int potion_max = 0; |
289 | |
287 | |
290 | /* remember what object was like before it was changed. note that |
288 | object::flags_t prev_flag = op->flag; |
291 | * refop is a local copy of op only to be used for detecting changes |
289 | MoveType prev_move_type = op->move_type; |
292 | * found by update_stats. refop is not a real object |
290 | sint16 prev_resist [NROFATTACKS]; // clumsy |
293 | */ |
291 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
294 | object_copy refop = *op; |
292 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
295 | |
293 | |
296 | if (op->type == PLAYER) |
294 | if (op->type == PLAYER) |
297 | { |
295 | { |
298 | if (tmp->type == POTION) |
296 | if (tmp->type == POTION) |
299 | { |
297 | { |
… | |
… | |
311 | * 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 |
312 | * to allow for that. |
310 | * to allow for that. |
313 | */ |
311 | */ |
314 | if (nstat < 1 && i * flag < 0) |
312 | if (nstat < 1 && i * flag < 0) |
315 | nstat = 1; |
313 | nstat = 1; |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
314 | else if (nstat > 20 + op->arch->stats.stat (j)) |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
315 | nstat = 20 + op->arch->stats.stat (j); |
318 | |
316 | |
319 | if (nstat != ostat) |
317 | if (nstat != ostat) |
320 | { |
318 | { |
321 | op->contr->orig_stats.stat (j) = nstat; |
319 | op->contr->orig_stats.stat (j) = nstat; |
322 | potion_max = 0; |
320 | potion_max = 0; |
… | |
… | |
367 | { |
365 | { |
368 | success = 1; |
366 | success = 1; |
369 | 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."); |
370 | } |
368 | } |
371 | |
369 | |
372 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
370 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
373 | { |
371 | { |
374 | success = 1; |
372 | success = 1; |
375 | 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."); |
376 | } |
374 | } |
377 | |
375 | |
378 | 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]) |
379 | { |
377 | { |
380 | success = 1; |
378 | success = 1; |
381 | 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."); |
382 | } |
380 | } |
383 | |
381 | |
384 | 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]) |
385 | { |
383 | { |
386 | success = 1; |
384 | success = 1; |
387 | 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."); |
388 | } |
386 | } |
389 | |
387 | |
… | |
… | |
391 | * user has multiple items giving the same type appled like we |
389 | * user has multiple items giving the same type appled like we |
392 | * 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 |
393 | * can be misleading (a little higher could be miscontrued from |
391 | * can be misleading (a little higher could be miscontrued from |
394 | * from fly high) |
392 | * from fly high) |
395 | */ |
393 | */ |
396 | if (tmp->move_type && op->move_type != refop.move_type) |
394 | if (tmp->move_type && op->move_type != prev_move_type) |
397 | { |
395 | { |
398 | success = 1; |
396 | success = 1; |
399 | |
397 | |
400 | /* 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 |
401 | * status doesn't make a difference if you are flying high |
399 | * status doesn't make a difference if you are flying high |
… | |
… | |
422 | } |
420 | } |
423 | |
421 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
423 | * originally undead may change their status |
426 | */ |
424 | */ |
427 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
425 | if (!op->arch->flag [FLAG_UNDEAD]) |
428 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
426 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
429 | { |
427 | { |
430 | success = 1; |
428 | success = 1; |
431 | if (flag > 0) |
429 | if (flag > 0) |
432 | { |
430 | { |
433 | op->race = "undead"; |
431 | op->race = "undead"; |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
432 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 | } |
433 | } |
436 | else |
434 | else |
437 | { |
435 | { |
438 | op->race = op->arch->clone.race; |
436 | op->race = op->arch->race; |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | } |
438 | } |
441 | } |
439 | } |
442 | |
440 | |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
441 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
444 | { |
442 | { |
445 | success = 1; |
443 | success = 1; |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
447 | } |
445 | } |
448 | |
446 | |
449 | 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]) |
450 | { |
448 | { |
451 | success = 1; |
449 | success = 1; |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
453 | } |
451 | } |
454 | |
452 | |
455 | /* 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 |
456 | * vision |
454 | * vision |
457 | */ |
455 | */ |
458 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
456 | if (tmp->flag [FLAG_BLIND]) |
459 | { |
457 | { |
460 | success = 1; |
458 | success = 1; |
461 | if (flag > 0) |
459 | if (flag > 0) |
462 | { |
460 | { |
463 | if (QUERY_FLAG (op, FLAG_WIZ)) |
461 | if (op->flag [FLAG_WIZ]) |
464 | 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."); |
465 | else |
463 | else |
466 | { |
464 | { |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 | SET_FLAG (op, FLAG_BLIND); |
466 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
470 | op->contr->do_los = 1; |
468 | op->contr->do_los = 1; |
471 | } |
469 | } |
472 | } |
470 | } |
473 | else |
471 | else |
474 | { |
472 | { |
475 | if (QUERY_FLAG (op, FLAG_WIZ)) |
473 | if (op->flag [FLAG_WIZ]) |
476 | 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."); |
477 | else |
475 | else |
478 | { |
476 | { |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
482 | op->contr->do_los = 1; |
480 | op->contr->do_los = 1; |
483 | } |
481 | } |
484 | } |
482 | } |
485 | } |
483 | } |
486 | |
484 | |
487 | 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]) |
488 | { |
486 | { |
489 | success = 1; |
487 | success = 1; |
490 | if (op->type == PLAYER) |
488 | if (op->type == PLAYER) |
491 | op->contr->do_los = 1; |
489 | op->contr->do_los = 1; |
492 | 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."); |
493 | } |
491 | } |
494 | |
492 | |
495 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
493 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
496 | { |
494 | { |
497 | success = 1; |
495 | success = 1; |
498 | if (flag > 0) |
496 | if (flag > 0) |
499 | { |
497 | { |
500 | if (QUERY_FLAG (op, FLAG_WIZ)) |
498 | if (op->flag [FLAG_WIZ]) |
501 | 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."); |
502 | else |
500 | else |
503 | { |
501 | { |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
505 | if (op->type == PLAYER) |
503 | if (op->type == PLAYER) |
506 | op->contr->do_los = 1; |
504 | op->contr->do_los = 1; |
507 | } |
505 | } |
508 | } |
506 | } |
509 | else |
507 | else |
510 | { |
508 | { |
511 | if (QUERY_FLAG (op, FLAG_WIZ)) |
509 | if (op->flag [FLAG_WIZ]) |
512 | 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."); |
513 | else |
511 | else |
514 | { |
512 | { |
515 | 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."); |
516 | if (op->type == PLAYER) |
514 | if (op->type == PLAYER) |
… | |
… | |
554 | for (int i = 0; i < NROFATTACKS; i++) |
552 | for (int i = 0; i < NROFATTACKS; i++) |
555 | { |
553 | { |
556 | if (i == ATNR_PHYSICAL) |
554 | if (i == ATNR_PHYSICAL) |
557 | continue; /* Don't display about armour */ |
555 | continue; /* Don't display about armour */ |
558 | |
556 | |
559 | if (op->resist[i] != refop.resist[i]) |
557 | if (op->resist [i] != prev_resist [i]) |
560 | { |
558 | { |
561 | success = 1; |
559 | success = 1; |
|
|
560 | |
562 | if (op->resist[i] > refop.resist[i]) |
561 | if (op->resist [i] > prev_resist [i]) |
563 | 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]); |
564 | else |
563 | else |
565 | 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]); |
566 | |
565 | |
567 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | } |
567 | } |
569 | } |
568 | } |
570 | |
569 | |
… | |
… | |
685 | void |
684 | void |
686 | object::remove_statbonus () |
685 | object::remove_statbonus () |
687 | { |
686 | { |
688 | for (int i = 0; i < NUM_STATS; ++i) |
687 | for (int i = 0; i < NUM_STATS; ++i) |
689 | { |
688 | { |
690 | sint8 v = arch->clone.stats.stat (i); |
689 | sint8 v = arch->stats.stat (i); |
691 | stats.stat (i) -= v; |
690 | stats.stat (i) -= v; |
692 | contr->orig_stats.stat (i) -= v; |
691 | contr->orig_stats.stat (i) -= v; |
693 | } |
692 | } |
694 | } |
693 | } |
695 | |
694 | |
… | |
… | |
699 | void |
698 | void |
700 | object::add_statbonus () |
699 | object::add_statbonus () |
701 | { |
700 | { |
702 | for (int i = 0; i < NUM_STATS; ++i) |
701 | for (int i = 0; i < NUM_STATS; ++i) |
703 | { |
702 | { |
704 | sint8 v = arch->clone.stats.stat (i); |
703 | sint8 v = arch->stats.stat (i); |
705 | stats.stat (i) += v; |
704 | stats.stat (i) += v; |
706 | contr->orig_stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
707 | } |
706 | } |
708 | } |
707 | } |
|
|
708 | |
|
|
709 | /* These are the items that currently can change digestion, regeneration, |
|
|
710 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
711 | * list, but other items store other info into stats array. |
|
|
712 | */ |
|
|
713 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
714 | { |
|
|
715 | digest_types () |
|
|
716 | { |
|
|
717 | set (WEAPON); |
|
|
718 | set (BOW); |
|
|
719 | set (ARMOUR); |
|
|
720 | set (HELMET); |
|
|
721 | set (SHIELD); |
|
|
722 | set (RING); |
|
|
723 | set (BOOTS); |
|
|
724 | set (GLOVES); |
|
|
725 | set (AMULET); |
|
|
726 | set (GIRDLE); |
|
|
727 | set (BRACERS); |
|
|
728 | set (CLOAK); |
|
|
729 | set (DISEASE); |
|
|
730 | set (FORCE); |
|
|
731 | set (SKILL); |
|
|
732 | } |
|
|
733 | } digest_types; |
|
|
734 | |
|
|
735 | static struct copy_flags : object::flags_t |
|
|
736 | { |
|
|
737 | copy_flags () |
|
|
738 | { |
|
|
739 | set (FLAG_LIFESAVE); |
|
|
740 | set (FLAG_REFL_SPELL); |
|
|
741 | set (FLAG_REFL_MISSILE); |
|
|
742 | set (FLAG_STEALTH); |
|
|
743 | set (FLAG_XRAYS); |
|
|
744 | set (FLAG_BLIND); |
|
|
745 | set (FLAG_SEE_IN_DARK); |
|
|
746 | } |
|
|
747 | } copy_flags; |
709 | |
748 | |
710 | /* |
749 | /* |
711 | * Updates all abilities given by applied objects in the inventory |
750 | * Updates all abilities given by applied objects in the inventory |
712 | * of the given object. Note: This function works for both monsters |
751 | * of the given object. Note: This function works for both monsters |
713 | * and players; the "player" in the name is purely an archaic inheritance. |
752 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
718 | * spell system split, grace points now added to system --peterm |
757 | * spell system split, grace points now added to system --peterm |
719 | */ |
758 | */ |
720 | void |
759 | void |
721 | object::update_stats () |
760 | object::update_stats () |
722 | { |
761 | { |
723 | int i, j; |
|
|
724 | 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; |
725 | int weapon_weight = 0, weapon_speed = 0; |
763 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
767 | float old_speed = speed; |
|
|
768 | int stat_sum [NUM_STATS]; |
730 | |
769 | |
731 | /* First task is to clear all the values back to their original values */ |
770 | /* First task is to clear all the values back to their original values */ |
732 | if (type == PLAYER) |
771 | if (type == PLAYER) |
733 | { |
772 | { |
734 | for (i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
736 | |
775 | |
737 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
738 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
739 | |
778 | |
740 | attacktype = 0; |
779 | attacktype = 0; |
… | |
… | |
760 | |
799 | |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
764 | |
803 | |
765 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
766 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
767 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
768 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
807 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
769 | |
808 | |
770 | path_attuned = arch->clone.path_attuned; |
809 | path_attuned = arch->path_attuned; |
771 | path_repelled = arch->clone.path_repelled; |
810 | path_repelled = arch->path_repelled; |
772 | path_denied = arch->clone.path_denied; |
811 | path_denied = arch->path_denied; |
773 | glow_radius = arch->clone.glow_radius; |
812 | glow_radius = arch->glow_radius; |
774 | move_type = arch->clone.move_type; |
813 | move_type = arch->move_type; |
775 | |
814 | |
776 | chosen_skill = 0; |
815 | chosen_skill = 0; |
777 | |
816 | |
778 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
779 | * archetype clone |
818 | * archetype clone |
780 | */ |
819 | */ |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
782 | |
821 | |
783 | for (i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
784 | { |
823 | { |
785 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
786 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
787 | else |
826 | else |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
789 | |
828 | |
790 | potion_resist[i] = 0; |
829 | potion_resist[i] = 0; |
791 | } |
830 | } |
792 | |
831 | |
793 | wc = arch->clone.stats.wc; |
832 | wc = arch->stats.wc; |
794 | stats.dam = arch->clone.stats.dam; |
833 | stats.dam = arch->stats.dam; |
795 | |
834 | |
796 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
835 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
798 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
799 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * we should probably give them some bonus and cap it off - otherwise, |
800 | * basically, if a server updates its max level, these playes may find |
839 | * basically, if a server updates its max level, these playes may find |
801 | * that their protection from physical goes down |
840 | * that their protection from physical goes down |
802 | */ |
841 | */ |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
804 | { |
843 | { |
805 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
844 | ac = max (-10, arch->stats.ac - level / 3); |
806 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
807 | } |
846 | } |
808 | else |
847 | else |
809 | ac = arch->clone.stats.ac; |
848 | ac = arch->stats.ac; |
810 | |
849 | |
811 | stats.luck = arch->clone.stats.luck; |
850 | stats.luck = arch->stats.luck; |
812 | speed = arch->clone.speed; |
851 | speed = arch->speed; |
813 | |
852 | |
814 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
815 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
816 | */ |
855 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
… | |
… | |
865 | || (tmp->type == SKILL |
904 | || (tmp->type == SKILL |
866 | && tmp->subtype == SK_PRAYING)) |
905 | && tmp->subtype == SK_PRAYING)) |
867 | { |
906 | { |
868 | if (type == PLAYER) |
907 | if (type == PLAYER) |
869 | { |
908 | { |
|
|
909 | contr->item_power += tmp->item_power; |
|
|
910 | |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
911 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
871 | if (tmp != current_weapon |
912 | if (tmp != current_weapon |
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
913 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
873 | && !tmp->flag [FLAG_CURSED] |
914 | && !tmp->flag [FLAG_CURSED] |
874 | && !tmp->flag [FLAG_DAMNED]) |
915 | && !tmp->flag [FLAG_DAMNED]) |
875 | continue; |
916 | continue; |
876 | |
917 | |
877 | for (i = 0; i < NUM_STATS; i++) |
918 | for (int i = 0; i < NUM_STATS; i++) |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
879 | |
920 | |
880 | /* These are the items that currently can change digestion, regeneration, |
921 | if (digest_types [tmp->type]) |
881 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
882 | * list, but other items store other info into stats array. |
|
|
883 | */ |
|
|
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
886 | tmp->type == SHIELD || tmp->type == RING || |
|
|
887 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
888 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
889 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
890 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
891 | tmp->type == SKILL) |
|
|
892 | { |
922 | { |
893 | contr->digestion += tmp->stats.food; |
923 | contr->digestion += tmp->stats.food; |
894 | contr->gen_hp += tmp->stats.hp; |
924 | contr->gen_hp += tmp->stats.hp; |
895 | contr->gen_sp += tmp->stats.sp; |
925 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_grace += tmp->stats.grace; |
926 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_sp_armour += tmp->gen_sp_armour; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->item_power += tmp->item_power; |
|
|
899 | } |
928 | } |
900 | } /* if this is a player */ |
929 | } /* if this is a player */ |
901 | else |
930 | else |
902 | { |
931 | { |
903 | if (tmp->type == WEAPON) |
932 | if (tmp->type == WEAPON) |
904 | current_weapon = tmp; |
933 | current_weapon = tmp; |
905 | } |
934 | } |
906 | |
935 | |
907 | /* Update slots used for items */ |
936 | /* Update slots used for items */ |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
910 | slot[i].used += tmp->slot[i].info; |
939 | slot[i].used += tmp->slot[i].info; |
911 | |
940 | |
912 | if (tmp->type == SYMPTOM) |
941 | if (tmp->type == SYMPTOM) |
913 | { |
|
|
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
915 | |
|
|
916 | if (speed_reduce_from_disease == 0) |
|
|
917 | speed_reduce_from_disease = 1; |
942 | speed_reduce_from_disease = |
918 | } |
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
919 | |
944 | |
920 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
921 | * (Negative protections are calculated exactly like positive.) |
946 | * (Negative protections are calculated exactly like positive.) |
922 | * Resistance from potions are treated special as well. If there's |
947 | * Resistance from potions are treated special as well. If there's |
923 | * more than one potion-effect, the bigger prot.-value is taken. |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
924 | */ |
949 | */ |
925 | if (tmp->type != POTION) |
950 | if (tmp->type != POTION) |
926 | { |
951 | { |
927 | for (i = 0; i < NROFATTACKS; i++) |
952 | for (int i = 0; i < NROFATTACKS; i++) |
928 | { |
953 | { |
929 | /* Potential for cursed potions, in which case we just can use |
954 | /* Potential for cursed potions, in which case we just can use |
930 | * a straight MAX, as potion_resist is initialised to zero. |
955 | * a straight MAX, as potion_resist is initialised to zero. |
931 | */ |
956 | */ |
932 | if (tmp->type == POTION_EFFECT) |
957 | if (tmp->type == POTION_EFFECT) |
933 | { |
958 | { |
934 | if (potion_resist[i]) |
959 | if (potion_resist[i]) |
935 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
960 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
936 | else |
961 | else |
937 | potion_resist[i] = tmp->resist[i]; |
962 | potion_resist[i] = tmp->resist[i]; |
938 | } |
963 | } |
939 | else if (tmp->resist[i] > 0) |
964 | else if (tmp->resist[i] > 0) |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
965 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
952 | path_denied |= tmp->path_denied; |
977 | path_denied |= tmp->path_denied; |
953 | move_type |= tmp->move_type; |
978 | move_type |= tmp->move_type; |
954 | stats.luck += tmp->stats.luck; |
979 | stats.luck += tmp->stats.luck; |
955 | } |
980 | } |
956 | |
981 | |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
982 | flag |= tmp->flag & copy_flags; |
958 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
964 | |
983 | |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
984 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
966 | SET_FLAG (this, FLAG_UNDEAD); |
985 | SET_FLAG (this, FLAG_UNDEAD); |
967 | |
986 | |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
987 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
969 | { |
988 | { |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
989 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1126 | |
1145 | |
1127 | if (tmp->stats.ac) |
1146 | if (tmp->stats.ac) |
1128 | ac -= (tmp->stats.ac + tmp->magic); |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1129 | |
1148 | |
1130 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1149 | if (ARMOUR_SPEED (tmp)) |
1131 | max = ARMOUR_SPEED (tmp) / 10.f; |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1132 | |
1151 | |
1133 | break; |
1152 | break; |
1134 | } /* switch tmp->type */ |
1153 | } /* switch tmp->type */ |
1135 | } /* item is equipped */ |
1154 | } /* item is equipped */ |
1136 | } /* for loop of items */ |
1155 | } /* for loop of items */ |
… | |
… | |
1143 | * If there is an uncursed potion in effect, granting more protection |
1162 | * If there is an uncursed potion in effect, granting more protection |
1144 | * than that, we take: 'total resistance = resistance from potion'. |
1163 | * than that, we take: 'total resistance = resistance from potion'. |
1145 | * 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 |
1146 | * 'total resistance = vulnerability from cursed potion'. |
1165 | * 'total resistance = vulnerability from cursed potion'. |
1147 | */ |
1166 | */ |
1148 | for (i = 0; i < NROFATTACKS; i++) |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1149 | { |
1168 | { |
1150 | resist[i] = prot[i] - vuln[i]; |
1169 | resist[i] = prot[i] - vuln[i]; |
1151 | |
1170 | |
1152 | 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))) |
1153 | resist[i] = potion_resist[i]; |
1172 | resist[i] = potion_resist[i]; |
1154 | } |
1173 | } |
1155 | |
1174 | |
1156 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1157 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1158 | { |
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. */ |
1159 | int pl_level; |
1184 | int pl_level; |
1160 | |
1185 | |
1161 | check_stat_bounds (&(stats)); |
1186 | check_stat_bounds (&(stats)); |
1162 | pl_level = level; |
1187 | pl_level = level; |
1163 | |
1188 | |
… | |
… | |
1165 | 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! */ |
1166 | |
1191 | |
1167 | /* 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, |
1168 | * 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. |
1169 | */ |
1194 | */ |
1170 | 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++) |
1171 | { |
1197 | { |
1172 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1198 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1173 | |
1199 | |
1174 | if (i % 2 && con_bonus[stats.Con] % 2) |
1200 | if (i % 2 && con_bonus[stats.Con] % 2) |
1175 | { |
|
|
1176 | if (con_bonus[stats.Con] > 0) |
1201 | if (con_bonus[stats.Con] > 0) |
1177 | j++; |
1202 | j++; |
1178 | else |
1203 | else |
1179 | j--; |
1204 | j--; |
1180 | } |
|
|
1181 | |
1205 | |
1182 | 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 */ |
1183 | } |
1207 | } |
1184 | |
1208 | |
1185 | for (i = 11; i <= level; i++) |
1209 | stats.maxhp += 2 * max (0, level - 10); |
1186 | stats.maxhp += 2; |
|
|
1187 | |
1210 | |
1188 | if (stats.hp > stats.maxhp) |
1211 | if (stats.hp > stats.maxhp) |
1189 | stats.hp = stats.maxhp; |
1212 | stats.hp = stats.maxhp; |
1190 | |
1213 | |
1191 | /* Sp gain is controlled by the level of the player's |
1214 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1204 | |
1227 | |
1205 | if (mana_obj == this && type == PLAYER) |
1228 | if (mana_obj == this && type == PLAYER) |
1206 | stats.maxsp = 1; |
1229 | stats.maxsp = 1; |
1207 | else |
1230 | else |
1208 | { |
1231 | { |
1209 | sp_tmp = 0.f; |
1232 | float sp_tmp = 0.f; |
1210 | |
1233 | |
1211 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1234 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1212 | { |
1235 | { |
1213 | float stmp; |
1236 | float stmp; |
1214 | |
1237 | |
1215 | /* Got some extra bonus at first level */ |
1238 | /* Got some extra bonus at first level */ |
1216 | if (i < 2) |
1239 | if (i < 2) |
1217 | 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; |
1218 | else |
1241 | else |
1219 | 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; |
1220 | |
1243 | |
1221 | if (stmp < 1.f) |
|
|
1222 | stmp = 1.f; |
|
|
1223 | |
|
|
1224 | sp_tmp += stmp; |
1244 | sp_tmp += max (1.f, stmp); |
1225 | } |
1245 | } |
1226 | |
1246 | |
1227 | stats.maxsp = (sint16)sp_tmp; |
1247 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1228 | |
|
|
1229 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1230 | stats.maxsp += 2; |
|
|
1231 | } |
1248 | } |
1232 | |
1249 | |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1250 | /* Characters can get their sp supercharged via rune of transferrance */ |
1234 | if (stats.sp > stats.maxsp * 2) |
1251 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1235 | stats.sp = stats.maxsp * 2; |
|
|
1236 | |
1252 | |
1237 | /* 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 */ |
1238 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1254 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1239 | grace_obj = this; |
1255 | grace_obj = this; |
1240 | |
1256 | |
… | |
… | |
1245 | /* 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 |
1246 | * 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 |
1247 | * 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 |
1248 | * step of 8 - with floats, even fractional ones are useful. |
1264 | * step of 8 - with floats, even fractional ones are useful. |
1249 | */ |
1265 | */ |
1250 | sp_tmp = 0.f; |
1266 | float sp_tmp = 0.f; |
1251 | 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++) |
1252 | { |
1269 | { |
1253 | float grace_tmp = 0.f; |
1270 | float grace_tmp = 0.f; |
1254 | |
1271 | |
1255 | /* Got some extra bonus at first level */ |
1272 | /* Got some extra bonus at first level */ |
1256 | if (i < 2) |
1273 | if (i < 2) |
1257 | 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; |
1258 | else |
1275 | else |
1259 | 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; |
1260 | |
1277 | |
1261 | if (grace_tmp < 1.f) |
|
|
1262 | grace_tmp = 1.f; |
|
|
1263 | |
|
|
1264 | sp_tmp += grace_tmp; |
1278 | sp_tmp += max (1.f, grace_tmp); |
1265 | } |
1279 | } |
1266 | |
1280 | |
1267 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1268 | |
|
|
1269 | /* two grace points per level after 11 */ |
1281 | /* two grace points per level after 10 */ |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1282 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1271 | stats.maxgrace += 2; |
|
|
1272 | } |
1283 | } |
1273 | |
1284 | |
1274 | /* No limit on grace vs maxgrace */ |
1285 | /* No limit on grace vs maxgrace */ |
1275 | |
1286 | |
1276 | if (contr->braced) |
1287 | if (contr->braced) |
… | |
… | |
1296 | |
1307 | |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1308 | if (contr && wc_obj && wc_obj->level > 1) |
1298 | { |
1309 | { |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1310 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1300 | |
1311 | |
1301 | for (i = 1; i < wc_obj->level; i++) |
1312 | for (int i = 1; i < wc_obj->level; i++) |
1302 | { |
1313 | { |
1303 | /* additional wc every 6 levels */ |
1314 | /* additional wc every 6 levels */ |
1304 | if (!(i % 6)) |
1315 | if (!(i % 6)) |
1305 | wc--; |
1316 | wc--; |
1306 | |
1317 | |
… | |
… | |
1321 | |
1332 | |
1322 | if (settings.search_items && contr->search_str[0]) |
1333 | if (settings.search_items && contr->search_str[0]) |
1323 | speed -= 1; |
1334 | speed -= 1; |
1324 | |
1335 | |
1325 | if (attacktype == 0) |
1336 | if (attacktype == 0) |
1326 | attacktype = arch->clone.attacktype; |
1337 | attacktype = arch->attacktype; |
1327 | } /* End if player */ |
1338 | } /* End if player */ |
1328 | |
1339 | |
1329 | if (added_speed >= 0) |
1340 | if (added_speed >= 0) |
1330 | speed += added_speed / 10.f; |
1341 | speed += added_speed / 10.f; |
1331 | else /* Something wrong here...: */ |
1342 | else /* Something wrong here...: */ |
1332 | speed /= 1.f - added_speed; |
1343 | speed /= 1.f - added_speed; |
1333 | |
1344 | |
1334 | /* Max is determined by armour */ |
1345 | /* Max is determined by armour */ |
1335 | if (speed > max) |
1346 | speed = min (speed, max_speed); |
1336 | speed = max; |
|
|
1337 | |
1347 | |
1338 | if (type == PLAYER) |
1348 | if (type == PLAYER) |
1339 | { |
1349 | { |
1340 | /* 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) |
1341 | * or below (negative number) that the player is carrying. If above |
1351 | * or below (negative number) that the player is carrying. If above |
1342 | * weight limit, then player suffers a speed reduction based on how |
1352 | * weight limit, then player suffers a speed reduction based on how |
1343 | * much above he is, and what is max carry is |
1353 | * much above he is, and what is max carry is |
1344 | */ |
1354 | */ |
1345 | f = (carrying / 1000) - max_carry[stats.Str]; |
1355 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1346 | if (f > 0) |
1356 | if (f > 0.f) |
1347 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1357 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1348 | } |
1358 | } |
1349 | |
1359 | |
1350 | 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; |
1351 | |
1362 | |
1352 | /* 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 |
1353 | * 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. |
1354 | */ |
1365 | */ |
1355 | speed = speed * speed_reduce_from_disease; |
|
|
1356 | |
|
|
1357 | if (speed < 0.01f && type == PLAYER) |
1366 | if (speed < 0.04f && type == PLAYER) |
1358 | speed = 0.01f; |
1367 | speed = 0.04f; |
|
|
1368 | |
|
|
1369 | if (speed != old_speed) |
|
|
1370 | set_speed (speed); |
1359 | |
1371 | |
1360 | if (type == PLAYER) |
1372 | if (type == PLAYER) |
1361 | { |
1373 | { |
1362 | /* (This formula was made by vidarl@ifi.uio.no) |
1374 | /* (This formula was made by vidarl@ifi.uio.no) |
1363 | * Note that we never used these values again - basically |
1375 | * Note that we never used these values again - basically |
… | |
… | |
1378 | |
1390 | |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1391 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1380 | } |
1392 | } |
1381 | |
1393 | |
1382 | /* 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: */ |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1395 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1396 | stats.dam = arch->stats.dam * 3; |
1385 | |
1397 | |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1398 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1399 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1388 | |
1400 | |
1389 | /* 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, |
… | |
… | |
1395 | if (move_type == 0) |
1407 | if (move_type == 0) |
1396 | move_type = MOVE_WALK; |
1408 | move_type = MOVE_WALK; |
1397 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1409 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1398 | move_type &= ~MOVE_WALK; |
1410 | move_type &= ~MOVE_WALK; |
1399 | |
1411 | |
1400 | if (speed != old_speed) |
|
|
1401 | set_speed (speed); |
|
|
1402 | |
|
|
1403 | /* 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, |
1404 | * so we will check that now. |
1413 | * so we will check that now. |
1405 | */ |
1414 | */ |
1406 | if (type == PLAYER) |
1415 | if (type == PLAYER) |
1407 | { |
1416 | { |
… | |
… | |
1467 | /* 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, |
1468 | or else at random */ |
1477 | or else at random */ |
1469 | 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) |
1470 | atnr = abil->stats.exp; |
1479 | atnr = abil->stats.exp; |
1471 | |
1480 | |
1472 | level = (int) (level / 5.); |
1481 | level = (int) (level / 25.); |
1473 | |
1482 | |
1474 | /* now set the new title */ |
1483 | /* now set the new title */ |
1475 | if (pl->contr != NULL) |
1484 | if (pl->contr) |
1476 | { |
1485 | { |
1477 | if (level == 0) |
1486 | if (level == 0) |
1478 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1487 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1479 | else if (level == 1) |
1488 | else if (level == 1) |
1480 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1489 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
… | |
… | |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1518 | object *skin = NULL; /* pointer to dragon skin force */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1519 | object *tmp = NULL; /* tmp. object */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1520 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1512 | |
1521 | |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1522 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1516 | |
|
|
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1523 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1518 | if (tmp->type == FORCE) |
1524 | if (tmp->type == FORCE) |
1519 | if (tmp->arch->name == dragon_ability_force) |
1525 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1520 | abil = tmp; |
1526 | abil = tmp; |
1521 | else if (tmp->arch->name == dragon_skin_force) |
1527 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1522 | skin = tmp; |
1528 | skin = tmp; |
1523 | |
1529 | |
1524 | /* if the force is missing -> bail out */ |
1530 | /* if the force is missing -> bail out */ |
1525 | if (abil == NULL) |
1531 | if (abil == NULL) |
1526 | return; |
1532 | return; |
… | |
… | |
1602 | */ |
1608 | */ |
1603 | void |
1609 | void |
1604 | player_lvl_adj (object *who, object *op) |
1610 | player_lvl_adj (object *who, object *op) |
1605 | { |
1611 | { |
1606 | char buf[MAX_BUF]; |
1612 | char buf[MAX_BUF]; |
|
|
1613 | bool changed = false; |
1607 | |
1614 | |
1608 | if (!op) /* when rolling stats */ |
1615 | if (!op) /* when rolling stats */ |
1609 | op = who; |
1616 | op = who; |
1610 | |
1617 | |
1611 | 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)) |
1612 | { |
1619 | { |
|
|
1620 | changed = true; |
|
|
1621 | |
1613 | op->level++; |
1622 | op->level++; |
1614 | |
1623 | |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1624 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1616 | dragon_level_gain (who); |
1625 | dragon_level_gain (who); |
1617 | |
1626 | |
… | |
… | |
1621 | 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; |
1622 | 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); |
1623 | 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; |
1624 | } |
1633 | } |
1625 | |
1634 | |
1626 | who->update_stats (); |
|
|
1627 | if (op->level > 1) |
1635 | if (op->level > 1) |
1628 | { |
1636 | { |
1629 | if (op->type != PLAYER) |
1637 | if (op->type != PLAYER) |
|
|
1638 | { |
|
|
1639 | who->contr->play_sound (sound_find ("skill_up")); |
1630 | 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 | } |
1631 | else |
1642 | else |
|
|
1643 | { |
|
|
1644 | who->contr->play_sound (sound_find ("level_up")); |
1632 | sprintf (buf, "You are now level %d.", op->level); |
1645 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1646 | } |
1633 | |
1647 | |
1634 | if (who) |
1648 | if (who) |
1635 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1636 | } |
1650 | } |
1637 | |
|
|
1638 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1639 | } |
1651 | } |
|
|
1652 | |
1640 | 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)) |
1641 | { |
1654 | { |
|
|
1655 | changed = true; |
|
|
1656 | |
1642 | op->level--; |
1657 | op->level--; |
1643 | who->update_stats (); |
|
|
1644 | |
1658 | |
1645 | if (op->type != PLAYER) |
1659 | if (op->type != PLAYER) |
1646 | { |
1660 | { |
1647 | 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); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1662 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | } |
1663 | } |
|
|
1664 | } |
1650 | |
1665 | |
1651 | player_lvl_adj (who, op); /* To decrease more levels */ |
1666 | if (changed) |
1652 | } |
1667 | { |
1653 | |
1668 | who->update_stats (); |
|
|
1669 | esrv_update_stats (who->contr); |
1654 | /* check if the spell data has changed */ |
1670 | /* check if the spell data has changed */ |
1655 | esrv_update_stats (who->contr); |
|
|
1656 | esrv_update_spells (who->contr); |
1671 | esrv_update_spells (who->contr); |
|
|
1672 | } |
1657 | } |
1673 | } |
1658 | |
1674 | |
1659 | /* |
1675 | /* |
1660 | * Returns how much experience is needed for a player to become |
1676 | * Returns how much experience is needed for a player to become |
1661 | * the given level. level should really never exceed max_level |
1677 | * the given level. level should really never exceed max_level |