1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | |
26 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
28 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
29 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
29 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
30 | */ |
30 | */ |
… | |
… | |
158 | * -b.t. |
158 | * -b.t. |
159 | */ |
159 | */ |
160 | |
160 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
162 | |
162 | |
163 | #ifndef WIN32 |
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|
164 | extern uint64 *levels; |
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|
165 | #else |
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166 | extern sint64 *levels; |
163 | extern sint64 *levels; |
167 | #endif |
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|
168 | |
164 | |
169 | #define MAX_SAVE_LEVEL 110 |
165 | #define MAX_SAVE_LEVEL 110 |
170 | |
166 | |
171 | /* This no longer needs to be changed anytime the number of |
167 | /* This no longer needs to be changed anytime the number of |
172 | * levels is increased - rather, did_make_save will do the |
168 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
195 | static const char *const drain_msg[NUM_STATS] = { |
191 | static const char *const drain_msg[NUM_STATS] = { |
196 | "Oh no! You are weakened!", |
192 | "Oh no! You are weakened!", |
197 | "You're feeling clumsy!", |
193 | "You're feeling clumsy!", |
198 | "You feel less healthy", |
194 | "You feel less healthy", |
199 | "You suddenly begin to lose your memory!", |
195 | "You suddenly begin to lose your memory!", |
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196 | "Watch out, your mind is going!", |
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197 | "Your spirit feels drained!", |
200 | "Your face gets distorted!", |
198 | "Your face gets distorted!", |
201 | "Watch out, your mind is going!", |
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202 | "Your spirit feels drained!" |
|
|
203 | }; |
199 | }; |
204 | const char *const restore_msg[NUM_STATS] = { |
200 | const char *const restore_msg[NUM_STATS] = { |
205 | "You feel your strength return.", |
201 | "You feel your strength return.", |
206 | "You feel your agility return.", |
202 | "You feel your agility return.", |
207 | "You feel your health return.", |
203 | "You feel your health return.", |
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204 | "You feel your memory return.", |
208 | "You feel your wisdom return.", |
205 | "You feel your wisdom return.", |
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206 | "You feel your spirits return.", |
209 | "You feel your charisma return.", |
207 | "You feel your charisma return.", |
210 | "You feel your memory return.", |
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211 | "You feel your spirits return." |
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|
212 | }; |
208 | }; |
213 | const char *const gain_msg[NUM_STATS] = { |
209 | const char *const gain_msg[NUM_STATS] = { |
214 | "You feel stronger.", |
210 | "You feel stronger.", |
215 | "You feel more agile.", |
211 | "You feel more agile.", |
216 | "You feel healthy.", |
212 | "You feel healthy.", |
|
|
213 | "You feel smarter.", |
217 | "You feel wiser.", |
214 | "You feel wiser.", |
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|
215 | "You feel more potent.", |
218 | "You seem to look better.", |
216 | "You seem to look better.", |
219 | "You feel smarter.", |
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220 | "You feel more potent." |
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221 | }; |
217 | }; |
222 | const char *const lose_msg[NUM_STATS] = { |
218 | const char *const lose_msg[NUM_STATS] = { |
223 | "You feel weaker!", |
219 | "You feel weaker!", |
224 | "You feel clumsy!", |
220 | "You feel clumsy!", |
225 | "You feel less healthy!", |
221 | "You feel less healthy!", |
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|
222 | "You feel stupid!", |
226 | "You lose some of your memory!", |
223 | "You lose some of your memory!", |
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224 | "You feel less potent!", |
227 | "You look ugly!", |
225 | "You look ugly!", |
228 | "You feel stupid!", |
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229 | "You feel less potent!" |
|
|
230 | }; |
226 | }; |
231 | |
227 | |
232 | const char *const statname[NUM_STATS] = { |
228 | const char *const statname[NUM_STATS] = { |
233 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
234 | }; |
230 | }; |
235 | |
231 | |
236 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
237 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
238 | }; |
234 | }; |
239 | |
|
|
240 | /* |
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241 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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242 | * what attr is (STR to POW). |
|
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243 | */ |
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244 | |
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245 | void |
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246 | set_attr_value (living * stats, int attr, sint8 value) |
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247 | { |
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248 | switch (attr) |
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249 | { |
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250 | case STR: |
|
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251 | stats->Str = value; |
|
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252 | break; |
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253 | case DEX: |
|
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254 | stats->Dex = value; |
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255 | break; |
|
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256 | case CON: |
|
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257 | stats->Con = value; |
|
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258 | break; |
|
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259 | case WIS: |
|
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260 | stats->Wis = value; |
|
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261 | break; |
|
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262 | case POW: |
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263 | stats->Pow = value; |
|
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264 | break; |
|
|
265 | case CHA: |
|
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266 | stats->Cha = value; |
|
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267 | break; |
|
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268 | case INT: |
|
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269 | stats->Int = value; |
|
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270 | break; |
|
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271 | } |
|
|
272 | } |
|
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273 | |
235 | |
274 | /* |
236 | /* |
275 | * Like set_attr_value(), but instead the value (which can be negative) |
237 | * Like set_attr_value(), but instead the value (which can be negative) |
276 | * is added to the specified stat. |
238 | * is added to the specified stat. |
277 | */ |
239 | */ |
278 | |
|
|
279 | void |
240 | void |
280 | change_attr_value (living * stats, int attr, sint8 value) |
241 | change_attr_value (living *stats, int attr, sint8 value) |
281 | { |
242 | { |
282 | if (value == 0) |
243 | stats->stat (attr) += value; |
283 | return; |
|
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284 | switch (attr) |
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285 | { |
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286 | case STR: |
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287 | stats->Str += value; |
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288 | break; |
|
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289 | case DEX: |
|
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290 | stats->Dex += value; |
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291 | break; |
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292 | case CON: |
|
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293 | stats->Con += value; |
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294 | break; |
|
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295 | case WIS: |
|
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296 | stats->Wis += value; |
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297 | break; |
|
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298 | case POW: |
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299 | stats->Pow += value; |
|
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300 | break; |
|
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301 | case CHA: |
|
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302 | stats->Cha += value; |
|
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303 | break; |
|
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304 | case INT: |
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305 | stats->Int += value; |
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306 | break; |
|
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307 | default: |
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308 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
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309 | } |
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310 | } |
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311 | |
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312 | /* |
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313 | * returns the specified stat. See also set_attr_value(). |
|
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314 | */ |
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315 | |
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316 | sint8 |
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317 | get_attr_value (const living * stats, int attr) |
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318 | { |
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319 | switch (attr) |
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320 | { |
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321 | case STR: |
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322 | return (stats->Str); |
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323 | case DEX: |
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324 | return (stats->Dex); |
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325 | case CON: |
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326 | return (stats->Con); |
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327 | case WIS: |
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328 | return (stats->Wis); |
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329 | case CHA: |
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330 | return (stats->Cha); |
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331 | case INT: |
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332 | return (stats->Int); |
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333 | case POW: |
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334 | return (stats->Pow); |
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335 | } |
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336 | return 0; |
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337 | } |
244 | } |
338 | |
245 | |
339 | /* |
246 | /* |
340 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
247 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
341 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
342 | */ |
249 | */ |
343 | |
|
|
344 | void |
250 | void |
345 | check_stat_bounds (living * stats) |
251 | check_stat_bounds (living *stats) |
346 | { |
252 | { |
347 | int i, v; |
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348 | |
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349 | for (i = 0; i < NUM_STATS; i++) |
253 | for (int i = 0; i < NUM_STATS; i++) |
350 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
254 | { |
351 | set_attr_value (stats, i, MAX_STAT); |
255 | sint8 &v = stats->stat (i); |
352 | else if (v < MIN_STAT) |
256 | v = clamp (v, MIN_STAT, MAX_STAT); |
353 | set_attr_value (stats, i, MIN_STAT); |
257 | } |
354 | } |
258 | } |
355 | |
259 | |
356 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
260 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
357 | |
261 | |
358 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
359 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
360 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
361 | */ |
265 | */ |
362 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
363 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
364 | |
268 | |
365 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
366 | |
270 | |
367 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
368 | * the object. |
272 | * the object. |
369 | * It is the calling functions responsibilty to check to see if the object |
273 | * It is the calling functions responsibilty to check to see if the object |
370 | * can be applied or not. |
274 | * can be applied or not. |
371 | * The main purpose of calling this function is the messages that are |
275 | * The main purpose of calling this function is the messages that are |
372 | * displayed - fix_player should really always be called after this when |
276 | * displayed - update_stats should really always be called after this when |
373 | * removing an object - that is because it is impossible to know if some object |
277 | * removing an object - that is because it is impossible to know if some object |
374 | * is the only source of an attacktype or spell attunement, so this function |
278 | * is the only source of an attacktype or spell attunement, so this function |
375 | * will clear the bits, but the player may still have some other object |
279 | * will clear the bits, but the player may still have some other object |
376 | * that gives them that ability. |
280 | * that gives them that ability. |
377 | */ |
281 | */ |
378 | int |
282 | int |
379 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
380 | { |
284 | { |
381 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
285 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
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286 | int success = 0; |
382 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
383 | int potion_max = 0; |
288 | int potion_max = 0; |
384 | |
289 | |
385 | /* remember what object was like before it was changed. note that |
290 | // keep some stats for comparison purposes |
386 | * refop is a local copy of op only to be used for detecting changes |
291 | object::flags_t prev_flag = op->flag; |
387 | * found by fix_player. refop is not a real object |
292 | MoveType prev_move_type = op->move_type; |
388 | */ |
293 | sint16 prev_resist [NROFATTACKS]; // clumsy |
389 | object_pod refop = *op; |
294 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
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295 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
390 | |
296 | |
391 | if (op->type == PLAYER) |
297 | if (op->type == PLAYER) |
392 | { |
298 | { |
393 | if (tmp->type == POTION) |
299 | if (tmp->type == POTION) |
394 | { |
300 | { |
395 | potion_max = 1; |
301 | potion_max = 1; |
|
|
302 | |
396 | for (j = 0; j < NUM_STATS; j++) |
303 | for (int j = 0; j < NUM_STATS; j++) |
397 | { |
304 | { |
398 | int nstat, ostat; |
305 | int ostat = op->contr->orig_stats.stat (j); |
399 | |
306 | int i = tmp->stats.stat (j); |
400 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
401 | i = get_attr_value (&(tmp->stats), j); |
|
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402 | |
307 | |
403 | /* nstat is what the stat will be after use of the potion */ |
308 | /* nstat is what the stat will be after use of the potion */ |
404 | nstat = flag * i + ostat; |
309 | int nstat = flag * i + ostat; |
405 | |
310 | |
406 | /* Do some bounds checking. While I don't think any |
311 | /* Do some bounds checking. There is the potential for potions |
407 | * potions do so right now, there is the potential for potions |
|
|
408 | * that adjust that stat by more than one point, so we need |
312 | * that adjust that stat by more than one point, so we need |
409 | * to allow for that. |
313 | * to allow for that. |
410 | */ |
314 | */ |
411 | if (nstat < 1 && i * flag < 0) |
315 | if (nstat < 1 && i * flag < 0) |
412 | nstat = 1; |
316 | nstat = 1; |
413 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
317 | else if (nstat > 20 + op->arch->stats.stat (j)) |
414 | { |
318 | nstat = 20 + op->arch->stats.stat (j); |
415 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
319 | |
416 | } |
|
|
417 | if (nstat != ostat) |
320 | if (nstat != ostat) |
418 | { |
321 | { |
419 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
322 | op->contr->orig_stats.stat (j) = nstat; |
420 | potion_max = 0; |
323 | potion_max = 0; |
421 | } |
324 | } |
422 | else if (i) |
325 | else if (i) |
423 | { |
326 | { |
424 | /* potion is useless - player has already hit the natural maximum */ |
327 | /* potion is useless - player has already hit the natural maximum */ |
425 | potion_max = 1; |
328 | potion_max = 1; |
426 | } |
329 | } |
427 | } |
330 | } |
|
|
331 | |
428 | /* This section of code ups the characters normal stats also. I am not |
332 | /* This section of code ups the characters normal stats also. I am not |
429 | * sure if this is strictly necessary, being that fix_player probably |
333 | * sure if this is strictly necessary, being that fix_player probably |
430 | * recalculates this anyway. |
334 | * recalculates this anyway. |
431 | */ |
335 | */ |
432 | for (j = 0; j < NUM_STATS; j++) |
336 | for (int j = 0; j < NUM_STATS; j++) |
433 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
337 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
|
|
338 | |
434 | check_stat_bounds (&(op->stats)); |
339 | check_stat_bounds (&op->stats); |
435 | } /* end of potion handling code */ |
340 | } /* end of potion handling code */ |
436 | } |
341 | } |
437 | |
342 | |
438 | /* reset attributes that fix_player doesn't reset since it doesn't search |
343 | /* reset attributes that update_stats doesn't reset since it doesn't search |
439 | * everything to set |
344 | * everything to set |
440 | */ |
345 | */ |
441 | if (flag == -1) |
346 | if (flag == -1) |
442 | { |
347 | { |
443 | op->attacktype &= ~tmp->attacktype; |
348 | op->attacktype &= ~tmp->attacktype; |
444 | op->path_attuned &= ~tmp->path_attuned; |
349 | op->path_attuned &= ~tmp->path_attuned; |
445 | op->path_repelled &= ~tmp->path_repelled; |
350 | op->path_repelled &= ~tmp->path_repelled; |
446 | op->path_denied &= ~tmp->path_denied; |
351 | op->path_denied &= ~tmp->path_denied; |
447 | /* Presuming here that creatures only have move_type, |
352 | /* Presuming here that creatures only have move_type, |
448 | * and not the other move_ fields. |
353 | * and not the other move_ fields. |
449 | */ |
354 | */ |
450 | op->move_type &= ~tmp->move_type; |
355 | op->move_type &= ~tmp->move_type; |
451 | } |
356 | } |
452 | |
357 | |
453 | /* call fix_player since op object could have whatever attribute due |
358 | /* call fix_player since op object could have whatever attribute due |
454 | * to multiple items. if fix_player always has to be called after |
359 | * to multiple items. if update_stats always has to be called after |
455 | * change_ability then might as well call it from here |
360 | * change_ability then might as well call it from here |
456 | */ |
361 | */ |
457 | fix_player (op); |
362 | op->update_stats (); |
458 | |
363 | |
459 | /* Fix player won't add the bows ability to the player, so don't |
364 | /* update_stats won't add the bows ability to the player, so don't |
460 | * print out message if this is a bow. |
365 | * print out message if this is a bow. |
461 | */ |
366 | */ |
462 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
367 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
463 | { |
368 | { |
464 | success = 1; |
369 | success = 1; |
465 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
466 | } |
371 | } |
467 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | |
|
|
373 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
468 | { |
374 | { |
469 | success = 1; |
375 | success = 1; |
470 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
471 | } |
377 | } |
472 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | |
|
|
379 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
473 | { |
380 | { |
474 | success = 1; |
381 | success = 1; |
475 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
476 | } |
383 | } |
477 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | |
|
|
385 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
478 | { |
386 | { |
479 | success = 1; |
387 | success = 1; |
480 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
481 | } |
389 | } |
|
|
390 | |
482 | /* movement type has changed. We don't care about cases where |
391 | /* movement type has changed. We don't care about cases where |
483 | * user has multiple items giving the same type appled like we |
392 | * user has multiple items giving the same type appled like we |
484 | * used to - that is more work than what we gain, plus messages |
393 | * used to - that is more work than what we gain, plus messages |
485 | * can be misleading (a little higher could be miscontrued from |
394 | * can be misleading (a little higher could be miscontrued from |
486 | * from fly high) |
395 | * from fly high) |
487 | */ |
396 | */ |
488 | if (tmp->move_type && op->move_type != refop.move_type) |
397 | if (tmp->move_type && op->move_type != prev_move_type) |
489 | { |
398 | { |
490 | success = 1; |
399 | success = 1; |
491 | |
400 | |
492 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
493 | * status doesn't make a difference if you are flying high |
402 | * status doesn't make a difference if you are flying high |
494 | */ |
403 | */ |
495 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
496 | { |
405 | { |
497 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
406 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
498 | } |
407 | } |
499 | |
408 | |
500 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | if (tmp->move_type & MOVE_FLY_HIGH) |
501 | { |
410 | { |
502 | /* double conditional - second case covers if you have move_fly_low - |
411 | /* double conditional - second case covers if you have move_fly_low - |
503 | * in that case, you don't actually land |
412 | * in that case, you don't actually land |
504 | */ |
413 | */ |
505 | DIFF_MSG (flag, "You soar into the air air!.", |
414 | DIFF_MSG (flag, "You soar into the air!", |
506 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
507 | } |
416 | } |
|
|
417 | |
508 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
509 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
510 | |
|
|
511 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
512 | check_move_on (op, op); |
|
|
513 | } |
420 | } |
514 | |
421 | |
515 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
516 | * originally undead may change their status |
423 | * originally undead may change their status |
517 | */ |
424 | */ |
518 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
425 | if (!op->arch->flag [FLAG_UNDEAD]) |
519 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
426 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
520 | { |
427 | { |
521 | success = 1; |
428 | success = 1; |
522 | if (flag > 0) |
429 | if (flag > 0) |
523 | { |
430 | { |
524 | op->race = "undead"; |
431 | op->race = "undead"; |
525 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
432 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
526 | } |
433 | } |
527 | else |
434 | else |
528 | { |
435 | { |
529 | op->race = op->arch->clone.race; |
436 | op->race = op->arch->race; |
530 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
531 | } |
438 | } |
532 | } |
439 | } |
533 | |
440 | |
534 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
441 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
535 | { |
442 | { |
536 | success = 1; |
443 | success = 1; |
537 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
538 | } |
445 | } |
539 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
446 | |
|
|
447 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
540 | { |
448 | { |
541 | success = 1; |
449 | success = 1; |
542 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
543 | } |
451 | } |
|
|
452 | |
544 | /* blinded you can tell if more blinded since blinded player has minimal |
453 | /* blinded you can tell if more blinded since blinded player has minimal |
545 | * vision |
454 | * vision |
546 | */ |
455 | */ |
547 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
456 | if (tmp->flag [FLAG_BLIND]) |
548 | { |
457 | { |
549 | success = 1; |
458 | success = 1; |
550 | if (flag > 0) |
459 | if (flag > 0) |
551 | { |
460 | { |
552 | if (QUERY_FLAG (op, FLAG_WIZ)) |
461 | if (op->flag [FLAG_WIZ]) |
553 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
554 | else |
463 | else |
555 | { |
464 | { |
556 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
557 | SET_FLAG (op, FLAG_BLIND); |
466 | op->set_flag (FLAG_BLIND); |
558 | if (op->type == PLAYER) |
467 | if (op->type == PLAYER) |
559 | op->contr->do_los = 1; |
468 | op->contr->do_los = 1; |
560 | } |
469 | } |
561 | } |
470 | } |
562 | else |
471 | else |
563 | { |
472 | { |
564 | if (QUERY_FLAG (op, FLAG_WIZ)) |
473 | if (op->flag [FLAG_WIZ]) |
565 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
566 | else |
475 | else |
567 | { |
476 | { |
568 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
569 | CLEAR_FLAG (op, FLAG_BLIND); |
478 | op->clr_flag (FLAG_BLIND); |
570 | if (op->type == PLAYER) |
479 | if (op->type == PLAYER) |
571 | op->contr->do_los = 1; |
480 | op->contr->do_los = 1; |
572 | } |
481 | } |
573 | } |
482 | } |
574 | } |
483 | } |
575 | |
484 | |
576 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
485 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
577 | { |
486 | { |
578 | success = 1; |
487 | success = 1; |
579 | if (op->type == PLAYER) |
488 | if (op->type == PLAYER) |
580 | op->contr->do_los = 1; |
489 | op->contr->do_los = 1; |
581 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
490 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
582 | } |
491 | } |
583 | |
492 | |
584 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
493 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
585 | { |
494 | { |
586 | success = 1; |
495 | success = 1; |
587 | if (flag > 0) |
496 | if (flag > 0) |
588 | { |
497 | { |
589 | if (QUERY_FLAG (op, FLAG_WIZ)) |
498 | if (op->flag [FLAG_WIZ]) |
590 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
591 | else |
500 | else |
592 | { |
501 | { |
593 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
594 | if (op->type == PLAYER) |
503 | if (op->type == PLAYER) |
595 | op->contr->do_los = 1; |
504 | op->contr->do_los = 1; |
596 | } |
505 | } |
597 | } |
506 | } |
598 | else |
507 | else |
599 | { |
508 | { |
600 | if (QUERY_FLAG (op, FLAG_WIZ)) |
509 | if (op->flag [FLAG_WIZ]) |
601 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
510 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
602 | else |
511 | else |
603 | { |
512 | { |
604 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
605 | if (op->type == PLAYER) |
514 | if (op->type == PLAYER) |
… | |
… | |
612 | { |
521 | { |
613 | success = 1; |
522 | success = 1; |
614 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
523 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
615 | } |
524 | } |
616 | |
525 | |
|
|
526 | if (digest_types [tmp->type]) |
|
|
527 | { |
617 | if (tmp->stats.hp && op->type == PLAYER) |
528 | if (tmp->stats.hp && op->type == PLAYER) |
618 | { |
529 | { |
619 | success = 1; |
530 | success = 1; |
620 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
531 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
621 | } |
532 | } |
622 | |
533 | |
623 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
534 | if (tmp->stats.sp && op->type == PLAYER |
624 | { |
535 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
536 | { |
625 | success = 1; |
537 | success = 1; |
626 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
538 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
627 | } |
539 | } |
628 | |
540 | |
629 | /* for the future when artifacts set this -b.t. */ |
541 | /* for the future when artifacts set this -b.t. */ |
630 | if (tmp->stats.grace && op->type == PLAYER) |
542 | if (tmp->stats.grace && op->type == PLAYER) |
631 | { |
543 | { |
632 | success = 1; |
544 | success = 1; |
633 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
545 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
634 | } |
546 | } |
635 | |
547 | |
636 | if (tmp->stats.food && op->type == PLAYER) |
548 | if (tmp->stats.food && op->type == PLAYER) |
637 | { |
549 | { |
638 | success = 1; |
550 | success = 1; |
639 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
551 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
552 | } |
640 | } |
553 | } |
641 | |
554 | |
642 | /* Messages for changed resistance */ |
555 | /* Messages for changed resistance */ |
643 | for (i = 0; i < NROFATTACKS; i++) |
556 | for (int i = 0; i < NROFATTACKS; i++) |
644 | { |
557 | { |
645 | if (i == ATNR_PHYSICAL) |
558 | if (i == ATNR_PHYSICAL) |
646 | continue; /* Don't display about armour */ |
559 | continue; /* Don't display about armour */ |
647 | |
560 | |
648 | if (op->resist[i] != refop.resist[i]) |
561 | if (op->resist [i] != prev_resist [i]) |
649 | { |
562 | { |
650 | success = 1; |
563 | success = 1; |
|
|
564 | |
651 | if (op->resist[i] > refop.resist[i]) |
565 | if (op->resist [i] > prev_resist [i]) |
652 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
653 | else |
567 | else |
654 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
568 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
655 | |
569 | |
656 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
570 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
657 | } |
571 | } |
658 | } |
572 | } |
659 | |
573 | |
660 | if (tmp->type != EXPERIENCE && !potion_max) |
574 | if (!potion_max) |
661 | { |
|
|
662 | for (j = 0; j < NUM_STATS; j++) |
575 | for (int j = 0; j < NUM_STATS; j++) |
663 | { |
576 | if (int i = tmp->stats.stat (j)) |
664 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
|
|
665 | { |
577 | { |
666 | success = 1; |
578 | success = 1; |
667 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
579 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
668 | } |
580 | } |
669 | } |
581 | |
670 | } |
|
|
671 | return success; |
582 | return success; |
672 | } |
583 | } |
673 | |
584 | |
674 | /* |
585 | /* |
675 | * Stat draining by Vick 930307 |
586 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
587 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
588 | */ |
678 | |
|
|
679 | void |
589 | void |
680 | drain_stat (object *op) |
590 | object::drain_stat () |
681 | { |
591 | { |
682 | drain_specific_stat (op, RANDOM () % NUM_STATS); |
592 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
593 | } |
684 | |
594 | |
685 | void |
595 | void |
686 | drain_specific_stat (object *op, int deplete_stats) |
596 | object::drain_specific_stat (int deplete_stats) |
687 | { |
597 | { |
688 | object *tmp; |
598 | object *tmp; |
689 | archetype *at; |
599 | archetype *at; |
690 | |
600 | |
691 | at = find_archetype (ARCH_DEPLETION); |
601 | at = archetype::find (shstr_depletion); |
692 | if (!at) |
602 | if (!at) |
693 | { |
603 | { |
694 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
604 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
695 | return; |
605 | return; |
696 | } |
606 | } |
697 | else |
607 | else |
698 | { |
608 | { |
699 | tmp = present_arch_in_ob (at, op); |
609 | tmp = present_arch_in_ob (at, this); |
|
|
610 | |
700 | if (!tmp) |
611 | if (!tmp) |
701 | { |
612 | { |
702 | tmp = arch_to_object (at); |
613 | tmp = at->instance (); |
703 | tmp = insert_ob_in_ob (tmp, op); |
614 | tmp = insert_ob_in_ob (tmp, this); |
704 | SET_FLAG (tmp, FLAG_APPLIED); |
615 | tmp->set_flag (FLAG_APPLIED); |
705 | } |
616 | } |
706 | } |
617 | } |
707 | |
618 | |
708 | new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
619 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
709 | change_attr_value (&tmp->stats, deplete_stats, -1); |
620 | change_attr_value (&tmp->stats, deplete_stats, -1); |
710 | fix_player (op); |
621 | update_stats (); |
711 | } |
622 | } |
712 | |
623 | |
713 | /* |
624 | /* |
714 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
625 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
715 | * via an applied bad_luck object. |
626 | * via an applied bad_luck object. |
716 | */ |
627 | */ |
717 | |
|
|
718 | void |
628 | void |
719 | change_luck (object *op, int value) |
629 | object::change_luck (int value) |
720 | { |
630 | { |
721 | object *tmp; |
631 | archetype *at = archetype::find (shstr_luck); |
722 | archetype *at; |
|
|
723 | int new_luck; |
|
|
724 | |
|
|
725 | at = find_archetype ("luck"); |
|
|
726 | if (!at) |
632 | if (!at) |
727 | LOG (llevError, "Couldn't find archetype luck.\n"); |
633 | LOG (llevError, "Couldn't find archetype luck.\n"); |
728 | else |
634 | else |
729 | { |
635 | { |
730 | tmp = present_arch_in_ob (at, op); |
636 | object *tmp = present_arch_in_ob (at, this); |
|
|
637 | |
731 | if (!tmp) |
638 | if (!tmp) |
732 | { |
639 | { |
733 | if (!value) |
640 | if (!value) |
734 | return; |
641 | return; |
735 | tmp = arch_to_object (at); |
642 | |
|
|
643 | tmp = at->instance (); |
736 | tmp = insert_ob_in_ob (tmp, op); |
644 | tmp = insert_ob_in_ob (tmp, this); |
737 | SET_FLAG (tmp, FLAG_APPLIED); |
645 | tmp->set_flag (FLAG_APPLIED); |
738 | } |
646 | } |
|
|
647 | |
739 | if (value) |
648 | if (value) |
740 | { |
649 | { |
741 | /* Limit the luck value of the bad luck object to +/-100. This |
650 | /* Limit the luck value of the bad luck object to +/-100. This |
742 | * (arbitrary) value prevents overflows (both in the bad luck object and |
651 | * (arbitrary) value prevents overflows (both in the bad luck object and |
743 | * in op itself). |
652 | * in op itself). |
744 | */ |
653 | */ |
745 | new_luck = tmp->stats.luck + value; |
654 | int new_luck = tmp->stats.luck + value; |
|
|
655 | |
746 | if (new_luck >= -100 && new_luck <= 100) |
656 | if (new_luck >= -100 && new_luck <= 100) |
747 | { |
657 | { |
748 | op->stats.luck += value; |
658 | stats.luck += value; |
749 | tmp->stats.luck = new_luck; |
659 | tmp->stats.luck = new_luck; |
750 | } |
660 | } |
751 | } |
661 | } |
752 | else |
662 | else |
753 | { |
663 | { |
754 | if (!tmp->stats.luck) |
664 | if (!tmp->stats.luck) |
755 | { |
|
|
756 | return; |
665 | return; |
757 | } |
666 | |
758 | /* Randomly change the players luck. Basically, we move it |
667 | /* Randomly change the players luck. Basically, we move it |
759 | * back neutral (if greater>0, subtract, otherwise add) |
668 | * back neutral (if greater>0, subtract, otherwise add) |
760 | */ |
669 | */ |
761 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
670 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
762 | { |
671 | { |
763 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
672 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
764 | |
673 | |
765 | op->stats.luck += diff; |
674 | stats.luck += diff; |
766 | tmp->stats.luck += diff; |
675 | tmp->stats.luck += diff; |
767 | } |
676 | } |
768 | } |
677 | } |
769 | } |
678 | } |
770 | } |
679 | } |
771 | |
680 | |
772 | /* |
681 | /* |
773 | * Subtracts stat-bonuses given by the class which the player has chosen. |
682 | * Subtracts stat-bonuses given by the class which the player has chosen. |
774 | */ |
683 | */ |
775 | |
|
|
776 | void |
684 | void |
777 | remove_statbonus (object *op) |
685 | object::remove_statbonus () |
778 | { |
686 | { |
779 | op->stats.Str -= op->arch->clone.stats.Str; |
687 | for (int i = 0; i < NUM_STATS; ++i) |
780 | op->stats.Dex -= op->arch->clone.stats.Dex; |
688 | { |
781 | op->stats.Con -= op->arch->clone.stats.Con; |
689 | sint8 v = arch->stats.stat (i); |
782 | op->stats.Wis -= op->arch->clone.stats.Wis; |
690 | stats.stat (i) -= v; |
783 | op->stats.Pow -= op->arch->clone.stats.Pow; |
691 | contr->orig_stats.stat (i) -= v; |
784 | op->stats.Cha -= op->arch->clone.stats.Cha; |
692 | } |
785 | op->stats.Int -= op->arch->clone.stats.Int; |
|
|
786 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
|
|
787 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
|
|
788 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
|
|
789 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
|
|
790 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
|
|
791 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
|
|
792 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
|
|
793 | } |
693 | } |
794 | |
694 | |
795 | /* |
695 | /* |
796 | * Adds stat-bonuses given by the class which the player has chosen. |
696 | * Adds stat-bonuses given by the class which the player has chosen. |
797 | */ |
697 | */ |
798 | |
|
|
799 | void |
698 | void |
800 | add_statbonus (object *op) |
699 | object::add_statbonus () |
801 | { |
700 | { |
802 | op->stats.Str += op->arch->clone.stats.Str; |
701 | for (int i = 0; i < NUM_STATS; ++i) |
803 | op->stats.Dex += op->arch->clone.stats.Dex; |
702 | { |
804 | op->stats.Con += op->arch->clone.stats.Con; |
703 | sint8 v = arch->stats.stat (i); |
805 | op->stats.Wis += op->arch->clone.stats.Wis; |
704 | stats.stat (i) += v; |
806 | op->stats.Pow += op->arch->clone.stats.Pow; |
705 | contr->orig_stats.stat (i) += v; |
807 | op->stats.Cha += op->arch->clone.stats.Cha; |
706 | } |
808 | op->stats.Int += op->arch->clone.stats.Int; |
|
|
809 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
|
|
810 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
|
|
811 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
|
|
812 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
|
|
813 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
|
|
814 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
|
|
815 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
|
|
816 | } |
707 | } |
|
|
708 | |
|
|
709 | static struct copy_flags : object::flags_t |
|
|
710 | { |
|
|
711 | copy_flags () |
|
|
712 | { |
|
|
713 | set (FLAG_LIFESAVE); |
|
|
714 | set (FLAG_REFL_SPELL); |
|
|
715 | set (FLAG_REFL_MISSILE); |
|
|
716 | set (FLAG_STEALTH); |
|
|
717 | set (FLAG_XRAYS); |
|
|
718 | set (FLAG_BLIND); |
|
|
719 | set (FLAG_SEE_IN_DARK); |
|
|
720 | } |
|
|
721 | } copy_flags; |
817 | |
722 | |
818 | /* |
723 | /* |
819 | * Updates all abilities given by applied objects in the inventory |
724 | * Updates all abilities given by applied objects in the inventory |
820 | * of the given object. Note: This function works for both monsters |
725 | * of the given object. Note: This function works for both monsters |
821 | * and players; the "player" in the name is purely an archaic inheritance. |
726 | * and players; the "player" in the name is purely an archaic inheritance. |
822 | * This functions starts from base values (archetype or player object) |
727 | * This functions starts from base values (archetype or player object) |
823 | * and then adjusts them according to what the player has equipped. |
728 | * and then adjusts them according to what the player has equipped. |
824 | */ |
729 | * |
825 | |
|
|
826 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
730 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
827 | spell system split, grace points now added to system --peterm |
731 | * spell system split, grace points now added to system --peterm |
828 | */ |
732 | */ |
829 | |
|
|
830 | void |
733 | void |
831 | fix_player (object *op) |
734 | object::update_stats () |
832 | { |
735 | { |
833 | int i, j; |
|
|
834 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
736 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
835 | int weapon_weight = 0, weapon_speed = 0; |
737 | int weapon_weight = 0, weapon_speed = 0; |
836 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
738 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
837 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
739 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
838 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
740 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
741 | float old_speed = speed; |
|
|
742 | int stat_sum [NUM_STATS]; |
|
|
743 | |
|
|
744 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
839 | |
745 | |
840 | /* First task is to clear all the values back to their original values */ |
746 | /* First task is to clear all the values back to their original values */ |
841 | if (op->type == PLAYER) |
747 | if (type == PLAYER) |
842 | { |
748 | { |
|
|
749 | contr->delayed_update = false; |
|
|
750 | |
843 | for (i = 0; i < NUM_STATS; i++) |
751 | for (int i = 0; i < NUM_STATS; i++) |
844 | { |
752 | stat_sum [i] = contr->orig_stats.stat (i); |
845 | set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); |
753 | |
846 | } |
|
|
847 | if (settings.spell_encumbrance == TRUE) |
754 | if (settings.spell_encumbrance == TRUE) |
848 | op->contr->encumbrance = 0; |
755 | contr->encumbrance = 0; |
849 | |
756 | |
850 | op->attacktype = 0; |
757 | attacktype = 0; |
|
|
758 | |
851 | op->contr->digestion = 0; |
759 | contr->digestion = 0; |
852 | op->contr->gen_hp = 0; |
760 | contr->gen_hp = 0; |
853 | op->contr->gen_sp = 0; |
761 | contr->gen_sp = 0; |
854 | op->contr->gen_grace = 0; |
762 | contr->gen_grace = 0; |
855 | op->contr->gen_sp_armour = 10; |
763 | contr->gen_sp_armour = 10; |
856 | op->contr->item_power = 0; |
764 | contr->item_power = 0; |
857 | |
|
|
858 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
859 | * gets reset for no good reason, and we don't want to reset |
|
|
860 | * range_magic (what spell is readied). These three below |
|
|
861 | * well get filled in based on what the player has equipped. |
|
|
862 | */ |
|
|
863 | op->contr->ranges[range_bow] = NULL; |
|
|
864 | op->contr->ranges[range_misc] = NULL; |
|
|
865 | op->contr->ranges[range_skill] = NULL; |
|
|
866 | } |
765 | } |
867 | memcpy (op->body_used, op->body_info, sizeof (op->body_info)); |
|
|
868 | |
766 | |
|
|
767 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
768 | slot[i].used = slot[i].info; |
|
|
769 | |
869 | op->slaying = 0; |
770 | slaying = 0; |
870 | |
771 | |
871 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
772 | if (!this->flag [FLAG_WIZ]) |
872 | { |
|
|
873 | CLEAR_FLAG (op, FLAG_XRAYS); |
|
|
874 | CLEAR_FLAG (op, FLAG_MAKE_INVIS); |
|
|
875 | } |
773 | { |
|
|
774 | this->clr_flag (FLAG_XRAYS); |
|
|
775 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
776 | } |
876 | |
777 | |
877 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
778 | this->clr_flag (FLAG_LIFESAVE); |
878 | CLEAR_FLAG (op, FLAG_STEALTH); |
779 | this->clr_flag (FLAG_STEALTH); |
879 | CLEAR_FLAG (op, FLAG_BLIND); |
780 | this->clr_flag (FLAG_BLIND); |
880 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
881 | CLEAR_FLAG (op, FLAG_REFL_SPELL); |
|
|
882 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
883 | CLEAR_FLAG (op, FLAG_REFL_MISSILE); |
|
|
884 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
885 | CLEAR_FLAG (op, FLAG_UNDEAD); |
|
|
886 | if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
887 | CLEAR_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
888 | |
781 | |
889 | op->path_attuned = op->arch->clone.path_attuned; |
782 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
890 | op->path_repelled = op->arch->clone.path_repelled; |
783 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
891 | op->path_denied = op->arch->clone.path_denied; |
784 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
892 | op->glow_radius = op->arch->clone.glow_radius; |
785 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
893 | op->move_type = op->arch->clone.move_type; |
786 | |
894 | op->chosen_skill = NULL; |
787 | path_attuned = arch->path_attuned; |
|
|
788 | path_repelled = arch->path_repelled; |
|
|
789 | path_denied = arch->path_denied; |
|
|
790 | glow_radius = arch->glow_radius; |
|
|
791 | move_type = arch->move_type; |
895 | |
792 | |
896 | /* initializing resistances from the values in player/monster's |
793 | /* initializing resistances from the values in player/monster's |
897 | * archetype clone |
794 | * archetype clone |
898 | */ |
795 | */ |
899 | memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); |
796 | memcpy (&resist, &arch->resist, sizeof (resist)); |
900 | |
797 | |
901 | for (i = 0; i < NROFATTACKS; i++) |
798 | for (int i = 0; i < NROFATTACKS; i++) |
902 | { |
799 | { |
903 | if (op->resist[i] > 0) |
800 | if (resist[i] > 0) |
904 | prot[i] = op->resist[i], vuln[i] = 0; |
801 | prot[i] = resist[i], vuln[i] = 0; |
905 | else |
802 | else |
906 | vuln[i] = -(op->resist[i]), prot[i] = 0; |
803 | vuln[i] = -resist[i], prot[i] = 0; |
|
|
804 | |
907 | potion_resist[i] = 0; |
805 | potion_resist[i] = -1000; |
908 | } |
806 | } |
909 | |
807 | |
910 | wc = op->arch->clone.stats.wc; |
808 | wc = arch->stats.wc; |
911 | op->stats.dam = op->arch->clone.stats.dam; |
809 | stats.dam = arch->stats.dam; |
912 | |
810 | |
913 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
811 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
914 | * plus a small amount of physical resist, those poor suckers. ;) |
812 | * plus a small amount of physical resist, those poor suckers. ;) |
915 | * the fact that maxlevel is factored in could be considered sort of bogus - |
813 | * the fact that maxlevel is factored in could be considered sort of bogus - |
916 | * we should probably give them some bonus and cap it off - otherwise, |
814 | * we should probably give them some bonus and cap it off - otherwise, |
917 | * basically, if a server updates its max level, these playes may find |
815 | * basically, if a server updates its max level, these playes may find |
918 | * that their protection from physical goes down |
816 | * that their protection from physical goes down |
919 | */ |
817 | */ |
920 | if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) |
818 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
921 | { |
819 | { |
922 | ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); |
820 | ac = max (-10, arch->stats.ac - level / 3); |
923 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; |
821 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
924 | } |
822 | } |
925 | else |
823 | else |
926 | ac = op->arch->clone.stats.ac; |
824 | ac = arch->stats.ac; |
927 | |
825 | |
928 | op->stats.luck = op->arch->clone.stats.luck; |
826 | stats.luck = arch->stats.luck; |
929 | op->speed = op->arch->clone.speed; |
827 | speed = arch->speed; |
|
|
828 | |
|
|
829 | chosen_skill = 0; |
930 | |
830 | |
931 | /* OK - we've reset most all the objects attributes to sane values. |
831 | /* OK - we've reset most all the objects attributes to sane values. |
932 | * now go through and make adjustments for what the player has equipped. |
832 | * now go through and make adjustments for what the player has equipped. |
933 | */ |
833 | */ |
934 | |
|
|
935 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
834 | for (tmp = inv; tmp; tmp = tmp->below) |
936 | { |
835 | { |
937 | /* See note in map.c:update_position about making this additive |
|
|
938 | * since light sources are never applied, need to put check here. |
|
|
939 | */ |
|
|
940 | if (tmp->glow_radius > op->glow_radius) |
|
|
941 | op->glow_radius = tmp->glow_radius; |
|
|
942 | |
|
|
943 | /* This happens because apply_potion calls change_abil with the potion |
836 | /* This happens because apply_potion calls change_abil with the potion |
944 | * applied so we can tell the player what chagned. But change_abil |
837 | * applied so we can tell the player what changed. But change_abil |
945 | * then calls this function. |
838 | * then calls this function. |
946 | */ |
839 | */ |
947 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
840 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
948 | { |
|
|
949 | continue; |
841 | continue; |
950 | } |
842 | |
|
|
843 | glow_radius += tmp->glow_radius; |
951 | |
844 | |
952 | /* For some things, we don't care what is equipped */ |
845 | /* For some things, we don't care what is equipped */ |
953 | if (tmp->type == SKILL) |
846 | if (tmp->type == SKILL) |
954 | { |
847 | { |
955 | /* Want to take the highest skill here. */ |
848 | /* Want to take the highest skill here. */ |
… | |
… | |
958 | if (!mana_obj) |
851 | if (!mana_obj) |
959 | mana_obj = tmp; |
852 | mana_obj = tmp; |
960 | else if (tmp->level > mana_obj->level) |
853 | else if (tmp->level > mana_obj->level) |
961 | mana_obj = tmp; |
854 | mana_obj = tmp; |
962 | } |
855 | } |
|
|
856 | |
963 | if (IS_GRACE_SKILL (tmp->subtype)) |
857 | if (IS_GRACE_SKILL (tmp->subtype)) |
964 | { |
858 | { |
965 | if (!grace_obj) |
859 | if (!grace_obj) |
966 | grace_obj = tmp; |
860 | grace_obj = tmp; |
967 | else if (tmp->level > grace_obj->level) |
861 | else if (tmp->level > grace_obj->level) |
968 | grace_obj = tmp; |
862 | grace_obj = tmp; |
969 | } |
863 | } |
970 | } |
864 | } |
971 | |
865 | |
972 | /* Container objects are not meant to adjust a players, but other applied |
866 | /* Container objects are not meant to adjust players, but other applied |
973 | * objects need to make adjustments. |
867 | * objects need to make adjustments. |
974 | * This block should handle all player specific changes |
868 | * This block should handle all player specific changes |
975 | * The check for Praying is a bit of a hack - god given bonuses are put |
869 | * The check for Praying is a bit of a hack - god given bonuses are put |
976 | * in the praying skill, and the player should always get those. |
870 | * in the praying skill, and the player should always get those. |
977 | * It also means we need to put in additional checks for applied below, |
871 | * It also means we need to put in additional checks for applied below, |
978 | * because the skill shouldn't count against body positions being used |
872 | * because the skill shouldn't count against body positions being used |
979 | * up, etc. |
873 | * up, etc. |
980 | */ |
874 | */ |
981 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
875 | if ((tmp->flag [FLAG_APPLIED] |
|
|
876 | && tmp->type != CONTAINER |
|
|
877 | && tmp->type != CLOSE_CON) |
982 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
983 | { |
879 | { |
984 | if (op->type == PLAYER) |
880 | if (type == PLAYER) |
985 | { |
881 | { |
986 | if (tmp->type == BOW) |
882 | contr->item_power += tmp->item_power; |
987 | op->contr->ranges[range_bow] = tmp; |
|
|
988 | |
883 | |
989 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
990 | op->contr->ranges[range_misc] = tmp; |
|
|
991 | |
|
|
992 | for (i = 0; i < NUM_STATS; i++) |
884 | for (int i = 0; i < NUM_STATS; i++) |
993 | change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); |
885 | stat_sum [i] += tmp->stats.stat (i); |
994 | |
886 | |
995 | /* these are the items that currently can change digestion, regeneration, |
887 | if (digest_types [tmp->type]) |
996 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
997 | * list, but other items store other info into stats array. |
|
|
998 | */ |
|
|
999 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
|
|
1000 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
1001 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
1002 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
1003 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
|
|
1004 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) |
|
|
1005 | { |
888 | { |
1006 | op->contr->digestion += tmp->stats.food; |
889 | contr->digestion += tmp->stats.food; |
1007 | op->contr->gen_hp += tmp->stats.hp; |
890 | contr->gen_hp += tmp->stats.hp; |
|
|
891 | if (tmp->type != BOW) // ugly exception for bows |
1008 | op->contr->gen_sp += tmp->stats.sp; |
892 | contr->gen_sp += tmp->stats.sp; |
1009 | op->contr->gen_grace += tmp->stats.grace; |
893 | contr->gen_grace += tmp->stats.grace; |
1010 | op->contr->gen_sp_armour += tmp->gen_sp_armour; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1011 | op->contr->item_power += tmp->item_power; |
|
|
1012 | } |
895 | } |
1013 | } /* if this is a player */ |
896 | } /* if this is a player */ |
|
|
897 | else |
|
|
898 | { |
|
|
899 | if (tmp->type == WEAPON) |
|
|
900 | current_weapon = tmp; |
|
|
901 | } |
1014 | |
902 | |
1015 | /* Update slots used for items */ |
903 | /* Update slots used for items */ |
1016 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
1017 | { |
|
|
1018 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1019 | op->body_used[i] += tmp->body_info[i]; |
906 | slot[i].used += tmp->slot[i].info; |
1020 | } |
|
|
1021 | |
907 | |
1022 | if (tmp->type == SYMPTOM) |
908 | if (tmp->type == SYMPTOM) |
1023 | { |
|
|
1024 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
909 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
1025 | if (speed_reduce_from_disease == 0) |
|
|
1026 | speed_reduce_from_disease = 1; |
|
|
1027 | } |
|
|
1028 | |
910 | |
1029 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
1030 | * (Negative protections are calculated extactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
1031 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
1032 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
1033 | */ |
915 | */ |
|
|
916 | if (tmp->type == POTION_EFFECT) |
|
|
917 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
918 | max_it (potion_resist[i], tmp->resist[i]); |
1034 | if (tmp->type != POTION) |
919 | else if (tmp->type != POTION) |
|
|
920 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
921 | if (tmp->resist[i] > 0) |
|
|
922 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
|
|
923 | else if (tmp->resist[i] < 0) |
|
|
924 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
|
|
925 | |
|
|
926 | /* There may be other things that should not adjust the attacktype */ |
|
|
927 | if (tmp->type != SYMPTOM) |
1035 | { |
928 | { |
1036 | for (i = 0; i < NROFATTACKS; i++) |
929 | attacktype |= tmp->attacktype; |
1037 | { |
930 | path_attuned |= tmp->path_attuned; |
1038 | /* Potential for cursed potions, in which case we just can use |
931 | path_repelled |= tmp->path_repelled; |
1039 | * a straight MAX, as potion_resist is initialized to zero. |
932 | path_denied |= tmp->path_denied; |
1040 | */ |
933 | move_type |= tmp->move_type; |
1041 | if (tmp->type == POTION_EFFECT) |
934 | stats.luck += tmp->stats.luck; |
1042 | { |
|
|
1043 | if (potion_resist[i]) |
|
|
1044 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
|
|
1045 | else |
|
|
1046 | potion_resist[i] = tmp->resist[i]; |
|
|
1047 | } |
|
|
1048 | else if (tmp->resist[i] > 0) |
|
|
1049 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
|
|
1050 | else if (tmp->resist[i] < 0) |
|
|
1051 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
|
|
1052 | } |
|
|
1053 | } |
935 | } |
1054 | |
936 | |
1055 | /* There may be other things that should not adjust the attacktype */ |
937 | flag |= tmp->flag & copy_flags; |
1056 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1057 | op->attacktype |= tmp->attacktype; |
|
|
1058 | |
938 | |
1059 | op->path_attuned |= tmp->path_attuned; |
939 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
1060 | op->path_repelled |= tmp->path_repelled; |
940 | this->set_flag (FLAG_UNDEAD); |
1061 | op->path_denied |= tmp->path_denied; |
|
|
1062 | op->stats.luck += tmp->stats.luck; |
|
|
1063 | op->move_type |= tmp->move_type; |
|
|
1064 | |
941 | |
1065 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
942 | //TODO: copy_flags? |
1066 | SET_FLAG (op, FLAG_LIFESAVE); |
943 | if (tmp->flag [FLAG_MAKE_INVIS]) |
1067 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) |
|
|
1068 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1069 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) |
|
|
1070 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1071 | if (QUERY_FLAG (tmp, FLAG_STEALTH)) |
|
|
1072 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1073 | if (QUERY_FLAG (tmp, FLAG_XRAYS)) |
|
|
1074 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1075 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
|
|
1076 | SET_FLAG (op, FLAG_BLIND); |
|
|
1077 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) |
|
|
1078 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1079 | |
|
|
1080 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
1081 | SET_FLAG (op, FLAG_UNDEAD); |
|
|
1082 | |
|
|
1083 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
|
|
1084 | { |
944 | { |
1085 | SET_FLAG (op, FLAG_MAKE_INVIS); |
945 | this->set_flag (FLAG_MAKE_INVIS); |
1086 | op->invisible = 1; |
946 | invisible = 1; |
1087 | } |
947 | } |
1088 | |
948 | |
1089 | if (tmp->stats.exp && tmp->type != SKILL) |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
1090 | { |
950 | { |
1091 | if (tmp->stats.exp > 0) |
951 | if (tmp->stats.exp > 0) |
1092 | { |
952 | { |
1093 | added_speed += (float) tmp->stats.exp / 3.0; |
953 | added_speed += tmp->stats.exp / 3.f; |
1094 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
954 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1095 | } |
955 | } |
1096 | else |
956 | else |
1097 | added_speed += (float) tmp->stats.exp; |
957 | added_speed += tmp->stats.exp; |
1098 | } |
958 | } |
1099 | |
959 | |
1100 | switch (tmp->type) |
960 | switch (tmp->type) |
1101 | { |
961 | { |
1102 | /* skills modifying the character -b.t. */ |
|
|
1103 | /* for all skills and skill granting objects */ |
|
|
1104 | case SKILL: |
962 | case SKILL: |
1105 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
963 | { |
|
|
964 | // some skills will end up here without counting as "applied" |
|
|
965 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1106 | break; |
966 | break; |
1107 | |
967 | |
1108 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1109 | wc_obj = tmp; |
|
|
1110 | |
|
|
1111 | if (op->chosen_skill) |
968 | if (chosen_skill) |
|
|
969 | { |
1112 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
970 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
971 | &name, &chosen_skill->name, &tmp->name); |
1113 | |
972 | |
|
|
973 | tmp->flag [FLAG_APPLIED] = false; |
|
|
974 | update_stats (); |
|
|
975 | return; |
|
|
976 | } |
|
|
977 | |
1114 | op->chosen_skill = tmp; |
978 | chosen_skill = tmp; |
1115 | |
979 | |
1116 | if (tmp->stats.dam > 0) |
980 | if (tmp->stats.dam > 0) |
1117 | { /* skill is a 'weapon' */ |
981 | { /* skill is a 'weapon' */ |
1118 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
982 | if (!this->flag [FLAG_READY_WEAPON]) |
1119 | weapon_speed = (int) WEAPON_SPEED (tmp); |
983 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1120 | if (weapon_speed < 0) |
984 | |
1121 | weapon_speed = 0; |
|
|
1122 | weapon_weight = tmp->weight; |
985 | weapon_weight = tmp->weight; |
1123 | op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); |
986 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
|
|
987 | |
1124 | if (tmp->magic) |
988 | if (tmp->magic) |
1125 | op->stats.dam += tmp->magic; |
989 | stats.dam += tmp->magic; |
1126 | } |
990 | } |
1127 | |
991 | |
1128 | if (tmp->stats.wc) |
992 | if (tmp->stats.wc) |
1129 | wc -= (tmp->stats.wc + tmp->magic); |
993 | wc -= tmp->stats.wc + tmp->magic; |
1130 | |
994 | |
1131 | if (tmp->slaying != NULL) |
995 | if (tmp->slaying) |
1132 | op->slaying = tmp->slaying; |
996 | slaying = tmp->slaying; |
1133 | |
997 | |
1134 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
1135 | ac -= (tmp->stats.ac + tmp->magic); |
999 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1000 | |
1136 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1002 | contr->encumbrance += 3 * tmp->weight / 1000; |
|
|
1003 | } |
1138 | |
1004 | |
1139 | if (op->type == PLAYER) |
|
|
1140 | op->contr->ranges[range_skill] = op; |
|
|
1141 | break; |
1005 | break; |
1142 | |
1006 | |
1143 | case SKILL_TOOL: |
|
|
1144 | if (op->chosen_skill) |
|
|
1145 | { |
|
|
1146 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
|
|
1147 | } |
|
|
1148 | op->chosen_skill = tmp; |
|
|
1149 | if (op->type == PLAYER) |
|
|
1150 | op->contr->ranges[range_skill] = op; |
|
|
1151 | break; |
|
|
1152 | |
|
|
1153 | case SHIELD: |
1007 | case SHIELD: |
1154 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1155 | op->contr->encumbrance += (int) tmp->weight / 2000; |
1009 | contr->encumbrance += tmp->weight / 2000; |
|
|
1010 | //FALLTHROUGH |
1156 | case RING: |
1011 | case RING: |
1157 | case AMULET: |
1012 | case AMULET: |
1158 | case GIRDLE: |
1013 | case GIRDLE: |
1159 | case HELMET: |
1014 | case HELMET: |
1160 | case BOOTS: |
1015 | case BOOTS: |
1161 | case GLOVES: |
1016 | case GLOVES: |
1162 | case CLOAK: |
1017 | case CLOAK: |
1163 | if (tmp->stats.wc) |
1018 | if (tmp->stats.wc) |
1164 | wc -= (tmp->stats.wc + tmp->magic); |
1019 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1020 | |
1165 | if (tmp->stats.dam) |
1021 | if (tmp->stats.dam) |
1166 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1022 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1023 | |
1167 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1168 | ac -= (tmp->stats.ac + tmp->magic); |
1025 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1026 | |
1169 | break; |
1027 | break; |
1170 | |
1028 | |
|
|
1029 | case WAND: |
|
|
1030 | case ROD: |
|
|
1031 | case HORN: |
|
|
1032 | break; |
|
|
1033 | |
|
|
1034 | case BOW: |
1171 | case WEAPON: |
1035 | case WEAPON: |
1172 | wc -= (tmp->stats.wc + tmp->magic); |
1036 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1037 | |
1173 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1038 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1174 | ac -= tmp->stats.ac + tmp->magic; |
1039 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1040 | |
1175 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1041 | stats.dam += tmp->stats.dam + tmp->magic; |
1176 | weapon_weight = tmp->weight; |
1042 | weapon_weight = tmp->weight; |
1177 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1043 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1044 | |
1178 | if (weapon_speed < 0) |
1045 | if (weapon_speed < 0) |
1179 | weapon_speed = 0; |
1046 | weapon_speed = 0; |
|
|
1047 | |
1180 | op->slaying = tmp->slaying; |
1048 | slaying = tmp->slaying; |
|
|
1049 | |
1181 | /* If there is desire that two handed weapons should do |
1050 | /* If there is desire that two handed weapons should do |
1182 | * extra strength damage, this is where the code should |
1051 | * extra strength damage, this is where the code should |
1183 | * go. |
1052 | * go. |
1184 | */ |
1053 | */ |
1185 | op->current_weapon = tmp; |
1054 | |
1186 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1055 | if (type == PLAYER) |
|
|
1056 | if (settings.spell_encumbrance) |
1187 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1057 | contr->encumbrance += tmp->weight * 3 / 1000; |
1188 | |
1058 | |
1189 | break; |
1059 | break; |
1190 | |
1060 | |
1191 | case ARMOUR: /* Only the best of these three are used: */ |
1061 | case ARMOUR: /* Only the best of these three are used: */ |
1192 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1193 | op->contr->encumbrance += (int) tmp->weight / 1000; |
1063 | contr->encumbrance += tmp->weight / 1000; |
1194 | |
1064 | |
1195 | case BRACERS: |
1065 | case BRACERS: |
1196 | case FORCE: |
1066 | case FORCE: |
1197 | if (tmp->stats.wc) |
1067 | if (tmp->stats.wc) |
1198 | { |
1068 | { |
… | |
… | |
1202 | best_wc = tmp->stats.wc + tmp->magic; |
1072 | best_wc = tmp->stats.wc + tmp->magic; |
1203 | } |
1073 | } |
1204 | else |
1074 | else |
1205 | wc += tmp->stats.wc + tmp->magic; |
1075 | wc += tmp->stats.wc + tmp->magic; |
1206 | } |
1076 | } |
|
|
1077 | |
1207 | if (tmp->stats.ac) |
1078 | if (tmp->stats.ac) |
1208 | { |
1079 | { |
1209 | if (best_ac < tmp->stats.ac + tmp->magic) |
1080 | if (best_ac < tmp->stats.ac + tmp->magic) |
1210 | { |
1081 | { |
1211 | ac += best_ac; /* Remove last bonus */ |
1082 | ac += best_ac; /* Remove last bonus */ |
1212 | best_ac = tmp->stats.ac + tmp->magic; |
1083 | best_ac = tmp->stats.ac + tmp->magic; |
1213 | } |
1084 | } |
1214 | else /* To nullify the below effect */ |
1085 | else /* To nullify the below effect */ |
1215 | ac += tmp->stats.ac + tmp->magic; |
1086 | ac += tmp->stats.ac + tmp->magic; |
1216 | } |
1087 | } |
|
|
1088 | |
1217 | if (tmp->stats.wc) |
1089 | if (tmp->stats.wc) |
1218 | wc -= (tmp->stats.wc + tmp->magic); |
1090 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1091 | |
1219 | if (tmp->stats.ac) |
1092 | if (tmp->stats.ac) |
1220 | ac -= (tmp->stats.ac + tmp->magic); |
1093 | ac -= tmp->stats.ac + tmp->magic; |
1221 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1094 | |
|
|
1095 | if (ARMOUR_SPEED (tmp)) |
1222 | max = ARMOUR_SPEED (tmp) / 10.0; |
1096 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
|
|
1097 | |
1223 | break; |
1098 | break; |
1224 | } /* switch tmp->type */ |
1099 | } /* switch tmp->type */ |
1225 | } /* item is equipped */ |
1100 | } /* item is equipped */ |
1226 | } /* for loop of items */ |
1101 | } /* for loop of items */ |
|
|
1102 | |
|
|
1103 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1227 | |
1104 | |
1228 | /* We've gone through all the objects the player has equipped. For many things, we |
1105 | /* We've gone through all the objects the player has equipped. For many things, we |
1229 | * have generated intermediate values which we now need to assign. |
1106 | * have generated intermediate values which we now need to assign. |
1230 | */ |
1107 | */ |
1231 | |
1108 | |
… | |
… | |
1233 | * If there is an uncursed potion in effect, granting more protection |
1110 | * If there is an uncursed potion in effect, granting more protection |
1234 | * than that, we take: 'total resistance = resistance from potion'. |
1111 | * than that, we take: 'total resistance = resistance from potion'. |
1235 | * If there is a cursed (and no uncursed) potion in effect, we take |
1112 | * If there is a cursed (and no uncursed) potion in effect, we take |
1236 | * 'total resistance = vulnerability from cursed potion'. |
1113 | * 'total resistance = vulnerability from cursed potion'. |
1237 | */ |
1114 | */ |
1238 | for (i = 0; i < NROFATTACKS; i++) |
1115 | for (int i = 0; i < NROFATTACKS; i++) |
1239 | { |
1116 | { |
1240 | op->resist[i] = prot[i] - vuln[i]; |
1117 | resist[i] = prot[i] - vuln[i]; |
1241 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) |
1118 | |
|
|
1119 | if (potion_resist[i] != -1000 |
|
|
1120 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1242 | op->resist[i] = potion_resist[i]; |
1121 | resist[i] = potion_resist[i]; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | if (type == PLAYER) |
1243 | } |
1125 | { |
|
|
1126 | // clamp various player stats |
|
|
1127 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1128 | stats.stat (i) = stat_sum [i]; |
1244 | |
1129 | |
|
|
1130 | check_stat_bounds (&stats); |
|
|
1131 | |
|
|
1132 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1133 | |
1245 | /* Figure out the players sp/mana/hp totals. */ |
1134 | /* Figure out the players sp/mana/hp totals. */ |
1246 | if (op->type == PLAYER) |
|
|
1247 | { |
|
|
1248 | int pl_level; |
1135 | int pl_level; |
1249 | |
1136 | |
1250 | check_stat_bounds (&(op->stats)); |
|
|
1251 | pl_level = op->level; |
|
|
1252 | |
|
|
1253 | if (pl_level < 1) |
|
|
1254 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1137 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1255 | |
1138 | |
1256 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1139 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1257 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1140 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1258 | */ |
1141 | */ |
1259 | for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1142 | stats.maxhp = 0; |
|
|
1143 | for (int i = 1; i <= min (10, pl_level); i++) |
1260 | { |
1144 | { |
1261 | j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; |
1145 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1146 | |
1262 | if (i % 2 && con_bonus[op->stats.Con] % 2) |
1147 | if (i % 2 && con_bonus[stats.Con] % 2) |
1263 | { |
|
|
1264 | if (con_bonus[op->stats.Con] > 0) |
1148 | if (con_bonus[stats.Con] > 0) |
1265 | j++; |
1149 | j++; |
1266 | else |
1150 | else |
1267 | j--; |
1151 | j--; |
1268 | } |
1152 | |
1269 | op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1153 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1270 | } |
1154 | } |
1271 | |
1155 | |
1272 | for (i = 11; i <= op->level; i++) |
1156 | stats.maxhp += 2 * max (0, level - 10); |
1273 | op->stats.maxhp += 2; |
|
|
1274 | |
1157 | |
1275 | if (op->stats.hp > op->stats.maxhp) |
1158 | if (stats.hp > stats.maxhp) |
1276 | op->stats.hp = op->stats.maxhp; |
1159 | stats.hp = stats.maxhp; |
1277 | |
1160 | |
1278 | /* Sp gain is controlled by the level of the player's |
1161 | /* Sp gain is controlled by the level of the player's |
1279 | * relevant experience object (mana_obj, see above) |
1162 | * relevant experience object (mana_obj, see above) |
1280 | */ |
1163 | */ |
1281 | /* following happen when skills system is not used */ |
1164 | /* following happen when skills system is not used */ |
1282 | if (!mana_obj) |
1165 | if (!mana_obj) |
1283 | mana_obj = op; |
1166 | mana_obj = this; |
|
|
1167 | |
1284 | if (!grace_obj) |
1168 | if (!grace_obj) |
1285 | grace_obj = op; |
1169 | grace_obj = this; |
|
|
1170 | |
1286 | /* set maxsp */ |
1171 | /* set maxsp */ |
1287 | if (!mana_obj || !mana_obj->level || op->type != PLAYER) |
1172 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
1288 | mana_obj = op; |
1173 | mana_obj = this; |
1289 | |
1174 | |
1290 | if (mana_obj == op && op->type == PLAYER) |
1175 | if (mana_obj == this && type == PLAYER) |
1291 | { |
|
|
1292 | op->stats.maxsp = 1; |
1176 | stats.maxsp = 1; |
1293 | } |
|
|
1294 | else |
1177 | else |
1295 | { |
1178 | { |
1296 | sp_tmp = 0.0; |
1179 | float sp_tmp = 0.f; |
|
|
1180 | |
1297 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1181 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1298 | { |
1182 | { |
1299 | float stmp; |
1183 | float stmp; |
1300 | |
1184 | |
1301 | /* Got some extra bonus at first level */ |
1185 | /* Got some extra bonus at first level */ |
1302 | if (i < 2) |
1186 | if (i < 2) |
1303 | { |
|
|
1304 | stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); |
1187 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1305 | } |
|
|
1306 | else |
1188 | else |
1307 | { |
|
|
1308 | stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; |
1189 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1309 | } |
1190 | |
1310 | if (stmp < 1.0) |
|
|
1311 | stmp = 1.0; |
|
|
1312 | sp_tmp += stmp; |
1191 | sp_tmp += max (1.f, stmp); |
1313 | } |
1192 | } |
1314 | op->stats.maxsp = (int) sp_tmp; |
|
|
1315 | |
1193 | |
1316 | for (i = 11; i <= mana_obj->level; i++) |
1194 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1317 | op->stats.maxsp += 2; |
|
|
1318 | } |
1195 | } |
|
|
1196 | |
1319 | /* Characters can get their sp supercharged via rune of transferrance */ |
1197 | /* Characters can get their sp supercharged via rune of transferrance */ |
1320 | if (op->stats.sp > op->stats.maxsp * 2) |
1198 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1321 | op->stats.sp = op->stats.maxsp * 2; |
|
|
1322 | |
1199 | |
1323 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1200 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1324 | if (!grace_obj || !grace_obj->level || op->type != PLAYER) |
1201 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1325 | grace_obj = op; |
1202 | grace_obj = this; |
1326 | |
1203 | |
1327 | if (grace_obj == op && op->type == PLAYER) |
1204 | if (grace_obj == this && type == PLAYER) |
1328 | { |
|
|
1329 | op->stats.maxgrace = 1; |
1205 | stats.maxgrace = 1; |
1330 | } |
|
|
1331 | else |
1206 | else |
1332 | { |
1207 | { |
1333 | /* store grace in a float - this way, the divisions below don't create |
1208 | /* store grace in a float - this way, the divisions below don't create |
1334 | * big jumps when you go from level to level - with int's, it then |
1209 | * big jumps when you go from level to level - with int's, it then |
1335 | * becomes big jumps when the sums of the bonuses jump to the next |
1210 | * becomes big jumps when the sums of the bonuses jump to the next |
1336 | * step of 8 - with floats, even fractional ones are useful. |
1211 | * step of 8 - with floats, even fractional ones are useful. |
1337 | */ |
1212 | */ |
1338 | sp_tmp = 0.0; |
1213 | float sp_tmp = 0.f; |
1339 | for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1214 | |
|
|
1215 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1340 | { |
1216 | { |
1341 | float grace_tmp = 0.0; |
1217 | float grace_tmp = 0.f; |
1342 | |
1218 | |
1343 | /* Got some extra bonus at first level */ |
1219 | /* Got some extra bonus at first level */ |
1344 | if (i < 2) |
1220 | if (i < 2) |
1345 | { |
1221 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1346 | grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + |
|
|
1347 | 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); |
|
|
1348 | } |
|
|
1349 | else |
1222 | else |
1350 | { |
1223 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1351 | grace_tmp = (float) op->contr->levgrace[i] |
1224 | |
1352 | + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; |
|
|
1353 | } |
|
|
1354 | if (grace_tmp < 1.0) |
|
|
1355 | grace_tmp = 1.0; |
|
|
1356 | sp_tmp += grace_tmp; |
1225 | sp_tmp += max (1.f, grace_tmp); |
1357 | } |
1226 | } |
1358 | op->stats.maxgrace = (int) sp_tmp; |
|
|
1359 | |
1227 | |
1360 | /* two grace points per level after 11 */ |
1228 | /* two grace points per level after 10 */ |
1361 | for (i = 11; i <= grace_obj->level; i++) |
1229 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1362 | op->stats.maxgrace += 2; |
|
|
1363 | } |
1230 | } |
|
|
1231 | |
1364 | /* No limit on grace vs maxgrace */ |
1232 | /* No limit on grace vs maxgrace */ |
1365 | |
1233 | |
1366 | if (op->contr->braced) |
1234 | if (contr->braced) |
1367 | { |
1235 | { |
1368 | ac += 2; |
1236 | ac += 2; |
1369 | wc += 4; |
1237 | wc += 4; |
1370 | } |
1238 | } |
1371 | else |
1239 | else |
1372 | ac -= dex_bonus[op->stats.Dex]; |
1240 | ac -= dex_bonus[stats.Dex]; |
1373 | |
1241 | |
1374 | /* In new exp/skills system, wc bonuses are related to |
1242 | /* In new exp/skills system, wc bonuses are related to |
1375 | * the players level in a relevant exp object (wc_obj) |
1243 | * the players level in a relevant exp object (wc_obj) |
1376 | * not the general player level -b.t. |
1244 | * not the general player level -b.t. |
1377 | * I changed this slightly so that wc bonuses are better |
1245 | * I changed this slightly so that wc bonuses are better |
… | |
… | |
1380 | * improvement every level, now its fighterlevel/5. So |
1248 | * improvement every level, now its fighterlevel/5. So |
1381 | * we give the player a bonus here in wc and dam |
1249 | * we give the player a bonus here in wc and dam |
1382 | * to make up for the change. Note that I left the |
1250 | * to make up for the change. Note that I left the |
1383 | * monster bonus the same as before. -b.t. |
1251 | * monster bonus the same as before. -b.t. |
1384 | */ |
1252 | */ |
|
|
1253 | object *wc_obj = chosen_skill; |
1385 | |
1254 | |
1386 | if (op->type == PLAYER && wc_obj && wc_obj->level > 1) |
1255 | if (contr && wc_obj && wc_obj->level > 1) |
1387 | { |
1256 | { |
1388 | wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); |
1257 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1258 | |
1389 | for (i = 1; i < wc_obj->level; i++) |
1259 | for (int i = 1; i < wc_obj->level; i++) |
1390 | { |
1260 | { |
1391 | /* addtional wc every 6 levels */ |
1261 | /* additional wc every 6 levels */ |
1392 | if (!(i % 6)) |
1262 | if (!(i % 6)) |
1393 | wc--; |
1263 | wc--; |
|
|
1264 | |
1394 | /* addtional dam every 4 levels. */ |
1265 | /* additional dam every 4 levels. */ |
1395 | if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) |
1266 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1396 | op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); |
1267 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1397 | } |
1268 | } |
1398 | } |
1269 | } |
1399 | else |
1270 | else |
1400 | wc -= (op->level + thaco_bonus[op->stats.Str]); |
1271 | wc -= level + thaco_bonus[stats.Str]; |
1401 | |
1272 | |
1402 | op->stats.dam += dam_bonus[op->stats.Str]; |
1273 | stats.dam += dam_bonus[stats.Str]; |
1403 | |
1274 | |
1404 | if (op->stats.dam < 1) |
1275 | if (stats.dam < 1) |
1405 | op->stats.dam = 1; |
1276 | stats.dam = 1; |
1406 | |
1277 | |
1407 | op->speed = 1.0 + speed_bonus[op->stats.Dex]; |
1278 | speed = 1.f + speed_bonus[stats.Dex]; |
|
|
1279 | |
1408 | if (settings.search_items && op->contr->search_str[0]) |
1280 | if (settings.search_items && contr->search_str[0]) |
1409 | op->speed -= 1; |
1281 | speed -= 1; |
1410 | if (op->attacktype == 0) |
|
|
1411 | op->attacktype = op->arch->clone.attacktype; |
|
|
1412 | |
|
|
1413 | } /* End if player */ |
1282 | } /* End if player */ |
1414 | |
1283 | |
1415 | if (added_speed >= 0) |
1284 | if (added_speed >= 0) |
1416 | op->speed += added_speed / 10.0; |
1285 | speed += added_speed / 10.f; |
1417 | else /* Something wrong here...: */ |
1286 | else /* Something wrong here...: */ |
1418 | op->speed /= (float) (1.0 - added_speed); |
1287 | speed /= 1.f - added_speed; |
1419 | |
1288 | |
1420 | /* Max is determined by armour */ |
1289 | /* Max is determined by armour */ |
1421 | if (op->speed > max) |
1290 | speed = min (speed, max_speed); |
1422 | op->speed = max; |
|
|
1423 | |
1291 | |
1424 | if (op->type == PLAYER) |
1292 | if (type == PLAYER) |
1425 | { |
1293 | { |
1426 | /* f is a number the represents the number of kg above (positive num) |
1294 | /* f is a number the represents the number of kg above (positive num) |
1427 | * or below (negative number) that the player is carrying. If above |
1295 | * or below (negative number) that the player is carrying. If above |
1428 | * weight limit, then player suffers a speed reduction based on how |
1296 | * weight limit, then player suffers a speed reduction based on how |
1429 | * much above he is, and what is max carry is |
1297 | * much above he is, and what is max carry is |
1430 | */ |
1298 | */ |
1431 | f = (op->carrying / 1000) - max_carry[op->stats.Str]; |
1299 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1432 | if (f > 0) |
1300 | if (f > 0.f) |
1433 | op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); |
1301 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1434 | } |
1302 | } |
1435 | |
1303 | |
1436 | op->speed += bonus_speed / 10.0; /* Not affected by limits */ |
1304 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1305 | speed *= speed_reduce_from_disease; |
1437 | |
1306 | |
1438 | /* Put a lower limit on speed. Note with this speed, you move once every |
1307 | /* Put a lower limit on speed. Note with this speed, you move once every |
1439 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1308 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1440 | */ |
1309 | */ |
1441 | op->speed = op->speed * speed_reduce_from_disease; |
1310 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1442 | |
1311 | |
1443 | if (op->speed < 0.01 && op->type == PLAYER) |
1312 | if (speed != old_speed) |
1444 | op->speed = 0.01; |
1313 | set_speed (speed); |
1445 | |
1314 | |
1446 | if (op->type == PLAYER) |
1315 | if (type == PLAYER) |
1447 | { |
1316 | { |
1448 | float M, W, s, D, K, S, M2; |
|
|
1449 | |
|
|
1450 | /* (This formula was made by vidarl@ifi.uio.no) |
1317 | /* (This formula was made by vidarl@ifi.uio.no) |
1451 | * Note that we never used these values again - basically |
1318 | * Note that we never used these values again - basically |
1452 | * all of these could be subbed into one big equation, but |
1319 | * all of these could be subbed into one big equation, but |
1453 | * that would just be a real pain to read. |
1320 | * that would just be a real pain to read. |
1454 | */ |
1321 | */ |
1455 | M = (max_carry[op->stats.Str] - 121) / 121.0; |
1322 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1456 | M2 = max_carry[op->stats.Str] / 100.0; |
1323 | float M2 = max_carry[stats.Str] / 100.f; |
1457 | W = weapon_weight / 20000.0; |
1324 | float W = weapon_weight / 20000.f; |
1458 | s = 2 - weapon_speed / 10.0; |
1325 | float s = (20 - weapon_speed) / 10.f; |
1459 | D = (op->stats.Dex - 14) / 14.0; |
1326 | float D = (stats.Dex - 14) / 14.f; |
1460 | K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; |
1327 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1461 | K *= (4 + op->level) / (float) (6 + op->level) * 1.2; |
1328 | |
|
|
1329 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1330 | |
1462 | if (K <= 0) |
1331 | if (K <= 0.01f) |
1463 | K = 0.01; |
1332 | K = 0.01f; |
1464 | S = op->speed / (K * s); |
1333 | |
1465 | op->contr->weapon_sp = S; |
1334 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1466 | } |
1335 | } |
|
|
1336 | |
1467 | /* I want to limit the power of small monsters with big weapons: */ |
1337 | /* I want to limit the power of small monsters with big weapons: */ |
1468 | if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) |
1338 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1469 | op->stats.dam = op->arch->clone.stats.dam * 3; |
1339 | stats.dam = arch->stats.dam * 3; |
1470 | |
1340 | |
1471 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1341 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1472 | * should be more than enough - remember, AC is also in 8 bits, |
1342 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1473 | * so its value is the same. |
|
|
1474 | */ |
|
|
1475 | if (wc > 120) |
|
|
1476 | wc = 120; |
|
|
1477 | else if (wc < -120) |
|
|
1478 | wc = -120; |
|
|
1479 | op->stats.wc = wc; |
|
|
1480 | |
|
|
1481 | if (ac > 120) |
|
|
1482 | ac = 120; |
|
|
1483 | else if (ac < -120) |
|
|
1484 | ac = -120; |
|
|
1485 | op->stats.ac = ac; |
|
|
1486 | |
1343 | |
1487 | /* if for some reason the creature doesn't have any move type, |
1344 | /* if for some reason the creature doesn't have any move type, |
1488 | * give them walking as a default. |
1345 | * give them walking as a default. |
1489 | * The second case is a special case - to more closely mimic the |
1346 | * The second case is a special case - to more closely mimic the |
1490 | * old behaviour - if your flying, your not walking - just |
1347 | * old behaviour - if your flying, your not walking - just |
1491 | * one or the other. |
1348 | * one or the other. |
1492 | */ |
1349 | */ |
1493 | if (op->move_type == 0) |
1350 | if (move_type == 0) |
1494 | op->move_type = MOVE_WALK; |
1351 | move_type = MOVE_WALK; |
1495 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1352 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1496 | op->move_type &= ~MOVE_WALK; |
1353 | move_type &= ~MOVE_WALK; |
1497 | |
1354 | |
1498 | update_ob_speed (op); |
1355 | // now apply the new move_type |
|
|
1356 | if (this->move_type != move_type) |
|
|
1357 | change_move_type (move_type); |
1499 | |
1358 | |
1500 | /* It is quite possible that a player's spell costing might have changed, |
1359 | /* It is quite possible that a player's spell costing might have changed, |
1501 | * so we will check that now. |
1360 | * so we will check that now. |
1502 | */ |
1361 | */ |
1503 | if (op->type == PLAYER) |
1362 | if (is_player ()) |
1504 | esrv_update_spells (op->contr); |
1363 | contr->update_spells (); |
|
|
1364 | |
|
|
1365 | // update the mapspace, if we are on a map |
|
|
1366 | if (!flag [FLAG_REMOVED] && map) |
|
|
1367 | map->at (x, y).flags_ = 0; |
|
|
1368 | } |
|
|
1369 | |
|
|
1370 | void |
|
|
1371 | object::set_glow_radius (sint8 rad) |
|
|
1372 | { |
|
|
1373 | glow_radius = rad; |
|
|
1374 | |
|
|
1375 | if (is_on_map ()) |
|
|
1376 | update_all_los (map, x, y); |
|
|
1377 | else if (object *env = outer_env ()) |
|
|
1378 | { |
|
|
1379 | env->update_stats (); |
|
|
1380 | |
|
|
1381 | if (env->is_on_map ()) |
|
|
1382 | update_all_los (env->map, env->x, env->y); |
|
|
1383 | } |
1505 | } |
1384 | } |
1506 | |
1385 | |
1507 | /* |
1386 | /* |
1508 | * Returns true if the given player is a legal class. |
1387 | * Returns true if the given player is a legal class. |
1509 | * The function to add and remove class-bonuses to the stats doesn't |
1388 | * The function to add and remove class-bonuses to the stats doesn't |
1510 | * check if the stat becomes negative, thus this function |
1389 | * check if the stat becomes negative, thus this function |
1511 | * merely checks that all stats are 1 or more, and returns |
1390 | * merely checks that all stats are 1 or more, and returns |
1512 | * false otherwise. |
1391 | * false otherwise. |
1513 | */ |
1392 | */ |
1514 | |
|
|
1515 | int |
1393 | int |
1516 | allowed_class (const object *op) |
1394 | allowed_class (const object *op) |
1517 | { |
1395 | { |
1518 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1396 | return op->stats.Dex > 0 |
1519 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1397 | && op->stats.Str > 0 |
|
|
1398 | && op->stats.Con > 0 |
|
|
1399 | && op->stats.Int > 0 |
|
|
1400 | && op->stats.Wis > 0 |
|
|
1401 | && op->stats.Pow > 0 |
|
|
1402 | && op->stats.Cha > 0; |
1520 | } |
1403 | } |
1521 | |
1404 | |
1522 | /* |
1405 | /* |
1523 | * set the new dragon name after gaining levels or |
1406 | * set the new dragon name after gaining levels or |
1524 | * changing ability focus (later this can be extended to |
1407 | * changing ability focus (later this can be extended to |
1525 | * eventually change the player's face and animation) |
1408 | * eventually change the player's face and animation) |
1526 | * |
|
|
1527 | * Note that the title is written to 'own_title' in the |
|
|
1528 | * player struct. This should be changed to 'ext_title' |
|
|
1529 | * as soon as clients support this! |
|
|
1530 | * Please, anyone, write support for 'ext_title'. |
|
|
1531 | */ |
1409 | */ |
1532 | void |
1410 | void |
1533 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1411 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1534 | { |
1412 | { |
1535 | int atnr = -1; /* attacknumber of highest level */ |
1413 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1553 | /* now if there are equals at highest level, pick the one with focus, |
1431 | /* now if there are equals at highest level, pick the one with focus, |
1554 | or else at random */ |
1432 | or else at random */ |
1555 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1433 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1556 | atnr = abil->stats.exp; |
1434 | atnr = abil->stats.exp; |
1557 | |
1435 | |
1558 | level = (int) (level / 5.); |
|
|
1559 | |
|
|
1560 | /* now set the new title */ |
1436 | /* now set the new title */ |
1561 | if (pl->contr != NULL) |
|
|
1562 | { |
|
|
1563 | if (level == 0) |
|
|
1564 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1437 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1565 | else if (level == 1) |
|
|
1566 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1438 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1567 | else if (level == 2) |
|
|
1568 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1439 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1569 | else if (level == 3) |
|
|
1570 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1440 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1571 | else |
1441 | else |
1572 | { |
1442 | { |
1573 | /* special titles for extra high resistance! */ |
1443 | /* special titles for extra high resistance! */ |
1574 | if (skin->resist[atnr] > 80) |
|
|
1575 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1444 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1576 | else if (skin->resist[atnr] > 50) |
|
|
1577 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1445 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1578 | else |
|
|
1579 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1446 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1580 | } |
|
|
1581 | } |
1447 | } |
1582 | |
1448 | |
1583 | strcpy (pl->contr->own_title, ""); |
1449 | strcpy (pl->contr->own_title, ""); |
1584 | } |
1450 | } |
1585 | |
1451 | |
1586 | /* |
1452 | /* |
1587 | * This function is called when a dragon-player gains |
1453 | * This function is called when a dragon-player gains |
1588 | * an overall level. Here, the dragon might gain new abilities |
1454 | * an overall level. Here, the dragon might gain new abilities |
1589 | * or change the ability-focus. |
1455 | * or change the ability-focus. |
1590 | */ |
1456 | */ |
1591 | void |
1457 | static void |
1592 | dragon_level_gain (object *who) |
1458 | dragon_level_gain (object *who) |
1593 | { |
1459 | { |
1594 | object *abil = NULL; /* pointer to dragon ability force */ |
1460 | object *abil = NULL; /* pointer to dragon ability force */ |
1595 | object *skin = NULL; /* pointer to dragon skin force */ |
1461 | object *skin = NULL; /* pointer to dragon skin force */ |
1596 | object *tmp = NULL; /* tmp. object */ |
1462 | object *tmp = NULL; /* tmp. object */ |
1597 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1463 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1598 | |
1464 | |
1599 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1465 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1600 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1466 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1601 | { |
|
|
1602 | if (tmp->type == FORCE) |
1467 | if (tmp->type == FORCE) |
1603 | { |
1468 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1604 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
|
|
1605 | abil = tmp; |
1469 | abil = tmp; |
1606 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1470 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1607 | skin = tmp; |
1471 | skin = tmp; |
1608 | } |
1472 | |
1609 | } |
|
|
1610 | /* if the force is missing -> bail out */ |
1473 | /* if the force is missing -> bail out */ |
1611 | if (abil == NULL) |
1474 | if (abil == NULL) |
1612 | return; |
1475 | return; |
1613 | |
1476 | |
1614 | /* The ability_force keeps track of maximum level ever achieved. |
1477 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1655 | object *skill_obj; |
1518 | object *skill_obj; |
1656 | |
1519 | |
1657 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1520 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1658 | if (!skill_obj) |
1521 | if (!skill_obj) |
1659 | { |
1522 | { |
1660 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1523 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1661 | return NULL; |
1524 | return NULL; |
1662 | } |
1525 | } |
|
|
1526 | |
1663 | /* clear the flag - exp goes into this bucket, but player |
1527 | /* clear the flag - exp goes into this bucket, but player |
1664 | * still doesn't know it. |
1528 | * still doesn't know it. |
1665 | */ |
1529 | */ |
1666 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1530 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1667 | skill_obj->stats.exp = 0; |
1531 | skill_obj->stats.exp = 0; |
1668 | skill_obj->level = 1; |
1532 | skill_obj->level = 1; |
1669 | insert_ob_in_ob (skill_obj, op); |
1533 | op->insert (skill_obj); |
1670 | if (op->contr) |
1534 | |
1671 | { |
1535 | if (player *pl = op->contr) |
1672 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1536 | pl->link_skills (); |
1673 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1537 | |
1674 | } |
|
|
1675 | return skill_obj; |
1538 | return skill_obj; |
1676 | } |
1539 | } |
1677 | |
|
|
1678 | |
1540 | |
1679 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1541 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1680 | * whether the player gets more hp, sp and new levels. |
1542 | * whether the player gets more hp, sp and new levels. |
1681 | * Note this this function should only be called for players. Monstes |
1543 | * Note this this function should only be called for players. Monstes |
1682 | * don't really gain levels |
1544 | * don't really gain levels |
… | |
… | |
1685 | */ |
1547 | */ |
1686 | void |
1548 | void |
1687 | player_lvl_adj (object *who, object *op) |
1549 | player_lvl_adj (object *who, object *op) |
1688 | { |
1550 | { |
1689 | char buf[MAX_BUF]; |
1551 | char buf[MAX_BUF]; |
|
|
1552 | bool changed = false; |
1690 | |
1553 | |
1691 | if (!op) /* when rolling stats */ |
1554 | if (!op) /* when rolling stats */ |
1692 | op = who; |
1555 | op = who; |
1693 | |
1556 | |
1694 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1557 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1695 | { |
1558 | { |
|
|
1559 | changed = true; |
|
|
1560 | |
1696 | op->level++; |
1561 | op->level++; |
1697 | |
1562 | |
1698 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1563 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1699 | dragon_level_gain (who); |
1564 | dragon_level_gain (who); |
1700 | |
1565 | |
1701 | /* Only roll these if it is the player (who) that gained the level */ |
1566 | /* Only roll these if it is the player (who) that gained the level */ |
1702 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1567 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1703 | { |
1568 | { |
1704 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1569 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1705 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1570 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1706 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1571 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1707 | } |
1572 | } |
1708 | |
1573 | |
1709 | fix_player (who); |
|
|
1710 | if (op->level > 1) |
1574 | if (op->level > 1) |
1711 | { |
1575 | { |
1712 | if (op->type != PLAYER) |
1576 | if (op->type != PLAYER) |
|
|
1577 | { |
|
|
1578 | who->contr->play_sound (sound_find ("skill_up")); |
1713 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1579 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1580 | } |
1714 | else |
1581 | else |
|
|
1582 | { |
|
|
1583 | who->contr->play_sound (sound_find ("level_up")); |
1715 | sprintf (buf, "You are now level %d.", op->level); |
1584 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1585 | } |
|
|
1586 | |
1716 | if (who) |
1587 | if (who) |
1717 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1588 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1718 | } |
1589 | } |
1719 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1720 | } |
1590 | } |
|
|
1591 | |
1721 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1592 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1722 | { |
1593 | { |
|
|
1594 | changed = true; |
|
|
1595 | |
1723 | op->level--; |
1596 | op->level--; |
1724 | fix_player (who); |
1597 | |
1725 | if (op->type != PLAYER) |
1598 | if (op->type != PLAYER) |
1726 | { |
1599 | { |
1727 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1600 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1728 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1601 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1729 | } |
1602 | } |
1730 | player_lvl_adj (who, op); /* To decrease more levels */ |
|
|
1731 | } |
1603 | } |
1732 | /* check if the spell data has changed */ |
1604 | |
1733 | esrv_update_spells (who->contr); |
1605 | if (changed) |
|
|
1606 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1734 | } |
1607 | } |
1735 | |
1608 | |
1736 | /* |
1609 | /* |
1737 | * Returns how much experience is needed for a player to become |
1610 | * Returns how much experience is needed for a player to become |
1738 | * the given level. level should really never exceed max_level |
1611 | * the given level. level should really never exceed max_level |
… | |
… | |
1741 | sint64 |
1614 | sint64 |
1742 | level_exp (int level, double expmul) |
1615 | level_exp (int level, double expmul) |
1743 | { |
1616 | { |
1744 | if (level > settings.max_level) |
1617 | if (level > settings.max_level) |
1745 | return (sint64) (expmul * levels[settings.max_level]); |
1618 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1619 | |
1746 | return (sint64) (expmul * levels[level]); |
1620 | return (sint64) (expmul * levels[level]); |
1747 | } |
1621 | } |
1748 | |
1622 | |
1749 | /* |
1623 | /* |
1750 | * Ensure that the permanent experience requirements in an exp object are met. |
1624 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1771 | op->perm_exp = 0; |
1645 | op->perm_exp = 0; |
1772 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1646 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1773 | op->perm_exp = MAX_EXPERIENCE; |
1647 | op->perm_exp = MAX_EXPERIENCE; |
1774 | } |
1648 | } |
1775 | |
1649 | |
1776 | |
|
|
1777 | /* Add experience to a player - exp should only be positive. |
1650 | /* Add experience to a player - exp should only be positive. |
1778 | * Updates permanent exp for the skill we are adding to. |
1651 | * Updates permanent exp for the skill we are adding to. |
1779 | * skill_name is the skill to add exp to. Skill name can be |
1652 | * skill_name is the skill to add exp to. Skill name can be |
1780 | * NULL, in which case exp increases the players general |
1653 | * NULL, in which case exp increases the players general |
1781 | * total, but not any particular skill. |
1654 | * total, but not any particular skill. |
1782 | * flag is what to do if the player doesn't have the skill: |
1655 | * flag is what to do if the player doesn't have the skill: |
1783 | */ |
1656 | */ |
1784 | |
|
|
1785 | static void |
1657 | static void |
1786 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1658 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1787 | { |
1659 | { |
1788 | object *skill_obj = NULL; |
1660 | object *skill_obj; |
1789 | sint64 limit, exp_to_add; |
1661 | sint64 limit, exp_to_add; |
1790 | int i; |
1662 | int i; |
1791 | |
1663 | |
1792 | /* prevents some forms of abuse. */ |
1664 | /* prevents some forms of abuse. */ |
1793 | if (op->contr->braced) |
1665 | if (op->contr->braced) |
1794 | exp = exp / 5; |
1666 | exp /= 5; |
1795 | |
1667 | |
1796 | /* Try to find the matching skill. |
1668 | /* Try to find the matching skill. |
1797 | * We do a shortcut/time saving mechanism first - see if it matches |
1669 | * We do a shortcut/time saving mechanism first - see if it matches |
1798 | * chosen_skill. This means we don't need to search through |
1670 | * chosen_skill. This means we don't need to search through |
1799 | * the players inventory. |
1671 | * the players inventory. |
1800 | */ |
1672 | */ |
|
|
1673 | skill_obj = 0; |
|
|
1674 | |
1801 | if (skill_name) |
1675 | if (skill_name) |
1802 | { |
1676 | { |
1803 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1677 | skill_obj = op->contr->find_skill (skill_name); |
1804 | skill_obj = op->chosen_skill; |
|
|
1805 | else |
|
|
1806 | { |
|
|
1807 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1808 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1809 | { |
|
|
1810 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1811 | break; |
|
|
1812 | } |
|
|
1813 | |
1678 | |
1814 | /* Player doesn't have the skill. Check to see what to do, and give |
1679 | /* Player doesn't have the skill. Check to see what to do, and give |
1815 | * it to the player if necessary |
1680 | * it to the player if necessary |
1816 | */ |
1681 | */ |
1817 | if (!skill_obj) |
1682 | if (!skill_obj) |
1818 | { |
1683 | { |
1819 | if (flag == SK_EXP_NONE) |
1684 | if (flag == SK_EXP_NONE) |
1820 | return; |
1685 | return; |
|
|
1686 | |
1821 | else if (flag == SK_EXP_ADD_SKILL) |
1687 | if (flag == SK_EXP_ADD_SKILL) |
1822 | give_skill_by_name (op, skill_name); |
1688 | skill_obj = give_skill_by_name (op, skill_name); |
1823 | } |
|
|
1824 | } |
1689 | } |
1825 | } |
1690 | } |
1826 | |
1691 | |
1827 | if (flag != SK_EXP_SKILL_ONLY) |
1692 | if (flag != SK_EXP_SKILL_ONLY) |
1828 | { |
1693 | { |
… | |
… | |
1861 | player_lvl_adj (op, skill_obj); |
1726 | player_lvl_adj (op, skill_obj); |
1862 | } |
1727 | } |
1863 | } |
1728 | } |
1864 | |
1729 | |
1865 | /* This function checks to make sure that object 'op' can |
1730 | /* This function checks to make sure that object 'op' can |
1866 | * lost 'exp' experience. It returns the amount of exp |
1731 | * lose 'exp' experience. It returns the amount of exp |
1867 | * object 'op' can in fact lose - it basically makes |
1732 | * object 'op' can in fact lose - it basically makes |
1868 | * adjustments based on permanent exp and the like. |
1733 | * adjustments based on permanent exp and the like. |
1869 | * This function should always be used for losing experience - |
1734 | * This function should always be used for losing experience - |
1870 | * the 'exp' value passed should be positive - this is the |
1735 | * the 'exp' value passed should be positive - this is the |
1871 | * amount that should get subtract from the player. |
1736 | * amount that should get subtract from the player. |
1872 | */ |
1737 | */ |
1873 | sint64 |
1738 | static sint64 |
1874 | check_exp_loss (const object *op, sint64 exp) |
1739 | check_exp_loss (const object *op, sint64 exp) |
1875 | { |
1740 | { |
1876 | sint64 del_exp; |
1741 | sint64 del_exp; |
1877 | |
1742 | |
1878 | if (exp > op->stats.exp) |
1743 | if (exp > op->stats.exp) |
1879 | exp = op->stats.exp; |
1744 | exp = op->stats.exp; |
|
|
1745 | |
1880 | if (settings.permanent_exp_ratio) |
1746 | if (settings.permanent_exp_ratio) |
1881 | { |
1747 | { |
1882 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1748 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1749 | |
1883 | if (del_exp < 0) |
1750 | if (del_exp < 0) |
1884 | del_exp = 0; |
1751 | del_exp = 0; |
|
|
1752 | |
1885 | if (exp > del_exp) |
1753 | if (exp > del_exp) |
1886 | exp = del_exp; |
1754 | exp = del_exp; |
1887 | } |
1755 | } |
|
|
1756 | |
1888 | return exp; |
1757 | return exp; |
1889 | } |
1758 | } |
1890 | |
1759 | |
1891 | sint64 |
1760 | sint64 |
1892 | check_exp_adjust (const object *op, sint64 exp) |
1761 | check_exp_adjust (const object *op, sint64 exp) |
1893 | { |
1762 | { |
1894 | if (exp < 0) |
1763 | if (exp < 0) |
1895 | return check_exp_loss (op, exp); |
1764 | return check_exp_loss (op, exp); |
1896 | else |
1765 | else |
1897 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1766 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1898 | } |
1767 | } |
1899 | |
|
|
1900 | |
1768 | |
1901 | /* Subtracts experience from player. |
1769 | /* Subtracts experience from player. |
1902 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1770 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1903 | * only subtract from the matching skill. Otherwise, |
1771 | * only subtract from the matching skill. Otherwise, |
1904 | * this subtracts a portion from all |
1772 | * this subtracts a portion from all |
… | |
… | |
1918 | sint64 del_exp; |
1786 | sint64 del_exp; |
1919 | |
1787 | |
1920 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1788 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1921 | if (tmp->type == SKILL && tmp->stats.exp) |
1789 | if (tmp->type == SKILL && tmp->stats.exp) |
1922 | { |
1790 | { |
1923 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1791 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1924 | { |
1792 | { |
1925 | del_exp = check_exp_loss (tmp, exp); |
1793 | del_exp = check_exp_loss (tmp, exp); |
1926 | tmp->stats.exp -= del_exp; |
1794 | tmp->stats.exp -= del_exp; |
1927 | player_lvl_adj (op, tmp); |
1795 | player_lvl_adj (op, tmp); |
1928 | } |
1796 | } |
… | |
… | |
1934 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1802 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1935 | tmp->stats.exp -= del_exp; |
1803 | tmp->stats.exp -= del_exp; |
1936 | player_lvl_adj (op, tmp); |
1804 | player_lvl_adj (op, tmp); |
1937 | } |
1805 | } |
1938 | } |
1806 | } |
|
|
1807 | |
1939 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1808 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1940 | { |
1809 | { |
1941 | del_exp = check_exp_loss (op, exp); |
1810 | del_exp = check_exp_loss (op, exp); |
1942 | op->stats.exp -= del_exp; |
1811 | op->stats.exp -= del_exp; |
1943 | player_lvl_adj (op, NULL); |
1812 | player_lvl_adj (op, NULL); |
1944 | } |
1813 | } |
1945 | } |
1814 | } |
1946 | |
|
|
1947 | |
|
|
1948 | |
1815 | |
1949 | /* change_exp() - changes experience to a player/monster. This |
1816 | /* change_exp() - changes experience to a player/monster. This |
1950 | * does bounds checking to make sure we don't overflow the max exp. |
1817 | * does bounds checking to make sure we don't overflow the max exp. |
1951 | * |
1818 | * |
1952 | * The exp passed is typically not modified much by this function - |
1819 | * The exp passed is typically not modified much by this function - |
1953 | * it is assumed the caller has modified the exp as needed. |
1820 | * it is assumed the caller has modified the exp as needed. |
1954 | * skill_name is the skill that should get the exp added. |
1821 | * skill_name is the skill that should get the exp added. |
1955 | * flag is what to do if player doesn't have the skill. |
1822 | * flag is what to do if player doesn't have the skill. |
1956 | * these last two values are only used for players. |
1823 | * these last two values are only used for players. |
1957 | */ |
1824 | */ |
1958 | |
|
|
1959 | void |
1825 | void |
1960 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1826 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1961 | { |
1827 | { |
1962 | |
|
|
1963 | #ifdef EXP_DEBUG |
1828 | #ifdef EXP_DEBUG |
1964 | # ifndef WIN32 |
|
|
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); |
|
|
1966 | # else |
|
|
1967 | LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); |
1829 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1968 | # endif |
|
|
1969 | #endif |
1830 | #endif |
1970 | |
1831 | |
1971 | /* safety */ |
1832 | /* safety */ |
1972 | if (!op) |
1833 | if (!op) |
1973 | { |
1834 | { |
… | |
… | |
1987 | * worth. |
1848 | * worth. |
1988 | */ |
1849 | */ |
1989 | if (op->type != PLAYER) |
1850 | if (op->type != PLAYER) |
1990 | { |
1851 | { |
1991 | /* Sanity check */ |
1852 | /* Sanity check */ |
1992 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1853 | if (!op->flag [FLAG_ALIVE]) |
1993 | return; |
1854 | return; |
1994 | |
1855 | |
1995 | /* reset exp to max allowed value. We subtract from |
1856 | /* reset exp to max allowed value. We subtract from |
1996 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1857 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1997 | * more than max exp, just return. |
1858 | * more than max exp, just return. |
… | |
… | |
2012 | else |
1873 | else |
2013 | /* note that when you lose exp, it doesn't go against |
1874 | /* note that when you lose exp, it doesn't go against |
2014 | * a particular skill, so we don't need to pass that |
1875 | * a particular skill, so we don't need to pass that |
2015 | * along. |
1876 | * along. |
2016 | */ |
1877 | */ |
2017 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1878 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2018 | |
|
|
2019 | } |
1879 | } |
2020 | } |
1880 | } |
2021 | |
1881 | |
2022 | /* Applies a death penalty experience, the size of this is defined by the |
1882 | /* Applies a death penalty experience, the size of this is defined by the |
2023 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1883 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2024 | * amount of permenent experience, whichever gives the lowest loss. |
1884 | * amount of permenent experience, whichever gives the lowest loss. |
2025 | */ |
1885 | */ |
2026 | |
|
|
2027 | void |
1886 | void |
2028 | apply_death_exp_penalty (object *op) |
1887 | apply_death_exp_penalty (object *op) |
2029 | { |
1888 | { |
2030 | object *tmp; |
|
|
2031 | sint64 loss; |
1889 | sint64 loss; |
2032 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1890 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
2033 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1891 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
2034 | |
1892 | |
2035 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1893 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2036 | if (tmp->type == SKILL && tmp->stats.exp) |
1894 | if (tmp->type == SKILL && tmp->stats.exp) |
2037 | { |
1895 | { |
2038 | |
|
|
2039 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1896 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
2040 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1897 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
2041 | |
1898 | |
2042 | /* With the revised exp system, you can get cases where |
1899 | /* With the revised exp system, you can get cases where |
2043 | * losing several levels would still require that you have more |
1900 | * losing several levels would still require that you have more |
2044 | * exp than you currently have - this is true if the levels |
1901 | * exp than you currently have - this is true if the levels |
2045 | * tables is a lot harder. |
1902 | * tables is a lot harder. |
2046 | */ |
1903 | */ |
2047 | if (level_loss < 0) |
1904 | if (level_loss < 0) |
2048 | level_loss = 0; |
1905 | level_loss = 0; |
2049 | |
1906 | |
2050 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1907 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
2051 | |
1908 | |
2052 | tmp->stats.exp -= loss; |
1909 | tmp->stats.exp -= loss; |
2053 | player_lvl_adj (op, tmp); |
1910 | player_lvl_adj (op, tmp); |
2054 | } |
1911 | } |
2055 | |
1912 | |
2056 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1913 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2057 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1914 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
|
|
1915 | |
2058 | if (level_loss < 0) |
1916 | if (level_loss < 0) |
2059 | level_loss = 0; |
1917 | level_loss = 0; |
|
|
1918 | |
2060 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1919 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
2061 | |
1920 | |
2062 | op->stats.exp -= loss; |
1921 | op->stats.exp -= loss; |
2063 | player_lvl_adj (op, NULL); |
1922 | player_lvl_adj (op, NULL); |
2064 | } |
1923 | } |
2065 | |
1924 | |
… | |
… | |
2076 | if (level > MAX_SAVE_LEVEL) |
1935 | if (level > MAX_SAVE_LEVEL) |
2077 | level = MAX_SAVE_LEVEL; |
1936 | level = MAX_SAVE_LEVEL; |
2078 | |
1937 | |
2079 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1938 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2080 | return 0; |
1939 | return 0; |
|
|
1940 | |
2081 | return 1; |
1941 | return 1; |
2082 | } |
1942 | } |