… | |
… | |
858 | * then calls this function. |
858 | * then calls this function. |
859 | */ |
859 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
861 | continue; |
862 | |
862 | |
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
863 | glow_radius += tmp->glow_radius; |
867 | |
864 | |
868 | /* For some things, we don't care what is equipped */ |
865 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
866 | if (tmp->type == SKILL) |
870 | { |
867 | { |
871 | /* Want to take the highest skill here. */ |
868 | /* Want to take the highest skill here. */ |
… | |
… | |
1150 | break; |
1147 | break; |
1151 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
1154 | |
1151 | |
|
|
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
|
|
1153 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1154 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | * have generated intermediate values which we now need to assign. |
1155 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1156 | */ |
1158 | |
1157 | |
1159 | /* 'total resistance = total protections - total vulnerabilities'. |
1158 | /* 'total resistance = total protections - total vulnerabilities'. |
… | |
… | |
1442 | |
1441 | |
1443 | /* |
1442 | /* |
1444 | * set the new dragon name after gaining levels or |
1443 | * set the new dragon name after gaining levels or |
1445 | * changing ability focus (later this can be extended to |
1444 | * changing ability focus (later this can be extended to |
1446 | * eventually change the player's face and animation) |
1445 | * eventually change the player's face and animation) |
1447 | * |
|
|
1448 | * Note that the title is written to 'own_title' in the |
|
|
1449 | * player struct. This should be changed to 'ext_title' |
|
|
1450 | * as soon as clients support this! |
|
|
1451 | * Please, anyone, write support for 'ext_title'. |
|
|
1452 | */ |
1446 | */ |
1453 | void |
1447 | void |
1454 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1448 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1455 | { |
1449 | { |
1456 | int atnr = -1; /* attacknumber of highest level */ |
1450 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1474 | /* now if there are equals at highest level, pick the one with focus, |
1468 | /* now if there are equals at highest level, pick the one with focus, |
1475 | or else at random */ |
1469 | or else at random */ |
1476 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1470 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1477 | atnr = abil->stats.exp; |
1471 | atnr = abil->stats.exp; |
1478 | |
1472 | |
1479 | level = (int) (level / 25.); |
|
|
1480 | |
|
|
1481 | /* now set the new title */ |
1473 | /* now set the new title */ |
1482 | if (pl->contr) |
|
|
1483 | { |
|
|
1484 | if (level == 0) |
|
|
1485 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1474 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1486 | else if (level == 1) |
|
|
1487 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1475 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1488 | else if (level == 2) |
|
|
1489 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1476 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1490 | else if (level == 3) |
|
|
1491 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1477 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1492 | else |
1478 | else |
1493 | { |
1479 | { |
1494 | /* special titles for extra high resistance! */ |
1480 | /* special titles for extra high resistance! */ |
1495 | if (skin->resist[atnr] > 80) |
|
|
1496 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1481 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1497 | else if (skin->resist[atnr] > 50) |
|
|
1498 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1482 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1499 | else |
|
|
1500 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1483 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1501 | } |
|
|
1502 | } |
1484 | } |
1503 | |
1485 | |
1504 | strcpy (pl->contr->own_title, ""); |
1486 | strcpy (pl->contr->own_title, ""); |
1505 | } |
1487 | } |
1506 | |
1488 | |
… | |
… | |
1573 | object *skill_obj; |
1555 | object *skill_obj; |
1574 | |
1556 | |
1575 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1557 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1576 | if (!skill_obj) |
1558 | if (!skill_obj) |
1577 | { |
1559 | { |
1578 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1560 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1579 | return NULL; |
1561 | return NULL; |
1580 | } |
1562 | } |
1581 | |
1563 | |
1582 | /* clear the flag - exp goes into this bucket, but player |
1564 | /* clear the flag - exp goes into this bucket, but player |
1583 | * still doesn't know it. |
1565 | * still doesn't know it. |
1584 | */ |
1566 | */ |
1585 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1567 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1586 | skill_obj->stats.exp = 0; |
1568 | skill_obj->stats.exp = 0; |
1587 | skill_obj->level = 1; |
1569 | skill_obj->level = 1; |
1588 | insert_ob_in_ob (skill_obj, op); |
1570 | op->insert (skill_obj); |
1589 | |
1571 | |
1590 | if (player *pl = op->contr) |
1572 | if (player *pl = op->contr) |
1591 | { |
1573 | pl->link_skills (); |
1592 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1593 | if (pl->ns) |
|
|
1594 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1595 | } |
|
|
1596 | |
1574 | |
1597 | return skill_obj; |
1575 | return skill_obj; |
1598 | } |
1576 | } |
1599 | |
1577 | |
1600 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1578 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1719 | * flag is what to do if the player doesn't have the skill: |
1697 | * flag is what to do if the player doesn't have the skill: |
1720 | */ |
1698 | */ |
1721 | static void |
1699 | static void |
1722 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1700 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1723 | { |
1701 | { |
1724 | object *skill_obj = NULL; |
1702 | object *skill_obj; |
1725 | sint64 limit, exp_to_add; |
1703 | sint64 limit, exp_to_add; |
1726 | int i; |
1704 | int i; |
1727 | |
1705 | |
1728 | /* prevents some forms of abuse. */ |
1706 | /* prevents some forms of abuse. */ |
1729 | if (op->contr->braced) |
1707 | if (op->contr->braced) |
… | |
… | |
1732 | /* Try to find the matching skill. |
1710 | /* Try to find the matching skill. |
1733 | * We do a shortcut/time saving mechanism first - see if it matches |
1711 | * We do a shortcut/time saving mechanism first - see if it matches |
1734 | * chosen_skill. This means we don't need to search through |
1712 | * chosen_skill. This means we don't need to search through |
1735 | * the players inventory. |
1713 | * the players inventory. |
1736 | */ |
1714 | */ |
|
|
1715 | skill_obj = 0; |
|
|
1716 | |
1737 | if (skill_name) |
1717 | if (skill_name) |
1738 | { |
1718 | { |
1739 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1719 | skill_obj = op->contr->find_skill (skill_name); |
1740 | skill_obj = op->chosen_skill; |
|
|
1741 | else |
|
|
1742 | { |
|
|
1743 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1744 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1745 | { |
|
|
1746 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1747 | break; |
|
|
1748 | } |
|
|
1749 | |
1720 | |
1750 | /* Player doesn't have the skill. Check to see what to do, and give |
1721 | /* Player doesn't have the skill. Check to see what to do, and give |
1751 | * it to the player if necessary |
1722 | * it to the player if necessary |
1752 | */ |
1723 | */ |
1753 | if (!skill_obj) |
1724 | if (!skill_obj) |
1754 | { |
1725 | { |
1755 | if (flag == SK_EXP_NONE) |
1726 | if (flag == SK_EXP_NONE) |
1756 | return; |
1727 | return; |
|
|
1728 | |
1757 | else if (flag == SK_EXP_ADD_SKILL) |
1729 | if (flag == SK_EXP_ADD_SKILL) |
1758 | give_skill_by_name (op, skill_name); |
1730 | skill_obj = give_skill_by_name (op, skill_name); |
1759 | } |
|
|
1760 | } |
1731 | } |
1761 | } |
1732 | } |
1762 | |
1733 | |
1763 | if (flag != SK_EXP_SKILL_ONLY) |
1734 | if (flag != SK_EXP_SKILL_ONLY) |
1764 | { |
1735 | { |
… | |
… | |
1797 | player_lvl_adj (op, skill_obj); |
1768 | player_lvl_adj (op, skill_obj); |
1798 | } |
1769 | } |
1799 | } |
1770 | } |
1800 | |
1771 | |
1801 | /* This function checks to make sure that object 'op' can |
1772 | /* This function checks to make sure that object 'op' can |
1802 | * lost 'exp' experience. It returns the amount of exp |
1773 | * lose 'exp' experience. It returns the amount of exp |
1803 | * object 'op' can in fact lose - it basically makes |
1774 | * object 'op' can in fact lose - it basically makes |
1804 | * adjustments based on permanent exp and the like. |
1775 | * adjustments based on permanent exp and the like. |
1805 | * This function should always be used for losing experience - |
1776 | * This function should always be used for losing experience - |
1806 | * the 'exp' value passed should be positive - this is the |
1777 | * the 'exp' value passed should be positive - this is the |
1807 | * amount that should get subtract from the player. |
1778 | * amount that should get subtract from the player. |
… | |
… | |
1811 | { |
1782 | { |
1812 | sint64 del_exp; |
1783 | sint64 del_exp; |
1813 | |
1784 | |
1814 | if (exp > op->stats.exp) |
1785 | if (exp > op->stats.exp) |
1815 | exp = op->stats.exp; |
1786 | exp = op->stats.exp; |
|
|
1787 | |
1816 | if (settings.permanent_exp_ratio) |
1788 | if (settings.permanent_exp_ratio) |
1817 | { |
1789 | { |
1818 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1790 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1791 | |
1819 | if (del_exp < 0) |
1792 | if (del_exp < 0) |
1820 | del_exp = 0; |
1793 | del_exp = 0; |
|
|
1794 | |
1821 | if (exp > del_exp) |
1795 | if (exp > del_exp) |
1822 | exp = del_exp; |
1796 | exp = del_exp; |
1823 | } |
1797 | } |
|
|
1798 | |
1824 | return exp; |
1799 | return exp; |
1825 | } |
1800 | } |
1826 | |
1801 | |
1827 | sint64 |
1802 | sint64 |
1828 | check_exp_adjust (const object *op, sint64 exp) |
1803 | check_exp_adjust (const object *op, sint64 exp) |
1829 | { |
1804 | { |
1830 | if (exp < 0) |
1805 | if (exp < 0) |
1831 | return check_exp_loss (op, exp); |
1806 | return check_exp_loss (op, exp); |
1832 | else |
1807 | else |
1833 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1808 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1834 | } |
1809 | } |
1835 | |
|
|
1836 | |
1810 | |
1837 | /* Subtracts experience from player. |
1811 | /* Subtracts experience from player. |
1838 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1812 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1839 | * only subtract from the matching skill. Otherwise, |
1813 | * only subtract from the matching skill. Otherwise, |
1840 | * this subtracts a portion from all |
1814 | * this subtracts a portion from all |
… | |
… | |
1854 | sint64 del_exp; |
1828 | sint64 del_exp; |
1855 | |
1829 | |
1856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1830 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1857 | if (tmp->type == SKILL && tmp->stats.exp) |
1831 | if (tmp->type == SKILL && tmp->stats.exp) |
1858 | { |
1832 | { |
1859 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1833 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1860 | { |
1834 | { |
1861 | del_exp = check_exp_loss (tmp, exp); |
1835 | del_exp = check_exp_loss (tmp, exp); |
1862 | tmp->stats.exp -= del_exp; |
1836 | tmp->stats.exp -= del_exp; |
1863 | player_lvl_adj (op, tmp); |
1837 | player_lvl_adj (op, tmp); |
1864 | } |
1838 | } |
… | |
… | |
1952 | * amount of permenent experience, whichever gives the lowest loss. |
1926 | * amount of permenent experience, whichever gives the lowest loss. |
1953 | */ |
1927 | */ |
1954 | void |
1928 | void |
1955 | apply_death_exp_penalty (object *op) |
1929 | apply_death_exp_penalty (object *op) |
1956 | { |
1930 | { |
1957 | object *tmp; |
|
|
1958 | sint64 loss; |
1931 | sint64 loss; |
1959 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1932 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1960 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1933 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1961 | |
1934 | |
1962 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1935 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1963 | if (tmp->type == SKILL && tmp->stats.exp) |
1936 | if (tmp->type == SKILL && tmp->stats.exp) |
1964 | { |
1937 | { |
1965 | |
|
|
1966 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1967 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1939 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1968 | |
1940 | |
1969 | /* With the revised exp system, you can get cases where |
1941 | /* With the revised exp system, you can get cases where |
1970 | * losing several levels would still require that you have more |
1942 | * losing several levels would still require that you have more |
… | |
… | |
1972 | * tables is a lot harder. |
1944 | * tables is a lot harder. |
1973 | */ |
1945 | */ |
1974 | if (level_loss < 0) |
1946 | if (level_loss < 0) |
1975 | level_loss = 0; |
1947 | level_loss = 0; |
1976 | |
1948 | |
1977 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1949 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1978 | |
1950 | |
1979 | tmp->stats.exp -= loss; |
1951 | tmp->stats.exp -= loss; |
1980 | player_lvl_adj (op, tmp); |
1952 | player_lvl_adj (op, tmp); |
1981 | } |
1953 | } |
1982 | |
1954 | |
1983 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1984 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1956 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1985 | |
1957 | |
1986 | if (level_loss < 0) |
1958 | if (level_loss < 0) |
1987 | level_loss = 0; |
1959 | level_loss = 0; |
|
|
1960 | |
1988 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1961 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1989 | |
1962 | |
1990 | op->stats.exp -= loss; |
1963 | op->stats.exp -= loss; |
1991 | player_lvl_adj (op, NULL); |
1964 | player_lvl_adj (op, NULL); |
1992 | } |
1965 | } |
1993 | |
1966 | |