… | |
… | |
858 | * then calls this function. |
858 | * then calls this function. |
859 | */ |
859 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
861 | continue; |
862 | |
862 | |
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
863 | glow_radius += tmp->glow_radius; |
867 | |
864 | |
868 | /* For some things, we don't care what is equipped */ |
865 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
866 | if (tmp->type == SKILL) |
870 | { |
867 | { |
871 | /* Want to take the highest skill here. */ |
868 | /* Want to take the highest skill here. */ |
… | |
… | |
917 | |
914 | |
918 | if (digest_types [tmp->type]) |
915 | if (digest_types [tmp->type]) |
919 | { |
916 | { |
920 | contr->digestion += tmp->stats.food; |
917 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
918 | contr->gen_hp += tmp->stats.hp; |
|
|
919 | if (tmp->type != BOW) // ugly exception for bows |
922 | contr->gen_sp += tmp->stats.sp; |
920 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_grace += tmp->stats.grace; |
921 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_sp_armour += tmp->gen_sp_armour; |
922 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | } |
923 | } |
926 | } /* if this is a player */ |
924 | } /* if this is a player */ |
927 | else |
925 | else |
… | |
… | |
1136 | else /* To nullify the below effect */ |
1134 | else /* To nullify the below effect */ |
1137 | ac += tmp->stats.ac + tmp->magic; |
1135 | ac += tmp->stats.ac + tmp->magic; |
1138 | } |
1136 | } |
1139 | |
1137 | |
1140 | if (tmp->stats.wc) |
1138 | if (tmp->stats.wc) |
1141 | wc -= (tmp->stats.wc + tmp->magic); |
1139 | wc -= tmp->stats.wc + tmp->magic; |
1142 | |
1140 | |
1143 | if (tmp->stats.ac) |
1141 | if (tmp->stats.ac) |
1144 | ac -= (tmp->stats.ac + tmp->magic); |
1142 | ac -= tmp->stats.ac + tmp->magic; |
1145 | |
1143 | |
1146 | if (ARMOUR_SPEED (tmp)) |
1144 | if (ARMOUR_SPEED (tmp)) |
1147 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1145 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1148 | |
1146 | |
1149 | break; |
1147 | break; |
1150 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1151 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1152 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
|
|
1151 | |
|
|
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1153 | |
1153 | |
1154 | /* We've gone through all the objects the player has equipped. For many things, we |
1154 | /* We've gone through all the objects the player has equipped. For many things, we |
1155 | * have generated intermediate values which we now need to assign. |
1155 | * have generated intermediate values which we now need to assign. |
1156 | */ |
1156 | */ |
1157 | |
1157 | |
… | |
… | |
1441 | |
1441 | |
1442 | /* |
1442 | /* |
1443 | * set the new dragon name after gaining levels or |
1443 | * set the new dragon name after gaining levels or |
1444 | * changing ability focus (later this can be extended to |
1444 | * changing ability focus (later this can be extended to |
1445 | * eventually change the player's face and animation) |
1445 | * eventually change the player's face and animation) |
1446 | * |
|
|
1447 | * Note that the title is written to 'own_title' in the |
|
|
1448 | * player struct. This should be changed to 'ext_title' |
|
|
1449 | * as soon as clients support this! |
|
|
1450 | * Please, anyone, write support for 'ext_title'. |
|
|
1451 | */ |
1446 | */ |
1452 | void |
1447 | void |
1453 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1448 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1454 | { |
1449 | { |
1455 | int atnr = -1; /* attacknumber of highest level */ |
1450 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1473 | /* now if there are equals at highest level, pick the one with focus, |
1468 | /* now if there are equals at highest level, pick the one with focus, |
1474 | or else at random */ |
1469 | or else at random */ |
1475 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1470 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1476 | atnr = abil->stats.exp; |
1471 | atnr = abil->stats.exp; |
1477 | |
1472 | |
1478 | level = (int) (level / 25.); |
|
|
1479 | |
|
|
1480 | /* now set the new title */ |
1473 | /* now set the new title */ |
1481 | if (pl->contr) |
|
|
1482 | { |
|
|
1483 | if (level == 0) |
|
|
1484 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1474 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1485 | else if (level == 1) |
|
|
1486 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1475 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1487 | else if (level == 2) |
|
|
1488 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1476 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1489 | else if (level == 3) |
|
|
1490 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1477 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1491 | else |
1478 | else |
1492 | { |
1479 | { |
1493 | /* special titles for extra high resistance! */ |
1480 | /* special titles for extra high resistance! */ |
1494 | if (skin->resist[atnr] > 80) |
|
|
1495 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1481 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1496 | else if (skin->resist[atnr] > 50) |
|
|
1497 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1482 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1498 | else |
|
|
1499 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1483 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1500 | } |
|
|
1501 | } |
1484 | } |
1502 | |
1485 | |
1503 | strcpy (pl->contr->own_title, ""); |
1486 | strcpy (pl->contr->own_title, ""); |
1504 | } |
1487 | } |
1505 | |
1488 | |
… | |
… | |
1572 | object *skill_obj; |
1555 | object *skill_obj; |
1573 | |
1556 | |
1574 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1557 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1575 | if (!skill_obj) |
1558 | if (!skill_obj) |
1576 | { |
1559 | { |
1577 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1560 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1578 | return NULL; |
1561 | return NULL; |
1579 | } |
1562 | } |
1580 | |
1563 | |
1581 | /* clear the flag - exp goes into this bucket, but player |
1564 | /* clear the flag - exp goes into this bucket, but player |
1582 | * still doesn't know it. |
1565 | * still doesn't know it. |
1583 | */ |
1566 | */ |
1584 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1567 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1585 | skill_obj->stats.exp = 0; |
1568 | skill_obj->stats.exp = 0; |
1586 | skill_obj->level = 1; |
1569 | skill_obj->level = 1; |
1587 | insert_ob_in_ob (skill_obj, op); |
1570 | op->insert (skill_obj); |
1588 | |
1571 | |
1589 | if (player *pl = op->contr) |
1572 | if (player *pl = op->contr) |
1590 | { |
1573 | pl->link_skills (); |
1591 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1592 | if (pl->ns) |
|
|
1593 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1594 | } |
|
|
1595 | |
1574 | |
1596 | return skill_obj; |
1575 | return skill_obj; |
1597 | } |
1576 | } |
1598 | |
1577 | |
1599 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1578 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1718 | * flag is what to do if the player doesn't have the skill: |
1697 | * flag is what to do if the player doesn't have the skill: |
1719 | */ |
1698 | */ |
1720 | static void |
1699 | static void |
1721 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1700 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1722 | { |
1701 | { |
1723 | object *skill_obj = NULL; |
1702 | object *skill_obj; |
1724 | sint64 limit, exp_to_add; |
1703 | sint64 limit, exp_to_add; |
1725 | int i; |
1704 | int i; |
1726 | |
1705 | |
1727 | /* prevents some forms of abuse. */ |
1706 | /* prevents some forms of abuse. */ |
1728 | if (op->contr->braced) |
1707 | if (op->contr->braced) |
… | |
… | |
1731 | /* Try to find the matching skill. |
1710 | /* Try to find the matching skill. |
1732 | * We do a shortcut/time saving mechanism first - see if it matches |
1711 | * We do a shortcut/time saving mechanism first - see if it matches |
1733 | * chosen_skill. This means we don't need to search through |
1712 | * chosen_skill. This means we don't need to search through |
1734 | * the players inventory. |
1713 | * the players inventory. |
1735 | */ |
1714 | */ |
|
|
1715 | skill_obj = 0; |
|
|
1716 | |
1736 | if (skill_name) |
1717 | if (skill_name) |
1737 | { |
1718 | { |
1738 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1719 | skill_obj = op->contr->find_skill (skill_name); |
1739 | skill_obj = op->chosen_skill; |
|
|
1740 | else |
|
|
1741 | { |
|
|
1742 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1743 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1744 | { |
|
|
1745 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1746 | break; |
|
|
1747 | } |
|
|
1748 | |
1720 | |
1749 | /* Player doesn't have the skill. Check to see what to do, and give |
1721 | /* Player doesn't have the skill. Check to see what to do, and give |
1750 | * it to the player if necessary |
1722 | * it to the player if necessary |
1751 | */ |
1723 | */ |
1752 | if (!skill_obj) |
1724 | if (!skill_obj) |
1753 | { |
1725 | { |
1754 | if (flag == SK_EXP_NONE) |
1726 | if (flag == SK_EXP_NONE) |
1755 | return; |
1727 | return; |
|
|
1728 | |
1756 | else if (flag == SK_EXP_ADD_SKILL) |
1729 | if (flag == SK_EXP_ADD_SKILL) |
1757 | give_skill_by_name (op, skill_name); |
1730 | skill_obj = give_skill_by_name (op, skill_name); |
1758 | } |
|
|
1759 | } |
1731 | } |
1760 | } |
1732 | } |
1761 | |
1733 | |
1762 | if (flag != SK_EXP_SKILL_ONLY) |
1734 | if (flag != SK_EXP_SKILL_ONLY) |
1763 | { |
1735 | { |
… | |
… | |
1796 | player_lvl_adj (op, skill_obj); |
1768 | player_lvl_adj (op, skill_obj); |
1797 | } |
1769 | } |
1798 | } |
1770 | } |
1799 | |
1771 | |
1800 | /* This function checks to make sure that object 'op' can |
1772 | /* This function checks to make sure that object 'op' can |
1801 | * lost 'exp' experience. It returns the amount of exp |
1773 | * lose 'exp' experience. It returns the amount of exp |
1802 | * object 'op' can in fact lose - it basically makes |
1774 | * object 'op' can in fact lose - it basically makes |
1803 | * adjustments based on permanent exp and the like. |
1775 | * adjustments based on permanent exp and the like. |
1804 | * This function should always be used for losing experience - |
1776 | * This function should always be used for losing experience - |
1805 | * the 'exp' value passed should be positive - this is the |
1777 | * the 'exp' value passed should be positive - this is the |
1806 | * amount that should get subtract from the player. |
1778 | * amount that should get subtract from the player. |
… | |
… | |
1810 | { |
1782 | { |
1811 | sint64 del_exp; |
1783 | sint64 del_exp; |
1812 | |
1784 | |
1813 | if (exp > op->stats.exp) |
1785 | if (exp > op->stats.exp) |
1814 | exp = op->stats.exp; |
1786 | exp = op->stats.exp; |
|
|
1787 | |
1815 | if (settings.permanent_exp_ratio) |
1788 | if (settings.permanent_exp_ratio) |
1816 | { |
1789 | { |
1817 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1790 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1791 | |
1818 | if (del_exp < 0) |
1792 | if (del_exp < 0) |
1819 | del_exp = 0; |
1793 | del_exp = 0; |
|
|
1794 | |
1820 | if (exp > del_exp) |
1795 | if (exp > del_exp) |
1821 | exp = del_exp; |
1796 | exp = del_exp; |
1822 | } |
1797 | } |
|
|
1798 | |
1823 | return exp; |
1799 | return exp; |
1824 | } |
1800 | } |
1825 | |
1801 | |
1826 | sint64 |
1802 | sint64 |
1827 | check_exp_adjust (const object *op, sint64 exp) |
1803 | check_exp_adjust (const object *op, sint64 exp) |
1828 | { |
1804 | { |
1829 | if (exp < 0) |
1805 | if (exp < 0) |
1830 | return check_exp_loss (op, exp); |
1806 | return check_exp_loss (op, exp); |
1831 | else |
1807 | else |
1832 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1808 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1833 | } |
1809 | } |
1834 | |
|
|
1835 | |
1810 | |
1836 | /* Subtracts experience from player. |
1811 | /* Subtracts experience from player. |
1837 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1812 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1838 | * only subtract from the matching skill. Otherwise, |
1813 | * only subtract from the matching skill. Otherwise, |
1839 | * this subtracts a portion from all |
1814 | * this subtracts a portion from all |
… | |
… | |
1853 | sint64 del_exp; |
1828 | sint64 del_exp; |
1854 | |
1829 | |
1855 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1830 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1856 | if (tmp->type == SKILL && tmp->stats.exp) |
1831 | if (tmp->type == SKILL && tmp->stats.exp) |
1857 | { |
1832 | { |
1858 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1833 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1859 | { |
1834 | { |
1860 | del_exp = check_exp_loss (tmp, exp); |
1835 | del_exp = check_exp_loss (tmp, exp); |
1861 | tmp->stats.exp -= del_exp; |
1836 | tmp->stats.exp -= del_exp; |
1862 | player_lvl_adj (op, tmp); |
1837 | player_lvl_adj (op, tmp); |
1863 | } |
1838 | } |
… | |
… | |
1951 | * amount of permenent experience, whichever gives the lowest loss. |
1926 | * amount of permenent experience, whichever gives the lowest loss. |
1952 | */ |
1927 | */ |
1953 | void |
1928 | void |
1954 | apply_death_exp_penalty (object *op) |
1929 | apply_death_exp_penalty (object *op) |
1955 | { |
1930 | { |
1956 | object *tmp; |
|
|
1957 | sint64 loss; |
1931 | sint64 loss; |
1958 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1932 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1959 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1933 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1960 | |
1934 | |
1961 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1935 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1962 | if (tmp->type == SKILL && tmp->stats.exp) |
1936 | if (tmp->type == SKILL && tmp->stats.exp) |
1963 | { |
1937 | { |
1964 | |
|
|
1965 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1966 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1939 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1967 | |
1940 | |
1968 | /* With the revised exp system, you can get cases where |
1941 | /* With the revised exp system, you can get cases where |
1969 | * losing several levels would still require that you have more |
1942 | * losing several levels would still require that you have more |
… | |
… | |
1971 | * tables is a lot harder. |
1944 | * tables is a lot harder. |
1972 | */ |
1945 | */ |
1973 | if (level_loss < 0) |
1946 | if (level_loss < 0) |
1974 | level_loss = 0; |
1947 | level_loss = 0; |
1975 | |
1948 | |
1976 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1949 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1977 | |
1950 | |
1978 | tmp->stats.exp -= loss; |
1951 | tmp->stats.exp -= loss; |
1979 | player_lvl_adj (op, tmp); |
1952 | player_lvl_adj (op, tmp); |
1980 | } |
1953 | } |
1981 | |
1954 | |
1982 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1983 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1956 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1984 | |
1957 | |
1985 | if (level_loss < 0) |
1958 | if (level_loss < 0) |
1986 | level_loss = 0; |
1959 | level_loss = 0; |
|
|
1960 | |
1987 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1961 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1988 | |
1962 | |
1989 | op->stats.exp -= loss; |
1963 | op->stats.exp -= loss; |
1990 | player_lvl_adj (op, NULL); |
1964 | player_lvl_adj (op, NULL); |
1991 | } |
1965 | } |
1992 | |
1966 | |