… | |
… | |
723 | int i, j; |
723 | int i, j; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
725 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
729 | float old_speed = speed; |
730 | |
730 | |
731 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
732 | if (type == PLAYER) |
732 | if (type == PLAYER) |
733 | { |
733 | { |
… | |
… | |
994 | /* for all skills and skill granting objects */ |
994 | /* for all skills and skill granting objects */ |
995 | case SKILL: |
995 | case SKILL: |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
997 | break; |
997 | break; |
998 | |
998 | |
999 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1000 | wc_obj = tmp; |
|
|
1001 | |
|
|
1002 | if (chosen_skill) |
999 | if (chosen_skill) |
1003 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1000 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1004 | |
1001 | |
1005 | chosen_skill = tmp; |
1002 | chosen_skill = tmp; |
1006 | |
1003 | |
… | |
… | |
1011 | |
1008 | |
1012 | if (weapon_speed < 0) |
1009 | if (weapon_speed < 0) |
1013 | weapon_speed = 0; |
1010 | weapon_speed = 0; |
1014 | |
1011 | |
1015 | weapon_weight = tmp->weight; |
1012 | weapon_weight = tmp->weight; |
1016 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1013 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1017 | |
1014 | |
1018 | if (tmp->magic) |
1015 | if (tmp->magic) |
1019 | stats.dam += tmp->magic; |
1016 | stats.dam += tmp->magic; |
1020 | } |
1017 | } |
1021 | |
1018 | |
… | |
… | |
1225 | stats.maxsp = (sint16)sp_tmp; |
1222 | stats.maxsp = (sint16)sp_tmp; |
1226 | |
1223 | |
1227 | for (i = 11; i <= mana_obj->level; i++) |
1224 | for (i = 11; i <= mana_obj->level; i++) |
1228 | stats.maxsp += 2; |
1225 | stats.maxsp += 2; |
1229 | } |
1226 | } |
|
|
1227 | |
1230 | /* Characters can get their sp supercharged via rune of transferrance */ |
1228 | /* Characters can get their sp supercharged via rune of transferrance */ |
1231 | if (stats.sp > stats.maxsp * 2) |
1229 | if (stats.sp > stats.maxsp * 2) |
1232 | stats.sp = stats.maxsp * 2; |
1230 | stats.sp = stats.maxsp * 2; |
1233 | |
1231 | |
1234 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1232 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1265 | |
1263 | |
1266 | /* two grace points per level after 11 */ |
1264 | /* two grace points per level after 11 */ |
1267 | for (i = 11; i <= grace_obj->level; i++) |
1265 | for (i = 11; i <= grace_obj->level; i++) |
1268 | stats.maxgrace += 2; |
1266 | stats.maxgrace += 2; |
1269 | } |
1267 | } |
|
|
1268 | |
1270 | /* No limit on grace vs maxgrace */ |
1269 | /* No limit on grace vs maxgrace */ |
1271 | |
1270 | |
1272 | if (contr->braced) |
1271 | if (contr->braced) |
1273 | { |
1272 | { |
1274 | ac += 2; |
1273 | ac += 2; |
… | |
… | |
1286 | * improvement every level, now its fighterlevel/5. So |
1285 | * improvement every level, now its fighterlevel/5. So |
1287 | * we give the player a bonus here in wc and dam |
1286 | * we give the player a bonus here in wc and dam |
1288 | * to make up for the change. Note that I left the |
1287 | * to make up for the change. Note that I left the |
1289 | * monster bonus the same as before. -b.t. |
1288 | * monster bonus the same as before. -b.t. |
1290 | */ |
1289 | */ |
|
|
1290 | object *wc_obj = chosen_skill; |
1291 | |
1291 | |
1292 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1292 | if (contr && wc_obj && wc_obj->level > 1) |
1293 | { |
1293 | { |
1294 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1294 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1295 | |
1295 | |
1296 | for (i = 1; i < wc_obj->level; i++) |
1296 | for (i = 1; i < wc_obj->level; i++) |
1297 | { |
1297 | { |
1298 | /* addtional wc every 6 levels */ |
1298 | /* additional wc every 6 levels */ |
1299 | if (!(i % 6)) |
1299 | if (!(i % 6)) |
1300 | wc--; |
1300 | wc--; |
1301 | |
1301 | |
1302 | /* addtional dam every 4 levels. */ |
1302 | /* additional dam every 4 levels. */ |
1303 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1303 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1304 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1304 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1305 | } |
1305 | } |
1306 | } |
1306 | } |
1307 | else |
1307 | else |
… | |
… | |
1317 | if (settings.search_items && contr->search_str[0]) |
1317 | if (settings.search_items && contr->search_str[0]) |
1318 | speed -= 1; |
1318 | speed -= 1; |
1319 | |
1319 | |
1320 | if (attacktype == 0) |
1320 | if (attacktype == 0) |
1321 | attacktype = arch->clone.attacktype; |
1321 | attacktype = arch->clone.attacktype; |
1322 | |
|
|
1323 | } /* End if player */ |
1322 | } /* End if player */ |
1324 | |
1323 | |
1325 | if (added_speed >= 0) |
1324 | if (added_speed >= 0) |
1326 | speed += added_speed / 10.f; |
1325 | speed += added_speed / 10.f; |
1327 | else /* Something wrong here...: */ |
1326 | else /* Something wrong here...: */ |
… | |
… | |
1361 | * that would just be a real pain to read. |
1360 | * that would just be a real pain to read. |
1362 | */ |
1361 | */ |
1363 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1362 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1364 | float M2 = max_carry[stats.Str] / 100.f; |
1363 | float M2 = max_carry[stats.Str] / 100.f; |
1365 | float W = weapon_weight / 20000.f; |
1364 | float W = weapon_weight / 20000.f; |
1366 | float s = 2 - weapon_speed / 10.f; |
1365 | float s = (20 - weapon_speed) / 10.f; |
1367 | float D = (stats.Dex - 14) / 14.f; |
1366 | float D = (stats.Dex - 14) / 14.f; |
1368 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1367 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1369 | |
1368 | |
1370 | K *= (4 + level) *1.2f / (6 + level); |
1369 | K *= (4 + level) * 1.2f / (6 + level); |
1371 | |
1370 | |
1372 | if (K <= 0.f) |
1371 | if (K <= 0.01f) |
1373 | K = 0.01f; |
1372 | K = 0.01f; |
1374 | |
1373 | |
1375 | float S = speed / (K * s); |
1374 | float S = speed / (K * s); |
1376 | |
1375 | |
1377 | contr->weapon_sp = S; |
1376 | contr->weapon_sp = S; |
… | |
… | |
1379 | |
1378 | |
1380 | /* I want to limit the power of small monsters with big weapons: */ |
1379 | /* I want to limit the power of small monsters with big weapons: */ |
1381 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1380 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1382 | stats.dam = arch->clone.stats.dam * 3; |
1381 | stats.dam = arch->clone.stats.dam * 3; |
1383 | |
1382 | |
1384 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1383 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1385 | * should be more than enough - remember, AC is also in 8 bits, |
1384 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1386 | * so its value is the same. |
|
|
1387 | */ |
|
|
1388 | if (wc > 120) |
|
|
1389 | wc = 120; |
|
|
1390 | else if (wc < -120) |
|
|
1391 | wc = -120; |
|
|
1392 | |
|
|
1393 | stats.wc = wc; |
|
|
1394 | |
|
|
1395 | if (ac > 120) |
|
|
1396 | ac = 120; |
|
|
1397 | else if (ac < -120) |
|
|
1398 | ac = -120; |
|
|
1399 | |
|
|
1400 | stats.ac = ac; |
|
|
1401 | |
1385 | |
1402 | /* if for some reason the creature doesn't have any move type, |
1386 | /* if for some reason the creature doesn't have any move type, |
1403 | * give them walking as a default. |
1387 | * give them walking as a default. |
1404 | * The second case is a special case - to more closely mimic the |
1388 | * The second case is a special case - to more closely mimic the |
1405 | * old behaviour - if your flying, your not walking - just |
1389 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1585 | if (!skill_obj) |
1569 | if (!skill_obj) |
1586 | { |
1570 | { |
1587 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1571 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1588 | return NULL; |
1572 | return NULL; |
1589 | } |
1573 | } |
|
|
1574 | |
1590 | /* clear the flag - exp goes into this bucket, but player |
1575 | /* clear the flag - exp goes into this bucket, but player |
1591 | * still doesn't know it. |
1576 | * still doesn't know it. |
1592 | */ |
1577 | */ |
1593 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1594 | skill_obj->stats.exp = 0; |
1579 | skill_obj->stats.exp = 0; |
… | |
… | |
1603 | } |
1588 | } |
1604 | |
1589 | |
1605 | return skill_obj; |
1590 | return skill_obj; |
1606 | } |
1591 | } |
1607 | |
1592 | |
1608 | |
|
|
1609 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1593 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1610 | * whether the player gets more hp, sp and new levels. |
1594 | * whether the player gets more hp, sp and new levels. |
1611 | * Note this this function should only be called for players. Monstes |
1595 | * Note this this function should only be called for players. Monstes |
1612 | * don't really gain levels |
1596 | * don't really gain levels |
1613 | * who is the player, op is what we are checking to gain the level |
1597 | * who is the player, op is what we are checking to gain the level |
… | |
… | |
1623 | |
1607 | |
1624 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1608 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1625 | { |
1609 | { |
1626 | op->level++; |
1610 | op->level++; |
1627 | |
1611 | |
1628 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1612 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1629 | dragon_level_gain (who); |
1613 | dragon_level_gain (who); |
1630 | |
1614 | |
1631 | /* Only roll these if it is the player (who) that gained the level */ |
1615 | /* Only roll these if it is the player (who) that gained the level */ |
1632 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1616 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1633 | { |
1617 | { |
… | |
… | |
1641 | { |
1625 | { |
1642 | if (op->type != PLAYER) |
1626 | if (op->type != PLAYER) |
1643 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1627 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1644 | else |
1628 | else |
1645 | sprintf (buf, "You are now level %d.", op->level); |
1629 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1630 | |
1646 | if (who) |
1631 | if (who) |
1647 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1632 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1648 | } |
1633 | } |
|
|
1634 | |
1649 | player_lvl_adj (who, op); /* To increase more levels */ |
1635 | player_lvl_adj (who, op); /* To increase more levels */ |
1650 | } |
1636 | } |
1651 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1637 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1652 | { |
1638 | { |
1653 | op->level--; |
1639 | op->level--; |
1654 | who->update_stats (); |
1640 | who->update_stats (); |
|
|
1641 | |
1655 | if (op->type != PLAYER) |
1642 | if (op->type != PLAYER) |
1656 | { |
1643 | { |
1657 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1658 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1645 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1659 | } |
1646 | } |
|
|
1647 | |
1660 | player_lvl_adj (who, op); /* To decrease more levels */ |
1648 | player_lvl_adj (who, op); /* To decrease more levels */ |
1661 | } |
1649 | } |
1662 | |
1650 | |
1663 | /* check if the spell data has changed */ |
1651 | /* check if the spell data has changed */ |
1664 | esrv_update_stats (who->contr); |
1652 | esrv_update_stats (who->contr); |
… | |
… | |
1975 | player_lvl_adj (op, tmp); |
1963 | player_lvl_adj (op, tmp); |
1976 | } |
1964 | } |
1977 | |
1965 | |
1978 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1979 | 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 | |
1980 | if (level_loss < 0) |
1969 | if (level_loss < 0) |
1981 | level_loss = 0; |
1970 | level_loss = 0; |
1982 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1983 | |
1972 | |
1984 | op->stats.exp -= loss; |
1973 | op->stats.exp -= loss; |