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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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, |
… | |
… | |
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 |
… | |
… | |
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 |
… | |
… | |
461 | if (op->flag [FLAG_WIZ]) |
459 | if (op->flag [FLAG_WIZ]) |
462 | 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."); |
463 | else |
461 | else |
464 | { |
462 | { |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
466 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
467 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
468 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
469 | } |
467 | } |
470 | } |
468 | } |
471 | else |
469 | else |
… | |
… | |
473 | if (op->flag [FLAG_WIZ]) |
471 | if (op->flag [FLAG_WIZ]) |
474 | 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."); |
475 | else |
473 | else |
476 | { |
474 | { |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
479 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
480 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
481 | } |
479 | } |
482 | } |
480 | } |
483 | } |
481 | } |
… | |
… | |
521 | { |
519 | { |
522 | success = 1; |
520 | success = 1; |
523 | 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."); |
524 | } |
522 | } |
525 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
526 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
527 | { |
527 | { |
528 | success = 1; |
528 | success = 1; |
529 | 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!"); |
530 | } |
530 | } |
531 | |
531 | |
532 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
533 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
534 | success = 1; |
535 | success = 1; |
535 | 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."); |
536 | } |
537 | } |
537 | |
538 | |
538 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
539 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
540 | { |
541 | { |
541 | success = 1; |
542 | success = 1; |
542 | 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."); |
543 | } |
544 | } |
544 | |
545 | |
545 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
546 | { |
547 | { |
547 | success = 1; |
548 | success = 1; |
548 | 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 | } |
549 | } |
551 | } |
550 | |
552 | |
551 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
552 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
553 | { |
555 | { |
… | |
… | |
606 | |
608 | |
607 | if (!tmp) |
609 | if (!tmp) |
608 | { |
610 | { |
609 | tmp = at->instance (); |
611 | tmp = at->instance (); |
610 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
612 | } |
614 | } |
613 | } |
615 | } |
614 | |
616 | |
615 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
616 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
636 | if (!value) |
638 | if (!value) |
637 | return; |
639 | return; |
638 | |
640 | |
639 | tmp = at->instance (); |
641 | tmp = at->instance (); |
640 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
642 | } |
644 | } |
643 | |
645 | |
644 | if (value) |
646 | if (value) |
645 | { |
647 | { |
646 | /* 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 |
… | |
… | |
699 | sint8 v = arch->stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
700 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
701 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
702 | } |
704 | } |
703 | } |
705 | } |
704 | |
|
|
705 | /* These are the items that currently can change digestion, regeneration, |
|
|
706 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
707 | * list, but other items store other info into stats array. |
|
|
708 | */ |
|
|
709 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
710 | { |
|
|
711 | digest_types () |
|
|
712 | { |
|
|
713 | set (WEAPON); |
|
|
714 | set (BOW); |
|
|
715 | set (ARMOUR); |
|
|
716 | set (HELMET); |
|
|
717 | set (SHIELD); |
|
|
718 | set (RING); |
|
|
719 | set (BOOTS); |
|
|
720 | set (GLOVES); |
|
|
721 | set (AMULET); |
|
|
722 | set (GIRDLE); |
|
|
723 | set (BRACERS); |
|
|
724 | set (CLOAK); |
|
|
725 | set (DISEASE); |
|
|
726 | set (FORCE); |
|
|
727 | set (SKILL); |
|
|
728 | } |
|
|
729 | } digest_types; |
|
|
730 | |
706 | |
731 | static struct copy_flags : object::flags_t |
707 | static struct copy_flags : object::flags_t |
732 | { |
708 | { |
733 | copy_flags () |
709 | copy_flags () |
734 | { |
710 | { |
… | |
… | |
753 | * spell system split, grace points now added to system --peterm |
729 | * spell system split, grace points now added to system --peterm |
754 | */ |
730 | */ |
755 | void |
731 | void |
756 | object::update_stats () |
732 | object::update_stats () |
757 | { |
733 | { |
758 | 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; |
759 | int weapon_weight = 0, weapon_speed = 0; |
735 | weight_t weapon_weight = 0; |
|
|
736 | int weapon_speed = 0; |
760 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
763 | float old_speed = speed; |
740 | float old_speed = speed; |
764 | int stat_sum [NUM_STATS]; |
741 | int stat_sum [NUM_STATS]; |
… | |
… | |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
766 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
790 | slot[i].used = slot[i].info; |
767 | slot[i].used = slot[i].info; |
791 | |
768 | |
792 | slaying = 0; |
769 | slaying = 0; |
793 | |
770 | |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
771 | if (!this->flag [FLAG_WIZ]) |
795 | { |
|
|
796 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
797 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
798 | } |
772 | { |
|
|
773 | this->clr_flag (FLAG_XRAYS); |
|
|
774 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
775 | } |
799 | |
776 | |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
777 | this->clr_flag (FLAG_LIFESAVE); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
778 | this->clr_flag (FLAG_STEALTH); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
779 | this->clr_flag (FLAG_BLIND); |
803 | |
780 | |
804 | 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); |
805 | 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); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
783 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
807 | 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); |
808 | |
785 | |
809 | path_attuned = arch->path_attuned; |
786 | path_attuned = arch->path_attuned; |
810 | path_repelled = arch->path_repelled; |
787 | path_repelled = arch->path_repelled; |
811 | path_denied = arch->path_denied; |
788 | path_denied = arch->path_denied; |
812 | glow_radius = arch->glow_radius; |
789 | glow_radius = arch->glow_radius; |
813 | move_type = arch->move_type; |
790 | move_type = arch->move_type; |
814 | |
791 | |
815 | chosen_skill = 0; |
|
|
816 | |
|
|
817 | /* initializing resistances from the values in player/monster's |
792 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
793 | * archetype clone |
819 | */ |
794 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
795 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
796 | |
822 | for (int i = 0; i < NROFATTACKS; i++) |
797 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
798 | { |
824 | if (resist[i] > 0) |
799 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
800 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
801 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
802 | vuln[i] = -resist[i], prot[i] = 0; |
828 | |
803 | |
829 | potion_resist[i] = 0; |
804 | potion_resist[i] = -1000; |
830 | } |
805 | } |
831 | |
806 | |
832 | wc = arch->stats.wc; |
807 | wc = arch->stats.wc; |
833 | stats.dam = arch->stats.dam; |
808 | stats.dam = arch->stats.dam; |
834 | |
809 | |
… | |
… | |
837 | * 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 - |
838 | * 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, |
839 | * 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 |
840 | * that their protection from physical goes down |
815 | * that their protection from physical goes down |
841 | */ |
816 | */ |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
817 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
843 | { |
818 | { |
844 | ac = max (-10, arch->stats.ac - level / 3); |
819 | ac = max (-10, arch->stats.ac - level / 3); |
845 | 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; |
846 | } |
821 | } |
847 | else |
822 | else |
848 | ac = arch->stats.ac; |
823 | ac = arch->stats.ac; |
849 | |
824 | |
850 | stats.luck = arch->stats.luck; |
825 | stats.luck = arch->stats.luck; |
851 | speed = arch->speed; |
826 | speed = arch->speed; |
|
|
827 | |
|
|
828 | chosen_skill = 0; |
852 | |
829 | |
853 | /* 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. |
854 | * 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. |
855 | */ |
832 | */ |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
833 | for (tmp = inv; tmp; tmp = tmp->below) |
857 | { |
834 | { |
858 | /* This happens because apply_potion calls change_abil with the potion |
835 | /* This happens because apply_potion calls change_abil with the potion |
859 | * 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 |
860 | * then calls this function. |
837 | * then calls this function. |
861 | */ |
838 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
839 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
863 | continue; |
840 | continue; |
864 | |
841 | |
865 | glow_radius += tmp->glow_radius; |
842 | glow_radius += tmp->glow_radius; |
866 | |
843 | |
867 | /* For some things, we don't care what is equipped */ |
844 | /* For some things, we don't care what is equipped */ |
… | |
… | |
894 | * because the skill shouldn't count against body positions being used |
871 | * because the skill shouldn't count against body positions being used |
895 | * up, etc. |
872 | * up, etc. |
896 | */ |
873 | */ |
897 | if ((tmp->flag [FLAG_APPLIED] |
874 | if ((tmp->flag [FLAG_APPLIED] |
898 | && tmp->type != CONTAINER |
875 | && tmp->type != CONTAINER |
899 | && tmp->type != CLOSE_CON) |
876 | && tmp->type != CLOSE_CON |
900 | || (tmp->type == SKILL |
877 | && tmp->type != SPELL) |
901 | && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
902 | { |
879 | { |
903 | if (type == PLAYER) |
880 | if (type == PLAYER) |
904 | { |
881 | { |
905 | contr->item_power += tmp->item_power; |
882 | contr->item_power += tmp->item_power; |
906 | |
|
|
907 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
908 | if (tmp != current_weapon |
|
|
909 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
910 | && !tmp->flag [FLAG_CURSED] |
|
|
911 | && !tmp->flag [FLAG_DAMNED]) |
|
|
912 | continue; |
|
|
913 | |
883 | |
914 | for (int i = 0; i < NUM_STATS; i++) |
884 | for (int i = 0; i < NUM_STATS; i++) |
915 | stat_sum [i] += tmp->stats.stat (i); |
885 | stat_sum [i] += tmp->stats.stat (i); |
916 | |
886 | |
917 | if (digest_types [tmp->type]) |
887 | if (digest_types [tmp->type]) |
… | |
… | |
929 | if (tmp->type == WEAPON) |
899 | if (tmp->type == WEAPON) |
930 | current_weapon = tmp; |
900 | current_weapon = tmp; |
931 | } |
901 | } |
932 | |
902 | |
933 | /* Update slots used for items */ |
903 | /* Update slots used for items */ |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
935 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
936 | slot[i].used += tmp->slot[i].info; |
906 | slot[i].used += tmp->slot[i].info; |
937 | |
907 | |
938 | if (tmp->type == SYMPTOM) |
908 | if (tmp->type == SYMPTOM) |
939 | speed_reduce_from_disease = |
|
|
940 | 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); |
941 | |
910 | |
942 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
943 | * (Negative protections are calculated exactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
944 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
945 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | */ |
915 | */ |
947 | if (tmp->type != POTION) |
916 | if (tmp->type == POTION_EFFECT) |
948 | { |
|
|
949 | for (int i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
950 | { |
|
|
951 | /* Potential for cursed potions, in which case we just can use |
|
|
952 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
953 | */ |
|
|
954 | if (tmp->type == POTION_EFFECT) |
|
|
955 | { |
|
|
956 | if (potion_resist[i]) |
|
|
957 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
958 | else |
|
|
959 | potion_resist[i] = tmp->resist[i]; |
918 | max_it (potion_resist[i], tmp->resist[i]); |
960 | } |
919 | else if (tmp->type != POTION) |
|
|
920 | for (int i = 0; i < NROFATTACKS; i++) |
961 | else if (tmp->resist[i] > 0) |
921 | if (tmp->resist[i] > 0) |
962 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
922 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
963 | else if (tmp->resist[i] < 0) |
923 | else if (tmp->resist[i] < 0) |
964 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
924 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
965 | } |
|
|
966 | } |
|
|
967 | |
925 | |
968 | /* There may be other things that should not adjust the attacktype */ |
926 | /* There may be other things that should not adjust the attacktype */ |
969 | if (tmp->type != SYMPTOM) |
927 | if (tmp->type != SYMPTOM) |
970 | { |
928 | { |
971 | attacktype |= tmp->attacktype; |
929 | attacktype |= tmp->attacktype; |
… | |
… | |
976 | stats.luck += tmp->stats.luck; |
934 | stats.luck += tmp->stats.luck; |
977 | } |
935 | } |
978 | |
936 | |
979 | flag |= tmp->flag & copy_flags; |
937 | flag |= tmp->flag & copy_flags; |
980 | |
938 | |
981 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
939 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
982 | SET_FLAG (this, FLAG_UNDEAD); |
940 | this->set_flag (FLAG_UNDEAD); |
983 | |
941 | |
984 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
942 | //TODO: copy_flags? |
|
|
943 | if (tmp->flag [FLAG_MAKE_INVIS]) |
985 | { |
944 | { |
986 | SET_FLAG (this, FLAG_MAKE_INVIS); |
945 | set_flag (FLAG_MAKE_INVIS); |
987 | invisible = 1; |
946 | invisible = 1; |
988 | } |
947 | } |
989 | |
948 | |
990 | if (tmp->stats.exp && tmp->type != SKILL) |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
991 | { |
950 | { |
… | |
… | |
998 | added_speed += tmp->stats.exp; |
957 | added_speed += tmp->stats.exp; |
999 | } |
958 | } |
1000 | |
959 | |
1001 | switch (tmp->type) |
960 | switch (tmp->type) |
1002 | { |
961 | { |
1003 | #if 0 |
|
|
1004 | case WAND: |
|
|
1005 | case ROD: |
|
|
1006 | case HORN: |
|
|
1007 | if (type != PLAYER || current_weapon == tmp) |
|
|
1008 | chosen_skill = tmp; |
|
|
1009 | break; |
|
|
1010 | #endif |
|
|
1011 | |
|
|
1012 | /* skills modifying the character -b.t. */ |
|
|
1013 | /* for all skills and skill granting objects */ |
|
|
1014 | case SKILL: |
962 | case SKILL: |
1015 | { |
963 | { |
|
|
964 | // some skills will end up here without counting as "applied" |
1016 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
965 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1017 | break; |
966 | break; |
1018 | |
967 | |
1019 | if (chosen_skill) |
968 | if (chosen_skill) |
1020 | { |
969 | { |
1021 | 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", |
… | |
… | |
1023 | |
972 | |
1024 | tmp->flag [FLAG_APPLIED] = false; |
973 | tmp->flag [FLAG_APPLIED] = false; |
1025 | update_stats (); |
974 | update_stats (); |
1026 | return; |
975 | return; |
1027 | } |
976 | } |
1028 | else |
977 | |
1029 | chosen_skill = tmp; |
978 | chosen_skill = tmp; |
1030 | |
979 | |
1031 | if (tmp->stats.dam > 0) |
980 | if (tmp->stats.dam > 0) |
1032 | { /* skill is a 'weapon' */ |
981 | { /* skill is a 'weapon' */ |
1033 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
982 | if (!this->flag [FLAG_READY_WEAPON]) |
1034 | weapon_speed = WEAPON_SPEED (tmp); |
983 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1035 | |
|
|
1036 | if (weapon_speed < 0) |
|
|
1037 | weapon_speed = 0; |
|
|
1038 | |
984 | |
1039 | weapon_weight = tmp->weight; |
985 | weapon_weight = tmp->weight; |
1040 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
986 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1041 | |
987 | |
1042 | if (tmp->magic) |
988 | if (tmp->magic) |
… | |
… | |
1051 | |
997 | |
1052 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
1053 | ac -= tmp->stats.ac + tmp->magic; |
999 | ac -= tmp->stats.ac + tmp->magic; |
1054 | |
1000 | |
1055 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1056 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1002 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1057 | } |
1003 | } |
1058 | |
1004 | |
1059 | break; |
1005 | break; |
1060 | |
1006 | |
1061 | case SHIELD: |
1007 | case SHIELD: |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | contr->encumbrance += (int) tmp->weight / 2000; |
1009 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
|
|
1010 | //FALLTHROUGH |
1064 | case RING: |
1011 | case RING: |
1065 | case AMULET: |
1012 | case AMULET: |
1066 | case GIRDLE: |
1013 | case GIRDLE: |
1067 | case HELMET: |
1014 | case HELMET: |
1068 | case BOOTS: |
1015 | case BOOTS: |
… | |
… | |
1077 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1079 | |
1026 | |
1080 | break; |
1027 | break; |
1081 | |
1028 | |
|
|
1029 | case RANGED: |
1082 | case BOW: |
1030 | case BOW: |
1083 | case WEAPON: |
1031 | case WEAPON: |
1084 | if (type != PLAYER || current_weapon == tmp) |
|
|
1085 | { |
|
|
1086 | wc -= tmp->stats.wc + tmp->magic; |
1032 | wc -= tmp->stats.wc + tmp->magic; |
1087 | |
1033 | |
1088 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1034 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1035 | ac -= tmp->stats.ac + tmp->magic; |
1090 | |
1036 | |
1091 | stats.dam += tmp->stats.dam + tmp->magic; |
1037 | stats.dam += tmp->stats.dam + tmp->magic; |
1092 | weapon_weight = tmp->weight; |
1038 | weapon_weight = tmp->weight; |
1093 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1039 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1094 | |
1040 | |
1095 | if (weapon_speed < 0) |
1041 | if (weapon_speed < 0) |
1096 | weapon_speed = 0; |
1042 | weapon_speed = 0; |
1097 | |
1043 | |
1098 | slaying = tmp->slaying; |
1044 | slaying = tmp->slaying; |
1099 | |
1045 | |
1100 | /* If there is desire that two handed weapons should do |
1046 | /* If there is desire that two handed weapons should do |
1101 | * extra strength damage, this is where the code should |
1047 | * extra strength damage, this is where the code should |
1102 | * go. |
1048 | * go. |
1103 | */ |
1049 | */ |
1104 | |
1050 | |
1105 | if (type == PLAYER) |
1051 | if (type == PLAYER) |
1106 | if (settings.spell_encumbrance) |
1052 | if (settings.spell_encumbrance) |
1107 | contr->encumbrance += tmp->weight * 3 / 1000; |
1053 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1108 | } |
|
|
1109 | |
1054 | |
1110 | break; |
1055 | break; |
1111 | |
1056 | |
1112 | case ARMOUR: /* Only the best of these three are used: */ |
1057 | case ARMOUR: /* Only the best of these three are used: */ |
1113 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1114 | contr->encumbrance += tmp->weight / 1000; |
1059 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1115 | |
1060 | |
1116 | case BRACERS: |
1061 | case BRACERS: |
1117 | case FORCE: |
1062 | case FORCE: |
1118 | if (tmp->stats.wc) |
1063 | if (tmp->stats.wc) |
1119 | { |
1064 | { |
… | |
… | |
1142 | |
1087 | |
1143 | if (tmp->stats.ac) |
1088 | if (tmp->stats.ac) |
1144 | ac -= tmp->stats.ac + tmp->magic; |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1145 | |
1090 | |
1146 | if (ARMOUR_SPEED (tmp)) |
1091 | if (ARMOUR_SPEED (tmp)) |
1147 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1092 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1148 | |
1093 | |
1149 | break; |
1094 | break; |
1150 | } /* switch tmp->type */ |
1095 | } /* switch tmp->type */ |
1151 | } /* item is equipped */ |
1096 | } /* item is equipped */ |
1152 | } /* for loop of items */ |
1097 | } /* for loop of items */ |
1153 | |
1098 | |
1154 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1099 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1155 | |
1100 | |
1156 | /* 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 |
1157 | * have generated intermediate values which we now need to assign. |
1102 | * have generated intermediate values which we now need to assign. |
1158 | */ |
1103 | */ |
1159 | |
1104 | |
… | |
… | |
1165 | */ |
1110 | */ |
1166 | for (int i = 0; i < NROFATTACKS; i++) |
1111 | for (int i = 0; i < NROFATTACKS; i++) |
1167 | { |
1112 | { |
1168 | resist[i] = prot[i] - vuln[i]; |
1113 | resist[i] = prot[i] - vuln[i]; |
1169 | |
1114 | |
1170 | 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])) |
1171 | resist[i] = potion_resist[i]; |
1117 | resist[i] = potion_resist[i]; |
1172 | } |
1118 | } |
1173 | |
1119 | |
1174 | if (type == PLAYER) |
1120 | if (type == PLAYER) |
1175 | { |
1121 | { |
… | |
… | |
1344 | /* 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) |
1345 | * or below (negative number) that the player is carrying. If above |
1291 | * or below (negative number) that the player is carrying. If above |
1346 | * weight limit, then player suffers a speed reduction based on how |
1292 | * weight limit, then player suffers a speed reduction based on how |
1347 | * much above he is, and what is max carry is |
1293 | * much above he is, and what is max carry is |
1348 | */ |
1294 | */ |
1349 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1295 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1350 | if (f > 0.f) |
1296 | if (f > 0.f) |
1351 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1297 | speed /= (1.f + f / max_carry[stats.Str]); |
1352 | } |
1298 | } |
1353 | |
1299 | |
1354 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1300 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1355 | speed *= speed_reduce_from_disease; |
1301 | speed *= speed_reduce_from_disease; |
1356 | |
1302 | |
… | |
… | |
1575 | } |
1521 | } |
1576 | |
1522 | |
1577 | /* clear the flag - exp goes into this bucket, but player |
1523 | /* clear the flag - exp goes into this bucket, but player |
1578 | * still doesn't know it. |
1524 | * still doesn't know it. |
1579 | */ |
1525 | */ |
1580 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1526 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1581 | skill_obj->stats.exp = 0; |
1527 | skill_obj->stats.exp = 0; |
1582 | skill_obj->level = 1; |
1528 | skill_obj->level = 1; |
1583 | op->insert (skill_obj); |
1529 | op->insert (skill_obj); |
1584 | |
1530 | |
1585 | if (player *pl = op->contr) |
1531 | if (player *pl = op->contr) |
… | |
… | |
1662 | */ |
1608 | */ |
1663 | |
1609 | |
1664 | sint64 |
1610 | sint64 |
1665 | level_exp (int level, double expmul) |
1611 | level_exp (int level, double expmul) |
1666 | { |
1612 | { |
1667 | if (level > settings.max_level) |
1613 | return expmul * level_to_min_exp (level); |
1668 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1669 | |
|
|
1670 | return (sint64) (expmul * levels[level]); |
|
|
1671 | } |
1614 | } |
1672 | |
1615 | |
1673 | /* |
1616 | /* |
1674 | * Ensure that the permanent experience requirements in an exp object are met. |
1617 | * Ensure that the permanent experience requirements in an exp object are met. |
1675 | * This really just checks 'op to make sure the perm_exp value is within |
1618 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1703 | * NULL, in which case exp increases the players general |
1646 | * NULL, in which case exp increases the players general |
1704 | * total, but not any particular skill. |
1647 | * total, but not any particular skill. |
1705 | * flag is what to do if the player doesn't have the skill: |
1648 | * flag is what to do if the player doesn't have the skill: |
1706 | */ |
1649 | */ |
1707 | static void |
1650 | static void |
1708 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1651 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1709 | { |
1652 | { |
1710 | object *skill_obj; |
1653 | object *skill_obj; |
1711 | sint64 limit, exp_to_add; |
1654 | sint64 limit, exp_to_add; |
1712 | int i; |
|
|
1713 | |
1655 | |
1714 | /* prevents some forms of abuse. */ |
1656 | /* prevents some forms of abuse. */ |
1715 | if (op->contr->braced) |
1657 | if (op->contr->braced) |
1716 | exp /= 5; |
1658 | exp /= 5; |
1717 | |
1659 | |
… | |
… | |
1743 | { |
1685 | { |
1744 | /* Basically, you can never gain more experience in one shot |
1686 | /* Basically, you can never gain more experience in one shot |
1745 | * than half what you need to gain for next level. |
1687 | * than half what you need to gain for next level. |
1746 | */ |
1688 | */ |
1747 | exp_to_add = exp; |
1689 | exp_to_add = exp; |
1748 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1690 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1749 | if (exp_to_add > limit) |
1691 | if (exp_to_add > limit) |
1750 | exp_to_add = limit; |
1692 | exp_to_add = limit; |
1751 | |
1693 | |
1752 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1694 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1753 | if (settings.permanent_exp_ratio) |
1695 | if (settings.permanent_exp_ratio) |
… | |
… | |
1760 | } |
1702 | } |
1761 | |
1703 | |
1762 | if (skill_obj) |
1704 | if (skill_obj) |
1763 | { |
1705 | { |
1764 | exp_to_add = exp; |
1706 | exp_to_add = exp; |
1765 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1707 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1766 | if (exp_to_add > limit) |
1708 | if (exp_to_add > limit) |
1767 | exp_to_add = limit; |
1709 | exp_to_add = limit; |
1768 | |
1710 | |
1769 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1711 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1770 | if (settings.permanent_exp_ratio) |
1712 | if (settings.permanent_exp_ratio) |
… | |
… | |
1827 | * where everything is at the minimum perm exp, he would lose nothing. |
1769 | * where everything is at the minimum perm exp, he would lose nothing. |
1828 | * exp is the amount of exp to subtract - thus, it should be |
1770 | * exp is the amount of exp to subtract - thus, it should be |
1829 | * a postive number. |
1771 | * a postive number. |
1830 | */ |
1772 | */ |
1831 | static void |
1773 | static void |
1832 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1774 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1833 | { |
1775 | { |
1834 | float fraction = (float) exp / (float) op->stats.exp; |
1776 | float fraction = (float) exp / (float) op->stats.exp; |
1835 | object *tmp; |
1777 | object *tmp; |
1836 | sint64 del_exp; |
1778 | sint64 del_exp; |
1837 | |
1779 | |
1838 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1780 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1839 | if (tmp->type == SKILL && tmp->stats.exp) |
1781 | if (tmp->type == SKILL && tmp->stats.exp) |
1840 | { |
1782 | { |
1841 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1783 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1842 | { |
1784 | { |
1843 | del_exp = check_exp_loss (tmp, exp); |
1785 | del_exp = check_exp_loss (tmp, exp); |
1844 | tmp->stats.exp -= del_exp; |
1786 | tmp->stats.exp -= del_exp; |
1845 | player_lvl_adj (op, tmp); |
1787 | player_lvl_adj (op, tmp); |
1846 | } |
1788 | } |
1847 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1789 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1848 | { |
1790 | { |
1849 | /* only want to process other skills if we are not trying |
1791 | /* only want to process other skills if we are not trying |
1850 | * to match a specific skill. |
1792 | * to match a specific skill. |
1851 | */ |
1793 | */ |
1852 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1794 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1853 | tmp->stats.exp -= del_exp; |
1795 | tmp->stats.exp -= del_exp; |
1854 | player_lvl_adj (op, tmp); |
1796 | player_lvl_adj (op, tmp); |
1855 | } |
1797 | } |
1856 | } |
1798 | } |
1857 | |
1799 | |
… | |
… | |
1871 | * skill_name is the skill that should get the exp added. |
1813 | * skill_name is the skill that should get the exp added. |
1872 | * flag is what to do if player doesn't have the skill. |
1814 | * flag is what to do if player doesn't have the skill. |
1873 | * these last two values are only used for players. |
1815 | * these last two values are only used for players. |
1874 | */ |
1816 | */ |
1875 | void |
1817 | void |
1876 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1818 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1877 | { |
1819 | { |
1878 | #ifdef EXP_DEBUG |
1820 | #ifdef EXP_DEBUG |
1879 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1821 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1880 | #endif |
1822 | #endif |
1881 | |
1823 | |
… | |
… | |
1898 | * worth. |
1840 | * worth. |
1899 | */ |
1841 | */ |
1900 | if (op->type != PLAYER) |
1842 | if (op->type != PLAYER) |
1901 | { |
1843 | { |
1902 | /* Sanity check */ |
1844 | /* Sanity check */ |
1903 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1845 | if (!op->flag [FLAG_ALIVE]) |
1904 | return; |
1846 | return; |
1905 | |
1847 | |
1906 | /* reset exp to max allowed value. We subtract from |
1848 | /* reset exp to max allowed value. We subtract from |
1907 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1849 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1908 | * more than max exp, just return. |
1850 | * more than max exp, just return. |
… | |
… | |
1959 | tmp->stats.exp -= loss; |
1901 | tmp->stats.exp -= loss; |
1960 | player_lvl_adj (op, tmp); |
1902 | player_lvl_adj (op, tmp); |
1961 | } |
1903 | } |
1962 | |
1904 | |
1963 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1905 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1964 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1906 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1965 | |
1907 | |
1966 | if (level_loss < 0) |
1908 | if (level_loss < 0) |
1967 | level_loss = 0; |
1909 | level_loss = 0; |
1968 | |
1910 | |
1969 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1911 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |