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/* |
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* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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|
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#include <global.h> |
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#include <funcpoint.h> |
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|
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/* Handy little macro that adds exp and keeps it within bounds. Since |
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* we are now using 64 bit values, I'm not all concerned about overflow issues |
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* with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
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*/ |
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#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } |
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|
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static const int con_bonus[MAX_STAT + 1] = { |
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-6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
35 |
22, 25, 30, 40, 50 |
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}; |
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|
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/* changed the name of this to "sp_bonus" from "int_bonus" |
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* because Pow can now be the stat that controls spellpoint |
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* advancement. -b.t. |
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*/ |
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static const int sp_bonus[MAX_STAT + 1] = { |
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-10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
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30, 40, 50, 70, 100 |
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}; |
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|
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static const int grace_bonus[MAX_STAT + 1] = { |
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-10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
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30, 40, 50, 70, 100 |
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}; |
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|
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/* 0.92.7 Changed way charisma works. Values now |
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* represent how much more it costs to buy something than to sell it |
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* (10, a value of 10 means it is that if it costs 50 gp to buy, you |
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* would only get 5 gp when you sell.) Let query_cost do the calculations |
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* on how to really do this. Buy keeping it this simple number, it is |
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* much easier to know how things will be influenced. A value of '1' means |
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* buying and selling is both the same value - any value less than or equal |
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* to 1 should not be used. |
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* At least as of now, the only place that uses this code is query_cost, |
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* in server/shop.c. This bonus is split evenly between buying and selling |
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* (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
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* at .667 |
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* This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
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* it is 1-diff |
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*/ |
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|
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const float cha_bonus[MAX_STAT + 1] = { 10.0, |
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10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ |
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5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ |
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2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ |
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2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ |
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1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ |
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1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ |
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}; |
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|
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const int dex_bonus[MAX_STAT + 1] = { |
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-4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7 |
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}; |
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|
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/* speed_bonus uses dex as its stat */ |
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const float speed_bonus[MAX_STAT + 1] = { |
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-0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, |
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0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, |
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1.6, 1.8, 2.0, 2.5, 3.0 |
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}; |
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|
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/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on |
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* strength. |
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*/ |
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const int dam_bonus[MAX_STAT + 1] = { |
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-2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15 |
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}; |
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|
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const int thaco_bonus[MAX_STAT + 1] = { |
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-2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10 |
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}; |
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|
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/* Max you can carry before you start getting extra speed penalties */ |
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const int max_carry[MAX_STAT + 1] = { |
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2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277, |
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301, 326, 352, 400, 450, 500, 600, 1000 |
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}; |
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|
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/* weight_limit - the absolute most a character can carry - a character can't |
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* pick stuff up if it would put him above this limit. |
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* value is in grams, so we don't need to do conversion later |
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* These limits are probably overly generous, but being there were no values |
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* before, you need to start someplace. |
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*/ |
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|
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const uint32 weight_limit[MAX_STAT + 1] = { |
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200000, /* 0 */ |
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250000, 300000, 350000, 400000, 500000, /* 5 */ |
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600000, 700000, 800000, 900000, 1000000, /* 10 */ |
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1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
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1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
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2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
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3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
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}; |
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|
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const int learn_spell[MAX_STAT + 1] = { |
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0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
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100, 100, 100, 100, 100, 100 |
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}; |
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|
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const int cleric_chance[MAX_STAT + 1] = { |
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100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0 |
129 |
}; |
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|
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const int turn_bonus[MAX_STAT + 1] = { |
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-1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15 |
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}; |
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|
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const int fear_bonus[MAX_STAT + 1] = { |
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3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 |
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}; |
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|
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/* |
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Since this is nowhere defined ... |
141 |
Both come in handy at least in function add_exp() |
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*/ |
143 |
|
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#define MAX_EXPERIENCE levels[settings.max_level] |
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|
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/* because exp_obj sum to make the total score, |
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* we cannot allow that sum to exceed the maximum |
148 |
* amount of experience a player can gain. Thus |
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* we define MAX_EXP_IN_OBJ. It is important to try |
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* to make the value of MAX_EXP_CAT close to the |
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* actual number of experience objects in the game, |
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* otherwise the maximum level in any experience |
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* category could be quite low. To help the situation |
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* out a little I added 10 more levels, and jacked |
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* up the last level experience value. Its out of |
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* line with progression of previous levels, so |
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* if more levels are desired, this should be fixed. |
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* -b.t. |
159 |
*/ |
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|
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#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
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|
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extern sint64 *levels; |
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|
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#define MAX_SAVE_LEVEL 110 |
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|
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/* This no longer needs to be changed anytime the number of |
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* levels is increased - rather, did_make_save will do the |
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* right thing and always use range within this table. |
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* for safety, savethrow should not be accessed directly anymore, |
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* and instead did_make_save should be used instead. |
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*/ |
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static const int savethrow[MAX_SAVE_LEVEL + 1] = { |
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18, |
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18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, |
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9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, |
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6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, |
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4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, |
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2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, |
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1 |
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}; |
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|
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const char *const attacks[NROFATTACKS] = { |
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"physical", "magical", "fire", "electricity", "cold", "confusion", |
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"acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", |
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"paralyze", "turn undead", "fear", "cancellation", "depletion", "death", |
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"chaos", "counterspell", "god power", "holy power", "blinding", "", |
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"life stealing" |
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}; |
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|
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static const char *const drain_msg[NUM_STATS] = { |
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"Oh no! You are weakened!", |
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"You're feeling clumsy!", |
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"You feel less healthy", |
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"You suddenly begin to lose your memory!", |
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"Watch out, your mind is going!", |
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"Your spirit feels drained!", |
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"Your face gets distorted!", |
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}; |
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const char *const restore_msg[NUM_STATS] = { |
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"You feel your strength return.", |
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"You feel your agility return.", |
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"You feel your health return.", |
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"You feel your memory return.", |
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"You feel your wisdom return.", |
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"You feel your spirits return.", |
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"You feel your charisma return.", |
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}; |
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const char *const gain_msg[NUM_STATS] = { |
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"You feel stronger.", |
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"You feel more agile.", |
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"You feel healthy.", |
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"You feel smarter.", |
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"You feel wiser.", |
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"You feel more potent.", |
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"You seem to look better.", |
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}; |
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const char *const lose_msg[NUM_STATS] = { |
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"You feel weaker!", |
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"You feel clumsy!", |
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"You feel less healthy!", |
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"You feel stupid!", |
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"You lose some of your memory!", |
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"You feel less potent!", |
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"You look ugly!", |
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}; |
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|
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const char *const statname[NUM_STATS] = { |
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"strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
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}; |
231 |
|
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const char *const short_stat_name[NUM_STATS] = { |
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"Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
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}; |
235 |
|
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/* |
237 |
* Like set_attr_value(), but instead the value (which can be negative) |
238 |
* is added to the specified stat. |
239 |
*/ |
240 |
void |
241 |
change_attr_value (living *stats, int attr, sint8 value) |
242 |
{ |
243 |
stats->stat (attr) += value; |
244 |
} |
245 |
|
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/* |
247 |
* Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 |
* 1-30 stat limit. |
249 |
*/ |
250 |
void |
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check_stat_bounds (living *stats) |
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{ |
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for (int i = 0; i < NUM_STATS; i++) |
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{ |
255 |
sint8 &v = stats->stat (i); |
256 |
v = clamp (v, MIN_STAT, MAX_STAT); |
257 |
} |
258 |
} |
259 |
|
260 |
#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 |
|
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/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 |
* make this macro to clean those up. Not usuable outside change_abil |
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* function since some of the values passed to new_draw_info are hardcoded. |
265 |
*/ |
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#define DIFF_MSG(flag, msg1, msg2) \ |
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new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
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|
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/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
270 |
|
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/* flag is set to 1 if we are applying the object, -1 if we are removing |
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* the object. |
273 |
* It is the calling functions responsibilty to check to see if the object |
274 |
* can be applied or not. |
275 |
* The main purpose of calling this function is the messages that are |
276 |
* displayed - update_stats should really always be called after this when |
277 |
* removing an object - that is because it is impossible to know if some object |
278 |
* is the only source of an attacktype or spell attunement, so this function |
279 |
* will clear the bits, but the player may still have some other object |
280 |
* that gives them that ability. |
281 |
*/ |
282 |
int |
283 |
change_abil (object *op, object *tmp) |
284 |
{ |
285 |
int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
286 |
char message[MAX_BUF]; |
287 |
int potion_max = 0; |
288 |
|
289 |
/* remember what object was like before it was changed. note that |
290 |
* refop is a local copy of op only to be used for detecting changes |
291 |
* found by update_stats. refop is not a real object |
292 |
*/ |
293 |
object_copy refop = *op; |
294 |
|
295 |
if (op->type == PLAYER) |
296 |
{ |
297 |
if (tmp->type == POTION) |
298 |
{ |
299 |
potion_max = 1; |
300 |
for (int j = 0; j < NUM_STATS; j++) |
301 |
{ |
302 |
int ostat = op->contr->orig_stats.stat (j); |
303 |
int i = tmp->stats.stat (j); |
304 |
|
305 |
/* nstat is what the stat will be after use of the potion */ |
306 |
int nstat = flag * i + ostat; |
307 |
|
308 |
/* Do some bounds checking. While I don't think any |
309 |
* potions do so right now, there is the potential for potions |
310 |
* that adjust that stat by more than one point, so we need |
311 |
* to allow for that. |
312 |
*/ |
313 |
if (nstat < 1 && i * flag < 0) |
314 |
nstat = 1; |
315 |
else if (nstat > 20 + op->arch->stats.stat (j)) |
316 |
nstat = 20 + op->arch->stats.stat (j); |
317 |
|
318 |
if (nstat != ostat) |
319 |
{ |
320 |
op->contr->orig_stats.stat (j) = nstat; |
321 |
potion_max = 0; |
322 |
} |
323 |
else if (i) |
324 |
{ |
325 |
/* potion is useless - player has already hit the natural maximum */ |
326 |
potion_max = 1; |
327 |
} |
328 |
} |
329 |
|
330 |
/* This section of code ups the characters normal stats also. I am not |
331 |
* sure if this is strictly necessary, being that fix_player probably |
332 |
* recalculates this anyway. |
333 |
*/ |
334 |
for (int j = 0; j < NUM_STATS; j++) |
335 |
change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
336 |
|
337 |
check_stat_bounds (&op->stats); |
338 |
} /* end of potion handling code */ |
339 |
} |
340 |
|
341 |
/* reset attributes that update_stats doesn't reset since it doesn't search |
342 |
* everything to set |
343 |
*/ |
344 |
if (flag == -1) |
345 |
{ |
346 |
op->attacktype &= ~tmp->attacktype; |
347 |
op->path_attuned &= ~tmp->path_attuned; |
348 |
op->path_repelled &= ~tmp->path_repelled; |
349 |
op->path_denied &= ~tmp->path_denied; |
350 |
/* Presuming here that creatures only have move_type, |
351 |
* and not the other move_ fields. |
352 |
*/ |
353 |
op->move_type &= ~tmp->move_type; |
354 |
} |
355 |
|
356 |
/* call fix_player since op object could have whatever attribute due |
357 |
* to multiple items. if update_stats always has to be called after |
358 |
* change_ability then might as well call it from here |
359 |
*/ |
360 |
op->update_stats (); |
361 |
|
362 |
/* update_stats won't add the bows ability to the player, so don't |
363 |
* print out message if this is a bow. |
364 |
*/ |
365 |
if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 |
{ |
367 |
success = 1; |
368 |
DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 |
} |
370 |
|
371 |
if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 |
{ |
373 |
success = 1; |
374 |
DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 |
} |
376 |
|
377 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 |
{ |
379 |
success = 1; |
380 |
DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 |
} |
382 |
|
383 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 |
{ |
385 |
success = 1; |
386 |
DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 |
} |
388 |
|
389 |
/* movement type has changed. We don't care about cases where |
390 |
* user has multiple items giving the same type appled like we |
391 |
* used to - that is more work than what we gain, plus messages |
392 |
* can be misleading (a little higher could be miscontrued from |
393 |
* from fly high) |
394 |
*/ |
395 |
if (tmp->move_type && op->move_type != refop.move_type) |
396 |
{ |
397 |
success = 1; |
398 |
|
399 |
/* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 |
* status doesn't make a difference if you are flying high |
401 |
*/ |
402 |
if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 |
{ |
404 |
DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 |
} |
406 |
|
407 |
if (tmp->move_type & MOVE_FLY_HIGH) |
408 |
{ |
409 |
/* double conditional - second case covers if you have move_fly_low - |
410 |
* in that case, you don't actually land |
411 |
*/ |
412 |
DIFF_MSG (flag, "You soar into the air!", |
413 |
(op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 |
} |
415 |
|
416 |
if (tmp->move_type & MOVE_SWIM) |
417 |
DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 |
|
419 |
/* Changing move status may mean you are affected by things you weren't before */ |
420 |
check_move_on (op, op); |
421 |
} |
422 |
|
423 |
/* becoming UNDEAD... a special treatment for this flag. Only those not |
424 |
* originally undead may change their status |
425 |
*/ |
426 |
if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
427 |
if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 |
{ |
429 |
success = 1; |
430 |
if (flag > 0) |
431 |
{ |
432 |
op->race = "undead"; |
433 |
new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
434 |
} |
435 |
else |
436 |
{ |
437 |
op->race = op->arch->race; |
438 |
new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 |
} |
440 |
} |
441 |
|
442 |
if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 |
{ |
444 |
success = 1; |
445 |
DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 |
} |
447 |
|
448 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 |
{ |
450 |
success = 1; |
451 |
DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 |
} |
453 |
|
454 |
/* blinded you can tell if more blinded since blinded player has minimal |
455 |
* vision |
456 |
*/ |
457 |
if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 |
{ |
459 |
success = 1; |
460 |
if (flag > 0) |
461 |
{ |
462 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
463 |
new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 |
else |
465 |
{ |
466 |
new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 |
SET_FLAG (op, FLAG_BLIND); |
468 |
if (op->type == PLAYER) |
469 |
op->contr->do_los = 1; |
470 |
} |
471 |
} |
472 |
else |
473 |
{ |
474 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
475 |
new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 |
else |
477 |
{ |
478 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 |
CLEAR_FLAG (op, FLAG_BLIND); |
480 |
if (op->type == PLAYER) |
481 |
op->contr->do_los = 1; |
482 |
} |
483 |
} |
484 |
} |
485 |
|
486 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 |
{ |
488 |
success = 1; |
489 |
if (op->type == PLAYER) |
490 |
op->contr->do_los = 1; |
491 |
DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 |
} |
493 |
|
494 |
if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 |
{ |
496 |
success = 1; |
497 |
if (flag > 0) |
498 |
{ |
499 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
500 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 |
else |
502 |
{ |
503 |
new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 |
if (op->type == PLAYER) |
505 |
op->contr->do_los = 1; |
506 |
} |
507 |
} |
508 |
else |
509 |
{ |
510 |
if (QUERY_FLAG (op, FLAG_WIZ)) |
511 |
new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 |
else |
513 |
{ |
514 |
new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 |
if (op->type == PLAYER) |
516 |
op->contr->do_los = 1; |
517 |
} |
518 |
} |
519 |
} |
520 |
|
521 |
if (tmp->stats.luck) |
522 |
{ |
523 |
success = 1; |
524 |
DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
525 |
} |
526 |
|
527 |
if (tmp->stats.hp && op->type == PLAYER) |
528 |
{ |
529 |
success = 1; |
530 |
DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
531 |
} |
532 |
|
533 |
if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
534 |
{ |
535 |
success = 1; |
536 |
DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
537 |
} |
538 |
|
539 |
/* for the future when artifacts set this -b.t. */ |
540 |
if (tmp->stats.grace && op->type == PLAYER) |
541 |
{ |
542 |
success = 1; |
543 |
DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
544 |
} |
545 |
|
546 |
if (tmp->stats.food && op->type == PLAYER) |
547 |
{ |
548 |
success = 1; |
549 |
DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 |
} |
551 |
|
552 |
/* Messages for changed resistance */ |
553 |
for (int i = 0; i < NROFATTACKS; i++) |
554 |
{ |
555 |
if (i == ATNR_PHYSICAL) |
556 |
continue; /* Don't display about armour */ |
557 |
|
558 |
if (op->resist[i] != refop.resist[i]) |
559 |
{ |
560 |
success = 1; |
561 |
if (op->resist[i] > refop.resist[i]) |
562 |
sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
563 |
else |
564 |
sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
565 |
|
566 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 |
} |
568 |
} |
569 |
|
570 |
if (!potion_max) |
571 |
{ |
572 |
for (int j = 0; j < NUM_STATS; j++) |
573 |
{ |
574 |
if (int i = tmp->stats.stat (j)) |
575 |
{ |
576 |
success = 1; |
577 |
DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 |
} |
579 |
} |
580 |
} |
581 |
|
582 |
return success; |
583 |
} |
584 |
|
585 |
/* |
586 |
* Stat draining by Vick 930307 |
587 |
* (Feeling evil, I made it work as well now. -Frank 8) |
588 |
*/ |
589 |
void |
590 |
object::drain_stat () |
591 |
{ |
592 |
drain_specific_stat (rndm (NUM_STATS)); |
593 |
} |
594 |
|
595 |
void |
596 |
object::drain_specific_stat (int deplete_stats) |
597 |
{ |
598 |
object *tmp; |
599 |
archetype *at; |
600 |
|
601 |
at = archetype::find (ARCH_DEPLETION); |
602 |
if (!at) |
603 |
{ |
604 |
LOG (llevError, "Couldn't find archetype depletion.\n"); |
605 |
return; |
606 |
} |
607 |
else |
608 |
{ |
609 |
tmp = present_arch_in_ob (at, this); |
610 |
|
611 |
if (!tmp) |
612 |
{ |
613 |
tmp = arch_to_object (at); |
614 |
tmp = insert_ob_in_ob (tmp, this); |
615 |
SET_FLAG (tmp, FLAG_APPLIED); |
616 |
} |
617 |
} |
618 |
|
619 |
new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
620 |
change_attr_value (&tmp->stats, deplete_stats, -1); |
621 |
update_stats (); |
622 |
} |
623 |
|
624 |
/* |
625 |
* A value of 0 indicates timeout, otherwise change the luck of the object. |
626 |
* via an applied bad_luck object. |
627 |
*/ |
628 |
void |
629 |
object::change_luck (int value) |
630 |
{ |
631 |
archetype *at = archetype::find ("luck"); |
632 |
if (!at) |
633 |
LOG (llevError, "Couldn't find archetype luck.\n"); |
634 |
else |
635 |
{ |
636 |
object *tmp = present_arch_in_ob (at, this); |
637 |
|
638 |
if (!tmp) |
639 |
{ |
640 |
if (!value) |
641 |
return; |
642 |
|
643 |
tmp = arch_to_object (at); |
644 |
tmp = insert_ob_in_ob (tmp, this); |
645 |
SET_FLAG (tmp, FLAG_APPLIED); |
646 |
} |
647 |
|
648 |
if (value) |
649 |
{ |
650 |
/* Limit the luck value of the bad luck object to +/-100. This |
651 |
* (arbitrary) value prevents overflows (both in the bad luck object and |
652 |
* in op itself). |
653 |
*/ |
654 |
int new_luck = tmp->stats.luck + value; |
655 |
|
656 |
if (new_luck >= -100 && new_luck <= 100) |
657 |
{ |
658 |
stats.luck += value; |
659 |
tmp->stats.luck = new_luck; |
660 |
} |
661 |
} |
662 |
else |
663 |
{ |
664 |
if (!tmp->stats.luck) |
665 |
return; |
666 |
|
667 |
/* Randomly change the players luck. Basically, we move it |
668 |
* back neutral (if greater>0, subtract, otherwise add) |
669 |
*/ |
670 |
if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
671 |
{ |
672 |
int diff = tmp->stats.luck > 0 ? -1 : 1; |
673 |
|
674 |
stats.luck += diff; |
675 |
tmp->stats.luck += diff; |
676 |
} |
677 |
} |
678 |
} |
679 |
} |
680 |
|
681 |
/* |
682 |
* Subtracts stat-bonuses given by the class which the player has chosen. |
683 |
*/ |
684 |
void |
685 |
object::remove_statbonus () |
686 |
{ |
687 |
for (int i = 0; i < NUM_STATS; ++i) |
688 |
{ |
689 |
sint8 v = arch->stats.stat (i); |
690 |
stats.stat (i) -= v; |
691 |
contr->orig_stats.stat (i) -= v; |
692 |
} |
693 |
} |
694 |
|
695 |
/* |
696 |
* Adds stat-bonuses given by the class which the player has chosen. |
697 |
*/ |
698 |
void |
699 |
object::add_statbonus () |
700 |
{ |
701 |
for (int i = 0; i < NUM_STATS; ++i) |
702 |
{ |
703 |
sint8 v = arch->stats.stat (i); |
704 |
stats.stat (i) += v; |
705 |
contr->orig_stats.stat (i) += v; |
706 |
} |
707 |
} |
708 |
|
709 |
/* These are the items that currently can change digestion, regeneration, |
710 |
* spell point recovery and mana point recovery. Seems sort of an arbitary |
711 |
* list, but other items store other info into stats array. |
712 |
*/ |
713 |
static struct digest_types : std::bitset<NUM_TYPES> |
714 |
{ |
715 |
digest_types () |
716 |
{ |
717 |
set (WEAPON); |
718 |
set (BOW); |
719 |
set (ARMOUR); |
720 |
set (HELMET); |
721 |
set (SHIELD); |
722 |
set (RING); |
723 |
set (BOOTS); |
724 |
set (GLOVES); |
725 |
set (AMULET); |
726 |
set (GIRDLE); |
727 |
set (BRACERS); |
728 |
set (CLOAK); |
729 |
set (DISEASE); |
730 |
set (FORCE); |
731 |
set (SKILL); |
732 |
} |
733 |
} digest_types; |
734 |
|
735 |
static struct copy_flags : object::flags_t |
736 |
{ |
737 |
copy_flags () |
738 |
{ |
739 |
set (FLAG_LIFESAVE); |
740 |
set (FLAG_REFL_SPELL); |
741 |
set (FLAG_REFL_MISSILE); |
742 |
set (FLAG_STEALTH); |
743 |
set (FLAG_XRAYS); |
744 |
set (FLAG_BLIND); |
745 |
set (FLAG_SEE_IN_DARK); |
746 |
} |
747 |
} copy_flags; |
748 |
|
749 |
/* |
750 |
* Updates all abilities given by applied objects in the inventory |
751 |
* of the given object. Note: This function works for both monsters |
752 |
* and players; the "player" in the name is purely an archaic inheritance. |
753 |
* This functions starts from base values (archetype or player object) |
754 |
* and then adjusts them according to what the player has equipped. |
755 |
* |
756 |
* July 95 - inserted stuff to handle new skills/exp system - b.t. |
757 |
* spell system split, grace points now added to system --peterm |
758 |
*/ |
759 |
void |
760 |
object::update_stats () |
761 |
{ |
762 |
int i, j; |
763 |
float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
764 |
int weapon_weight = 0, weapon_speed = 0; |
765 |
int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
766 |
int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
767 |
object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
768 |
float old_speed = speed; |
769 |
|
770 |
/* First task is to clear all the values back to their original values */ |
771 |
if (type == PLAYER) |
772 |
{ |
773 |
for (i = 0; i < NUM_STATS; i++) |
774 |
stats.stat (i) = contr->orig_stats.stat (i); |
775 |
|
776 |
if (settings.spell_encumbrance == TRUE) |
777 |
contr->encumbrance = 0; |
778 |
|
779 |
attacktype = 0; |
780 |
|
781 |
contr->digestion = 0; |
782 |
contr->gen_hp = 0; |
783 |
contr->gen_sp = 0; |
784 |
contr->gen_grace = 0; |
785 |
contr->gen_sp_armour = 10; |
786 |
contr->item_power = 0; |
787 |
} |
788 |
|
789 |
for (int i = NUM_BODY_LOCATIONS; i--; ) |
790 |
slot[i].used = slot[i].info; |
791 |
|
792 |
slaying = 0; |
793 |
|
794 |
if (!QUERY_FLAG (this, FLAG_WIZ)) |
795 |
{ |
796 |
CLEAR_FLAG (this, FLAG_XRAYS); |
797 |
CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
798 |
} |
799 |
|
800 |
CLEAR_FLAG (this, FLAG_LIFESAVE); |
801 |
CLEAR_FLAG (this, FLAG_STEALTH); |
802 |
CLEAR_FLAG (this, FLAG_BLIND); |
803 |
|
804 |
if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
805 |
if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
806 |
if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
807 |
if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
808 |
|
809 |
path_attuned = arch->path_attuned; |
810 |
path_repelled = arch->path_repelled; |
811 |
path_denied = arch->path_denied; |
812 |
glow_radius = arch->glow_radius; |
813 |
move_type = arch->move_type; |
814 |
|
815 |
chosen_skill = 0; |
816 |
|
817 |
/* initializing resistances from the values in player/monster's |
818 |
* archetype clone |
819 |
*/ |
820 |
memcpy (&resist, &arch->resist, sizeof (resist)); |
821 |
|
822 |
for (i = 0; i < NROFATTACKS; i++) |
823 |
{ |
824 |
if (resist[i] > 0) |
825 |
prot[i] = resist[i], vuln[i] = 0; |
826 |
else |
827 |
vuln[i] = -(resist[i]), prot[i] = 0; |
828 |
|
829 |
potion_resist[i] = 0; |
830 |
} |
831 |
|
832 |
wc = arch->stats.wc; |
833 |
stats.dam = arch->stats.dam; |
834 |
|
835 |
/* for players which cannot use armour, they gain AC -1 per 3 levels, |
836 |
* plus a small amount of physical resist, those poor suckers. ;) |
837 |
* the fact that maxlevel is factored in could be considered sort of bogus - |
838 |
* we should probably give them some bonus and cap it off - otherwise, |
839 |
* basically, if a server updates its max level, these playes may find |
840 |
* that their protection from physical goes down |
841 |
*/ |
842 |
if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
843 |
{ |
844 |
ac = max (-10, arch->stats.ac - level / 3); |
845 |
prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
846 |
} |
847 |
else |
848 |
ac = arch->stats.ac; |
849 |
|
850 |
stats.luck = arch->stats.luck; |
851 |
speed = arch->speed; |
852 |
|
853 |
/* OK - we've reset most all the objects attributes to sane values. |
854 |
* now go through and make adjustments for what the player has equipped. |
855 |
*/ |
856 |
for (tmp = inv; tmp; tmp = tmp->below) |
857 |
{ |
858 |
/* This happens because apply_potion calls change_abil with the potion |
859 |
* applied so we can tell the player what changed. But change_abil |
860 |
* then calls this function. |
861 |
*/ |
862 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
863 |
continue; |
864 |
|
865 |
/* See note in map.c:update_position about making this additive |
866 |
* since light sources are never applied, need to put check here. |
867 |
*/ |
868 |
if (tmp->glow_radius > glow_radius) |
869 |
glow_radius = tmp->glow_radius; |
870 |
|
871 |
/* For some things, we don't care what is equipped */ |
872 |
if (tmp->type == SKILL) |
873 |
{ |
874 |
/* Want to take the highest skill here. */ |
875 |
if (IS_MANA_SKILL (tmp->subtype)) |
876 |
{ |
877 |
if (!mana_obj) |
878 |
mana_obj = tmp; |
879 |
else if (tmp->level > mana_obj->level) |
880 |
mana_obj = tmp; |
881 |
} |
882 |
|
883 |
if (IS_GRACE_SKILL (tmp->subtype)) |
884 |
{ |
885 |
if (!grace_obj) |
886 |
grace_obj = tmp; |
887 |
else if (tmp->level > grace_obj->level) |
888 |
grace_obj = tmp; |
889 |
} |
890 |
} |
891 |
|
892 |
/* Container objects are not meant to adjust a players, but other applied |
893 |
* objects need to make adjustments. |
894 |
* This block should handle all player specific changes |
895 |
* The check for Praying is a bit of a hack - god given bonuses are put |
896 |
* in the praying skill, and the player should always get those. |
897 |
* It also means we need to put in additional checks for applied below, |
898 |
* because the skill shouldn't count against body positions being used |
899 |
* up, etc. |
900 |
*/ |
901 |
if ((tmp->flag [FLAG_APPLIED] |
902 |
&& tmp->type != CONTAINER |
903 |
&& tmp->type != CLOSE_CON) |
904 |
|| (tmp->type == SKILL |
905 |
&& tmp->subtype == SK_PRAYING)) |
906 |
{ |
907 |
if (type == PLAYER) |
908 |
{ |
909 |
contr->item_power += tmp->item_power; |
910 |
|
911 |
if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
912 |
if (tmp != current_weapon |
913 |
&& (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
914 |
&& !tmp->flag [FLAG_CURSED] |
915 |
&& !tmp->flag [FLAG_DAMNED]) |
916 |
continue; |
917 |
|
918 |
for (int i = 0; i < NUM_STATS; i++) |
919 |
if (expect_false (tmp->stats.stat (i))) |
920 |
stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT); |
921 |
|
922 |
if (digest_types [tmp->type]) |
923 |
{ |
924 |
contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
925 |
contr->gen_hp += tmp->stats.hp; |
926 |
contr->gen_sp += tmp->stats.sp; |
927 |
contr->gen_grace += tmp->stats.grace; |
928 |
contr->gen_sp_armour += tmp->gen_sp_armour; |
929 |
} |
930 |
} /* if this is a player */ |
931 |
else |
932 |
{ |
933 |
if (tmp->type == WEAPON) |
934 |
current_weapon = tmp; |
935 |
} |
936 |
|
937 |
/* Update slots used for items */ |
938 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
939 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
940 |
slot[i].used += tmp->slot[i].info; |
941 |
|
942 |
if (tmp->type == SYMPTOM) |
943 |
{ |
944 |
speed_reduce_from_disease = tmp->last_sp / 100.f; |
945 |
|
946 |
if (speed_reduce_from_disease == 0) |
947 |
speed_reduce_from_disease = 1; |
948 |
} |
949 |
|
950 |
/* Pos. and neg. protections are counted seperate (-> pro/vuln). |
951 |
* (Negative protections are calculated exactly like positive.) |
952 |
* Resistance from potions are treated special as well. If there's |
953 |
* more than one potion-effect, the bigger prot.-value is taken. |
954 |
*/ |
955 |
if (tmp->type != POTION) |
956 |
{ |
957 |
for (i = 0; i < NROFATTACKS; i++) |
958 |
{ |
959 |
/* Potential for cursed potions, in which case we just can use |
960 |
* a straight MAX, as potion_resist is initialised to zero. |
961 |
*/ |
962 |
if (tmp->type == POTION_EFFECT) |
963 |
{ |
964 |
if (potion_resist[i]) |
965 |
potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
966 |
else |
967 |
potion_resist[i] = tmp->resist[i]; |
968 |
} |
969 |
else if (tmp->resist[i] > 0) |
970 |
prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
971 |
else if (tmp->resist[i] < 0) |
972 |
vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
973 |
} |
974 |
} |
975 |
|
976 |
/* There may be other things that should not adjust the attacktype */ |
977 |
if (tmp->type != SYMPTOM) |
978 |
{ |
979 |
attacktype |= tmp->attacktype; |
980 |
path_attuned |= tmp->path_attuned; |
981 |
path_repelled |= tmp->path_repelled; |
982 |
path_denied |= tmp->path_denied; |
983 |
move_type |= tmp->move_type; |
984 |
stats.luck += tmp->stats.luck; |
985 |
} |
986 |
|
987 |
flag |= tmp->flag & copy_flags; |
988 |
|
989 |
if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
990 |
SET_FLAG (this, FLAG_UNDEAD); |
991 |
|
992 |
if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
993 |
{ |
994 |
SET_FLAG (this, FLAG_MAKE_INVIS); |
995 |
invisible = 1; |
996 |
} |
997 |
|
998 |
if (tmp->stats.exp && tmp->type != SKILL) |
999 |
{ |
1000 |
if (tmp->stats.exp > 0) |
1001 |
{ |
1002 |
added_speed += tmp->stats.exp / 3.f; |
1003 |
bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1004 |
} |
1005 |
else |
1006 |
added_speed += tmp->stats.exp; |
1007 |
} |
1008 |
|
1009 |
switch (tmp->type) |
1010 |
{ |
1011 |
#if 0 |
1012 |
case WAND: |
1013 |
case ROD: |
1014 |
case HORN: |
1015 |
if (type != PLAYER || current_weapon == tmp) |
1016 |
chosen_skill = tmp; |
1017 |
break; |
1018 |
#endif |
1019 |
|
1020 |
/* skills modifying the character -b.t. */ |
1021 |
/* for all skills and skill granting objects */ |
1022 |
case SKILL: |
1023 |
{ |
1024 |
if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1025 |
break; |
1026 |
|
1027 |
if (chosen_skill) |
1028 |
{ |
1029 |
LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
1030 |
&name, &chosen_skill->name, &tmp->name); |
1031 |
|
1032 |
tmp->flag [FLAG_APPLIED] = false; |
1033 |
update_stats (); |
1034 |
return; |
1035 |
} |
1036 |
else |
1037 |
chosen_skill = tmp; |
1038 |
|
1039 |
if (tmp->stats.dam > 0) |
1040 |
{ /* skill is a 'weapon' */ |
1041 |
if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1042 |
weapon_speed = WEAPON_SPEED (tmp); |
1043 |
|
1044 |
if (weapon_speed < 0) |
1045 |
weapon_speed = 0; |
1046 |
|
1047 |
weapon_weight = tmp->weight; |
1048 |
stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1049 |
|
1050 |
if (tmp->magic) |
1051 |
stats.dam += tmp->magic; |
1052 |
} |
1053 |
|
1054 |
if (tmp->stats.wc) |
1055 |
wc -= tmp->stats.wc + tmp->magic; |
1056 |
|
1057 |
if (tmp->slaying) |
1058 |
slaying = tmp->slaying; |
1059 |
|
1060 |
if (tmp->stats.ac) |
1061 |
ac -= tmp->stats.ac + tmp->magic; |
1062 |
|
1063 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1064 |
contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1065 |
} |
1066 |
|
1067 |
break; |
1068 |
|
1069 |
case SHIELD: |
1070 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1071 |
contr->encumbrance += (int) tmp->weight / 2000; |
1072 |
case RING: |
1073 |
case AMULET: |
1074 |
case GIRDLE: |
1075 |
case HELMET: |
1076 |
case BOOTS: |
1077 |
case GLOVES: |
1078 |
case CLOAK: |
1079 |
if (tmp->stats.wc) |
1080 |
wc -= tmp->stats.wc + tmp->magic; |
1081 |
|
1082 |
if (tmp->stats.dam) |
1083 |
stats.dam += tmp->stats.dam + tmp->magic; |
1084 |
|
1085 |
if (tmp->stats.ac) |
1086 |
ac -= tmp->stats.ac + tmp->magic; |
1087 |
|
1088 |
break; |
1089 |
|
1090 |
case BOW: |
1091 |
case WEAPON: |
1092 |
if (type != PLAYER || current_weapon == tmp) |
1093 |
{ |
1094 |
wc -= tmp->stats.wc + tmp->magic; |
1095 |
|
1096 |
if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1097 |
ac -= tmp->stats.ac + tmp->magic; |
1098 |
|
1099 |
stats.dam += tmp->stats.dam + tmp->magic; |
1100 |
weapon_weight = tmp->weight; |
1101 |
weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1102 |
|
1103 |
if (weapon_speed < 0) |
1104 |
weapon_speed = 0; |
1105 |
|
1106 |
slaying = tmp->slaying; |
1107 |
|
1108 |
/* If there is desire that two handed weapons should do |
1109 |
* extra strength damage, this is where the code should |
1110 |
* go. |
1111 |
*/ |
1112 |
|
1113 |
if (type == PLAYER) |
1114 |
if (settings.spell_encumbrance) |
1115 |
contr->encumbrance += tmp->weight * 3 / 1000; |
1116 |
} |
1117 |
|
1118 |
break; |
1119 |
|
1120 |
case ARMOUR: /* Only the best of these three are used: */ |
1121 |
if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1122 |
contr->encumbrance += tmp->weight / 1000; |
1123 |
|
1124 |
case BRACERS: |
1125 |
case FORCE: |
1126 |
if (tmp->stats.wc) |
1127 |
{ |
1128 |
if (best_wc < tmp->stats.wc + tmp->magic) |
1129 |
{ |
1130 |
wc += best_wc; |
1131 |
best_wc = tmp->stats.wc + tmp->magic; |
1132 |
} |
1133 |
else |
1134 |
wc += tmp->stats.wc + tmp->magic; |
1135 |
} |
1136 |
|
1137 |
if (tmp->stats.ac) |
1138 |
{ |
1139 |
if (best_ac < tmp->stats.ac + tmp->magic) |
1140 |
{ |
1141 |
ac += best_ac; /* Remove last bonus */ |
1142 |
best_ac = tmp->stats.ac + tmp->magic; |
1143 |
} |
1144 |
else /* To nullify the below effect */ |
1145 |
ac += tmp->stats.ac + tmp->magic; |
1146 |
} |
1147 |
|
1148 |
if (tmp->stats.wc) |
1149 |
wc -= (tmp->stats.wc + tmp->magic); |
1150 |
|
1151 |
if (tmp->stats.ac) |
1152 |
ac -= (tmp->stats.ac + tmp->magic); |
1153 |
|
1154 |
if (ARMOUR_SPEED (tmp)) |
1155 |
max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1156 |
|
1157 |
break; |
1158 |
} /* switch tmp->type */ |
1159 |
} /* item is equipped */ |
1160 |
} /* for loop of items */ |
1161 |
|
1162 |
/* We've gone through all the objects the player has equipped. For many things, we |
1163 |
* have generated intermediate values which we now need to assign. |
1164 |
*/ |
1165 |
|
1166 |
/* 'total resistance = total protections - total vulnerabilities'. |
1167 |
* If there is an uncursed potion in effect, granting more protection |
1168 |
* than that, we take: 'total resistance = resistance from potion'. |
1169 |
* If there is a cursed (and no uncursed) potion in effect, we take |
1170 |
* 'total resistance = vulnerability from cursed potion'. |
1171 |
*/ |
1172 |
for (i = 0; i < NROFATTACKS; i++) |
1173 |
{ |
1174 |
resist[i] = prot[i] - vuln[i]; |
1175 |
|
1176 |
if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1177 |
resist[i] = potion_resist[i]; |
1178 |
} |
1179 |
|
1180 |
/* Figure out the players sp/mana/hp totals. */ |
1181 |
if (type == PLAYER) |
1182 |
{ |
1183 |
int pl_level; |
1184 |
|
1185 |
check_stat_bounds (&(stats)); |
1186 |
pl_level = level; |
1187 |
|
1188 |
if (pl_level < 1) |
1189 |
pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1190 |
|
1191 |
/* You basically get half a con bonus/level. But we do take into account rounding, |
1192 |
* so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1193 |
*/ |
1194 |
for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1195 |
{ |
1196 |
j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1197 |
|
1198 |
if (i % 2 && con_bonus[stats.Con] % 2) |
1199 |
if (con_bonus[stats.Con] > 0) |
1200 |
j++; |
1201 |
else |
1202 |
j--; |
1203 |
|
1204 |
stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1205 |
} |
1206 |
|
1207 |
for (i = 11; i <= level; i++) |
1208 |
stats.maxhp += 2; |
1209 |
|
1210 |
if (stats.hp > stats.maxhp) |
1211 |
stats.hp = stats.maxhp; |
1212 |
|
1213 |
/* Sp gain is controlled by the level of the player's |
1214 |
* relevant experience object (mana_obj, see above) |
1215 |
*/ |
1216 |
/* following happen when skills system is not used */ |
1217 |
if (!mana_obj) |
1218 |
mana_obj = this; |
1219 |
|
1220 |
if (!grace_obj) |
1221 |
grace_obj = this; |
1222 |
|
1223 |
/* set maxsp */ |
1224 |
if (!mana_obj || !mana_obj->level || type != PLAYER) |
1225 |
mana_obj = this; |
1226 |
|
1227 |
if (mana_obj == this && type == PLAYER) |
1228 |
stats.maxsp = 1; |
1229 |
else |
1230 |
{ |
1231 |
float sp_tmp = 0.f; |
1232 |
|
1233 |
for (i = 1; i <= min (10, mana_obj->level); i++) |
1234 |
{ |
1235 |
float stmp; |
1236 |
|
1237 |
/* Got some extra bonus at first level */ |
1238 |
if (i < 2) |
1239 |
stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1240 |
else |
1241 |
stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1242 |
|
1243 |
sp_tmp += max (1.f, stmp); |
1244 |
} |
1245 |
|
1246 |
stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1247 |
} |
1248 |
|
1249 |
/* Characters can get their sp supercharged via rune of transferrance */ |
1250 |
stats.sp = min (stats.sp, stats.maxsp * 2); |
1251 |
|
1252 |
/* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1253 |
if (!grace_obj || !grace_obj->level || type != PLAYER) |
1254 |
grace_obj = this; |
1255 |
|
1256 |
if (grace_obj == this && type == PLAYER) |
1257 |
stats.maxgrace = 1; |
1258 |
else |
1259 |
{ |
1260 |
/* store grace in a float - this way, the divisions below don't create |
1261 |
* big jumps when you go from level to level - with int's, it then |
1262 |
* becomes big jumps when the sums of the bonuses jump to the next |
1263 |
* step of 8 - with floats, even fractional ones are useful. |
1264 |
*/ |
1265 |
float sp_tmp = 0.f; |
1266 |
|
1267 |
for (i = 1; i <= min (10, grace_obj->level); i++) |
1268 |
{ |
1269 |
float grace_tmp = 0.f; |
1270 |
|
1271 |
/* Got some extra bonus at first level */ |
1272 |
if (i < 2) |
1273 |
grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1274 |
else |
1275 |
grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1276 |
|
1277 |
sp_tmp += max (1.f, grace_tmp); |
1278 |
} |
1279 |
|
1280 |
/* two grace points per level after 10 */ |
1281 |
stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1282 |
} |
1283 |
|
1284 |
/* No limit on grace vs maxgrace */ |
1285 |
|
1286 |
if (contr->braced) |
1287 |
{ |
1288 |
ac += 2; |
1289 |
wc += 4; |
1290 |
} |
1291 |
else |
1292 |
ac -= dex_bonus[stats.Dex]; |
1293 |
|
1294 |
/* In new exp/skills system, wc bonuses are related to |
1295 |
* the players level in a relevant exp object (wc_obj) |
1296 |
* not the general player level -b.t. |
1297 |
* I changed this slightly so that wc bonuses are better |
1298 |
* than before. This is to balance out the fact that |
1299 |
* the player no longer gets a personal weapon w/ 1 |
1300 |
* improvement every level, now its fighterlevel/5. So |
1301 |
* we give the player a bonus here in wc and dam |
1302 |
* to make up for the change. Note that I left the |
1303 |
* monster bonus the same as before. -b.t. |
1304 |
*/ |
1305 |
object *wc_obj = chosen_skill; |
1306 |
|
1307 |
if (contr && wc_obj && wc_obj->level > 1) |
1308 |
{ |
1309 |
wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1310 |
|
1311 |
for (i = 1; i < wc_obj->level; i++) |
1312 |
{ |
1313 |
/* additional wc every 6 levels */ |
1314 |
if (!(i % 6)) |
1315 |
wc--; |
1316 |
|
1317 |
/* additional dam every 4 levels. */ |
1318 |
if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1319 |
stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1320 |
} |
1321 |
} |
1322 |
else |
1323 |
wc -= level + thaco_bonus[stats.Str]; |
1324 |
|
1325 |
stats.dam += dam_bonus[stats.Str]; |
1326 |
|
1327 |
if (stats.dam < 1) |
1328 |
stats.dam = 1; |
1329 |
|
1330 |
speed = 1.f + speed_bonus[stats.Dex]; |
1331 |
|
1332 |
if (settings.search_items && contr->search_str[0]) |
1333 |
speed -= 1; |
1334 |
|
1335 |
if (attacktype == 0) |
1336 |
attacktype = arch->attacktype; |
1337 |
} /* End if player */ |
1338 |
|
1339 |
if (added_speed >= 0) |
1340 |
speed += added_speed / 10.f; |
1341 |
else /* Something wrong here...: */ |
1342 |
speed /= 1.f - added_speed; |
1343 |
|
1344 |
/* Max is determined by armour */ |
1345 |
speed = min (speed, max_speed); |
1346 |
|
1347 |
if (type == PLAYER) |
1348 |
{ |
1349 |
/* f is a number the represents the number of kg above (positive num) |
1350 |
* or below (negative number) that the player is carrying. If above |
1351 |
* weight limit, then player suffers a speed reduction based on how |
1352 |
* much above he is, and what is max carry is |
1353 |
*/ |
1354 |
f = (carrying / 1000) - max_carry[stats.Str]; |
1355 |
if (f > 0) |
1356 |
speed = speed / (1.f + f / max_carry[stats.Str]); |
1357 |
} |
1358 |
|
1359 |
speed += bonus_speed / 10.f; /* Not affected by limits */ |
1360 |
|
1361 |
/* Put a lower limit on speed. Note with this speed, you move once every |
1362 |
* 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1363 |
*/ |
1364 |
speed = speed * speed_reduce_from_disease; |
1365 |
|
1366 |
if (speed < 0.01f && type == PLAYER) |
1367 |
speed = 0.01f; |
1368 |
|
1369 |
if (type == PLAYER) |
1370 |
{ |
1371 |
/* (This formula was made by vidarl@ifi.uio.no) |
1372 |
* Note that we never used these values again - basically |
1373 |
* all of these could be subbed into one big equation, but |
1374 |
* that would just be a real pain to read. |
1375 |
*/ |
1376 |
float M = (max_carry[stats.Str] - 121) / 121.f; |
1377 |
float M2 = max_carry[stats.Str] / 100.f; |
1378 |
float W = weapon_weight / 20000.f; |
1379 |
float s = (20 - weapon_speed) / 10.f; |
1380 |
float D = (stats.Dex - 14) / 14.f; |
1381 |
float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1382 |
|
1383 |
K *= (4 + level) * 1.2f / (6 + level); |
1384 |
|
1385 |
if (K <= 0.01f) |
1386 |
K = 0.01f; |
1387 |
|
1388 |
contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1389 |
} |
1390 |
|
1391 |
/* I want to limit the power of small monsters with big weapons: */ |
1392 |
if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1393 |
stats.dam = arch->stats.dam * 3; |
1394 |
|
1395 |
stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1396 |
stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1397 |
|
1398 |
/* if for some reason the creature doesn't have any move type, |
1399 |
* give them walking as a default. |
1400 |
* The second case is a special case - to more closely mimic the |
1401 |
* old behaviour - if your flying, your not walking - just |
1402 |
* one or the other. |
1403 |
*/ |
1404 |
if (move_type == 0) |
1405 |
move_type = MOVE_WALK; |
1406 |
else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 |
move_type &= ~MOVE_WALK; |
1408 |
|
1409 |
if (speed != old_speed) |
1410 |
set_speed (speed); |
1411 |
|
1412 |
/* It is quite possible that a player's spell costing might have changed, |
1413 |
* so we will check that now. |
1414 |
*/ |
1415 |
if (type == PLAYER) |
1416 |
{ |
1417 |
esrv_update_stats (contr); |
1418 |
esrv_update_spells (contr); |
1419 |
} |
1420 |
|
1421 |
// update the mapspace, if we are on a map |
1422 |
if (!flag [FLAG_REMOVED] && map) |
1423 |
map->at (x, y).flags_ = 0; |
1424 |
} |
1425 |
|
1426 |
/* |
1427 |
* Returns true if the given player is a legal class. |
1428 |
* The function to add and remove class-bonuses to the stats doesn't |
1429 |
* check if the stat becomes negative, thus this function |
1430 |
* merely checks that all stats are 1 or more, and returns |
1431 |
* false otherwise. |
1432 |
*/ |
1433 |
int |
1434 |
allowed_class (const object *op) |
1435 |
{ |
1436 |
return op->stats.Dex > 0 |
1437 |
&& op->stats.Str > 0 |
1438 |
&& op->stats.Con > 0 |
1439 |
&& op->stats.Int > 0 |
1440 |
&& op->stats.Wis > 0 |
1441 |
&& op->stats.Pow > 0 |
1442 |
&& op->stats.Cha > 0; |
1443 |
} |
1444 |
|
1445 |
/* |
1446 |
* set the new dragon name after gaining levels or |
1447 |
* changing ability focus (later this can be extended to |
1448 |
* eventually change the player's face and animation) |
1449 |
* |
1450 |
* Note that the title is written to 'own_title' in the |
1451 |
* player struct. This should be changed to 'ext_title' |
1452 |
* as soon as clients support this! |
1453 |
* Please, anyone, write support for 'ext_title'. |
1454 |
*/ |
1455 |
void |
1456 |
set_dragon_name (object *pl, const object *abil, const object *skin) |
1457 |
{ |
1458 |
int atnr = -1; /* attacknumber of highest level */ |
1459 |
int level = 0; /* highest level */ |
1460 |
int i; |
1461 |
|
1462 |
/* Perhaps do something more clever? */ |
1463 |
if (!abil || !skin) |
1464 |
return; |
1465 |
|
1466 |
/* first, look for the highest level */ |
1467 |
for (i = 0; i < NROFATTACKS; i++) |
1468 |
{ |
1469 |
if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr])) |
1470 |
{ |
1471 |
level = abil->resist[i]; |
1472 |
atnr = i; |
1473 |
} |
1474 |
} |
1475 |
|
1476 |
/* now if there are equals at highest level, pick the one with focus, |
1477 |
or else at random */ |
1478 |
if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1479 |
atnr = abil->stats.exp; |
1480 |
|
1481 |
level = (int) (level / 5.); |
1482 |
|
1483 |
/* now set the new title */ |
1484 |
if (pl->contr != NULL) |
1485 |
{ |
1486 |
if (level == 0) |
1487 |
sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 |
else if (level == 1) |
1489 |
sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1490 |
else if (level == 2) |
1491 |
sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1492 |
else if (level == 3) |
1493 |
sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1494 |
else |
1495 |
{ |
1496 |
/* special titles for extra high resistance! */ |
1497 |
if (skin->resist[atnr] > 80) |
1498 |
sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1499 |
else if (skin->resist[atnr] > 50) |
1500 |
sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1501 |
else |
1502 |
sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1503 |
} |
1504 |
} |
1505 |
|
1506 |
strcpy (pl->contr->own_title, ""); |
1507 |
} |
1508 |
|
1509 |
/* |
1510 |
* This function is called when a dragon-player gains |
1511 |
* an overall level. Here, the dragon might gain new abilities |
1512 |
* or change the ability-focus. |
1513 |
*/ |
1514 |
void |
1515 |
dragon_level_gain (object *who) |
1516 |
{ |
1517 |
object *abil = NULL; /* pointer to dragon ability force */ |
1518 |
object *skin = NULL; /* pointer to dragon skin force */ |
1519 |
object *tmp = NULL; /* tmp. object */ |
1520 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
1521 |
|
1522 |
/* now grab the 'dragon_ability'-forces from the player's inventory */ |
1523 |
for (tmp = who->inv; tmp; tmp = tmp->below) |
1524 |
if (tmp->type == FORCE) |
1525 |
if (tmp->arch->archname == shstr_dragon_ability_force) |
1526 |
abil = tmp; |
1527 |
else if (tmp->arch->archname == shstr_dragon_skin_force) |
1528 |
skin = tmp; |
1529 |
|
1530 |
/* if the force is missing -> bail out */ |
1531 |
if (abil == NULL) |
1532 |
return; |
1533 |
|
1534 |
/* The ability_force keeps track of maximum level ever achieved. |
1535 |
* New abilties can only be gained by surpassing this max level |
1536 |
*/ |
1537 |
if (who->level > abil->level) |
1538 |
{ |
1539 |
/* increase our focused ability */ |
1540 |
abil->resist[abil->stats.exp]++; |
1541 |
|
1542 |
|
1543 |
if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0) |
1544 |
{ |
1545 |
/* time to hand out a new ability-gift */ |
1546 |
dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.)); |
1547 |
} |
1548 |
|
1549 |
if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat)) |
1550 |
{ |
1551 |
/* apply new ability focus */ |
1552 |
sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]); |
1553 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
1554 |
|
1555 |
abil->stats.exp = abil->last_eat; |
1556 |
abil->last_eat = 0; |
1557 |
} |
1558 |
|
1559 |
abil->level = who->level; |
1560 |
} |
1561 |
|
1562 |
/* last but not least, set the new title for the dragon */ |
1563 |
set_dragon_name (who, abil, skin); |
1564 |
} |
1565 |
|
1566 |
/* Handy function - given the skill name skill_name, we find the skill |
1567 |
* archetype/object, set appropriate values, and insert it into |
1568 |
* the object (op) that is passed. |
1569 |
* We return the skill - this makes it easier for calling functions that |
1570 |
* want to do something with it immediately. |
1571 |
*/ |
1572 |
object * |
1573 |
give_skill_by_name (object *op, const char *skill_name) |
1574 |
{ |
1575 |
object *skill_obj; |
1576 |
|
1577 |
skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1578 |
if (!skill_obj) |
1579 |
{ |
1580 |
LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1581 |
return NULL; |
1582 |
} |
1583 |
|
1584 |
/* clear the flag - exp goes into this bucket, but player |
1585 |
* still doesn't know it. |
1586 |
*/ |
1587 |
CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1588 |
skill_obj->stats.exp = 0; |
1589 |
skill_obj->level = 1; |
1590 |
insert_ob_in_ob (skill_obj, op); |
1591 |
|
1592 |
if (player *pl = op->contr) |
1593 |
{ |
1594 |
pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1595 |
if (pl->ns) |
1596 |
pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1597 |
} |
1598 |
|
1599 |
return skill_obj; |
1600 |
} |
1601 |
|
1602 |
/* player_lvl_adj() - for the new exp system. we are concerned with |
1603 |
* whether the player gets more hp, sp and new levels. |
1604 |
* Note this this function should only be called for players. Monstes |
1605 |
* don't really gain levels |
1606 |
* who is the player, op is what we are checking to gain the level |
1607 |
* (eg, skill) |
1608 |
*/ |
1609 |
void |
1610 |
player_lvl_adj (object *who, object *op) |
1611 |
{ |
1612 |
char buf[MAX_BUF]; |
1613 |
bool changed = false; |
1614 |
|
1615 |
if (!op) /* when rolling stats */ |
1616 |
op = who; |
1617 |
|
1618 |
while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1619 |
{ |
1620 |
changed = true; |
1621 |
|
1622 |
op->level++; |
1623 |
|
1624 |
if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1625 |
dragon_level_gain (who); |
1626 |
|
1627 |
/* Only roll these if it is the player (who) that gained the level */ |
1628 |
if (op == who && (who->level < 11) && who->type == PLAYER) |
1629 |
{ |
1630 |
who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1631 |
who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1632 |
who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1633 |
} |
1634 |
|
1635 |
if (op->level > 1) |
1636 |
{ |
1637 |
if (op->type != PLAYER) |
1638 |
{ |
1639 |
who->contr->play_sound (sound_find ("skill_up")); |
1640 |
sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1641 |
} |
1642 |
else |
1643 |
{ |
1644 |
who->contr->play_sound (sound_find ("level_up")); |
1645 |
sprintf (buf, "You are now level %d.", op->level); |
1646 |
} |
1647 |
|
1648 |
if (who) |
1649 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1650 |
} |
1651 |
} |
1652 |
|
1653 |
while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1654 |
{ |
1655 |
changed = true; |
1656 |
|
1657 |
op->level--; |
1658 |
|
1659 |
if (op->type != PLAYER) |
1660 |
{ |
1661 |
sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1662 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1663 |
} |
1664 |
} |
1665 |
|
1666 |
if (changed) |
1667 |
{ |
1668 |
who->update_stats (); |
1669 |
esrv_update_stats (who->contr); |
1670 |
/* check if the spell data has changed */ |
1671 |
esrv_update_spells (who->contr); |
1672 |
} |
1673 |
} |
1674 |
|
1675 |
/* |
1676 |
* Returns how much experience is needed for a player to become |
1677 |
* the given level. level should really never exceed max_level |
1678 |
*/ |
1679 |
|
1680 |
sint64 |
1681 |
level_exp (int level, double expmul) |
1682 |
{ |
1683 |
if (level > settings.max_level) |
1684 |
return (sint64) (expmul * levels[settings.max_level]); |
1685 |
|
1686 |
return (sint64) (expmul * levels[level]); |
1687 |
} |
1688 |
|
1689 |
/* |
1690 |
* Ensure that the permanent experience requirements in an exp object are met. |
1691 |
* This really just checks 'op to make sure the perm_exp value is within |
1692 |
* proper range. Note that the checking of what is passed through |
1693 |
* has been reduced. Since there is now a proper field for perm_exp, |
1694 |
* this can now work on a much larger set of objects. |
1695 |
*/ |
1696 |
void |
1697 |
calc_perm_exp (object *op) |
1698 |
{ |
1699 |
int p_exp_min; |
1700 |
|
1701 |
/* Ensure that our permanent experience minimum is met. |
1702 |
* permenent_exp_ratio is an integer percentage, we divide by 100 |
1703 |
* to get the fraction */ |
1704 |
p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1705 |
|
1706 |
if (op->perm_exp < p_exp_min) |
1707 |
op->perm_exp = p_exp_min; |
1708 |
|
1709 |
/* Cap permanent experience. */ |
1710 |
if (op->perm_exp < 0) |
1711 |
op->perm_exp = 0; |
1712 |
else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1713 |
op->perm_exp = MAX_EXPERIENCE; |
1714 |
} |
1715 |
|
1716 |
/* Add experience to a player - exp should only be positive. |
1717 |
* Updates permanent exp for the skill we are adding to. |
1718 |
* skill_name is the skill to add exp to. Skill name can be |
1719 |
* NULL, in which case exp increases the players general |
1720 |
* total, but not any particular skill. |
1721 |
* flag is what to do if the player doesn't have the skill: |
1722 |
*/ |
1723 |
static void |
1724 |
add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1725 |
{ |
1726 |
object *skill_obj = NULL; |
1727 |
sint64 limit, exp_to_add; |
1728 |
int i; |
1729 |
|
1730 |
/* prevents some forms of abuse. */ |
1731 |
if (op->contr->braced) |
1732 |
exp /= 5; |
1733 |
|
1734 |
/* Try to find the matching skill. |
1735 |
* We do a shortcut/time saving mechanism first - see if it matches |
1736 |
* chosen_skill. This means we don't need to search through |
1737 |
* the players inventory. |
1738 |
*/ |
1739 |
if (skill_name) |
1740 |
{ |
1741 |
if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1742 |
skill_obj = op->chosen_skill; |
1743 |
else |
1744 |
{ |
1745 |
for (i = 0; i < NUM_SKILLS; i++) |
1746 |
if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
1747 |
{ |
1748 |
skill_obj = op->contr->last_skill_ob[i]; |
1749 |
break; |
1750 |
} |
1751 |
|
1752 |
/* Player doesn't have the skill. Check to see what to do, and give |
1753 |
* it to the player if necessary |
1754 |
*/ |
1755 |
if (!skill_obj) |
1756 |
{ |
1757 |
if (flag == SK_EXP_NONE) |
1758 |
return; |
1759 |
else if (flag == SK_EXP_ADD_SKILL) |
1760 |
give_skill_by_name (op, skill_name); |
1761 |
} |
1762 |
} |
1763 |
} |
1764 |
|
1765 |
if (flag != SK_EXP_SKILL_ONLY) |
1766 |
{ |
1767 |
/* Basically, you can never gain more experience in one shot |
1768 |
* than half what you need to gain for next level. |
1769 |
*/ |
1770 |
exp_to_add = exp; |
1771 |
limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1772 |
if (exp_to_add > limit) |
1773 |
exp_to_add = limit; |
1774 |
|
1775 |
ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1776 |
if (settings.permanent_exp_ratio) |
1777 |
{ |
1778 |
ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1))); |
1779 |
calc_perm_exp (op); |
1780 |
} |
1781 |
|
1782 |
player_lvl_adj (op, NULL); |
1783 |
} |
1784 |
|
1785 |
if (skill_obj) |
1786 |
{ |
1787 |
exp_to_add = exp; |
1788 |
limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1789 |
if (exp_to_add > limit) |
1790 |
exp_to_add = limit; |
1791 |
|
1792 |
ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1793 |
if (settings.permanent_exp_ratio) |
1794 |
{ |
1795 |
skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
1796 |
calc_perm_exp (skill_obj); |
1797 |
} |
1798 |
|
1799 |
player_lvl_adj (op, skill_obj); |
1800 |
} |
1801 |
} |
1802 |
|
1803 |
/* This function checks to make sure that object 'op' can |
1804 |
* lost 'exp' experience. It returns the amount of exp |
1805 |
* object 'op' can in fact lose - it basically makes |
1806 |
* adjustments based on permanent exp and the like. |
1807 |
* This function should always be used for losing experience - |
1808 |
* the 'exp' value passed should be positive - this is the |
1809 |
* amount that should get subtract from the player. |
1810 |
*/ |
1811 |
sint64 |
1812 |
check_exp_loss (const object *op, sint64 exp) |
1813 |
{ |
1814 |
sint64 del_exp; |
1815 |
|
1816 |
if (exp > op->stats.exp) |
1817 |
exp = op->stats.exp; |
1818 |
if (settings.permanent_exp_ratio) |
1819 |
{ |
1820 |
del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1821 |
if (del_exp < 0) |
1822 |
del_exp = 0; |
1823 |
if (exp > del_exp) |
1824 |
exp = del_exp; |
1825 |
} |
1826 |
return exp; |
1827 |
} |
1828 |
|
1829 |
sint64 |
1830 |
check_exp_adjust (const object *op, sint64 exp) |
1831 |
{ |
1832 |
if (exp < 0) |
1833 |
return check_exp_loss (op, exp); |
1834 |
else |
1835 |
return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1836 |
} |
1837 |
|
1838 |
|
1839 |
/* Subtracts experience from player. |
1840 |
* if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1841 |
* only subtract from the matching skill. Otherwise, |
1842 |
* this subtracts a portion from all |
1843 |
* skills the player has. Eg, if we figure the player is losing 10% |
1844 |
* of his total exp, what happens is he loses 10% from all his skills. |
1845 |
* Note that if permanent exp is used, player may not in fact lose |
1846 |
* as much as listed. Eg, if player has gotten reduced to the point |
1847 |
* where everything is at the minimum perm exp, he would lose nothing. |
1848 |
* exp is the amount of exp to subtract - thus, it should be |
1849 |
* a postive number. |
1850 |
*/ |
1851 |
static void |
1852 |
subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1853 |
{ |
1854 |
float fraction = (float) exp / (float) op->stats.exp; |
1855 |
object *tmp; |
1856 |
sint64 del_exp; |
1857 |
|
1858 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1859 |
if (tmp->type == SKILL && tmp->stats.exp) |
1860 |
{ |
1861 |
if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1862 |
{ |
1863 |
del_exp = check_exp_loss (tmp, exp); |
1864 |
tmp->stats.exp -= del_exp; |
1865 |
player_lvl_adj (op, tmp); |
1866 |
} |
1867 |
else if (flag != SK_SUBTRACT_SKILL_EXP) |
1868 |
{ |
1869 |
/* only want to process other skills if we are not trying |
1870 |
* to match a specific skill. |
1871 |
*/ |
1872 |
del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1873 |
tmp->stats.exp -= del_exp; |
1874 |
player_lvl_adj (op, tmp); |
1875 |
} |
1876 |
} |
1877 |
|
1878 |
if (flag != SK_SUBTRACT_SKILL_EXP) |
1879 |
{ |
1880 |
del_exp = check_exp_loss (op, exp); |
1881 |
op->stats.exp -= del_exp; |
1882 |
player_lvl_adj (op, NULL); |
1883 |
} |
1884 |
} |
1885 |
|
1886 |
/* change_exp() - changes experience to a player/monster. This |
1887 |
* does bounds checking to make sure we don't overflow the max exp. |
1888 |
* |
1889 |
* The exp passed is typically not modified much by this function - |
1890 |
* it is assumed the caller has modified the exp as needed. |
1891 |
* skill_name is the skill that should get the exp added. |
1892 |
* flag is what to do if player doesn't have the skill. |
1893 |
* these last two values are only used for players. |
1894 |
*/ |
1895 |
void |
1896 |
change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1897 |
{ |
1898 |
#ifdef EXP_DEBUG |
1899 |
LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1900 |
#endif |
1901 |
|
1902 |
/* safety */ |
1903 |
if (!op) |
1904 |
{ |
1905 |
LOG (llevError, "change_exp() called for null object!\n"); |
1906 |
return; |
1907 |
} |
1908 |
|
1909 |
/* if no change in exp, just return - most of the below code |
1910 |
* won't do anything if the value is 0 anyways. |
1911 |
*/ |
1912 |
if (exp == 0) |
1913 |
return; |
1914 |
|
1915 |
/* Monsters are easy - we just adjust their exp - we |
1916 |
* don't adjust level, since in most cases it is unrelated to |
1917 |
* the exp they have - the monsters exp represents what its |
1918 |
* worth. |
1919 |
*/ |
1920 |
if (op->type != PLAYER) |
1921 |
{ |
1922 |
/* Sanity check */ |
1923 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1924 |
return; |
1925 |
|
1926 |
/* reset exp to max allowed value. We subtract from |
1927 |
* MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1928 |
* more than max exp, just return. |
1929 |
*/ |
1930 |
if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) |
1931 |
{ |
1932 |
exp = MAX_EXPERIENCE - op->stats.exp; |
1933 |
if (exp < 0) |
1934 |
return; |
1935 |
} |
1936 |
|
1937 |
op->stats.exp += exp; |
1938 |
} |
1939 |
else |
1940 |
{ /* Players only */ |
1941 |
if (exp > 0) |
1942 |
add_player_exp (op, exp, skill_name, flag); |
1943 |
else |
1944 |
/* note that when you lose exp, it doesn't go against |
1945 |
* a particular skill, so we don't need to pass that |
1946 |
* along. |
1947 |
*/ |
1948 |
subtract_player_exp (op, abs (exp), skill_name, flag); |
1949 |
} |
1950 |
} |
1951 |
|
1952 |
/* Applies a death penalty experience, the size of this is defined by the |
1953 |
* settings death_penalty_percentage and death_penalty_levels, and by the |
1954 |
* amount of permenent experience, whichever gives the lowest loss. |
1955 |
*/ |
1956 |
void |
1957 |
apply_death_exp_penalty (object *op) |
1958 |
{ |
1959 |
object *tmp; |
1960 |
sint64 loss; |
1961 |
sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1962 |
sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1963 |
|
1964 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1965 |
if (tmp->type == SKILL && tmp->stats.exp) |
1966 |
{ |
1967 |
|
1968 |
percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1969 |
level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1970 |
|
1971 |
/* With the revised exp system, you can get cases where |
1972 |
* losing several levels would still require that you have more |
1973 |
* exp than you currently have - this is true if the levels |
1974 |
* tables is a lot harder. |
1975 |
*/ |
1976 |
if (level_loss < 0) |
1977 |
level_loss = 0; |
1978 |
|
1979 |
loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1980 |
|
1981 |
tmp->stats.exp -= loss; |
1982 |
player_lvl_adj (op, tmp); |
1983 |
} |
1984 |
|
1985 |
percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1986 |
level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1987 |
|
1988 |
if (level_loss < 0) |
1989 |
level_loss = 0; |
1990 |
loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1991 |
|
1992 |
op->stats.exp -= loss; |
1993 |
player_lvl_adj (op, NULL); |
1994 |
} |
1995 |
|
1996 |
/* This function takes an object (monster/player, op), and |
1997 |
* determines if it makes a basic save throw by looking at the |
1998 |
* save_throw table. level is the effective level to make |
1999 |
* the save at, and bonus is any plus/bonus (typically based on |
2000 |
* resistance to particular attacktype. |
2001 |
* Returns 1 if op makes his save, 0 if he failed |
2002 |
*/ |
2003 |
int |
2004 |
did_make_save (const object *op, int level, int bonus) |
2005 |
{ |
2006 |
if (level > MAX_SAVE_LEVEL) |
2007 |
level = MAX_SAVE_LEVEL; |
2008 |
|
2009 |
if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2010 |
return 0; |
2011 |
|
2012 |
return 1; |
2013 |
} |