1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_living_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
26 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
22 | */ |
29 | |
23 | |
30 | #include <global.h> |
24 | #include <global.h> |
31 | #include <funcpoint.h> |
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32 | |
25 | |
33 | /* 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 |
34 | * 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 |
35 | * 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 |
36 | */ |
29 | */ |
… | |
… | |
164 | * -b.t. |
157 | * -b.t. |
165 | */ |
158 | */ |
166 | |
159 | |
167 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
160 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
168 | |
161 | |
169 | #ifndef WIN32 |
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170 | extern uint64 *levels; |
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171 | #else |
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172 | extern sint64 *levels; |
162 | extern sint64 *levels; |
173 | #endif |
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174 | |
163 | |
175 | #define MAX_SAVE_LEVEL 110 |
164 | #define MAX_SAVE_LEVEL 110 |
176 | |
165 | |
177 | /* This no longer needs to be changed anytime the number of |
166 | /* This no longer needs to be changed anytime the number of |
178 | * levels is increased - rather, did_make_save will do the |
167 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
201 | static const char *const drain_msg[NUM_STATS] = { |
190 | static const char *const drain_msg[NUM_STATS] = { |
202 | "Oh no! You are weakened!", |
191 | "Oh no! You are weakened!", |
203 | "You're feeling clumsy!", |
192 | "You're feeling clumsy!", |
204 | "You feel less healthy", |
193 | "You feel less healthy", |
205 | "You suddenly begin to lose your memory!", |
194 | "You suddenly begin to lose your memory!", |
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195 | "Watch out, your mind is going!", |
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196 | "Your spirit feels drained!", |
206 | "Your face gets distorted!", |
197 | "Your face gets distorted!", |
207 | "Watch out, your mind is going!", |
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208 | "Your spirit feels drained!" |
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209 | }; |
198 | }; |
210 | const char *const restore_msg[NUM_STATS] = { |
199 | const char *const restore_msg[NUM_STATS] = { |
211 | "You feel your strength return.", |
200 | "You feel your strength return.", |
212 | "You feel your agility return.", |
201 | "You feel your agility return.", |
213 | "You feel your health return.", |
202 | "You feel your health return.", |
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203 | "You feel your memory return.", |
214 | "You feel your wisdom return.", |
204 | "You feel your wisdom return.", |
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205 | "You feel your spirits return.", |
215 | "You feel your charisma return.", |
206 | "You feel your charisma return.", |
216 | "You feel your memory return.", |
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217 | "You feel your spirits return." |
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218 | }; |
207 | }; |
219 | const char *const gain_msg[NUM_STATS] = { |
208 | const char *const gain_msg[NUM_STATS] = { |
220 | "You feel stronger.", |
209 | "You feel stronger.", |
221 | "You feel more agile.", |
210 | "You feel more agile.", |
222 | "You feel healthy.", |
211 | "You feel healthy.", |
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212 | "You feel smarter.", |
223 | "You feel wiser.", |
213 | "You feel wiser.", |
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214 | "You feel more potent.", |
224 | "You seem to look better.", |
215 | "You seem to look better.", |
225 | "You feel smarter.", |
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226 | "You feel more potent." |
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227 | }; |
216 | }; |
228 | const char *const lose_msg[NUM_STATS] = { |
217 | const char *const lose_msg[NUM_STATS] = { |
229 | "You feel weaker!", |
218 | "You feel weaker!", |
230 | "You feel clumsy!", |
219 | "You feel clumsy!", |
231 | "You feel less healthy!", |
220 | "You feel less healthy!", |
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221 | "You feel stupid!", |
232 | "You lose some of your memory!", |
222 | "You lose some of your memory!", |
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223 | "You feel less potent!", |
233 | "You look ugly!", |
224 | "You look ugly!", |
234 | "You feel stupid!", |
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235 | "You feel less potent!" |
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236 | }; |
225 | }; |
237 | |
226 | |
238 | const char *const statname[NUM_STATS] = { |
227 | const char *const statname[NUM_STATS] = { |
239 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
228 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
240 | }; |
229 | }; |
241 | |
230 | |
242 | const char *const short_stat_name[NUM_STATS] = { |
231 | const char *const short_stat_name[NUM_STATS] = { |
243 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
232 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
244 | }; |
233 | }; |
245 | |
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246 | /* |
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247 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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248 | * what attr is (STR to POW). |
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249 | */ |
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250 | |
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251 | void |
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252 | set_attr_value (living * stats, int attr, sint8 value) |
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253 | { |
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254 | switch (attr) |
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255 | { |
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256 | case STR: |
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257 | stats->Str = value; |
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258 | break; |
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259 | case DEX: |
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260 | stats->Dex = value; |
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261 | break; |
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262 | case CON: |
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263 | stats->Con = value; |
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264 | break; |
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265 | case WIS: |
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266 | stats->Wis = value; |
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267 | break; |
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268 | case POW: |
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269 | stats->Pow = value; |
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270 | break; |
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271 | case CHA: |
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272 | stats->Cha = value; |
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273 | break; |
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274 | case INT: |
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275 | stats->Int = value; |
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276 | break; |
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277 | } |
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278 | } |
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279 | |
234 | |
280 | /* |
235 | /* |
281 | * Like set_attr_value(), but instead the value (which can be negative) |
236 | * Like set_attr_value(), but instead the value (which can be negative) |
282 | * is added to the specified stat. |
237 | * is added to the specified stat. |
283 | */ |
238 | */ |
284 | |
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285 | void |
239 | void |
286 | change_attr_value (living * stats, int attr, sint8 value) |
240 | change_attr_value (living *stats, int attr, sint8 value) |
287 | { |
241 | { |
288 | if (value == 0) |
242 | stats->stat (attr) += value; |
289 | return; |
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290 | switch (attr) |
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291 | { |
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292 | case STR: |
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293 | stats->Str += value; |
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294 | break; |
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295 | case DEX: |
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296 | stats->Dex += value; |
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297 | break; |
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298 | case CON: |
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299 | stats->Con += value; |
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300 | break; |
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301 | case WIS: |
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302 | stats->Wis += value; |
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303 | break; |
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304 | case POW: |
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305 | stats->Pow += value; |
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306 | break; |
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307 | case CHA: |
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308 | stats->Cha += value; |
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309 | break; |
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310 | case INT: |
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311 | stats->Int += value; |
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312 | break; |
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313 | default: |
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314 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
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315 | } |
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316 | } |
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317 | |
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318 | /* |
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319 | * returns the specified stat. See also set_attr_value(). |
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320 | */ |
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321 | |
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322 | sint8 |
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323 | get_attr_value (const living * stats, int attr) |
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324 | { |
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325 | switch (attr) |
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326 | { |
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327 | case STR: |
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328 | return (stats->Str); |
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329 | case DEX: |
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330 | return (stats->Dex); |
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331 | case CON: |
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332 | return (stats->Con); |
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333 | case WIS: |
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334 | return (stats->Wis); |
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335 | case CHA: |
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336 | return (stats->Cha); |
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337 | case INT: |
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338 | return (stats->Int); |
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339 | case POW: |
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340 | return (stats->Pow); |
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341 | } |
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342 | return 0; |
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343 | } |
243 | } |
344 | |
244 | |
345 | /* |
245 | /* |
346 | * 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 |
347 | * 1-30 stat limit. |
247 | * 1-30 stat limit. |
348 | */ |
248 | */ |
349 | |
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350 | void |
249 | void |
351 | check_stat_bounds (living * stats) |
250 | check_stat_bounds (living *stats) |
352 | { |
251 | { |
353 | int i, v; |
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354 | |
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355 | for (i = 0; i < NUM_STATS; i++) |
252 | for (int i = 0; i < NUM_STATS; i++) |
356 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
253 | { |
357 | set_attr_value (stats, i, MAX_STAT); |
254 | sint8 &v = stats->stat (i); |
358 | else if (v < MIN_STAT) |
255 | v = clamp (v, MIN_STAT, MAX_STAT); |
359 | set_attr_value (stats, i, MIN_STAT); |
256 | } |
360 | } |
257 | } |
361 | |
258 | |
362 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
259 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
363 | |
260 | |
364 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
373 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
374 | * the object. |
271 | * the object. |
375 | * It is the calling functions responsibilty to check to see if the object |
272 | * It is the calling functions responsibilty to check to see if the object |
376 | * can be applied or not. |
273 | * can be applied or not. |
377 | * The main purpose of calling this function is the messages that are |
274 | * The main purpose of calling this function is the messages that are |
378 | * displayed - fix_player should really always be called after this when |
275 | * displayed - update_stats should really always be called after this when |
379 | * removing an object - that is because it is impossible to know if some object |
276 | * removing an object - that is because it is impossible to know if some object |
380 | * is the only source of an attacktype or spell attunement, so this function |
277 | * is the only source of an attacktype or spell attunement, so this function |
381 | * will clear the bits, but the player may still have some other object |
278 | * will clear the bits, but the player may still have some other object |
382 | * that gives them that ability. |
279 | * that gives them that ability. |
383 | */ |
280 | */ |
384 | int |
281 | int |
385 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
386 | { |
283 | { |
387 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
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285 | int success = 0; |
388 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
389 | int potion_max = 0; |
287 | int potion_max = 0; |
390 | |
288 | |
391 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
392 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
393 | * found by fix_player. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
394 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
395 | object_pod refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
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294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
396 | |
295 | |
397 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
398 | { |
297 | { |
399 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
400 | { |
299 | { |
401 | potion_max = 1; |
300 | potion_max = 1; |
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301 | |
402 | for (j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
403 | { |
303 | { |
404 | int nstat, ostat; |
304 | int ostat = op->contr->orig_stats.stat (j); |
405 | |
305 | int i = tmp->stats.stat (j); |
406 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
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407 | i = get_attr_value (&(tmp->stats), j); |
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408 | |
306 | |
409 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
410 | nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
411 | |
309 | |
412 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
413 | * potions do so right now, there is the potential for potions |
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414 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
415 | * to allow for that. |
312 | * to allow for that. |
416 | */ |
313 | */ |
417 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
418 | nstat = 1; |
315 | nstat = 1; |
419 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->stats.stat (j)) |
420 | { |
317 | nstat = 20 + op->arch->stats.stat (j); |
421 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
318 | |
422 | } |
|
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423 | if (nstat != ostat) |
319 | if (nstat != ostat) |
424 | { |
320 | { |
425 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
426 | potion_max = 0; |
322 | potion_max = 0; |
427 | } |
323 | } |
428 | else if (i) |
324 | else if (i) |
429 | { |
325 | { |
430 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
431 | potion_max = 1; |
327 | potion_max = 1; |
432 | } |
328 | } |
433 | } |
329 | } |
|
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330 | |
434 | /* This section of code ups the characters normal stats also. I am not |
331 | /* This section of code ups the characters normal stats also. I am not |
435 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
436 | * recalculates this anyway. |
333 | * recalculates this anyway. |
437 | */ |
334 | */ |
438 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
439 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
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337 | |
440 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
441 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
442 | } |
340 | } |
443 | |
341 | |
444 | /* reset attributes that fix_player doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
445 | * everything to set |
343 | * everything to set |
446 | */ |
344 | */ |
447 | if (flag == -1) |
345 | if (flag == -1) |
448 | { |
346 | { |
449 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
450 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
451 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
452 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
453 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
454 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
455 | */ |
353 | */ |
456 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
457 | } |
355 | } |
458 | |
356 | |
459 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
460 | * to multiple items. if fix_player always has to be called after |
358 | * to multiple items. if update_stats always has to be called after |
461 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
462 | */ |
360 | */ |
463 | fix_player (op); |
361 | op->update_stats (); |
464 | |
362 | |
465 | /* Fix player won't add the bows ability to the player, so don't |
363 | /* update_stats won't add the bows ability to the player, so don't |
466 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
467 | */ |
365 | */ |
468 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
469 | { |
367 | { |
470 | success = 1; |
368 | success = 1; |
471 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
472 | } |
370 | } |
473 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
371 | |
|
|
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
474 | { |
373 | { |
475 | success = 1; |
374 | success = 1; |
476 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
477 | } |
376 | } |
478 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
377 | |
|
|
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
479 | { |
379 | { |
480 | success = 1; |
380 | success = 1; |
481 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
482 | } |
382 | } |
483 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
383 | |
|
|
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
484 | { |
385 | { |
485 | success = 1; |
386 | success = 1; |
486 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
487 | } |
388 | } |
|
|
389 | |
488 | /* movement type has changed. We don't care about cases where |
390 | /* movement type has changed. We don't care about cases where |
489 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
490 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
491 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
492 | * from fly high) |
394 | * from fly high) |
493 | */ |
395 | */ |
494 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
495 | { |
397 | { |
496 | success = 1; |
398 | success = 1; |
497 | |
399 | |
498 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
499 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
500 | */ |
402 | */ |
501 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
502 | { |
404 | { |
503 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
504 | } |
406 | } |
505 | |
407 | |
506 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
507 | { |
409 | { |
508 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
509 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
510 | */ |
412 | */ |
511 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
512 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
513 | } |
415 | } |
|
|
416 | |
514 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
515 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
516 | |
419 | |
517 | /* Changing move status may mean you are affected by things you weren't before */ |
420 | /* Changing move status may mean you are affected by things you weren't before */ |
518 | check_move_on (op, op); |
421 | check_move_on (op, op); |
519 | } |
422 | } |
520 | |
423 | |
521 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
522 | * originally undead may change their status |
425 | * originally undead may change their status |
523 | */ |
426 | */ |
524 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
427 | if (!op->arch->flag [FLAG_UNDEAD]) |
525 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
526 | { |
429 | { |
527 | success = 1; |
430 | success = 1; |
528 | if (flag > 0) |
431 | if (flag > 0) |
529 | { |
432 | { |
530 | op->race = "undead"; |
433 | op->race = "undead"; |
531 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
532 | } |
435 | } |
533 | else |
436 | else |
534 | { |
437 | { |
535 | op->race = op->arch->clone.race; |
438 | op->race = op->arch->race; |
536 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
537 | } |
440 | } |
538 | } |
441 | } |
539 | |
442 | |
540 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
541 | { |
444 | { |
542 | success = 1; |
445 | success = 1; |
543 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
544 | } |
447 | } |
545 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
448 | |
|
|
449 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
546 | { |
450 | { |
547 | success = 1; |
451 | success = 1; |
548 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
549 | } |
453 | } |
|
|
454 | |
550 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
551 | * vision |
456 | * vision |
552 | */ |
457 | */ |
553 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (tmp->flag [FLAG_BLIND]) |
554 | { |
459 | { |
555 | success = 1; |
460 | success = 1; |
556 | if (flag > 0) |
461 | if (flag > 0) |
557 | { |
462 | { |
558 | if (QUERY_FLAG (op, FLAG_WIZ)) |
463 | if (op->flag [FLAG_WIZ]) |
559 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
560 | else |
465 | else |
561 | { |
466 | { |
562 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
563 | SET_FLAG (op, FLAG_BLIND); |
468 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
565 | op->contr->do_los = 1; |
470 | op->contr->do_los = 1; |
566 | } |
471 | } |
567 | } |
472 | } |
568 | else |
473 | else |
569 | { |
474 | { |
570 | if (QUERY_FLAG (op, FLAG_WIZ)) |
475 | if (op->flag [FLAG_WIZ]) |
571 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
572 | else |
477 | else |
573 | { |
478 | { |
574 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
575 | CLEAR_FLAG (op, FLAG_BLIND); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
577 | op->contr->do_los = 1; |
482 | op->contr->do_los = 1; |
578 | } |
483 | } |
579 | } |
484 | } |
580 | } |
485 | } |
581 | |
486 | |
582 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
583 | { |
488 | { |
584 | success = 1; |
489 | success = 1; |
585 | if (op->type == PLAYER) |
490 | if (op->type == PLAYER) |
586 | op->contr->do_los = 1; |
491 | op->contr->do_los = 1; |
587 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
588 | } |
493 | } |
589 | |
494 | |
590 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
591 | { |
496 | { |
592 | success = 1; |
497 | success = 1; |
593 | if (flag > 0) |
498 | if (flag > 0) |
594 | { |
499 | { |
595 | if (QUERY_FLAG (op, FLAG_WIZ)) |
500 | if (op->flag [FLAG_WIZ]) |
596 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
597 | else |
502 | else |
598 | { |
503 | { |
599 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
600 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
601 | op->contr->do_los = 1; |
506 | op->contr->do_los = 1; |
602 | } |
507 | } |
603 | } |
508 | } |
604 | else |
509 | else |
605 | { |
510 | { |
606 | if (QUERY_FLAG (op, FLAG_WIZ)) |
511 | if (op->flag [FLAG_WIZ]) |
607 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
608 | else |
513 | else |
609 | { |
514 | { |
610 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
611 | if (op->type == PLAYER) |
516 | if (op->type == PLAYER) |
… | |
… | |
644 | success = 1; |
549 | success = 1; |
645 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
646 | } |
551 | } |
647 | |
552 | |
648 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
649 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
650 | { |
555 | { |
651 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
652 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
653 | |
558 | |
654 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
655 | { |
560 | { |
656 | success = 1; |
561 | success = 1; |
|
|
562 | |
657 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
658 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
659 | else |
565 | else |
660 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
661 | |
567 | |
662 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
663 | } |
569 | } |
664 | } |
570 | } |
665 | |
571 | |
666 | if (tmp->type != EXPERIENCE && !potion_max) |
572 | if (!potion_max) |
667 | { |
|
|
668 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
669 | { |
574 | if (int i = tmp->stats.stat (j)) |
670 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
|
|
671 | { |
575 | { |
672 | success = 1; |
576 | success = 1; |
673 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
674 | } |
578 | } |
675 | } |
579 | |
676 | } |
|
|
677 | return success; |
580 | return success; |
678 | } |
581 | } |
679 | |
582 | |
680 | /* |
583 | /* |
681 | * Stat draining by Vick 930307 |
584 | * Stat draining by Vick 930307 |
682 | * (Feeling evil, I made it work as well now. -Frank 8) |
585 | * (Feeling evil, I made it work as well now. -Frank 8) |
683 | */ |
586 | */ |
684 | |
|
|
685 | void |
587 | void |
686 | drain_stat (object *op) |
588 | object::drain_stat () |
687 | { |
589 | { |
688 | drain_specific_stat (op, RANDOM () % NUM_STATS); |
590 | drain_specific_stat (rndm (NUM_STATS)); |
689 | } |
591 | } |
690 | |
592 | |
691 | void |
593 | void |
692 | drain_specific_stat (object *op, int deplete_stats) |
594 | object::drain_specific_stat (int deplete_stats) |
693 | { |
595 | { |
694 | object *tmp; |
596 | object *tmp; |
695 | archetype *at; |
597 | archetype *at; |
696 | |
598 | |
697 | at = find_archetype (ARCH_DEPLETION); |
599 | at = archetype::find (ARCH_DEPLETION); |
698 | if (!at) |
600 | if (!at) |
699 | { |
601 | { |
700 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
701 | return; |
603 | return; |
702 | } |
604 | } |
703 | else |
605 | else |
704 | { |
606 | { |
705 | tmp = present_arch_in_ob (at, op); |
607 | tmp = present_arch_in_ob (at, this); |
|
|
608 | |
706 | if (!tmp) |
609 | if (!tmp) |
707 | { |
610 | { |
708 | tmp = arch_to_object (at); |
611 | tmp = arch_to_object (at); |
709 | tmp = insert_ob_in_ob (tmp, op); |
612 | tmp = insert_ob_in_ob (tmp, this); |
710 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
711 | } |
614 | } |
712 | } |
615 | } |
713 | |
616 | |
714 | new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
715 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
716 | fix_player (op); |
619 | update_stats (); |
717 | } |
620 | } |
718 | |
621 | |
719 | /* |
622 | /* |
720 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
623 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
721 | * via an applied bad_luck object. |
624 | * via an applied bad_luck object. |
722 | */ |
625 | */ |
723 | |
|
|
724 | void |
626 | void |
725 | change_luck (object *op, int value) |
627 | object::change_luck (int value) |
726 | { |
628 | { |
727 | object *tmp; |
629 | archetype *at = archetype::find ("luck"); |
728 | archetype *at; |
|
|
729 | int new_luck; |
|
|
730 | |
|
|
731 | at = find_archetype ("luck"); |
|
|
732 | if (!at) |
630 | if (!at) |
733 | LOG (llevError, "Couldn't find archetype luck.\n"); |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
734 | else |
632 | else |
735 | { |
633 | { |
736 | tmp = present_arch_in_ob (at, op); |
634 | object *tmp = present_arch_in_ob (at, this); |
|
|
635 | |
737 | if (!tmp) |
636 | if (!tmp) |
738 | { |
637 | { |
739 | if (!value) |
638 | if (!value) |
740 | return; |
639 | return; |
|
|
640 | |
741 | tmp = arch_to_object (at); |
641 | tmp = arch_to_object (at); |
742 | tmp = insert_ob_in_ob (tmp, op); |
642 | tmp = insert_ob_in_ob (tmp, this); |
743 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
744 | } |
644 | } |
|
|
645 | |
745 | if (value) |
646 | if (value) |
746 | { |
647 | { |
747 | /* Limit the luck value of the bad luck object to +/-100. This |
648 | /* Limit the luck value of the bad luck object to +/-100. This |
748 | * (arbitrary) value prevents overflows (both in the bad luck object and |
649 | * (arbitrary) value prevents overflows (both in the bad luck object and |
749 | * in op itself). |
650 | * in op itself). |
750 | */ |
651 | */ |
751 | new_luck = tmp->stats.luck + value; |
652 | int new_luck = tmp->stats.luck + value; |
|
|
653 | |
752 | if (new_luck >= -100 && new_luck <= 100) |
654 | if (new_luck >= -100 && new_luck <= 100) |
753 | { |
655 | { |
754 | op->stats.luck += value; |
656 | stats.luck += value; |
755 | tmp->stats.luck = new_luck; |
657 | tmp->stats.luck = new_luck; |
756 | } |
658 | } |
757 | } |
659 | } |
758 | else |
660 | else |
759 | { |
661 | { |
760 | if (!tmp->stats.luck) |
662 | if (!tmp->stats.luck) |
761 | { |
|
|
762 | return; |
663 | return; |
763 | } |
664 | |
764 | /* Randomly change the players luck. Basically, we move it |
665 | /* Randomly change the players luck. Basically, we move it |
765 | * back neutral (if greater>0, subtract, otherwise add) |
666 | * back neutral (if greater>0, subtract, otherwise add) |
766 | */ |
667 | */ |
767 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
668 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
768 | { |
669 | { |
769 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
670 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
770 | |
671 | |
771 | op->stats.luck += diff; |
672 | stats.luck += diff; |
772 | tmp->stats.luck += diff; |
673 | tmp->stats.luck += diff; |
773 | } |
674 | } |
774 | } |
675 | } |
775 | } |
676 | } |
776 | } |
677 | } |
777 | |
678 | |
778 | /* |
679 | /* |
779 | * Subtracts stat-bonuses given by the class which the player has chosen. |
680 | * Subtracts stat-bonuses given by the class which the player has chosen. |
780 | */ |
681 | */ |
781 | |
|
|
782 | void |
682 | void |
783 | remove_statbonus (object *op) |
683 | object::remove_statbonus () |
784 | { |
684 | { |
785 | op->stats.Str -= op->arch->clone.stats.Str; |
685 | for (int i = 0; i < NUM_STATS; ++i) |
786 | op->stats.Dex -= op->arch->clone.stats.Dex; |
686 | { |
787 | op->stats.Con -= op->arch->clone.stats.Con; |
687 | sint8 v = arch->stats.stat (i); |
788 | op->stats.Wis -= op->arch->clone.stats.Wis; |
688 | stats.stat (i) -= v; |
789 | op->stats.Pow -= op->arch->clone.stats.Pow; |
689 | contr->orig_stats.stat (i) -= v; |
790 | op->stats.Cha -= op->arch->clone.stats.Cha; |
690 | } |
791 | op->stats.Int -= op->arch->clone.stats.Int; |
|
|
792 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
|
|
793 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
|
|
794 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
|
|
795 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
|
|
796 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
|
|
797 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
|
|
798 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
|
|
799 | } |
691 | } |
800 | |
692 | |
801 | /* |
693 | /* |
802 | * Adds stat-bonuses given by the class which the player has chosen. |
694 | * Adds stat-bonuses given by the class which the player has chosen. |
803 | */ |
695 | */ |
804 | |
|
|
805 | void |
696 | void |
806 | add_statbonus (object *op) |
697 | object::add_statbonus () |
807 | { |
698 | { |
808 | op->stats.Str += op->arch->clone.stats.Str; |
699 | for (int i = 0; i < NUM_STATS; ++i) |
809 | op->stats.Dex += op->arch->clone.stats.Dex; |
700 | { |
810 | op->stats.Con += op->arch->clone.stats.Con; |
701 | sint8 v = arch->stats.stat (i); |
811 | op->stats.Wis += op->arch->clone.stats.Wis; |
702 | stats.stat (i) += v; |
812 | op->stats.Pow += op->arch->clone.stats.Pow; |
703 | contr->orig_stats.stat (i) += v; |
813 | op->stats.Cha += op->arch->clone.stats.Cha; |
704 | } |
814 | op->stats.Int += op->arch->clone.stats.Int; |
|
|
815 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
|
|
816 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
|
|
817 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
|
|
818 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
|
|
819 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
|
|
820 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
|
|
821 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
|
|
822 | } |
705 | } |
|
|
706 | |
|
|
707 | /* These are the items that currently can change digestion, regeneration, |
|
|
708 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
709 | * list, but other items store other info into stats array. |
|
|
710 | */ |
|
|
711 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
712 | { |
|
|
713 | digest_types () |
|
|
714 | { |
|
|
715 | set (WEAPON); |
|
|
716 | set (BOW); |
|
|
717 | set (ARMOUR); |
|
|
718 | set (HELMET); |
|
|
719 | set (SHIELD); |
|
|
720 | set (RING); |
|
|
721 | set (BOOTS); |
|
|
722 | set (GLOVES); |
|
|
723 | set (AMULET); |
|
|
724 | set (GIRDLE); |
|
|
725 | set (BRACERS); |
|
|
726 | set (CLOAK); |
|
|
727 | set (DISEASE); |
|
|
728 | set (FORCE); |
|
|
729 | set (SKILL); |
|
|
730 | } |
|
|
731 | } digest_types; |
|
|
732 | |
|
|
733 | static struct copy_flags : object::flags_t |
|
|
734 | { |
|
|
735 | copy_flags () |
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|
736 | { |
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|
737 | set (FLAG_LIFESAVE); |
|
|
738 | set (FLAG_REFL_SPELL); |
|
|
739 | set (FLAG_REFL_MISSILE); |
|
|
740 | set (FLAG_STEALTH); |
|
|
741 | set (FLAG_XRAYS); |
|
|
742 | set (FLAG_BLIND); |
|
|
743 | set (FLAG_SEE_IN_DARK); |
|
|
744 | } |
|
|
745 | } copy_flags; |
823 | |
746 | |
824 | /* |
747 | /* |
825 | * Updates all abilities given by applied objects in the inventory |
748 | * Updates all abilities given by applied objects in the inventory |
826 | * of the given object. Note: This function works for both monsters |
749 | * of the given object. Note: This function works for both monsters |
827 | * and players; the "player" in the name is purely an archaic inheritance. |
750 | * and players; the "player" in the name is purely an archaic inheritance. |
828 | * This functions starts from base values (archetype or player object) |
751 | * This functions starts from base values (archetype or player object) |
829 | * and then adjusts them according to what the player has equipped. |
752 | * and then adjusts them according to what the player has equipped. |
830 | */ |
753 | * |
831 | |
|
|
832 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
754 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
833 | spell system split, grace points now added to system --peterm |
755 | * spell system split, grace points now added to system --peterm |
834 | */ |
756 | */ |
835 | |
|
|
836 | void |
757 | void |
837 | fix_player (object *op) |
758 | object::update_stats () |
838 | { |
759 | { |
839 | int i, j; |
|
|
840 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
760 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
841 | int weapon_weight = 0, weapon_speed = 0; |
761 | int weapon_weight = 0, weapon_speed = 0; |
842 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
762 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
843 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
844 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
765 | float old_speed = speed; |
|
|
766 | int stat_sum [NUM_STATS]; |
845 | |
767 | |
846 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
847 | if (op->type == PLAYER) |
769 | if (type == PLAYER) |
848 | { |
770 | { |
849 | for (i = 0; i < NUM_STATS; i++) |
771 | for (int i = 0; i < NUM_STATS; i++) |
850 | { |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
851 | set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); |
773 | |
852 | } |
|
|
853 | if (settings.spell_encumbrance == TRUE) |
774 | if (settings.spell_encumbrance == TRUE) |
854 | op->contr->encumbrance = 0; |
775 | contr->encumbrance = 0; |
855 | |
776 | |
856 | op->attacktype = 0; |
777 | attacktype = 0; |
|
|
778 | |
857 | op->contr->digestion = 0; |
779 | contr->digestion = 0; |
858 | op->contr->gen_hp = 0; |
780 | contr->gen_hp = 0; |
859 | op->contr->gen_sp = 0; |
781 | contr->gen_sp = 0; |
860 | op->contr->gen_grace = 0; |
782 | contr->gen_grace = 0; |
861 | op->contr->gen_sp_armour = 10; |
783 | contr->gen_sp_armour = 10; |
862 | op->contr->item_power = 0; |
784 | contr->item_power = 0; |
863 | |
|
|
864 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
865 | * gets reset for no good reason, and we don't want to reset |
|
|
866 | * range_magic (what spell is readied). These three below |
|
|
867 | * well get filled in based on what the player has equipped. |
|
|
868 | */ |
|
|
869 | op->contr->ranges[range_bow] = NULL; |
|
|
870 | op->contr->ranges[range_misc] = NULL; |
|
|
871 | op->contr->ranges[range_skill] = NULL; |
|
|
872 | } |
785 | } |
873 | memcpy (op->body_used, op->body_info, sizeof (op->body_info)); |
|
|
874 | |
786 | |
|
|
787 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
788 | slot[i].used = slot[i].info; |
|
|
789 | |
875 | op->slaying = 0; |
790 | slaying = 0; |
876 | |
791 | |
877 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
792 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
878 | { |
793 | { |
879 | CLEAR_FLAG (op, FLAG_XRAYS); |
794 | CLEAR_FLAG (this, FLAG_XRAYS); |
880 | CLEAR_FLAG (op, FLAG_MAKE_INVIS); |
795 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
881 | } |
796 | } |
882 | |
797 | |
883 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
798 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
884 | CLEAR_FLAG (op, FLAG_STEALTH); |
799 | CLEAR_FLAG (this, FLAG_STEALTH); |
885 | CLEAR_FLAG (op, FLAG_BLIND); |
800 | CLEAR_FLAG (this, FLAG_BLIND); |
886 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
887 | CLEAR_FLAG (op, FLAG_REFL_SPELL); |
|
|
888 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
889 | CLEAR_FLAG (op, FLAG_REFL_MISSILE); |
|
|
890 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
891 | CLEAR_FLAG (op, FLAG_UNDEAD); |
|
|
892 | if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
893 | CLEAR_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
894 | |
801 | |
895 | op->path_attuned = op->arch->clone.path_attuned; |
802 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
896 | op->path_repelled = op->arch->clone.path_repelled; |
803 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
897 | op->path_denied = op->arch->clone.path_denied; |
804 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
898 | op->glow_radius = op->arch->clone.glow_radius; |
805 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
899 | op->move_type = op->arch->clone.move_type; |
806 | |
|
|
807 | path_attuned = arch->path_attuned; |
|
|
808 | path_repelled = arch->path_repelled; |
|
|
809 | path_denied = arch->path_denied; |
|
|
810 | glow_radius = arch->glow_radius; |
|
|
811 | move_type = arch->move_type; |
|
|
812 | |
900 | op->chosen_skill = NULL; |
813 | chosen_skill = 0; |
901 | |
814 | |
902 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
903 | * archetype clone |
816 | * archetype clone |
904 | */ |
817 | */ |
905 | memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
906 | |
819 | |
907 | for (i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
908 | { |
821 | { |
909 | if (op->resist[i] > 0) |
822 | if (resist[i] > 0) |
910 | prot[i] = op->resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
911 | else |
824 | else |
912 | vuln[i] = -(op->resist[i]), prot[i] = 0; |
825 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
826 | |
913 | potion_resist[i] = 0; |
827 | potion_resist[i] = 0; |
914 | } |
828 | } |
915 | |
829 | |
916 | wc = op->arch->clone.stats.wc; |
830 | wc = arch->stats.wc; |
917 | op->stats.dam = op->arch->clone.stats.dam; |
831 | stats.dam = arch->stats.dam; |
918 | |
832 | |
919 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
833 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
920 | * plus a small amount of physical resist, those poor suckers. ;) |
834 | * plus a small amount of physical resist, those poor suckers. ;) |
921 | * the fact that maxlevel is factored in could be considered sort of bogus - |
835 | * the fact that maxlevel is factored in could be considered sort of bogus - |
922 | * we should probably give them some bonus and cap it off - otherwise, |
836 | * we should probably give them some bonus and cap it off - otherwise, |
923 | * basically, if a server updates its max level, these playes may find |
837 | * basically, if a server updates its max level, these playes may find |
924 | * that their protection from physical goes down |
838 | * that their protection from physical goes down |
925 | */ |
839 | */ |
926 | if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) |
840 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
927 | { |
841 | { |
928 | ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); |
842 | ac = max (-10, arch->stats.ac - level / 3); |
929 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; |
843 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
930 | } |
844 | } |
931 | else |
845 | else |
932 | ac = op->arch->clone.stats.ac; |
846 | ac = arch->stats.ac; |
933 | |
847 | |
934 | op->stats.luck = op->arch->clone.stats.luck; |
848 | stats.luck = arch->stats.luck; |
935 | op->speed = op->arch->clone.speed; |
849 | speed = arch->speed; |
936 | |
850 | |
937 | /* OK - we've reset most all the objects attributes to sane values. |
851 | /* OK - we've reset most all the objects attributes to sane values. |
938 | * now go through and make adjustments for what the player has equipped. |
852 | * now go through and make adjustments for what the player has equipped. |
939 | */ |
853 | */ |
940 | |
|
|
941 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
854 | for (tmp = inv; tmp; tmp = tmp->below) |
942 | { |
855 | { |
|
|
856 | /* This happens because apply_potion calls change_abil with the potion |
|
|
857 | * applied so we can tell the player what changed. But change_abil |
|
|
858 | * then calls this function. |
|
|
859 | */ |
|
|
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
861 | continue; |
|
|
862 | |
943 | /* See note in map.c:update_position about making this additive |
863 | /* See note in map.c:update_position about making this additive |
944 | * since light sources are never applied, need to put check here. |
864 | * since light sources are never applied, need to put check here. |
945 | */ |
865 | */ |
946 | if (tmp->glow_radius > op->glow_radius) |
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
947 | op->glow_radius = tmp->glow_radius; |
|
|
948 | |
|
|
949 | /* This happens because apply_potion calls change_abil with the potion |
|
|
950 | * applied so we can tell the player what chagned. But change_abil |
|
|
951 | * then calls this function. |
|
|
952 | */ |
|
|
953 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
954 | { |
|
|
955 | continue; |
|
|
956 | } |
|
|
957 | |
867 | |
958 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
959 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
960 | { |
870 | { |
961 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
… | |
… | |
964 | if (!mana_obj) |
874 | if (!mana_obj) |
965 | mana_obj = tmp; |
875 | mana_obj = tmp; |
966 | else if (tmp->level > mana_obj->level) |
876 | else if (tmp->level > mana_obj->level) |
967 | mana_obj = tmp; |
877 | mana_obj = tmp; |
968 | } |
878 | } |
|
|
879 | |
969 | if (IS_GRACE_SKILL (tmp->subtype)) |
880 | if (IS_GRACE_SKILL (tmp->subtype)) |
970 | { |
881 | { |
971 | if (!grace_obj) |
882 | if (!grace_obj) |
972 | grace_obj = tmp; |
883 | grace_obj = tmp; |
973 | else if (tmp->level > grace_obj->level) |
884 | else if (tmp->level > grace_obj->level) |
974 | grace_obj = tmp; |
885 | grace_obj = tmp; |
975 | } |
886 | } |
976 | } |
887 | } |
977 | |
888 | |
978 | /* Container objects are not meant to adjust a players, but other applied |
889 | /* Container objects are not meant to adjust players, but other applied |
979 | * objects need to make adjustments. |
890 | * objects need to make adjustments. |
980 | * This block should handle all player specific changes |
891 | * This block should handle all player specific changes |
981 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
982 | * in the praying skill, and the player should always get those. |
893 | * in the praying skill, and the player should always get those. |
983 | * It also means we need to put in additional checks for applied below, |
894 | * It also means we need to put in additional checks for applied below, |
984 | * because the skill shouldn't count against body positions being used |
895 | * because the skill shouldn't count against body positions being used |
985 | * up, etc. |
896 | * up, etc. |
986 | */ |
897 | */ |
987 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
898 | if ((tmp->flag [FLAG_APPLIED] |
|
|
899 | && tmp->type != CONTAINER |
|
|
900 | && tmp->type != CLOSE_CON) |
|
|
901 | || (tmp->type == SKILL |
988 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
902 | && tmp->subtype == SK_PRAYING)) |
989 | { |
903 | { |
990 | if (op->type == PLAYER) |
904 | if (type == PLAYER) |
991 | { |
905 | { |
992 | if (tmp->type == BOW) |
906 | contr->item_power += tmp->item_power; |
993 | op->contr->ranges[range_bow] = tmp; |
|
|
994 | |
907 | |
995 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
996 | op->contr->ranges[range_misc] = tmp; |
909 | if (tmp != current_weapon |
|
|
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
911 | && !tmp->flag [FLAG_CURSED] |
|
|
912 | && !tmp->flag [FLAG_DAMNED]) |
|
|
913 | continue; |
997 | |
914 | |
998 | for (i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
999 | change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
1000 | |
917 | |
1001 | /* these are the items that currently can change digestion, regeneration, |
918 | if (digest_types [tmp->type]) |
1002 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
1003 | * list, but other items store other info into stats array. |
|
|
1004 | */ |
|
|
1005 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
|
|
1006 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
1007 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
1008 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
1009 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
|
|
1010 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) |
|
|
1011 | { |
919 | { |
1012 | op->contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
1013 | op->contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
|
|
922 | if (tmp->type != BOW) // ugly exception for bows |
1014 | op->contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_sp += tmp->stats.sp; |
1015 | op->contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_grace += tmp->stats.grace; |
1016 | op->contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1017 | op->contr->item_power += tmp->item_power; |
|
|
1018 | } |
926 | } |
1019 | } /* if this is a player */ |
927 | } /* if this is a player */ |
|
|
928 | else |
|
|
929 | { |
|
|
930 | if (tmp->type == WEAPON) |
|
|
931 | current_weapon = tmp; |
|
|
932 | } |
1020 | |
933 | |
1021 | /* Update slots used for items */ |
934 | /* Update slots used for items */ |
1022 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1023 | { |
|
|
1024 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1025 | op->body_used[i] += tmp->body_info[i]; |
937 | slot[i].used += tmp->slot[i].info; |
1026 | } |
|
|
1027 | |
938 | |
1028 | if (tmp->type == SYMPTOM) |
939 | if (tmp->type == SYMPTOM) |
1029 | { |
|
|
1030 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
|
|
1031 | if (speed_reduce_from_disease == 0) |
|
|
1032 | speed_reduce_from_disease = 1; |
940 | speed_reduce_from_disease = |
1033 | } |
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
1034 | |
942 | |
1035 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
1036 | * (Negative protections are calculated extactly like positive.) |
944 | * (Negative protections are calculated exactly like positive.) |
1037 | * Resistance from potions are treated special as well. If there's |
945 | * Resistance from potions are treated special as well. If there's |
1038 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
1039 | */ |
947 | */ |
1040 | if (tmp->type != POTION) |
948 | if (tmp->type != POTION) |
1041 | { |
949 | { |
1042 | for (i = 0; i < NROFATTACKS; i++) |
950 | for (int i = 0; i < NROFATTACKS; i++) |
1043 | { |
951 | { |
1044 | /* Potential for cursed potions, in which case we just can use |
952 | /* Potential for cursed potions, in which case we just can use |
1045 | * a straight MAX, as potion_resist is initialized to zero. |
953 | * a straight MAX, as potion_resist is initialised to zero. |
1046 | */ |
954 | */ |
1047 | if (tmp->type == POTION_EFFECT) |
955 | if (tmp->type == POTION_EFFECT) |
1048 | { |
956 | { |
1049 | if (potion_resist[i]) |
957 | if (potion_resist[i]) |
1050 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
958 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
1051 | else |
959 | else |
1052 | potion_resist[i] = tmp->resist[i]; |
960 | potion_resist[i] = tmp->resist[i]; |
1053 | } |
961 | } |
1054 | else if (tmp->resist[i] > 0) |
962 | else if (tmp->resist[i] > 0) |
1055 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1056 | else if (tmp->resist[i] < 0) |
964 | else if (tmp->resist[i] < 0) |
1057 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
965 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1058 | } |
966 | } |
1059 | } |
967 | } |
1060 | |
968 | |
1061 | /* There may be other things that should not adjust the attacktype */ |
969 | /* There may be other things that should not adjust the attacktype */ |
1062 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
970 | if (tmp->type != SYMPTOM) |
|
|
971 | { |
1063 | op->attacktype |= tmp->attacktype; |
972 | attacktype |= tmp->attacktype; |
1064 | |
|
|
1065 | op->path_attuned |= tmp->path_attuned; |
973 | path_attuned |= tmp->path_attuned; |
1066 | op->path_repelled |= tmp->path_repelled; |
974 | path_repelled |= tmp->path_repelled; |
1067 | op->path_denied |= tmp->path_denied; |
975 | path_denied |= tmp->path_denied; |
|
|
976 | move_type |= tmp->move_type; |
1068 | op->stats.luck += tmp->stats.luck; |
977 | stats.luck += tmp->stats.luck; |
1069 | op->move_type |= tmp->move_type; |
978 | } |
1070 | |
979 | |
1071 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
980 | flag |= tmp->flag & copy_flags; |
1072 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1073 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) |
|
|
1074 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1075 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) |
|
|
1076 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1077 | if (QUERY_FLAG (tmp, FLAG_STEALTH)) |
|
|
1078 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1079 | if (QUERY_FLAG (tmp, FLAG_XRAYS)) |
|
|
1080 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1081 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
|
|
1082 | SET_FLAG (op, FLAG_BLIND); |
|
|
1083 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) |
|
|
1084 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1085 | |
981 | |
1086 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
982 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1087 | SET_FLAG (op, FLAG_UNDEAD); |
983 | SET_FLAG (this, FLAG_UNDEAD); |
1088 | |
984 | |
1089 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
985 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1090 | { |
986 | { |
1091 | SET_FLAG (op, FLAG_MAKE_INVIS); |
987 | SET_FLAG (this, FLAG_MAKE_INVIS); |
1092 | op->invisible = 1; |
988 | invisible = 1; |
1093 | } |
989 | } |
1094 | |
990 | |
1095 | if (tmp->stats.exp && tmp->type != SKILL) |
991 | if (tmp->stats.exp && tmp->type != SKILL) |
1096 | { |
992 | { |
1097 | if (tmp->stats.exp > 0) |
993 | if (tmp->stats.exp > 0) |
1098 | { |
994 | { |
1099 | added_speed += (float) tmp->stats.exp / 3.0; |
995 | added_speed += tmp->stats.exp / 3.f; |
1100 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
996 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1101 | } |
997 | } |
1102 | else |
998 | else |
1103 | added_speed += (float) tmp->stats.exp; |
999 | added_speed += tmp->stats.exp; |
1104 | } |
1000 | } |
1105 | |
1001 | |
1106 | switch (tmp->type) |
1002 | switch (tmp->type) |
1107 | { |
1003 | { |
|
|
1004 | #if 0 |
|
|
1005 | case WAND: |
|
|
1006 | case ROD: |
|
|
1007 | case HORN: |
|
|
1008 | if (type != PLAYER || current_weapon == tmp) |
|
|
1009 | chosen_skill = tmp; |
|
|
1010 | break; |
|
|
1011 | #endif |
|
|
1012 | |
1108 | /* skills modifying the character -b.t. */ |
1013 | /* skills modifying the character -b.t. */ |
1109 | /* for all skills and skill granting objects */ |
1014 | /* for all skills and skill granting objects */ |
1110 | case SKILL: |
1015 | case SKILL: |
1111 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1016 | { |
|
|
1017 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1112 | break; |
1018 | break; |
1113 | |
1019 | |
1114 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1115 | wc_obj = tmp; |
|
|
1116 | |
|
|
1117 | if (op->chosen_skill) |
1020 | if (chosen_skill) |
1118 | { |
1021 | { |
1119 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
1022 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1023 | &name, &chosen_skill->name, &tmp->name); |
|
|
1024 | |
|
|
1025 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1026 | update_stats (); |
|
|
1027 | return; |
1120 | } |
1028 | } |
|
|
1029 | else |
1121 | op->chosen_skill = tmp; |
1030 | chosen_skill = tmp; |
|
|
1031 | |
1122 | if (tmp->stats.dam > 0) |
1032 | if (tmp->stats.dam > 0) |
1123 | { /* skill is a 'weapon' */ |
1033 | { /* skill is a 'weapon' */ |
1124 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1034 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1125 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1035 | weapon_speed = WEAPON_SPEED (tmp); |
|
|
1036 | |
1126 | if (weapon_speed < 0) |
1037 | if (weapon_speed < 0) |
1127 | weapon_speed = 0; |
1038 | weapon_speed = 0; |
|
|
1039 | |
1128 | weapon_weight = tmp->weight; |
1040 | weapon_weight = tmp->weight; |
1129 | op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); |
1041 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
|
|
1042 | |
1130 | if (tmp->magic) |
1043 | if (tmp->magic) |
1131 | op->stats.dam += tmp->magic; |
1044 | stats.dam += tmp->magic; |
1132 | } |
1045 | } |
|
|
1046 | |
1133 | if (tmp->stats.wc) |
1047 | if (tmp->stats.wc) |
1134 | wc -= (tmp->stats.wc + tmp->magic); |
1048 | wc -= tmp->stats.wc + tmp->magic; |
1135 | |
1049 | |
1136 | if (tmp->slaying != NULL) |
1050 | if (tmp->slaying) |
1137 | op->slaying = tmp->slaying; |
1051 | slaying = tmp->slaying; |
1138 | |
1052 | |
1139 | if (tmp->stats.ac) |
1053 | if (tmp->stats.ac) |
1140 | ac -= (tmp->stats.ac + tmp->magic); |
1054 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1055 | |
1141 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1056 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1142 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1057 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
|
|
1058 | } |
1143 | |
1059 | |
1144 | if (op->type == PLAYER) |
|
|
1145 | op->contr->ranges[range_skill] = op; |
|
|
1146 | break; |
1060 | break; |
1147 | |
1061 | |
1148 | case SKILL_TOOL: |
|
|
1149 | if (op->chosen_skill) |
|
|
1150 | { |
|
|
1151 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
|
|
1152 | } |
|
|
1153 | op->chosen_skill = tmp; |
|
|
1154 | if (op->type == PLAYER) |
|
|
1155 | op->contr->ranges[range_skill] = op; |
|
|
1156 | break; |
|
|
1157 | |
|
|
1158 | case SHIELD: |
1062 | case SHIELD: |
1159 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1160 | op->contr->encumbrance += (int) tmp->weight / 2000; |
1064 | contr->encumbrance += (int) tmp->weight / 2000; |
1161 | case RING: |
1065 | case RING: |
1162 | case AMULET: |
1066 | case AMULET: |
1163 | case GIRDLE: |
1067 | case GIRDLE: |
1164 | case HELMET: |
1068 | case HELMET: |
1165 | case BOOTS: |
1069 | case BOOTS: |
1166 | case GLOVES: |
1070 | case GLOVES: |
1167 | case CLOAK: |
1071 | case CLOAK: |
1168 | if (tmp->stats.wc) |
1072 | if (tmp->stats.wc) |
|
|
1073 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1074 | |
|
|
1075 | if (tmp->stats.dam) |
|
|
1076 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1077 | |
|
|
1078 | if (tmp->stats.ac) |
|
|
1079 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1080 | |
|
|
1081 | break; |
|
|
1082 | |
|
|
1083 | case BOW: |
|
|
1084 | case WEAPON: |
|
|
1085 | if (type != PLAYER || current_weapon == tmp) |
|
|
1086 | { |
1169 | wc -= (tmp->stats.wc + tmp->magic); |
1087 | wc -= tmp->stats.wc + tmp->magic; |
1170 | if (tmp->stats.dam) |
1088 | |
|
|
1089 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
|
|
1090 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1091 | |
1171 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1092 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1093 | weapon_weight = tmp->weight; |
|
|
1094 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1095 | |
|
|
1096 | if (weapon_speed < 0) |
|
|
1097 | weapon_speed = 0; |
|
|
1098 | |
|
|
1099 | slaying = tmp->slaying; |
|
|
1100 | |
|
|
1101 | /* If there is desire that two handed weapons should do |
|
|
1102 | * extra strength damage, this is where the code should |
|
|
1103 | * go. |
|
|
1104 | */ |
|
|
1105 | |
|
|
1106 | if (type == PLAYER) |
|
|
1107 | if (settings.spell_encumbrance) |
|
|
1108 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1109 | } |
|
|
1110 | |
|
|
1111 | break; |
|
|
1112 | |
|
|
1113 | case ARMOUR: /* Only the best of these three are used: */ |
|
|
1114 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
|
|
1115 | contr->encumbrance += tmp->weight / 1000; |
|
|
1116 | |
|
|
1117 | case BRACERS: |
|
|
1118 | case FORCE: |
|
|
1119 | if (tmp->stats.wc) |
|
|
1120 | { |
|
|
1121 | if (best_wc < tmp->stats.wc + tmp->magic) |
|
|
1122 | { |
|
|
1123 | wc += best_wc; |
|
|
1124 | best_wc = tmp->stats.wc + tmp->magic; |
|
|
1125 | } |
|
|
1126 | else |
|
|
1127 | wc += tmp->stats.wc + tmp->magic; |
|
|
1128 | } |
|
|
1129 | |
1172 | if (tmp->stats.ac) |
1130 | if (tmp->stats.ac) |
|
|
1131 | { |
|
|
1132 | if (best_ac < tmp->stats.ac + tmp->magic) |
|
|
1133 | { |
|
|
1134 | ac += best_ac; /* Remove last bonus */ |
|
|
1135 | best_ac = tmp->stats.ac + tmp->magic; |
|
|
1136 | } |
|
|
1137 | else /* To nullify the below effect */ |
1173 | ac -= (tmp->stats.ac + tmp->magic); |
1138 | ac += tmp->stats.ac + tmp->magic; |
1174 | break; |
1139 | } |
1175 | |
1140 | |
1176 | case WEAPON: |
1141 | if (tmp->stats.wc) |
1177 | wc -= (tmp->stats.wc + tmp->magic); |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1178 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
|
|
1179 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1180 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
|
|
1181 | weapon_weight = tmp->weight; |
|
|
1182 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1183 | if (weapon_speed < 0) |
|
|
1184 | weapon_speed = 0; |
|
|
1185 | op->slaying = tmp->slaying; |
|
|
1186 | /* If there is desire that two handed weapons should do |
|
|
1187 | * extra strength damage, this is where the code should |
|
|
1188 | * go. |
|
|
1189 | */ |
|
|
1190 | op->current_weapon = tmp; |
|
|
1191 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
|
|
1192 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
|
|
1193 | |
1143 | |
1194 | break; |
|
|
1195 | |
|
|
1196 | case ARMOUR: /* Only the best of these three are used: */ |
|
|
1197 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
|
|
1198 | op->contr->encumbrance += (int) tmp->weight / 1000; |
|
|
1199 | |
|
|
1200 | case BRACERS: |
|
|
1201 | case FORCE: |
|
|
1202 | if (tmp->stats.wc) |
|
|
1203 | { |
|
|
1204 | if (best_wc < tmp->stats.wc + tmp->magic) |
|
|
1205 | { |
|
|
1206 | wc += best_wc; |
|
|
1207 | best_wc = tmp->stats.wc + tmp->magic; |
|
|
1208 | } |
|
|
1209 | else |
|
|
1210 | wc += tmp->stats.wc + tmp->magic; |
|
|
1211 | } |
|
|
1212 | if (tmp->stats.ac) |
1144 | if (tmp->stats.ac) |
1213 | { |
|
|
1214 | if (best_ac < tmp->stats.ac + tmp->magic) |
|
|
1215 | { |
|
|
1216 | ac += best_ac; /* Remove last bonus */ |
|
|
1217 | best_ac = tmp->stats.ac + tmp->magic; |
|
|
1218 | } |
|
|
1219 | else /* To nullify the below effect */ |
|
|
1220 | ac += tmp->stats.ac + tmp->magic; |
|
|
1221 | } |
|
|
1222 | if (tmp->stats.wc) |
|
|
1223 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1224 | if (tmp->stats.ac) |
|
|
1225 | ac -= (tmp->stats.ac + tmp->magic); |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1226 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1146 | |
|
|
1147 | if (ARMOUR_SPEED (tmp)) |
1227 | max = ARMOUR_SPEED (tmp) / 10.0; |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
|
|
1149 | |
1228 | break; |
1150 | break; |
1229 | } /* switch tmp->type */ |
1151 | } /* switch tmp->type */ |
1230 | } /* item is equipped */ |
1152 | } /* item is equipped */ |
1231 | } /* for loop of items */ |
1153 | } /* for loop of items */ |
1232 | |
1154 | |
1233 | /* We've gone through all the objects the player has equipped. For many things, we |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
… | |
… | |
1238 | * If there is an uncursed potion in effect, granting more protection |
1160 | * If there is an uncursed potion in effect, granting more protection |
1239 | * than that, we take: 'total resistance = resistance from potion'. |
1161 | * than that, we take: 'total resistance = resistance from potion'. |
1240 | * If there is a cursed (and no uncursed) potion in effect, we take |
1162 | * If there is a cursed (and no uncursed) potion in effect, we take |
1241 | * 'total resistance = vulnerability from cursed potion'. |
1163 | * 'total resistance = vulnerability from cursed potion'. |
1242 | */ |
1164 | */ |
1243 | for (i = 0; i < NROFATTACKS; i++) |
1165 | for (int i = 0; i < NROFATTACKS; i++) |
1244 | { |
1166 | { |
1245 | op->resist[i] = prot[i] - vuln[i]; |
1167 | resist[i] = prot[i] - vuln[i]; |
|
|
1168 | |
1246 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) |
1169 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1247 | op->resist[i] = potion_resist[i]; |
1170 | resist[i] = potion_resist[i]; |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | if (type == PLAYER) |
1248 | } |
1174 | { |
|
|
1175 | // clamp various player stats |
|
|
1176 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1249 | |
1178 | |
|
|
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1180 | |
1250 | /* Figure out the players sp/mana/hp totals. */ |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1251 | if (op->type == PLAYER) |
|
|
1252 | { |
|
|
1253 | int pl_level; |
1182 | int pl_level; |
1254 | |
1183 | |
1255 | check_stat_bounds (&(op->stats)); |
1184 | check_stat_bounds (&(stats)); |
1256 | pl_level = op->level; |
1185 | pl_level = level; |
1257 | |
1186 | |
1258 | if (pl_level < 1) |
1187 | if (pl_level < 1) |
1259 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1260 | |
1189 | |
1261 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1262 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1263 | */ |
1192 | */ |
1264 | for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1193 | stats.maxhp = 0; |
|
|
1194 | for (int i = 1; i <= min (10, pl_level); i++) |
1265 | { |
1195 | { |
1266 | j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; |
1196 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1197 | |
1267 | if (i % 2 && con_bonus[op->stats.Con] % 2) |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1268 | { |
|
|
1269 | if (con_bonus[op->stats.Con] > 0) |
1199 | if (con_bonus[stats.Con] > 0) |
1270 | j++; |
1200 | j++; |
1271 | else |
1201 | else |
1272 | j--; |
1202 | j--; |
1273 | } |
1203 | |
1274 | op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1204 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1275 | } |
1205 | } |
1276 | |
1206 | |
1277 | for (i = 11; i <= op->level; i++) |
1207 | stats.maxhp += 2 * max (0, level - 10); |
1278 | op->stats.maxhp += 2; |
|
|
1279 | |
1208 | |
1280 | if (op->stats.hp > op->stats.maxhp) |
1209 | if (stats.hp > stats.maxhp) |
1281 | op->stats.hp = op->stats.maxhp; |
1210 | stats.hp = stats.maxhp; |
1282 | |
1211 | |
1283 | /* Sp gain is controlled by the level of the player's |
1212 | /* Sp gain is controlled by the level of the player's |
1284 | * relevant experience object (mana_obj, see above) |
1213 | * relevant experience object (mana_obj, see above) |
1285 | */ |
1214 | */ |
1286 | /* following happen when skills system is not used */ |
1215 | /* following happen when skills system is not used */ |
1287 | if (!mana_obj) |
1216 | if (!mana_obj) |
1288 | mana_obj = op; |
1217 | mana_obj = this; |
|
|
1218 | |
1289 | if (!grace_obj) |
1219 | if (!grace_obj) |
1290 | grace_obj = op; |
1220 | grace_obj = this; |
|
|
1221 | |
1291 | /* set maxsp */ |
1222 | /* set maxsp */ |
1292 | if (!mana_obj || !mana_obj->level || op->type != PLAYER) |
1223 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
1293 | mana_obj = op; |
1224 | mana_obj = this; |
1294 | |
1225 | |
1295 | if (mana_obj == op && op->type == PLAYER) |
1226 | if (mana_obj == this && type == PLAYER) |
1296 | { |
|
|
1297 | op->stats.maxsp = 1; |
1227 | stats.maxsp = 1; |
1298 | } |
|
|
1299 | else |
1228 | else |
1300 | { |
1229 | { |
1301 | sp_tmp = 0.0; |
1230 | float sp_tmp = 0.f; |
|
|
1231 | |
1302 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1232 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1303 | { |
1233 | { |
1304 | float stmp; |
1234 | float stmp; |
1305 | |
1235 | |
1306 | /* Got some extra bonus at first level */ |
1236 | /* Got some extra bonus at first level */ |
1307 | if (i < 2) |
1237 | if (i < 2) |
1308 | { |
|
|
1309 | stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); |
1238 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1310 | } |
|
|
1311 | else |
1239 | else |
1312 | { |
|
|
1313 | stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; |
1240 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1314 | } |
1241 | |
1315 | if (stmp < 1.0) |
|
|
1316 | stmp = 1.0; |
|
|
1317 | sp_tmp += stmp; |
1242 | sp_tmp += max (1.f, stmp); |
1318 | } |
1243 | } |
1319 | op->stats.maxsp = (int) sp_tmp; |
|
|
1320 | |
1244 | |
1321 | for (i = 11; i <= mana_obj->level; i++) |
1245 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1322 | op->stats.maxsp += 2; |
|
|
1323 | } |
1246 | } |
|
|
1247 | |
1324 | /* Characters can get their sp supercharged via rune of transferrance */ |
1248 | /* Characters can get their sp supercharged via rune of transferrance */ |
1325 | if (op->stats.sp > op->stats.maxsp * 2) |
1249 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1326 | op->stats.sp = op->stats.maxsp * 2; |
|
|
1327 | |
1250 | |
1328 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1251 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1329 | if (!grace_obj || !grace_obj->level || op->type != PLAYER) |
1252 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1330 | grace_obj = op; |
1253 | grace_obj = this; |
1331 | |
1254 | |
1332 | if (grace_obj == op && op->type == PLAYER) |
1255 | if (grace_obj == this && type == PLAYER) |
1333 | { |
|
|
1334 | op->stats.maxgrace = 1; |
1256 | stats.maxgrace = 1; |
1335 | } |
|
|
1336 | else |
1257 | else |
1337 | { |
1258 | { |
1338 | /* store grace in a float - this way, the divisions below don't create |
1259 | /* store grace in a float - this way, the divisions below don't create |
1339 | * big jumps when you go from level to level - with int's, it then |
1260 | * big jumps when you go from level to level - with int's, it then |
1340 | * becomes big jumps when the sums of the bonuses jump to the next |
1261 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1262 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1263 | */ |
1343 | sp_tmp = 0.0; |
1264 | float sp_tmp = 0.f; |
1344 | for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1265 | |
|
|
1266 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1345 | { |
1267 | { |
1346 | float grace_tmp = 0.0; |
1268 | float grace_tmp = 0.f; |
1347 | |
1269 | |
1348 | /* Got some extra bonus at first level */ |
1270 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1271 | if (i < 2) |
1350 | { |
1272 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1351 | grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + |
|
|
1352 | 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); |
|
|
1353 | } |
|
|
1354 | else |
1273 | else |
1355 | { |
1274 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1356 | grace_tmp = (float) op->contr->levgrace[i] |
1275 | |
1357 | + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; |
|
|
1358 | } |
|
|
1359 | if (grace_tmp < 1.0) |
|
|
1360 | grace_tmp = 1.0; |
|
|
1361 | sp_tmp += grace_tmp; |
1276 | sp_tmp += max (1.f, grace_tmp); |
1362 | } |
1277 | } |
1363 | op->stats.maxgrace = (int) sp_tmp; |
|
|
1364 | |
1278 | |
1365 | /* two grace points per level after 11 */ |
1279 | /* two grace points per level after 10 */ |
1366 | for (i = 11; i <= grace_obj->level; i++) |
1280 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1367 | op->stats.maxgrace += 2; |
|
|
1368 | } |
1281 | } |
|
|
1282 | |
1369 | /* No limit on grace vs maxgrace */ |
1283 | /* No limit on grace vs maxgrace */ |
1370 | |
1284 | |
1371 | if (op->contr->braced) |
1285 | if (contr->braced) |
1372 | { |
1286 | { |
1373 | ac += 2; |
1287 | ac += 2; |
1374 | wc += 4; |
1288 | wc += 4; |
1375 | } |
1289 | } |
1376 | else |
1290 | else |
1377 | ac -= dex_bonus[op->stats.Dex]; |
1291 | ac -= dex_bonus[stats.Dex]; |
1378 | |
1292 | |
1379 | /* In new exp/skills system, wc bonuses are related to |
1293 | /* In new exp/skills system, wc bonuses are related to |
1380 | * the players level in a relevant exp object (wc_obj) |
1294 | * the players level in a relevant exp object (wc_obj) |
1381 | * not the general player level -b.t. |
1295 | * not the general player level -b.t. |
1382 | * I changed this slightly so that wc bonuses are better |
1296 | * I changed this slightly so that wc bonuses are better |
… | |
… | |
1385 | * improvement every level, now its fighterlevel/5. So |
1299 | * improvement every level, now its fighterlevel/5. So |
1386 | * we give the player a bonus here in wc and dam |
1300 | * we give the player a bonus here in wc and dam |
1387 | * to make up for the change. Note that I left the |
1301 | * to make up for the change. Note that I left the |
1388 | * monster bonus the same as before. -b.t. |
1302 | * monster bonus the same as before. -b.t. |
1389 | */ |
1303 | */ |
|
|
1304 | object *wc_obj = chosen_skill; |
1390 | |
1305 | |
1391 | if (op->type == PLAYER && wc_obj && wc_obj->level > 1) |
1306 | if (contr && wc_obj && wc_obj->level > 1) |
1392 | { |
1307 | { |
1393 | wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); |
1308 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1309 | |
1394 | for (i = 1; i < wc_obj->level; i++) |
1310 | for (int i = 1; i < wc_obj->level; i++) |
1395 | { |
1311 | { |
1396 | /* addtional wc every 6 levels */ |
1312 | /* additional wc every 6 levels */ |
1397 | if (!(i % 6)) |
1313 | if (!(i % 6)) |
1398 | wc--; |
1314 | wc--; |
|
|
1315 | |
1399 | /* addtional dam every 4 levels. */ |
1316 | /* additional dam every 4 levels. */ |
1400 | if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) |
1317 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1401 | op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); |
1318 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1402 | } |
1319 | } |
1403 | } |
1320 | } |
1404 | else |
1321 | else |
1405 | wc -= (op->level + thaco_bonus[op->stats.Str]); |
1322 | wc -= level + thaco_bonus[stats.Str]; |
1406 | |
1323 | |
1407 | op->stats.dam += dam_bonus[op->stats.Str]; |
1324 | stats.dam += dam_bonus[stats.Str]; |
1408 | |
1325 | |
1409 | if (op->stats.dam < 1) |
1326 | if (stats.dam < 1) |
1410 | op->stats.dam = 1; |
1327 | stats.dam = 1; |
1411 | |
1328 | |
1412 | op->speed = 1.0 + speed_bonus[op->stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
|
|
1330 | |
1413 | if (settings.search_items && op->contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1414 | op->speed -= 1; |
1332 | speed -= 1; |
|
|
1333 | |
1415 | if (op->attacktype == 0) |
1334 | if (attacktype == 0) |
1416 | op->attacktype = op->arch->clone.attacktype; |
1335 | attacktype = arch->attacktype; |
1417 | |
|
|
1418 | } /* End if player */ |
1336 | } /* End if player */ |
1419 | |
1337 | |
1420 | if (added_speed >= 0) |
1338 | if (added_speed >= 0) |
1421 | op->speed += added_speed / 10.0; |
1339 | speed += added_speed / 10.f; |
1422 | else /* Something wrong here...: */ |
1340 | else /* Something wrong here...: */ |
1423 | op->speed /= (float) (1.0 - added_speed); |
1341 | speed /= 1.f - added_speed; |
1424 | |
1342 | |
1425 | /* Max is determined by armour */ |
1343 | /* Max is determined by armour */ |
1426 | if (op->speed > max) |
1344 | speed = min (speed, max_speed); |
1427 | op->speed = max; |
|
|
1428 | |
1345 | |
1429 | if (op->type == PLAYER) |
1346 | if (type == PLAYER) |
1430 | { |
1347 | { |
1431 | /* f is a number the represents the number of kg above (positive num) |
1348 | /* f is a number the represents the number of kg above (positive num) |
1432 | * or below (negative number) that the player is carrying. If above |
1349 | * or below (negative number) that the player is carrying. If above |
1433 | * weight limit, then player suffers a speed reduction based on how |
1350 | * weight limit, then player suffers a speed reduction based on how |
1434 | * much above he is, and what is max carry is |
1351 | * much above he is, and what is max carry is |
1435 | */ |
1352 | */ |
1436 | f = (op->carrying / 1000) - max_carry[op->stats.Str]; |
1353 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1437 | if (f > 0) |
1354 | if (f > 0.f) |
1438 | op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); |
1355 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1439 | } |
1356 | } |
1440 | |
1357 | |
1441 | op->speed += bonus_speed / 10.0; /* Not affected by limits */ |
1358 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1359 | speed *= speed_reduce_from_disease; |
1442 | |
1360 | |
1443 | /* Put a lower limit on speed. Note with this speed, you move once every |
1361 | /* Put a lower limit on speed. Note with this speed, you move once every |
1444 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1362 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1445 | */ |
1363 | */ |
1446 | op->speed = op->speed * speed_reduce_from_disease; |
|
|
1447 | |
|
|
1448 | if (op->speed < 0.01 && op->type == PLAYER) |
1364 | if (speed < 0.04f && type == PLAYER) |
1449 | op->speed = 0.01; |
1365 | speed = 0.04f; |
1450 | |
1366 | |
|
|
1367 | if (speed != old_speed) |
|
|
1368 | set_speed (speed); |
|
|
1369 | |
1451 | if (op->type == PLAYER) |
1370 | if (type == PLAYER) |
1452 | { |
1371 | { |
1453 | float M, W, s, D, K, S, M2; |
|
|
1454 | |
|
|
1455 | /* (This formula was made by vidarl@ifi.uio.no) |
1372 | /* (This formula was made by vidarl@ifi.uio.no) |
1456 | * Note that we never used these values again - basically |
1373 | * Note that we never used these values again - basically |
1457 | * all of these could be subbed into one big equation, but |
1374 | * all of these could be subbed into one big equation, but |
1458 | * that would just be a real pain to read. |
1375 | * that would just be a real pain to read. |
1459 | */ |
1376 | */ |
1460 | M = (max_carry[op->stats.Str] - 121) / 121.0; |
1377 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1461 | M2 = max_carry[op->stats.Str] / 100.0; |
1378 | float M2 = max_carry[stats.Str] / 100.f; |
1462 | W = weapon_weight / 20000.0; |
1379 | float W = weapon_weight / 20000.f; |
1463 | s = 2 - weapon_speed / 10.0; |
1380 | float s = (20 - weapon_speed) / 10.f; |
1464 | D = (op->stats.Dex - 14) / 14.0; |
1381 | float D = (stats.Dex - 14) / 14.f; |
1465 | K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; |
1382 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1466 | K *= (4 + op->level) / (float) (6 + op->level) * 1.2; |
1383 | |
|
|
1384 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1385 | |
1467 | if (K <= 0) |
1386 | if (K <= 0.01f) |
1468 | K = 0.01; |
1387 | K = 0.01f; |
1469 | S = op->speed / (K * s); |
1388 | |
1470 | op->contr->weapon_sp = S; |
1389 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1471 | } |
1390 | } |
|
|
1391 | |
1472 | /* I want to limit the power of small monsters with big weapons: */ |
1392 | /* I want to limit the power of small monsters with big weapons: */ |
1473 | if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) |
1393 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1474 | op->stats.dam = op->arch->clone.stats.dam * 3; |
1394 | stats.dam = arch->stats.dam * 3; |
1475 | |
1395 | |
1476 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1396 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1477 | * should be more than enough - remember, AC is also in 8 bits, |
1397 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1478 | * so its value is the same. |
|
|
1479 | */ |
|
|
1480 | if (wc > 120) |
|
|
1481 | wc = 120; |
|
|
1482 | else if (wc < -120) |
|
|
1483 | wc = -120; |
|
|
1484 | op->stats.wc = wc; |
|
|
1485 | |
|
|
1486 | if (ac > 120) |
|
|
1487 | ac = 120; |
|
|
1488 | else if (ac < -120) |
|
|
1489 | ac = -120; |
|
|
1490 | op->stats.ac = ac; |
|
|
1491 | |
1398 | |
1492 | /* if for some reason the creature doesn't have any move type, |
1399 | /* if for some reason the creature doesn't have any move type, |
1493 | * give them walking as a default. |
1400 | * give them walking as a default. |
1494 | * The second case is a special case - to more closely mimic the |
1401 | * The second case is a special case - to more closely mimic the |
1495 | * old behaviour - if your flying, your not walking - just |
1402 | * old behaviour - if your flying, your not walking - just |
1496 | * one or the other. |
1403 | * one or the other. |
1497 | */ |
1404 | */ |
1498 | if (op->move_type == 0) |
1405 | if (move_type == 0) |
1499 | op->move_type = MOVE_WALK; |
1406 | move_type = MOVE_WALK; |
1500 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1501 | op->move_type &= ~MOVE_WALK; |
1408 | move_type &= ~MOVE_WALK; |
1502 | |
|
|
1503 | update_ob_speed (op); |
|
|
1504 | |
1409 | |
1505 | /* It is quite possible that a player's spell costing might have changed, |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1506 | * so we will check that now. |
1411 | * so we will check that now. |
1507 | */ |
1412 | */ |
1508 | if (op->type == PLAYER) |
1413 | if (type == PLAYER) |
|
|
1414 | { |
|
|
1415 | esrv_update_stats (contr); |
1509 | esrv_update_spells (op->contr); |
1416 | esrv_update_spells (contr); |
|
|
1417 | } |
|
|
1418 | |
|
|
1419 | // update the mapspace, if we are on a map |
|
|
1420 | if (!flag [FLAG_REMOVED] && map) |
|
|
1421 | map->at (x, y).flags_ = 0; |
1510 | } |
1422 | } |
1511 | |
1423 | |
1512 | /* |
1424 | /* |
1513 | * Returns true if the given player is a legal class. |
1425 | * Returns true if the given player is a legal class. |
1514 | * The function to add and remove class-bonuses to the stats doesn't |
1426 | * The function to add and remove class-bonuses to the stats doesn't |
1515 | * check if the stat becomes negative, thus this function |
1427 | * check if the stat becomes negative, thus this function |
1516 | * merely checks that all stats are 1 or more, and returns |
1428 | * merely checks that all stats are 1 or more, and returns |
1517 | * false otherwise. |
1429 | * false otherwise. |
1518 | */ |
1430 | */ |
1519 | |
|
|
1520 | int |
1431 | int |
1521 | allowed_class (const object *op) |
1432 | allowed_class (const object *op) |
1522 | { |
1433 | { |
1523 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1434 | return op->stats.Dex > 0 |
1524 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1435 | && op->stats.Str > 0 |
|
|
1436 | && op->stats.Con > 0 |
|
|
1437 | && op->stats.Int > 0 |
|
|
1438 | && op->stats.Wis > 0 |
|
|
1439 | && op->stats.Pow > 0 |
|
|
1440 | && op->stats.Cha > 0; |
1525 | } |
1441 | } |
1526 | |
1442 | |
1527 | /* |
1443 | /* |
1528 | * set the new dragon name after gaining levels or |
1444 | * set the new dragon name after gaining levels or |
1529 | * changing ability focus (later this can be extended to |
1445 | * changing ability focus (later this can be extended to |
1530 | * eventually change the player's face and animation) |
1446 | * eventually change the player's face and animation) |
1531 | * |
|
|
1532 | * Note that the title is written to 'own_title' in the |
|
|
1533 | * player struct. This should be changed to 'ext_title' |
|
|
1534 | * as soon as clients support this! |
|
|
1535 | * Please, anyone, write support for 'ext_title'. |
|
|
1536 | */ |
1447 | */ |
1537 | void |
1448 | void |
1538 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1449 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1539 | { |
1450 | { |
1540 | int atnr = -1; /* attacknumber of highest level */ |
1451 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1558 | /* now if there are equals at highest level, pick the one with focus, |
1469 | /* now if there are equals at highest level, pick the one with focus, |
1559 | or else at random */ |
1470 | or else at random */ |
1560 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1471 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1561 | atnr = abil->stats.exp; |
1472 | atnr = abil->stats.exp; |
1562 | |
1473 | |
1563 | level = (int) (level / 5.); |
|
|
1564 | |
|
|
1565 | /* now set the new title */ |
1474 | /* now set the new title */ |
1566 | if (pl->contr != NULL) |
|
|
1567 | { |
|
|
1568 | if (level == 0) |
|
|
1569 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1475 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1570 | else if (level == 1) |
|
|
1571 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1476 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1572 | else if (level == 2) |
|
|
1573 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1477 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1574 | else if (level == 3) |
|
|
1575 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1478 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1576 | else |
1479 | else |
1577 | { |
1480 | { |
1578 | /* special titles for extra high resistance! */ |
1481 | /* special titles for extra high resistance! */ |
1579 | if (skin->resist[atnr] > 80) |
|
|
1580 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1482 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1581 | else if (skin->resist[atnr] > 50) |
|
|
1582 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1483 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1583 | else |
|
|
1584 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1484 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1585 | } |
|
|
1586 | } |
1485 | } |
1587 | |
1486 | |
1588 | strcpy (pl->contr->own_title, ""); |
1487 | strcpy (pl->contr->own_title, ""); |
1589 | } |
1488 | } |
1590 | |
1489 | |
… | |
… | |
1600 | object *skin = NULL; /* pointer to dragon skin force */ |
1499 | object *skin = NULL; /* pointer to dragon skin force */ |
1601 | object *tmp = NULL; /* tmp. object */ |
1500 | object *tmp = NULL; /* tmp. object */ |
1602 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1501 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1603 | |
1502 | |
1604 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1503 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1605 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1504 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1606 | { |
|
|
1607 | if (tmp->type == FORCE) |
1505 | if (tmp->type == FORCE) |
1608 | { |
1506 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1609 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
|
|
1610 | abil = tmp; |
1507 | abil = tmp; |
1611 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1508 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1612 | skin = tmp; |
1509 | skin = tmp; |
1613 | } |
1510 | |
1614 | } |
|
|
1615 | /* if the force is missing -> bail out */ |
1511 | /* if the force is missing -> bail out */ |
1616 | if (abil == NULL) |
1512 | if (abil == NULL) |
1617 | return; |
1513 | return; |
1618 | |
1514 | |
1619 | /* The ability_force keeps track of maximum level ever achieved. |
1515 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1663 | if (!skill_obj) |
1559 | if (!skill_obj) |
1664 | { |
1560 | { |
1665 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1561 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1666 | return NULL; |
1562 | return NULL; |
1667 | } |
1563 | } |
|
|
1564 | |
1668 | /* clear the flag - exp goes into this bucket, but player |
1565 | /* clear the flag - exp goes into this bucket, but player |
1669 | * still doesn't know it. |
1566 | * still doesn't know it. |
1670 | */ |
1567 | */ |
1671 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1672 | skill_obj->stats.exp = 0; |
1569 | skill_obj->stats.exp = 0; |
1673 | skill_obj->level = 1; |
1570 | skill_obj->level = 1; |
1674 | insert_ob_in_ob (skill_obj, op); |
1571 | insert_ob_in_ob (skill_obj, op); |
1675 | if (op->contr) |
1572 | |
|
|
1573 | if (player *pl = op->contr) |
1676 | { |
1574 | { |
1677 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1575 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1678 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1576 | if (pl->ns) |
|
|
1577 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1679 | } |
1578 | } |
|
|
1579 | |
1680 | return skill_obj; |
1580 | return skill_obj; |
1681 | } |
1581 | } |
1682 | |
|
|
1683 | |
1582 | |
1684 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1583 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1685 | * whether the player gets more hp, sp and new levels. |
1584 | * whether the player gets more hp, sp and new levels. |
1686 | * Note this this function should only be called for players. Monstes |
1585 | * Note this this function should only be called for players. Monstes |
1687 | * don't really gain levels |
1586 | * don't really gain levels |
… | |
… | |
1690 | */ |
1589 | */ |
1691 | void |
1590 | void |
1692 | player_lvl_adj (object *who, object *op) |
1591 | player_lvl_adj (object *who, object *op) |
1693 | { |
1592 | { |
1694 | char buf[MAX_BUF]; |
1593 | char buf[MAX_BUF]; |
|
|
1594 | bool changed = false; |
1695 | |
1595 | |
1696 | if (!op) /* when rolling stats */ |
1596 | if (!op) /* when rolling stats */ |
1697 | op = who; |
1597 | op = who; |
1698 | |
1598 | |
1699 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1599 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1700 | { |
1600 | { |
|
|
1601 | changed = true; |
|
|
1602 | |
1701 | op->level++; |
1603 | op->level++; |
1702 | |
1604 | |
1703 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1605 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1704 | dragon_level_gain (who); |
1606 | dragon_level_gain (who); |
1705 | |
1607 | |
1706 | /* Only roll these if it is the player (who) that gained the level */ |
1608 | /* Only roll these if it is the player (who) that gained the level */ |
1707 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1609 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1708 | { |
1610 | { |
1709 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1611 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1710 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1612 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1711 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1613 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1712 | } |
1614 | } |
1713 | |
1615 | |
1714 | fix_player (who); |
|
|
1715 | if (op->level > 1) |
1616 | if (op->level > 1) |
1716 | { |
1617 | { |
1717 | if (op->type != PLAYER) |
1618 | if (op->type != PLAYER) |
|
|
1619 | { |
|
|
1620 | who->contr->play_sound (sound_find ("skill_up")); |
1718 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1621 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1622 | } |
1719 | else |
1623 | else |
|
|
1624 | { |
|
|
1625 | who->contr->play_sound (sound_find ("level_up")); |
1720 | sprintf (buf, "You are now level %d.", op->level); |
1626 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1627 | } |
|
|
1628 | |
1721 | if (who) |
1629 | if (who) |
1722 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1630 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1723 | } |
1631 | } |
1724 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1725 | } |
1632 | } |
|
|
1633 | |
1726 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1634 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1727 | { |
1635 | { |
|
|
1636 | changed = true; |
|
|
1637 | |
1728 | op->level--; |
1638 | op->level--; |
1729 | fix_player (who); |
1639 | |
1730 | if (op->type != PLAYER) |
1640 | if (op->type != PLAYER) |
1731 | { |
1641 | { |
1732 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1642 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1733 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1643 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1734 | } |
1644 | } |
1735 | player_lvl_adj (who, op); /* To decrease more levels */ |
1645 | } |
|
|
1646 | |
|
|
1647 | if (changed) |
1736 | } |
1648 | { |
|
|
1649 | who->update_stats (); |
|
|
1650 | esrv_update_stats (who->contr); |
1737 | /* check if the spell data has changed */ |
1651 | /* check if the spell data has changed */ |
1738 | esrv_update_spells (who->contr); |
1652 | esrv_update_spells (who->contr); |
|
|
1653 | } |
1739 | } |
1654 | } |
1740 | |
1655 | |
1741 | /* |
1656 | /* |
1742 | * Returns how much experience is needed for a player to become |
1657 | * Returns how much experience is needed for a player to become |
1743 | * the given level. level should really never exceed max_level |
1658 | * the given level. level should really never exceed max_level |
… | |
… | |
1746 | sint64 |
1661 | sint64 |
1747 | level_exp (int level, double expmul) |
1662 | level_exp (int level, double expmul) |
1748 | { |
1663 | { |
1749 | if (level > settings.max_level) |
1664 | if (level > settings.max_level) |
1750 | return (sint64) (expmul * levels[settings.max_level]); |
1665 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1666 | |
1751 | return (sint64) (expmul * levels[level]); |
1667 | return (sint64) (expmul * levels[level]); |
1752 | } |
1668 | } |
1753 | |
1669 | |
1754 | /* |
1670 | /* |
1755 | * Ensure that the permanent experience requirements in an exp object are met. |
1671 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1776 | op->perm_exp = 0; |
1692 | op->perm_exp = 0; |
1777 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1693 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1778 | op->perm_exp = MAX_EXPERIENCE; |
1694 | op->perm_exp = MAX_EXPERIENCE; |
1779 | } |
1695 | } |
1780 | |
1696 | |
1781 | |
|
|
1782 | /* Add experience to a player - exp should only be positive. |
1697 | /* Add experience to a player - exp should only be positive. |
1783 | * Updates permanent exp for the skill we are adding to. |
1698 | * Updates permanent exp for the skill we are adding to. |
1784 | * skill_name is the skill to add exp to. Skill name can be |
1699 | * skill_name is the skill to add exp to. Skill name can be |
1785 | * NULL, in which case exp increases the players general |
1700 | * NULL, in which case exp increases the players general |
1786 | * total, but not any particular skill. |
1701 | * total, but not any particular skill. |
1787 | * flag is what to do if the player doesn't have the skill: |
1702 | * flag is what to do if the player doesn't have the skill: |
1788 | */ |
1703 | */ |
1789 | |
|
|
1790 | static void |
1704 | static void |
1791 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1705 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1792 | { |
1706 | { |
1793 | object *skill_obj = NULL; |
1707 | object *skill_obj = NULL; |
1794 | sint64 limit, exp_to_add; |
1708 | sint64 limit, exp_to_add; |
1795 | int i; |
1709 | int i; |
1796 | |
1710 | |
1797 | /* prevents some forms of abuse. */ |
1711 | /* prevents some forms of abuse. */ |
1798 | if (op->contr->braced) |
1712 | if (op->contr->braced) |
1799 | exp = exp / 5; |
1713 | exp /= 5; |
1800 | |
1714 | |
1801 | /* Try to find the matching skill. |
1715 | /* Try to find the matching skill. |
1802 | * We do a shortcut/time saving mechanism first - see if it matches |
1716 | * We do a shortcut/time saving mechanism first - see if it matches |
1803 | * chosen_skill. This means we don't need to search through |
1717 | * chosen_skill. This means we don't need to search through |
1804 | * the players inventory. |
1718 | * the players inventory. |
1805 | */ |
1719 | */ |
1806 | if (skill_name) |
1720 | if (skill_name) |
1807 | { |
1721 | { |
1808 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1722 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1939 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1853 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1940 | tmp->stats.exp -= del_exp; |
1854 | tmp->stats.exp -= del_exp; |
1941 | player_lvl_adj (op, tmp); |
1855 | player_lvl_adj (op, tmp); |
1942 | } |
1856 | } |
1943 | } |
1857 | } |
|
|
1858 | |
1944 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1859 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1945 | { |
1860 | { |
1946 | del_exp = check_exp_loss (op, exp); |
1861 | del_exp = check_exp_loss (op, exp); |
1947 | op->stats.exp -= del_exp; |
1862 | op->stats.exp -= del_exp; |
1948 | player_lvl_adj (op, NULL); |
1863 | player_lvl_adj (op, NULL); |
1949 | } |
1864 | } |
1950 | } |
1865 | } |
1951 | |
|
|
1952 | |
|
|
1953 | |
1866 | |
1954 | /* change_exp() - changes experience to a player/monster. This |
1867 | /* change_exp() - changes experience to a player/monster. This |
1955 | * does bounds checking to make sure we don't overflow the max exp. |
1868 | * does bounds checking to make sure we don't overflow the max exp. |
1956 | * |
1869 | * |
1957 | * The exp passed is typically not modified much by this function - |
1870 | * The exp passed is typically not modified much by this function - |
1958 | * it is assumed the caller has modified the exp as needed. |
1871 | * it is assumed the caller has modified the exp as needed. |
1959 | * skill_name is the skill that should get the exp added. |
1872 | * skill_name is the skill that should get the exp added. |
1960 | * flag is what to do if player doesn't have the skill. |
1873 | * flag is what to do if player doesn't have the skill. |
1961 | * these last two values are only used for players. |
1874 | * these last two values are only used for players. |
1962 | */ |
1875 | */ |
1963 | |
|
|
1964 | void |
1876 | void |
1965 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1877 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1966 | { |
1878 | { |
1967 | |
|
|
1968 | #ifdef EXP_DEBUG |
1879 | #ifdef EXP_DEBUG |
1969 | # ifndef WIN32 |
|
|
1970 | LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); |
|
|
1971 | # else |
|
|
1972 | LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); |
1880 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1973 | # endif |
|
|
1974 | #endif |
1881 | #endif |
1975 | |
1882 | |
1976 | /* safety */ |
1883 | /* safety */ |
1977 | if (!op) |
1884 | if (!op) |
1978 | { |
1885 | { |
… | |
… | |
2017 | else |
1924 | else |
2018 | /* note that when you lose exp, it doesn't go against |
1925 | /* note that when you lose exp, it doesn't go against |
2019 | * a particular skill, so we don't need to pass that |
1926 | * a particular skill, so we don't need to pass that |
2020 | * along. |
1927 | * along. |
2021 | */ |
1928 | */ |
2022 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1929 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2023 | |
|
|
2024 | } |
1930 | } |
2025 | } |
1931 | } |
2026 | |
1932 | |
2027 | /* Applies a death penalty experience, the size of this is defined by the |
1933 | /* Applies a death penalty experience, the size of this is defined by the |
2028 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1934 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2029 | * amount of permenent experience, whichever gives the lowest loss. |
1935 | * amount of permenent experience, whichever gives the lowest loss. |
2030 | */ |
1936 | */ |
2031 | |
|
|
2032 | void |
1937 | void |
2033 | apply_death_exp_penalty (object *op) |
1938 | apply_death_exp_penalty (object *op) |
2034 | { |
1939 | { |
2035 | object *tmp; |
1940 | object *tmp; |
2036 | sint64 loss; |
1941 | sint64 loss; |
… | |
… | |
2058 | player_lvl_adj (op, tmp); |
1963 | player_lvl_adj (op, tmp); |
2059 | } |
1964 | } |
2060 | |
1965 | |
2061 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2062 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1967 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1968 | |
2063 | if (level_loss < 0) |
1969 | if (level_loss < 0) |
2064 | level_loss = 0; |
1970 | level_loss = 0; |
2065 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2066 | |
1972 | |
2067 | op->stats.exp -= loss; |
1973 | op->stats.exp -= loss; |
… | |
… | |
2081 | if (level > MAX_SAVE_LEVEL) |
1987 | if (level > MAX_SAVE_LEVEL) |
2082 | level = MAX_SAVE_LEVEL; |
1988 | level = MAX_SAVE_LEVEL; |
2083 | |
1989 | |
2084 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1990 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2085 | return 0; |
1991 | return 0; |
|
|
1992 | |
2086 | return 1; |
1993 | return 1; |
2087 | } |
1994 | } |