1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | |
26 | |
… | |
… | |
33 | static const int con_bonus[MAX_STAT + 1] = { |
33 | static const int con_bonus[MAX_STAT + 1] = { |
34 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
34 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
35 | 22, 25, 30, 40, 50 |
35 | 22, 25, 30, 40, 50 |
36 | }; |
36 | }; |
37 | |
37 | |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | * because Pow can now be the stat that controls spellpoint |
39 | * because Pow can now be the stat that controls spellpoint |
40 | * advancement. -b.t. |
40 | * advancement. -b.t. |
41 | */ |
41 | */ |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
43 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
43 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
… | |
… | |
47 | static const int grace_bonus[MAX_STAT + 1] = { |
47 | static const int grace_bonus[MAX_STAT + 1] = { |
48 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
48 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
49 | 30, 40, 50, 70, 100 |
49 | 30, 40, 50, 70, 100 |
50 | }; |
50 | }; |
51 | |
51 | |
52 | /* 0.92.7 Changed way charisma works. Values now |
52 | /* 0.92.7 Changed way charisma works. Values now |
53 | * represent how much more it costs to buy something than to sell it |
53 | * represent how much more it costs to buy something than to sell it |
54 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
54 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
55 | * would only get 5 gp when you sell.) Let query_cost do the calculations |
55 | * would only get 5 gp when you sell.) Let query_cost do the calculations |
56 | * on how to really do this. Buy keeping it this simple number, it is |
56 | * on how to really do this. Buy keeping it this simple number, it is |
57 | * much easier to know how things will be influenced. A value of '1' means |
57 | * much easier to know how things will be influenced. A value of '1' means |
58 | * buying and selling is both the same value - any value less than or equal |
58 | * buying and selling is both the same value - any value less than or equal |
59 | * to 1 should not be used. |
59 | * to 1 should not be used. |
60 | * At least as of now, the only place that uses this code is query_cost, |
60 | * At least as of now, the only place that uses this code is query_cost, |
61 | * in server/shop.c. This bonus is split evenly between buying and selling |
61 | * in server/shop.c. This bonus is split evenly between buying and selling |
62 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
62 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
63 | * at .667 |
63 | * at .667 |
64 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
64 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
… | |
… | |
108 | * These limits are probably overly generous, but being there were no values |
108 | * These limits are probably overly generous, but being there were no values |
109 | * before, you need to start someplace. |
109 | * before, you need to start someplace. |
110 | */ |
110 | */ |
111 | |
111 | |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | 200000, /* 0 */ |
113 | 200000, /* 0 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
120 | }; |
120 | }; |
121 | |
121 | |
122 | const int learn_spell[MAX_STAT + 1] = { |
122 | const int learn_spell[MAX_STAT + 1] = { |
123 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
123 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
124 | 100, 100, 100, 100, 100, 100 |
124 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
139 | /* |
139 | /* |
140 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
141 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
142 | */ |
142 | */ |
143 | |
143 | |
144 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
145 | |
145 | |
146 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
147 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
148 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
150 | * to make the value of MAX_EXP_CAT close to the |
150 | * to make the value of MAX_EXP_CAT close to the |
151 | * actual number of experience objects in the game, |
151 | * actual number of experience objects in the game, |
152 | * otherwise the maximum level in any experience |
152 | * otherwise the maximum level in any experience |
153 | * category could be quite low. To help the situation |
153 | * category could be quite low. To help the situation |
154 | * out a little I added 10 more levels, and jacked |
154 | * out a little I added 10 more levels, and jacked |
155 | * up the last level experience value. Its out of |
155 | * up the last level experience value. Its out of |
156 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
157 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
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 MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
162 | |
|
|
163 | extern sint64 *levels; |
|
|
164 | |
162 | |
165 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
166 | |
164 | |
167 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
168 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
260 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | * make this macro to clean those up. Not usuable outside change_abil |
261 | * make this macro to clean those up. Not usuable outside change_abil |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
262 | * function since some of the values passed to new_draw_info are hardcoded. |
265 | */ |
263 | */ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
264 | #define DIFF_MSG(flag, msg1, msg2) \ |
267 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
265 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
268 | |
266 | |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
267 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
270 | |
268 | |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
269 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | * the object. |
270 | * the object. |
… | |
… | |
339 | check_stat_bounds (&op->stats); |
337 | check_stat_bounds (&op->stats); |
340 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
341 | } |
339 | } |
342 | |
340 | |
343 | /* reset attributes that update_stats doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
344 | * everything to set |
342 | * everything to set |
345 | */ |
343 | */ |
346 | if (flag == -1) |
344 | if (flag == -1) |
347 | { |
345 | { |
348 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
349 | op->path_attuned &= ~tmp->path_attuned; |
347 | op->path_attuned &= ~tmp->path_attuned; |
… | |
… | |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
416 | } |
414 | } |
417 | |
415 | |
418 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
420 | |
|
|
421 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
422 | check_move_on (op, op); |
|
|
423 | } |
418 | } |
424 | |
419 | |
425 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
426 | * originally undead may change their status |
421 | * originally undead may change their status |
427 | */ |
422 | */ |
428 | if (!op->arch->flag [FLAG_UNDEAD]) |
423 | if (!op->arch->flag [FLAG_UNDEAD]) |
429 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
424 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
430 | { |
425 | { |
431 | success = 1; |
426 | success = 1; |
… | |
… | |
452 | success = 1; |
447 | success = 1; |
453 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
448 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
454 | } |
449 | } |
455 | |
450 | |
456 | /* blinded you can tell if more blinded since blinded player has minimal |
451 | /* blinded you can tell if more blinded since blinded player has minimal |
457 | * vision |
452 | * vision |
458 | */ |
453 | */ |
459 | if (tmp->flag [FLAG_BLIND]) |
454 | if (tmp->flag [FLAG_BLIND]) |
460 | { |
455 | { |
461 | success = 1; |
456 | success = 1; |
462 | if (flag > 0) |
457 | if (flag > 0) |
… | |
… | |
464 | if (op->flag [FLAG_WIZ]) |
459 | if (op->flag [FLAG_WIZ]) |
465 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
466 | else |
461 | else |
467 | { |
462 | { |
468 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
469 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
470 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
471 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
472 | } |
467 | } |
473 | } |
468 | } |
474 | else |
469 | else |
… | |
… | |
476 | if (op->flag [FLAG_WIZ]) |
471 | if (op->flag [FLAG_WIZ]) |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
478 | else |
473 | else |
479 | { |
474 | { |
480 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
481 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
482 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
483 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
484 | } |
479 | } |
485 | } |
480 | } |
486 | } |
481 | } |
… | |
… | |
524 | { |
519 | { |
525 | success = 1; |
520 | success = 1; |
526 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
521 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
527 | } |
522 | } |
528 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
529 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
530 | { |
527 | { |
531 | success = 1; |
528 | success = 1; |
532 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
533 | } |
530 | } |
534 | |
531 | |
535 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
536 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
537 | success = 1; |
535 | success = 1; |
538 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
536 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
539 | } |
537 | } |
540 | |
538 | |
541 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
542 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
543 | { |
541 | { |
544 | success = 1; |
542 | success = 1; |
545 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
543 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
546 | } |
544 | } |
547 | |
545 | |
548 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
549 | { |
547 | { |
550 | success = 1; |
548 | success = 1; |
551 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
550 | } |
552 | } |
551 | } |
553 | |
552 | |
554 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
555 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
556 | { |
555 | { |
… | |
… | |
607 | { |
606 | { |
608 | tmp = present_arch_in_ob (at, this); |
607 | tmp = present_arch_in_ob (at, this); |
609 | |
608 | |
610 | if (!tmp) |
609 | if (!tmp) |
611 | { |
610 | { |
612 | tmp = arch_to_object (at); |
611 | tmp = at->instance (); |
613 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
614 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
615 | } |
614 | } |
616 | } |
615 | } |
617 | |
616 | |
618 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
619 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
637 | if (!tmp) |
636 | if (!tmp) |
638 | { |
637 | { |
639 | if (!value) |
638 | if (!value) |
640 | return; |
639 | return; |
641 | |
640 | |
642 | tmp = arch_to_object (at); |
641 | tmp = at->instance (); |
643 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
644 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
645 | } |
644 | } |
646 | |
645 | |
647 | if (value) |
646 | if (value) |
648 | { |
647 | { |
649 | /* Limit the luck value of the bad luck object to +/-100. This |
648 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
702 | sint8 v = arch->stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
703 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
704 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
705 | } |
704 | } |
706 | } |
705 | } |
707 | |
|
|
708 | /* These are the items that currently can change digestion, regeneration, |
|
|
709 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
710 | * list, but other items store other info into stats array. |
|
|
711 | */ |
|
|
712 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
713 | { |
|
|
714 | digest_types () |
|
|
715 | { |
|
|
716 | set (WEAPON); |
|
|
717 | set (BOW); |
|
|
718 | set (ARMOUR); |
|
|
719 | set (HELMET); |
|
|
720 | set (SHIELD); |
|
|
721 | set (RING); |
|
|
722 | set (BOOTS); |
|
|
723 | set (GLOVES); |
|
|
724 | set (AMULET); |
|
|
725 | set (GIRDLE); |
|
|
726 | set (BRACERS); |
|
|
727 | set (CLOAK); |
|
|
728 | set (DISEASE); |
|
|
729 | set (FORCE); |
|
|
730 | set (SKILL); |
|
|
731 | } |
|
|
732 | } digest_types; |
|
|
733 | |
706 | |
734 | static struct copy_flags : object::flags_t |
707 | static struct copy_flags : object::flags_t |
735 | { |
708 | { |
736 | copy_flags () |
709 | copy_flags () |
737 | { |
710 | { |
… | |
… | |
756 | * spell system split, grace points now added to system --peterm |
729 | * spell system split, grace points now added to system --peterm |
757 | */ |
730 | */ |
758 | void |
731 | void |
759 | object::update_stats () |
732 | object::update_stats () |
760 | { |
733 | { |
761 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
734 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
762 | int weapon_weight = 0, weapon_speed = 0; |
735 | weight_t weapon_weight = 0; |
|
|
736 | int weapon_speed = 0; |
763 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
764 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
766 | float old_speed = speed; |
740 | float old_speed = speed; |
767 | int stat_sum [NUM_STATS]; |
741 | int stat_sum [NUM_STATS]; |
|
|
742 | |
|
|
743 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
768 | |
744 | |
769 | /* First task is to clear all the values back to their original values */ |
745 | /* First task is to clear all the values back to their original values */ |
770 | if (type == PLAYER) |
746 | if (type == PLAYER) |
771 | { |
747 | { |
772 | contr->delayed_update = false; |
748 | contr->delayed_update = false; |
… | |
… | |
790 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
766 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
791 | slot[i].used = slot[i].info; |
767 | slot[i].used = slot[i].info; |
792 | |
768 | |
793 | slaying = 0; |
769 | slaying = 0; |
794 | |
770 | |
795 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
771 | if (!this->flag [FLAG_WIZ]) |
796 | { |
|
|
797 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
798 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
799 | } |
772 | { |
|
|
773 | this->clr_flag (FLAG_XRAYS); |
|
|
774 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
775 | } |
800 | |
776 | |
801 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
777 | this->clr_flag (FLAG_LIFESAVE); |
802 | CLEAR_FLAG (this, FLAG_STEALTH); |
778 | this->clr_flag (FLAG_STEALTH); |
803 | CLEAR_FLAG (this, FLAG_BLIND); |
779 | this->clr_flag (FLAG_BLIND); |
804 | |
780 | |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
781 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
806 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
782 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
807 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
783 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
808 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
784 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
809 | |
785 | |
810 | path_attuned = arch->path_attuned; |
786 | path_attuned = arch->path_attuned; |
811 | path_repelled = arch->path_repelled; |
787 | path_repelled = arch->path_repelled; |
812 | path_denied = arch->path_denied; |
788 | path_denied = arch->path_denied; |
813 | glow_radius = arch->glow_radius; |
789 | glow_radius = arch->glow_radius; |
814 | move_type = arch->move_type; |
790 | move_type = arch->move_type; |
815 | |
791 | |
816 | chosen_skill = 0; |
|
|
817 | |
|
|
818 | /* initializing resistances from the values in player/monster's |
792 | /* initializing resistances from the values in player/monster's |
819 | * archetype clone |
793 | * archetype clone |
820 | */ |
794 | */ |
821 | memcpy (&resist, &arch->resist, sizeof (resist)); |
795 | memcpy (&resist, &arch->resist, sizeof (resist)); |
822 | |
796 | |
823 | for (int i = 0; i < NROFATTACKS; i++) |
797 | for (int i = 0; i < NROFATTACKS; i++) |
824 | { |
798 | { |
825 | if (resist[i] > 0) |
799 | if (resist[i] > 0) |
826 | prot[i] = resist[i], vuln[i] = 0; |
800 | prot[i] = resist[i], vuln[i] = 0; |
827 | else |
801 | else |
828 | vuln[i] = -(resist[i]), prot[i] = 0; |
802 | vuln[i] = -resist[i], prot[i] = 0; |
829 | |
803 | |
830 | potion_resist[i] = 0; |
804 | potion_resist[i] = -1000; |
831 | } |
805 | } |
832 | |
806 | |
833 | wc = arch->stats.wc; |
807 | wc = arch->stats.wc; |
834 | stats.dam = arch->stats.dam; |
808 | stats.dam = arch->stats.dam; |
835 | |
809 | |
836 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
810 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
837 | * plus a small amount of physical resist, those poor suckers. ;) |
811 | * plus a small amount of physical resist, those poor suckers. ;) |
838 | * the fact that maxlevel is factored in could be considered sort of bogus - |
812 | * the fact that maxlevel is factored in could be considered sort of bogus - |
839 | * we should probably give them some bonus and cap it off - otherwise, |
813 | * we should probably give them some bonus and cap it off - otherwise, |
840 | * basically, if a server updates its max level, these playes may find |
814 | * basically, if a server updates its max level, these playes may find |
841 | * that their protection from physical goes down |
815 | * that their protection from physical goes down |
842 | */ |
816 | */ |
843 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
817 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
844 | { |
818 | { |
845 | ac = max (-10, arch->stats.ac - level / 3); |
819 | ac = max (-10, arch->stats.ac - level / 3); |
846 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
820 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
847 | } |
821 | } |
848 | else |
822 | else |
849 | ac = arch->stats.ac; |
823 | ac = arch->stats.ac; |
850 | |
824 | |
851 | stats.luck = arch->stats.luck; |
825 | stats.luck = arch->stats.luck; |
852 | speed = arch->speed; |
826 | speed = arch->speed; |
|
|
827 | |
|
|
828 | chosen_skill = 0; |
853 | |
829 | |
854 | /* OK - we've reset most all the objects attributes to sane values. |
830 | /* OK - we've reset most all the objects attributes to sane values. |
855 | * now go through and make adjustments for what the player has equipped. |
831 | * now go through and make adjustments for what the player has equipped. |
856 | */ |
832 | */ |
857 | for (tmp = inv; tmp; tmp = tmp->below) |
833 | for (tmp = inv; tmp; tmp = tmp->below) |
858 | { |
834 | { |
859 | /* This happens because apply_potion calls change_abil with the potion |
835 | /* This happens because apply_potion calls change_abil with the potion |
860 | * applied so we can tell the player what changed. But change_abil |
836 | * applied so we can tell the player what changed. But change_abil |
861 | * then calls this function. |
837 | * then calls this function. |
862 | */ |
838 | */ |
863 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
839 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
864 | continue; |
840 | continue; |
865 | |
841 | |
866 | glow_radius += tmp->glow_radius; |
842 | glow_radius += tmp->glow_radius; |
867 | |
843 | |
868 | /* For some things, we don't care what is equipped */ |
844 | /* For some things, we don't care what is equipped */ |
… | |
… | |
886 | } |
862 | } |
887 | } |
863 | } |
888 | |
864 | |
889 | /* Container objects are not meant to adjust players, but other applied |
865 | /* Container objects are not meant to adjust players, but other applied |
890 | * objects need to make adjustments. |
866 | * objects need to make adjustments. |
891 | * This block should handle all player specific changes |
867 | * This block should handle all player specific changes |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
868 | * The check for Praying is a bit of a hack - god given bonuses are put |
893 | * in the praying skill, and the player should always get those. |
869 | * in the praying skill, and the player should always get those. |
894 | * It also means we need to put in additional checks for applied below, |
870 | * It also means we need to put in additional checks for applied below, |
895 | * because the skill shouldn't count against body positions being used |
871 | * because the skill shouldn't count against body positions being used |
896 | * up, etc. |
872 | * up, etc. |
897 | */ |
873 | */ |
898 | if ((tmp->flag [FLAG_APPLIED] |
874 | if ((tmp->flag [FLAG_APPLIED] |
899 | && tmp->type != CONTAINER |
875 | && tmp->type != CONTAINER |
900 | && tmp->type != CLOSE_CON) |
876 | && tmp->type != CLOSE_CON |
901 | || (tmp->type == SKILL |
877 | && tmp->type != SPELL) |
902 | && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
903 | { |
879 | { |
904 | if (type == PLAYER) |
880 | if (type == PLAYER) |
905 | { |
881 | { |
906 | contr->item_power += tmp->item_power; |
882 | contr->item_power += tmp->item_power; |
907 | |
|
|
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
909 | if (tmp != current_weapon |
|
|
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
911 | && !tmp->flag [FLAG_CURSED] |
|
|
912 | && !tmp->flag [FLAG_DAMNED]) |
|
|
913 | continue; |
|
|
914 | |
883 | |
915 | for (int i = 0; i < NUM_STATS; i++) |
884 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] += tmp->stats.stat (i); |
885 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
886 | |
918 | if (digest_types [tmp->type]) |
887 | if (digest_types [tmp->type]) |
… | |
… | |
930 | if (tmp->type == WEAPON) |
899 | if (tmp->type == WEAPON) |
931 | current_weapon = tmp; |
900 | current_weapon = tmp; |
932 | } |
901 | } |
933 | |
902 | |
934 | /* Update slots used for items */ |
903 | /* Update slots used for items */ |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
937 | slot[i].used += tmp->slot[i].info; |
906 | slot[i].used += tmp->slot[i].info; |
938 | |
907 | |
939 | if (tmp->type == SYMPTOM) |
908 | if (tmp->type == SYMPTOM) |
940 | speed_reduce_from_disease = |
|
|
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
909 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
942 | |
910 | |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
944 | * (Negative protections are calculated exactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
945 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
947 | */ |
915 | */ |
948 | if (tmp->type != POTION) |
916 | if (tmp->type == POTION_EFFECT) |
949 | { |
|
|
950 | for (int i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
951 | { |
|
|
952 | /* Potential for cursed potions, in which case we just can use |
|
|
953 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
954 | */ |
|
|
955 | if (tmp->type == POTION_EFFECT) |
|
|
956 | { |
|
|
957 | if (potion_resist[i]) |
|
|
958 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
959 | else |
|
|
960 | potion_resist[i] = tmp->resist[i]; |
918 | max_it (potion_resist[i], tmp->resist[i]); |
961 | } |
919 | else if (tmp->type != POTION) |
|
|
920 | for (int i = 0; i < NROFATTACKS; i++) |
962 | else if (tmp->resist[i] > 0) |
921 | if (tmp->resist[i] > 0) |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
922 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
964 | else if (tmp->resist[i] < 0) |
923 | else if (tmp->resist[i] < 0) |
965 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
924 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
966 | } |
|
|
967 | } |
|
|
968 | |
925 | |
969 | /* There may be other things that should not adjust the attacktype */ |
926 | /* There may be other things that should not adjust the attacktype */ |
970 | if (tmp->type != SYMPTOM) |
927 | if (tmp->type != SYMPTOM) |
971 | { |
928 | { |
972 | attacktype |= tmp->attacktype; |
929 | attacktype |= tmp->attacktype; |
… | |
… | |
977 | stats.luck += tmp->stats.luck; |
934 | stats.luck += tmp->stats.luck; |
978 | } |
935 | } |
979 | |
936 | |
980 | flag |= tmp->flag & copy_flags; |
937 | flag |= tmp->flag & copy_flags; |
981 | |
938 | |
982 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
939 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
983 | SET_FLAG (this, FLAG_UNDEAD); |
940 | this->set_flag (FLAG_UNDEAD); |
984 | |
941 | |
985 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
942 | //TODO: copy_flags? |
|
|
943 | if (tmp->flag [FLAG_MAKE_INVIS]) |
986 | { |
944 | { |
987 | SET_FLAG (this, FLAG_MAKE_INVIS); |
945 | set_flag (FLAG_MAKE_INVIS); |
988 | invisible = 1; |
946 | invisible = 1; |
989 | } |
947 | } |
990 | |
948 | |
991 | if (tmp->stats.exp && tmp->type != SKILL) |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
992 | { |
950 | { |
… | |
… | |
999 | added_speed += tmp->stats.exp; |
957 | added_speed += tmp->stats.exp; |
1000 | } |
958 | } |
1001 | |
959 | |
1002 | switch (tmp->type) |
960 | switch (tmp->type) |
1003 | { |
961 | { |
1004 | #if 0 |
|
|
1005 | case WAND: |
|
|
1006 | case ROD: |
|
|
1007 | case HORN: |
|
|
1008 | if (type != PLAYER || current_weapon == tmp) |
|
|
1009 | chosen_skill = tmp; |
|
|
1010 | break; |
|
|
1011 | #endif |
|
|
1012 | |
|
|
1013 | /* skills modifying the character -b.t. */ |
|
|
1014 | /* for all skills and skill granting objects */ |
|
|
1015 | case SKILL: |
962 | case SKILL: |
1016 | { |
963 | { |
|
|
964 | // some skills will end up here without counting as "applied" |
1017 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
965 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1018 | break; |
966 | break; |
1019 | |
967 | |
1020 | if (chosen_skill) |
968 | if (chosen_skill) |
1021 | { |
969 | { |
1022 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
970 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1024 | |
972 | |
1025 | tmp->flag [FLAG_APPLIED] = false; |
973 | tmp->flag [FLAG_APPLIED] = false; |
1026 | update_stats (); |
974 | update_stats (); |
1027 | return; |
975 | return; |
1028 | } |
976 | } |
1029 | else |
977 | |
1030 | chosen_skill = tmp; |
978 | chosen_skill = tmp; |
1031 | |
979 | |
1032 | if (tmp->stats.dam > 0) |
980 | if (tmp->stats.dam > 0) |
1033 | { /* skill is a 'weapon' */ |
981 | { /* skill is a 'weapon' */ |
1034 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
982 | if (!this->flag [FLAG_READY_WEAPON]) |
1035 | weapon_speed = WEAPON_SPEED (tmp); |
983 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1036 | |
|
|
1037 | if (weapon_speed < 0) |
|
|
1038 | weapon_speed = 0; |
|
|
1039 | |
984 | |
1040 | weapon_weight = tmp->weight; |
985 | weapon_weight = tmp->weight; |
1041 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
986 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1042 | |
987 | |
1043 | if (tmp->magic) |
988 | if (tmp->magic) |
… | |
… | |
1052 | |
997 | |
1053 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
1054 | ac -= tmp->stats.ac + tmp->magic; |
999 | ac -= tmp->stats.ac + tmp->magic; |
1055 | |
1000 | |
1056 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1057 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1002 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1058 | } |
1003 | } |
1059 | |
1004 | |
1060 | break; |
1005 | break; |
1061 | |
1006 | |
1062 | case SHIELD: |
1007 | case SHIELD: |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1064 | contr->encumbrance += (int) tmp->weight / 2000; |
1009 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
|
|
1010 | //FALLTHROUGH |
1065 | case RING: |
1011 | case RING: |
1066 | case AMULET: |
1012 | case AMULET: |
1067 | case GIRDLE: |
1013 | case GIRDLE: |
1068 | case HELMET: |
1014 | case HELMET: |
1069 | case BOOTS: |
1015 | case BOOTS: |
… | |
… | |
1078 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1079 | ac -= tmp->stats.ac + tmp->magic; |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1080 | |
1026 | |
1081 | break; |
1027 | break; |
1082 | |
1028 | |
|
|
1029 | case RANGED: |
1083 | case BOW: |
1030 | case BOW: |
1084 | case WEAPON: |
1031 | case WEAPON: |
1085 | if (type != PLAYER || current_weapon == tmp) |
|
|
1086 | { |
|
|
1087 | wc -= tmp->stats.wc + tmp->magic; |
1032 | wc -= tmp->stats.wc + tmp->magic; |
1088 | |
1033 | |
1089 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1034 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1035 | ac -= tmp->stats.ac + tmp->magic; |
1091 | |
1036 | |
1092 | stats.dam += tmp->stats.dam + tmp->magic; |
1037 | stats.dam += tmp->stats.dam + tmp->magic; |
1093 | weapon_weight = tmp->weight; |
1038 | weapon_weight = tmp->weight; |
1094 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1039 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1095 | |
1040 | |
1096 | if (weapon_speed < 0) |
1041 | if (weapon_speed < 0) |
1097 | weapon_speed = 0; |
1042 | weapon_speed = 0; |
1098 | |
1043 | |
1099 | slaying = tmp->slaying; |
1044 | slaying = tmp->slaying; |
1100 | |
1045 | |
1101 | /* If there is desire that two handed weapons should do |
1046 | /* If there is desire that two handed weapons should do |
1102 | * extra strength damage, this is where the code should |
1047 | * extra strength damage, this is where the code should |
1103 | * go. |
1048 | * go. |
1104 | */ |
1049 | */ |
1105 | |
1050 | |
1106 | if (type == PLAYER) |
1051 | if (type == PLAYER) |
1107 | if (settings.spell_encumbrance) |
1052 | if (settings.spell_encumbrance) |
1108 | contr->encumbrance += tmp->weight * 3 / 1000; |
1053 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1109 | } |
|
|
1110 | |
1054 | |
1111 | break; |
1055 | break; |
1112 | |
1056 | |
1113 | case ARMOUR: /* Only the best of these three are used: */ |
1057 | case ARMOUR: /* Only the best of these three are used: */ |
1114 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1115 | contr->encumbrance += tmp->weight / 1000; |
1059 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1116 | |
1060 | |
1117 | case BRACERS: |
1061 | case BRACERS: |
1118 | case FORCE: |
1062 | case FORCE: |
1119 | if (tmp->stats.wc) |
1063 | if (tmp->stats.wc) |
1120 | { |
1064 | { |
… | |
… | |
1143 | |
1087 | |
1144 | if (tmp->stats.ac) |
1088 | if (tmp->stats.ac) |
1145 | ac -= tmp->stats.ac + tmp->magic; |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1146 | |
1090 | |
1147 | if (ARMOUR_SPEED (tmp)) |
1091 | if (ARMOUR_SPEED (tmp)) |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1092 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1149 | |
1093 | |
1150 | break; |
1094 | break; |
1151 | } /* switch tmp->type */ |
1095 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1096 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1097 | } /* for loop of items */ |
1154 | |
1098 | |
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1099 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1156 | |
1100 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1101 | /* We've gone through all the objects the player has equipped. For many things, we |
1158 | * have generated intermediate values which we now need to assign. |
1102 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1103 | */ |
1160 | |
1104 | |
1161 | /* 'total resistance = total protections - total vulnerabilities'. |
1105 | /* 'total resistance = total protections - total vulnerabilities'. |
1162 | * If there is an uncursed potion in effect, granting more protection |
1106 | * If there is an uncursed potion in effect, granting more protection |
1163 | * than that, we take: 'total resistance = resistance from potion'. |
1107 | * than that, we take: 'total resistance = resistance from potion'. |
1164 | * If there is a cursed (and no uncursed) potion in effect, we take |
1108 | * If there is a cursed (and no uncursed) potion in effect, we take |
1165 | * 'total resistance = vulnerability from cursed potion'. |
1109 | * 'total resistance = vulnerability from cursed potion'. |
1166 | */ |
1110 | */ |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1111 | for (int i = 0; i < NROFATTACKS; i++) |
1168 | { |
1112 | { |
1169 | resist[i] = prot[i] - vuln[i]; |
1113 | resist[i] = prot[i] - vuln[i]; |
1170 | |
1114 | |
1171 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1115 | if (potion_resist[i] != -1000 |
|
|
1116 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1172 | resist[i] = potion_resist[i]; |
1117 | resist[i] = potion_resist[i]; |
1173 | } |
1118 | } |
1174 | |
1119 | |
1175 | if (type == PLAYER) |
1120 | if (type == PLAYER) |
1176 | { |
1121 | { |
… | |
… | |
1207 | stats.maxhp += 2 * max (0, level - 10); |
1152 | stats.maxhp += 2 * max (0, level - 10); |
1208 | |
1153 | |
1209 | if (stats.hp > stats.maxhp) |
1154 | if (stats.hp > stats.maxhp) |
1210 | stats.hp = stats.maxhp; |
1155 | stats.hp = stats.maxhp; |
1211 | |
1156 | |
1212 | /* Sp gain is controlled by the level of the player's |
1157 | /* Sp gain is controlled by the level of the player's |
1213 | * relevant experience object (mana_obj, see above) |
1158 | * relevant experience object (mana_obj, see above) |
1214 | */ |
1159 | */ |
1215 | /* following happen when skills system is not used */ |
1160 | /* following happen when skills system is not used */ |
1216 | if (!mana_obj) |
1161 | if (!mana_obj) |
1217 | mana_obj = this; |
1162 | mana_obj = this; |
1218 | |
1163 | |
… | |
… | |
1288 | wc += 4; |
1233 | wc += 4; |
1289 | } |
1234 | } |
1290 | else |
1235 | else |
1291 | ac -= dex_bonus[stats.Dex]; |
1236 | ac -= dex_bonus[stats.Dex]; |
1292 | |
1237 | |
1293 | /* In new exp/skills system, wc bonuses are related to |
1238 | /* In new exp/skills system, wc bonuses are related to |
1294 | * the players level in a relevant exp object (wc_obj) |
1239 | * the players level in a relevant exp object (wc_obj) |
1295 | * not the general player level -b.t. |
1240 | * not the general player level -b.t. |
1296 | * I changed this slightly so that wc bonuses are better |
1241 | * I changed this slightly so that wc bonuses are better |
1297 | * than before. This is to balance out the fact that |
1242 | * than before. This is to balance out the fact that |
1298 | * the player no longer gets a personal weapon w/ 1 |
1243 | * the player no longer gets a personal weapon w/ 1 |
1299 | * improvement every level, now its fighterlevel/5. So |
1244 | * improvement every level, now its fighterlevel/5. So |
1300 | * we give the player a bonus here in wc and dam |
1245 | * we give the player a bonus here in wc and dam |
1301 | * to make up for the change. Note that I left the |
1246 | * to make up for the change. Note that I left the |
1302 | * monster bonus the same as before. -b.t. |
1247 | * monster bonus the same as before. -b.t. |
1303 | */ |
1248 | */ |
1304 | object *wc_obj = chosen_skill; |
1249 | object *wc_obj = chosen_skill; |
1305 | |
1250 | |
1306 | if (contr && wc_obj && wc_obj->level > 1) |
1251 | if (contr && wc_obj && wc_obj->level > 1) |
… | |
… | |
1345 | /* f is a number the represents the number of kg above (positive num) |
1290 | /* f is a number the represents the number of kg above (positive num) |
1346 | * or below (negative number) that the player is carrying. If above |
1291 | * or below (negative number) that the player is carrying. If above |
1347 | * weight limit, then player suffers a speed reduction based on how |
1292 | * weight limit, then player suffers a speed reduction based on how |
1348 | * much above he is, and what is max carry is |
1293 | * much above he is, and what is max carry is |
1349 | */ |
1294 | */ |
1350 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1295 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1351 | if (f > 0.f) |
1296 | if (f > 0.f) |
1352 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1297 | speed /= (1.f + f / max_carry[stats.Str]); |
1353 | } |
1298 | } |
1354 | |
1299 | |
1355 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1300 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1356 | speed *= speed_reduce_from_disease; |
1301 | speed *= speed_reduce_from_disease; |
1357 | |
1302 | |
… | |
… | |
1401 | if (move_type == 0) |
1346 | if (move_type == 0) |
1402 | move_type = MOVE_WALK; |
1347 | move_type = MOVE_WALK; |
1403 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1348 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1404 | move_type &= ~MOVE_WALK; |
1349 | move_type &= ~MOVE_WALK; |
1405 | |
1350 | |
|
|
1351 | // now apply the new move_type |
|
|
1352 | if (this->move_type != move_type) |
|
|
1353 | change_move_type (move_type); |
|
|
1354 | |
1406 | /* It is quite possible that a player's spell costing might have changed, |
1355 | /* It is quite possible that a player's spell costing might have changed, |
1407 | * so we will check that now. |
1356 | * so we will check that now. |
1408 | */ |
1357 | */ |
1409 | if (is_player ()) |
1358 | if (is_player ()) |
1410 | contr->update_spells (); |
1359 | contr->update_spells (); |
… | |
… | |
1426 | env->update_stats (); |
1375 | env->update_stats (); |
1427 | |
1376 | |
1428 | if (env->is_on_map ()) |
1377 | if (env->is_on_map ()) |
1429 | update_all_los (env->map, env->x, env->y); |
1378 | update_all_los (env->map, env->x, env->y); |
1430 | } |
1379 | } |
1431 | } |
|
|
1432 | |
|
|
1433 | /* |
|
|
1434 | * Returns true if the given player is a legal class. |
|
|
1435 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
1436 | * check if the stat becomes negative, thus this function |
|
|
1437 | * merely checks that all stats are 1 or more, and returns |
|
|
1438 | * false otherwise. |
|
|
1439 | */ |
|
|
1440 | int |
|
|
1441 | allowed_class (const object *op) |
|
|
1442 | { |
|
|
1443 | return op->stats.Dex > 0 |
|
|
1444 | && op->stats.Str > 0 |
|
|
1445 | && op->stats.Con > 0 |
|
|
1446 | && op->stats.Int > 0 |
|
|
1447 | && op->stats.Wis > 0 |
|
|
1448 | && op->stats.Pow > 0 |
|
|
1449 | && op->stats.Cha > 0; |
|
|
1450 | } |
1380 | } |
1451 | |
1381 | |
1452 | /* |
1382 | /* |
1453 | * set the new dragon name after gaining levels or |
1383 | * set the new dragon name after gaining levels or |
1454 | * changing ability focus (later this can be extended to |
1384 | * changing ability focus (later this can be extended to |
… | |
… | |
1520 | /* if the force is missing -> bail out */ |
1450 | /* if the force is missing -> bail out */ |
1521 | if (abil == NULL) |
1451 | if (abil == NULL) |
1522 | return; |
1452 | return; |
1523 | |
1453 | |
1524 | /* The ability_force keeps track of maximum level ever achieved. |
1454 | /* The ability_force keeps track of maximum level ever achieved. |
1525 | * New abilties can only be gained by surpassing this max level |
1455 | * New abilties can only be gained by surpassing this max level |
1526 | */ |
1456 | */ |
1527 | if (who->level > abil->level) |
1457 | if (who->level > abil->level) |
1528 | { |
1458 | { |
1529 | /* increase our focused ability */ |
1459 | /* increase our focused ability */ |
1530 | abil->resist[abil->stats.exp]++; |
1460 | abil->resist[abil->stats.exp]++; |
… | |
… | |
1572 | } |
1502 | } |
1573 | |
1503 | |
1574 | /* clear the flag - exp goes into this bucket, but player |
1504 | /* clear the flag - exp goes into this bucket, but player |
1575 | * still doesn't know it. |
1505 | * still doesn't know it. |
1576 | */ |
1506 | */ |
1577 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1507 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1578 | skill_obj->stats.exp = 0; |
1508 | skill_obj->stats.exp = 0; |
1579 | skill_obj->level = 1; |
1509 | skill_obj->level = 1; |
1580 | op->insert (skill_obj); |
1510 | op->insert (skill_obj); |
1581 | |
1511 | |
1582 | if (player *pl = op->contr) |
1512 | if (player *pl = op->contr) |
… | |
… | |
1605 | { |
1535 | { |
1606 | changed = true; |
1536 | changed = true; |
1607 | |
1537 | |
1608 | op->level++; |
1538 | op->level++; |
1609 | |
1539 | |
1610 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1540 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1611 | dragon_level_gain (who); |
1541 | dragon_level_gain (who); |
1612 | |
1542 | |
1613 | /* Only roll these if it is the player (who) that gained the level */ |
1543 | /* Only roll these if it is the player (who) that gained the level */ |
1614 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1544 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1615 | { |
1545 | { |
… | |
… | |
1659 | */ |
1589 | */ |
1660 | |
1590 | |
1661 | sint64 |
1591 | sint64 |
1662 | level_exp (int level, double expmul) |
1592 | level_exp (int level, double expmul) |
1663 | { |
1593 | { |
1664 | if (level > settings.max_level) |
1594 | return expmul * level_to_min_exp (level); |
1665 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1666 | |
|
|
1667 | return (sint64) (expmul * levels[level]); |
|
|
1668 | } |
1595 | } |
1669 | |
1596 | |
1670 | /* |
1597 | /* |
1671 | * Ensure that the permanent experience requirements in an exp object are met. |
1598 | * Ensure that the permanent experience requirements in an exp object are met. |
1672 | * This really just checks 'op to make sure the perm_exp value is within |
1599 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1678 | calc_perm_exp (object *op) |
1605 | calc_perm_exp (object *op) |
1679 | { |
1606 | { |
1680 | int p_exp_min; |
1607 | int p_exp_min; |
1681 | |
1608 | |
1682 | /* Ensure that our permanent experience minimum is met. |
1609 | /* Ensure that our permanent experience minimum is met. |
1683 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1610 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1684 | * to get the fraction */ |
1611 | * to get the fraction */ |
1685 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1612 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1686 | |
1613 | |
1687 | if (op->perm_exp < p_exp_min) |
1614 | if (op->perm_exp < p_exp_min) |
1688 | op->perm_exp = p_exp_min; |
1615 | op->perm_exp = p_exp_min; |
… | |
… | |
1700 | * NULL, in which case exp increases the players general |
1627 | * NULL, in which case exp increases the players general |
1701 | * total, but not any particular skill. |
1628 | * total, but not any particular skill. |
1702 | * flag is what to do if the player doesn't have the skill: |
1629 | * flag is what to do if the player doesn't have the skill: |
1703 | */ |
1630 | */ |
1704 | static void |
1631 | static void |
1705 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1632 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1706 | { |
1633 | { |
1707 | object *skill_obj; |
1634 | object *skill_obj; |
1708 | sint64 limit, exp_to_add; |
1635 | sint64 limit, exp_to_add; |
1709 | int i; |
|
|
1710 | |
1636 | |
1711 | /* prevents some forms of abuse. */ |
1637 | /* prevents some forms of abuse. */ |
1712 | if (op->contr->braced) |
1638 | if (op->contr->braced) |
1713 | exp /= 5; |
1639 | exp /= 5; |
1714 | |
1640 | |
… | |
… | |
1740 | { |
1666 | { |
1741 | /* Basically, you can never gain more experience in one shot |
1667 | /* Basically, you can never gain more experience in one shot |
1742 | * than half what you need to gain for next level. |
1668 | * than half what you need to gain for next level. |
1743 | */ |
1669 | */ |
1744 | exp_to_add = exp; |
1670 | exp_to_add = exp; |
1745 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1671 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1746 | if (exp_to_add > limit) |
1672 | if (exp_to_add > limit) |
1747 | exp_to_add = limit; |
1673 | exp_to_add = limit; |
1748 | |
1674 | |
1749 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1675 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1750 | if (settings.permanent_exp_ratio) |
1676 | if (settings.permanent_exp_ratio) |
… | |
… | |
1757 | } |
1683 | } |
1758 | |
1684 | |
1759 | if (skill_obj) |
1685 | if (skill_obj) |
1760 | { |
1686 | { |
1761 | exp_to_add = exp; |
1687 | exp_to_add = exp; |
1762 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1688 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1763 | if (exp_to_add > limit) |
1689 | if (exp_to_add > limit) |
1764 | exp_to_add = limit; |
1690 | exp_to_add = limit; |
1765 | |
1691 | |
1766 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1692 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1767 | if (settings.permanent_exp_ratio) |
1693 | if (settings.permanent_exp_ratio) |
… | |
… | |
1824 | * where everything is at the minimum perm exp, he would lose nothing. |
1750 | * where everything is at the minimum perm exp, he would lose nothing. |
1825 | * exp is the amount of exp to subtract - thus, it should be |
1751 | * exp is the amount of exp to subtract - thus, it should be |
1826 | * a postive number. |
1752 | * a postive number. |
1827 | */ |
1753 | */ |
1828 | static void |
1754 | static void |
1829 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1755 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1830 | { |
1756 | { |
1831 | float fraction = (float) exp / (float) op->stats.exp; |
1757 | float fraction = (float) exp / (float) op->stats.exp; |
1832 | object *tmp; |
1758 | object *tmp; |
1833 | sint64 del_exp; |
1759 | sint64 del_exp; |
1834 | |
1760 | |
1835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1761 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1836 | if (tmp->type == SKILL && tmp->stats.exp) |
1762 | if (tmp->type == SKILL && tmp->stats.exp) |
1837 | { |
1763 | { |
1838 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1764 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1839 | { |
1765 | { |
1840 | del_exp = check_exp_loss (tmp, exp); |
1766 | del_exp = check_exp_loss (tmp, exp); |
1841 | tmp->stats.exp -= del_exp; |
1767 | tmp->stats.exp -= del_exp; |
1842 | player_lvl_adj (op, tmp); |
1768 | player_lvl_adj (op, tmp); |
1843 | } |
1769 | } |
1844 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1770 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1845 | { |
1771 | { |
1846 | /* only want to process other skills if we are not trying |
1772 | /* only want to process other skills if we are not trying |
1847 | * to match a specific skill. |
1773 | * to match a specific skill. |
1848 | */ |
1774 | */ |
1849 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1775 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1850 | tmp->stats.exp -= del_exp; |
1776 | tmp->stats.exp -= del_exp; |
1851 | player_lvl_adj (op, tmp); |
1777 | player_lvl_adj (op, tmp); |
1852 | } |
1778 | } |
1853 | } |
1779 | } |
1854 | |
1780 | |
… | |
… | |
1868 | * skill_name is the skill that should get the exp added. |
1794 | * skill_name is the skill that should get the exp added. |
1869 | * flag is what to do if player doesn't have the skill. |
1795 | * flag is what to do if player doesn't have the skill. |
1870 | * these last two values are only used for players. |
1796 | * these last two values are only used for players. |
1871 | */ |
1797 | */ |
1872 | void |
1798 | void |
1873 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1799 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1874 | { |
1800 | { |
1875 | #ifdef EXP_DEBUG |
1801 | #ifdef EXP_DEBUG |
1876 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1802 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1877 | #endif |
1803 | #endif |
1878 | |
1804 | |
… | |
… | |
1887 | * won't do anything if the value is 0 anyways. |
1813 | * won't do anything if the value is 0 anyways. |
1888 | */ |
1814 | */ |
1889 | if (exp == 0) |
1815 | if (exp == 0) |
1890 | return; |
1816 | return; |
1891 | |
1817 | |
1892 | /* Monsters are easy - we just adjust their exp - we |
1818 | /* Monsters are easy - we just adjust their exp - we |
1893 | * don't adjust level, since in most cases it is unrelated to |
1819 | * don't adjust level, since in most cases it is unrelated to |
1894 | * the exp they have - the monsters exp represents what its |
1820 | * the exp they have - the monsters exp represents what its |
1895 | * worth. |
1821 | * worth. |
1896 | */ |
1822 | */ |
1897 | if (op->type != PLAYER) |
1823 | if (op->type != PLAYER) |
1898 | { |
1824 | { |
1899 | /* Sanity check */ |
1825 | /* Sanity check */ |
1900 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1826 | if (!op->flag [FLAG_ALIVE]) |
1901 | return; |
1827 | return; |
1902 | |
1828 | |
1903 | /* reset exp to max allowed value. We subtract from |
1829 | /* reset exp to max allowed value. We subtract from |
1904 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1830 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1905 | * more than max exp, just return. |
1831 | * more than max exp, just return. |
… | |
… | |
1924 | */ |
1850 | */ |
1925 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1851 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1926 | } |
1852 | } |
1927 | } |
1853 | } |
1928 | |
1854 | |
1929 | /* Applies a death penalty experience, the size of this is defined by the |
1855 | /* Applies a death penalty experience, the size of this is defined by the |
1930 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1856 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
1857 | * amount of permenent experience, whichever gives the lowest loss. |
1932 | */ |
1858 | */ |
1933 | void |
1859 | void |
1934 | apply_death_exp_penalty (object *op) |
1860 | apply_death_exp_penalty (object *op) |
… | |
… | |
1956 | tmp->stats.exp -= loss; |
1882 | tmp->stats.exp -= loss; |
1957 | player_lvl_adj (op, tmp); |
1883 | player_lvl_adj (op, tmp); |
1958 | } |
1884 | } |
1959 | |
1885 | |
1960 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1886 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1961 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1887 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1962 | |
1888 | |
1963 | if (level_loss < 0) |
1889 | if (level_loss < 0) |
1964 | level_loss = 0; |
1890 | level_loss = 0; |
1965 | |
1891 | |
1966 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1892 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |