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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * 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 |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | #include <global.h> |
26 | #include <global.h> |
26 | |
27 | |
… | |
… | |
33 | static const int con_bonus[MAX_STAT + 1] = { |
34 | 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, |
35 | -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 |
36 | 22, 25, 30, 40, 50 |
36 | }; |
37 | }; |
37 | |
38 | |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | * because Pow can now be the stat that controls spellpoint |
40 | * because Pow can now be the stat that controls spellpoint |
40 | * advancement. -b.t. |
41 | * advancement. -b.t. |
41 | */ |
42 | */ |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
43 | 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, |
44 | -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] = { |
48 | 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, |
49 | -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 |
50 | 30, 40, 50, 70, 100 |
50 | }; |
51 | }; |
51 | |
52 | |
52 | /* 0.92.7 Changed way charisma works. Values now |
53 | /* 0.92.7 Changed way charisma works. Values now |
53 | * represent how much more it costs to buy something than to sell it |
54 | * 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 |
55 | * (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 |
56 | * 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 |
57 | * 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 |
58 | * 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 |
59 | * buying and selling is both the same value - any value less than or equal |
59 | * to 1 should not be used. |
60 | * to 1 should not be used. |
60 | * At least as of now, the only place that uses this code is query_cost, |
61 | * 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 |
62 | * 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 |
63 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
63 | * at .667 |
64 | * at .667 |
64 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
65 | * 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 |
109 | * These limits are probably overly generous, but being there were no values |
109 | * before, you need to start someplace. |
110 | * before, you need to start someplace. |
110 | */ |
111 | */ |
111 | |
112 | |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | 200000, /* 0 */ |
114 | 200000, /* 0 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
120 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
120 | }; |
121 | }; |
121 | |
122 | |
122 | const int learn_spell[MAX_STAT + 1] = { |
123 | 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, |
124 | 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 |
125 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
139 | /* |
140 | /* |
140 | Since this is nowhere defined ... |
141 | Since this is nowhere defined ... |
141 | Both come in handy at least in function add_exp() |
142 | Both come in handy at least in function add_exp() |
142 | */ |
143 | */ |
143 | |
144 | |
144 | #define MAX_EXPERIENCE levels[settings.max_level] |
145 | #define MAX_EXPERIENCE levels [settings.max_level] |
145 | |
146 | |
146 | /* because exp_obj sum to make the total score, |
147 | /* because exp_obj sum to make the total score, |
147 | * we cannot allow that sum to exceed the maximum |
148 | * we cannot allow that sum to exceed the maximum |
148 | * amount of experience a player can gain. Thus |
149 | * amount of experience a player can gain. Thus |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
150 | * we define MAX_EXP_IN_OBJ. It is important to try |
150 | * to make the value of MAX_EXP_CAT close to the |
151 | * to make the value of MAX_EXP_CAT close to the |
151 | * actual number of experience objects in the game, |
152 | * actual number of experience objects in the game, |
152 | * otherwise the maximum level in any experience |
153 | * otherwise the maximum level in any experience |
153 | * category could be quite low. To help the situation |
154 | * category could be quite low. To help the situation |
154 | * out a little I added 10 more levels, and jacked |
155 | * out a little I added 10 more levels, and jacked |
155 | * up the last level experience value. Its out of |
156 | * up the last level experience value. Its out of |
156 | * line with progression of previous levels, so |
157 | * line with progression of previous levels, so |
157 | * if more levels are desired, this should be fixed. |
158 | * if more levels are desired, this should be fixed. |
158 | * -b.t. |
159 | * -b.t. |
159 | */ |
160 | */ |
160 | |
161 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
162 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
162 | |
|
|
163 | extern sint64 *levels; |
|
|
164 | |
163 | |
165 | #define MAX_SAVE_LEVEL 110 |
164 | #define MAX_SAVE_LEVEL 110 |
166 | |
165 | |
167 | /* This no longer needs to be changed anytime the number of |
166 | /* This no longer needs to be changed anytime the number of |
168 | * levels is increased - rather, did_make_save will do the |
167 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
339 | check_stat_bounds (&op->stats); |
338 | check_stat_bounds (&op->stats); |
340 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
341 | } |
340 | } |
342 | |
341 | |
343 | /* reset attributes that update_stats doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
344 | * everything to set |
343 | * everything to set |
345 | */ |
344 | */ |
346 | if (flag == -1) |
345 | if (flag == -1) |
347 | { |
346 | { |
348 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
349 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
… | |
… | |
418 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
420 | } |
419 | } |
421 | |
420 | |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
421 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | * originally undead may change their status |
422 | * originally undead may change their status |
424 | */ |
423 | */ |
425 | if (!op->arch->flag [FLAG_UNDEAD]) |
424 | if (!op->arch->flag [FLAG_UNDEAD]) |
426 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
425 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
427 | { |
426 | { |
428 | success = 1; |
427 | success = 1; |
… | |
… | |
449 | success = 1; |
448 | success = 1; |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
449 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
451 | } |
450 | } |
452 | |
451 | |
453 | /* blinded you can tell if more blinded since blinded player has minimal |
452 | /* blinded you can tell if more blinded since blinded player has minimal |
454 | * vision |
453 | * vision |
455 | */ |
454 | */ |
456 | if (tmp->flag [FLAG_BLIND]) |
455 | if (tmp->flag [FLAG_BLIND]) |
457 | { |
456 | { |
458 | success = 1; |
457 | success = 1; |
459 | if (flag > 0) |
458 | if (flag > 0) |
… | |
… | |
461 | if (op->flag [FLAG_WIZ]) |
460 | if (op->flag [FLAG_WIZ]) |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
461 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
463 | else |
462 | else |
464 | { |
463 | { |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
466 | SET_FLAG (op, FLAG_BLIND); |
465 | op->set_flag (FLAG_BLIND); |
467 | if (op->type == PLAYER) |
466 | if (op->type == PLAYER) |
468 | op->contr->do_los = 1; |
467 | op->contr->do_los = 1; |
469 | } |
468 | } |
470 | } |
469 | } |
471 | else |
470 | else |
… | |
… | |
473 | if (op->flag [FLAG_WIZ]) |
472 | if (op->flag [FLAG_WIZ]) |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
475 | else |
474 | else |
476 | { |
475 | { |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
477 | op->clr_flag (FLAG_BLIND); |
479 | if (op->type == PLAYER) |
478 | if (op->type == PLAYER) |
480 | op->contr->do_los = 1; |
479 | op->contr->do_los = 1; |
481 | } |
480 | } |
482 | } |
481 | } |
483 | } |
482 | } |
… | |
… | |
521 | { |
520 | { |
522 | success = 1; |
521 | success = 1; |
523 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
522 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
524 | } |
523 | } |
525 | |
524 | |
|
|
525 | if (digest_types [tmp->type]) |
|
|
526 | { |
526 | if (tmp->stats.hp && op->type == PLAYER) |
527 | if (tmp->stats.hp && op->type == PLAYER) |
527 | { |
528 | { |
528 | success = 1; |
529 | success = 1; |
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
530 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
530 | } |
531 | } |
531 | |
532 | |
532 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
533 | if (tmp->stats.sp && op->type == PLAYER |
533 | { |
534 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
535 | { |
534 | success = 1; |
536 | success = 1; |
535 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
537 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
536 | } |
538 | } |
537 | |
539 | |
538 | /* for the future when artifacts set this -b.t. */ |
540 | /* for the future when artifacts set this -b.t. */ |
539 | if (tmp->stats.grace && op->type == PLAYER) |
541 | if (tmp->stats.grace && op->type == PLAYER) |
540 | { |
542 | { |
541 | success = 1; |
543 | success = 1; |
542 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
544 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
543 | } |
545 | } |
544 | |
546 | |
545 | if (tmp->stats.food && op->type == PLAYER) |
547 | if (tmp->stats.food && op->type == PLAYER) |
546 | { |
548 | { |
547 | success = 1; |
549 | success = 1; |
548 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
551 | } |
549 | } |
552 | } |
550 | |
553 | |
551 | /* Messages for changed resistance */ |
554 | /* Messages for changed resistance */ |
552 | for (int i = 0; i < NROFATTACKS; i++) |
555 | for (int i = 0; i < NROFATTACKS; i++) |
553 | { |
556 | { |
… | |
… | |
606 | |
609 | |
607 | if (!tmp) |
610 | if (!tmp) |
608 | { |
611 | { |
609 | tmp = at->instance (); |
612 | tmp = at->instance (); |
610 | tmp = insert_ob_in_ob (tmp, this); |
613 | tmp = insert_ob_in_ob (tmp, this); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | tmp->set_flag (FLAG_APPLIED); |
612 | } |
615 | } |
613 | } |
616 | } |
614 | |
617 | |
615 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
618 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
616 | change_attr_value (&tmp->stats, deplete_stats, -1); |
619 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
636 | if (!value) |
639 | if (!value) |
637 | return; |
640 | return; |
638 | |
641 | |
639 | tmp = at->instance (); |
642 | tmp = at->instance (); |
640 | tmp = insert_ob_in_ob (tmp, this); |
643 | tmp = insert_ob_in_ob (tmp, this); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | tmp->set_flag (FLAG_APPLIED); |
642 | } |
645 | } |
643 | |
646 | |
644 | if (value) |
647 | if (value) |
645 | { |
648 | { |
646 | /* Limit the luck value of the bad luck object to +/-100. This |
649 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
699 | sint8 v = arch->stats.stat (i); |
702 | sint8 v = arch->stats.stat (i); |
700 | stats.stat (i) += v; |
703 | stats.stat (i) += v; |
701 | contr->orig_stats.stat (i) += v; |
704 | contr->orig_stats.stat (i) += v; |
702 | } |
705 | } |
703 | } |
706 | } |
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 | |
707 | |
731 | static struct copy_flags : object::flags_t |
708 | static struct copy_flags : object::flags_t |
732 | { |
709 | { |
733 | copy_flags () |
710 | copy_flags () |
734 | { |
711 | { |
… | |
… | |
753 | * spell system split, grace points now added to system --peterm |
730 | * spell system split, grace points now added to system --peterm |
754 | */ |
731 | */ |
755 | void |
732 | void |
756 | object::update_stats () |
733 | object::update_stats () |
757 | { |
734 | { |
758 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
735 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
759 | int weapon_weight = 0, weapon_speed = 0; |
736 | weight_t weapon_weight = 0; |
|
|
737 | int weapon_speed = 0; |
760 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
738 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
739 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
740 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
763 | float old_speed = speed; |
741 | float old_speed = speed; |
764 | int stat_sum [NUM_STATS]; |
742 | int stat_sum [NUM_STATS]; |
… | |
… | |
784 | contr->gen_grace = 0; |
762 | contr->gen_grace = 0; |
785 | contr->gen_sp_armour = 10; |
763 | contr->gen_sp_armour = 10; |
786 | contr->item_power = 0; |
764 | contr->item_power = 0; |
787 | } |
765 | } |
788 | |
766 | |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
767 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
790 | slot[i].used = slot[i].info; |
768 | slot[i].used = slot[i].info; |
791 | |
769 | |
792 | slaying = 0; |
770 | slaying = 0; |
793 | |
771 | |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
772 | if (!this->flag [FLAG_WIZ]) |
795 | { |
|
|
796 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
797 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
798 | } |
773 | { |
|
|
774 | this->clr_flag (FLAG_XRAYS); |
|
|
775 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
776 | } |
799 | |
777 | |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
778 | this->clr_flag (FLAG_LIFESAVE); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
779 | this->clr_flag (FLAG_STEALTH); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
780 | this->clr_flag (FLAG_BLIND); |
803 | |
781 | |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
782 | 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); |
783 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
784 | 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); |
785 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
808 | |
786 | |
809 | path_attuned = arch->path_attuned; |
787 | path_attuned = arch->path_attuned; |
810 | path_repelled = arch->path_repelled; |
788 | path_repelled = arch->path_repelled; |
811 | path_denied = arch->path_denied; |
789 | path_denied = arch->path_denied; |
812 | glow_radius = arch->glow_radius; |
790 | glow_radius = arch->glow_radius; |
813 | move_type = arch->move_type; |
791 | move_type = arch->move_type; |
814 | |
792 | |
815 | object *chosen_skill = 0; |
|
|
816 | |
|
|
817 | /* initializing resistances from the values in player/monster's |
793 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
794 | * archetype clone |
819 | */ |
795 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
796 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
797 | |
822 | for (int i = 0; i < NROFATTACKS; i++) |
798 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
799 | { |
824 | if (resist[i] > 0) |
800 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
801 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
802 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
803 | vuln[i] = -resist[i], prot[i] = 0; |
828 | |
804 | |
829 | potion_resist[i] = 0; |
805 | potion_resist[i] = -1000; |
830 | } |
806 | } |
831 | |
807 | |
832 | wc = arch->stats.wc; |
808 | wc = arch->stats.wc; |
833 | stats.dam = arch->stats.dam; |
809 | stats.dam = arch->stats.dam; |
834 | |
810 | |
835 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
811 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
812 | * plus a small amount of physical resist, those poor suckers. ;) |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
813 | * the fact that maxlevel is factored in could be considered sort of bogus - |
838 | * we should probably give them some bonus and cap it off - otherwise, |
814 | * we should probably give them some bonus and cap it off - otherwise, |
839 | * basically, if a server updates its max level, these playes may find |
815 | * basically, if a server updates its max level, these playes may find |
840 | * that their protection from physical goes down |
816 | * that their protection from physical goes down |
841 | */ |
817 | */ |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
818 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
843 | { |
819 | { |
844 | ac = max (-10, arch->stats.ac - level / 3); |
820 | ac = max (-10, arch->stats.ac - level / 3); |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
821 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
846 | } |
822 | } |
847 | else |
823 | else |
848 | ac = arch->stats.ac; |
824 | ac = arch->stats.ac; |
849 | |
825 | |
850 | stats.luck = arch->stats.luck; |
826 | stats.luck = arch->stats.luck; |
851 | speed = arch->speed; |
827 | speed = arch->speed; |
|
|
828 | |
|
|
829 | chosen_skill = 0; |
852 | |
830 | |
853 | /* OK - we've reset most all the objects attributes to sane values. |
831 | /* OK - we've reset most all the objects attributes to sane values. |
854 | * now go through and make adjustments for what the player has equipped. |
832 | * now go through and make adjustments for what the player has equipped. |
855 | */ |
833 | */ |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
834 | for (tmp = inv; tmp; tmp = tmp->below) |
857 | { |
835 | { |
858 | /* This happens because apply_potion calls change_abil with the potion |
836 | /* This happens because apply_potion calls change_abil with the potion |
859 | * applied so we can tell the player what changed. But change_abil |
837 | * applied so we can tell the player what changed. But change_abil |
860 | * then calls this function. |
838 | * then calls this function. |
861 | */ |
839 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
840 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
863 | continue; |
841 | continue; |
864 | |
842 | |
865 | glow_radius += tmp->glow_radius; |
843 | glow_radius += tmp->glow_radius; |
866 | |
844 | |
867 | /* For some things, we don't care what is equipped */ |
845 | /* For some things, we don't care what is equipped */ |
… | |
… | |
885 | } |
863 | } |
886 | } |
864 | } |
887 | |
865 | |
888 | /* Container objects are not meant to adjust players, but other applied |
866 | /* Container objects are not meant to adjust players, but other applied |
889 | * objects need to make adjustments. |
867 | * objects need to make adjustments. |
890 | * This block should handle all player specific changes |
868 | * This block should handle all player specific changes |
891 | * The check for Praying is a bit of a hack - god given bonuses are put |
869 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * in the praying skill, and the player should always get those. |
870 | * in the praying skill, and the player should always get those. |
893 | * It also means we need to put in additional checks for applied below, |
871 | * It also means we need to put in additional checks for applied below, |
894 | * because the skill shouldn't count against body positions being used |
872 | * because the skill shouldn't count against body positions being used |
895 | * up, etc. |
873 | * up, etc. |
896 | */ |
874 | */ |
897 | if ((tmp->flag [FLAG_APPLIED] |
875 | if ((tmp->flag [FLAG_APPLIED] |
898 | && tmp->type != CONTAINER |
876 | && tmp->type != CONTAINER |
899 | && tmp->type != CLOSE_CON) |
877 | && tmp->type != CLOSE_CON |
|
|
878 | && tmp->type != SPELL) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
879 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
901 | { |
880 | { |
902 | if (type == PLAYER) |
881 | if (type == PLAYER) |
903 | { |
882 | { |
904 | contr->item_power += tmp->item_power; |
883 | contr->item_power += tmp->item_power; |
905 | |
|
|
906 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
907 | if (tmp != current_weapon |
|
|
908 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
909 | && !tmp->flag [FLAG_CURSED] |
|
|
910 | && !tmp->flag [FLAG_DAMNED]) |
|
|
911 | continue; |
|
|
912 | |
884 | |
913 | for (int i = 0; i < NUM_STATS; i++) |
885 | for (int i = 0; i < NUM_STATS; i++) |
914 | stat_sum [i] += tmp->stats.stat (i); |
886 | stat_sum [i] += tmp->stats.stat (i); |
915 | |
887 | |
916 | if (digest_types [tmp->type]) |
888 | if (digest_types [tmp->type]) |
… | |
… | |
928 | if (tmp->type == WEAPON) |
900 | if (tmp->type == WEAPON) |
929 | current_weapon = tmp; |
901 | current_weapon = tmp; |
930 | } |
902 | } |
931 | |
903 | |
932 | /* Update slots used for items */ |
904 | /* Update slots used for items */ |
933 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
906 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
935 | slot[i].used += tmp->slot[i].info; |
907 | slot[i].used += tmp->slot[i].info; |
936 | |
908 | |
937 | if (tmp->type == SYMPTOM) |
909 | if (tmp->type == SYMPTOM) |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
910 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
939 | |
911 | |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
912 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
941 | * (Negative protections are calculated exactly like positive.) |
913 | * (Negative protections are calculated exactly like positive.) |
942 | * Resistance from potions are treated special as well. If there's |
914 | * Resistance from potions are treated special as well. If there's |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
915 | * more than one potion-effect, the bigger prot.-value is taken. |
944 | */ |
916 | */ |
945 | if (tmp->type != POTION) |
917 | if (tmp->type == POTION_EFFECT) |
946 | { |
|
|
947 | for (int i = 0; i < NROFATTACKS; i++) |
918 | for (int i = 0; i < NROFATTACKS; i++) |
948 | { |
|
|
949 | /* Potential for cursed potions, in which case we just can use |
|
|
950 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
951 | */ |
|
|
952 | if (tmp->type == POTION_EFFECT) |
|
|
953 | { |
|
|
954 | if (potion_resist[i]) |
|
|
955 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
956 | else |
|
|
957 | potion_resist[i] = tmp->resist[i]; |
919 | max_it (potion_resist[i], tmp->resist[i]); |
958 | } |
920 | else if (tmp->type != POTION) |
|
|
921 | for (int i = 0; i < NROFATTACKS; i++) |
959 | else if (tmp->resist[i] > 0) |
922 | if (tmp->resist[i] > 0) |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
923 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
961 | else if (tmp->resist[i] < 0) |
924 | else if (tmp->resist[i] < 0) |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
925 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
963 | } |
|
|
964 | } |
|
|
965 | |
926 | |
966 | /* There may be other things that should not adjust the attacktype */ |
927 | /* There may be other things that should not adjust the attacktype */ |
967 | if (tmp->type != SYMPTOM) |
928 | if (tmp->type != SYMPTOM) |
968 | { |
929 | { |
969 | attacktype |= tmp->attacktype; |
930 | attacktype |= tmp->attacktype; |
… | |
… | |
974 | stats.luck += tmp->stats.luck; |
935 | stats.luck += tmp->stats.luck; |
975 | } |
936 | } |
976 | |
937 | |
977 | flag |= tmp->flag & copy_flags; |
938 | flag |= tmp->flag & copy_flags; |
978 | |
939 | |
979 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
940 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
980 | SET_FLAG (this, FLAG_UNDEAD); |
941 | this->set_flag (FLAG_UNDEAD); |
981 | |
942 | |
982 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
943 | //TODO: copy_flags? |
|
|
944 | if (tmp->flag [FLAG_MAKE_INVIS]) |
983 | { |
945 | { |
984 | SET_FLAG (this, FLAG_MAKE_INVIS); |
946 | set_flag (FLAG_MAKE_INVIS); |
985 | invisible = 1; |
947 | invisible = 1; |
986 | } |
948 | } |
987 | |
949 | |
988 | if (tmp->stats.exp && tmp->type != SKILL) |
950 | if (tmp->stats.exp && tmp->type != SKILL) |
989 | { |
951 | { |
… | |
… | |
996 | added_speed += tmp->stats.exp; |
958 | added_speed += tmp->stats.exp; |
997 | } |
959 | } |
998 | |
960 | |
999 | switch (tmp->type) |
961 | switch (tmp->type) |
1000 | { |
962 | { |
1001 | /* skills modifying the character -b.t. */ |
|
|
1002 | /* for all skills and skill granting objects */ |
|
|
1003 | case SKILL: |
963 | case SKILL: |
1004 | { |
964 | { |
|
|
965 | // some skills will end up here without counting as "applied" |
1005 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
966 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1006 | break; |
967 | break; |
1007 | |
968 | |
1008 | if (chosen_skill) |
969 | if (chosen_skill) |
1009 | { |
970 | { |
1010 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
971 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1012 | |
973 | |
1013 | tmp->flag [FLAG_APPLIED] = false; |
974 | tmp->flag [FLAG_APPLIED] = false; |
1014 | update_stats (); |
975 | update_stats (); |
1015 | return; |
976 | return; |
1016 | } |
977 | } |
1017 | else |
978 | |
1018 | chosen_skill = tmp; |
979 | chosen_skill = tmp; |
1019 | |
980 | |
1020 | if (tmp->stats.dam > 0) |
981 | if (tmp->stats.dam > 0) |
1021 | { /* skill is a 'weapon' */ |
982 | { /* skill is a 'weapon' */ |
1022 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
983 | if (!this->flag [FLAG_READY_WEAPON]) |
1023 | weapon_speed = WEAPON_SPEED (tmp); |
984 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1024 | |
|
|
1025 | if (weapon_speed < 0) |
|
|
1026 | weapon_speed = 0; |
|
|
1027 | |
985 | |
1028 | weapon_weight = tmp->weight; |
986 | weapon_weight = tmp->weight; |
1029 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
987 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1030 | |
988 | |
1031 | if (tmp->magic) |
989 | if (tmp->magic) |
… | |
… | |
1040 | |
998 | |
1041 | if (tmp->stats.ac) |
999 | if (tmp->stats.ac) |
1042 | ac -= tmp->stats.ac + tmp->magic; |
1000 | ac -= tmp->stats.ac + tmp->magic; |
1043 | |
1001 | |
1044 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1002 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1045 | contr->encumbrance += 3 * tmp->weight / 1000; |
1003 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1046 | } |
1004 | } |
1047 | |
1005 | |
1048 | break; |
1006 | break; |
1049 | |
1007 | |
1050 | case SHIELD: |
1008 | case SHIELD: |
1051 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1009 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1052 | contr->encumbrance += tmp->weight / 2000; |
1010 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
1053 | //FALLTHROUGH |
1011 | //FALLTHROUGH |
1054 | case RING: |
1012 | case RING: |
1055 | case AMULET: |
1013 | case AMULET: |
1056 | case GIRDLE: |
1014 | case GIRDLE: |
1057 | case HELMET: |
1015 | case HELMET: |
… | |
… | |
1067 | if (tmp->stats.ac) |
1025 | if (tmp->stats.ac) |
1068 | ac -= tmp->stats.ac + tmp->magic; |
1026 | ac -= tmp->stats.ac + tmp->magic; |
1069 | |
1027 | |
1070 | break; |
1028 | break; |
1071 | |
1029 | |
1072 | case WAND: |
1030 | case RANGED: |
1073 | case ROD: |
|
|
1074 | case HORN: |
|
|
1075 | case SKILL_TOOL: |
|
|
1076 | if (type != PLAYER) |
|
|
1077 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1078 | break; |
|
|
1079 | |
|
|
1080 | case BOW: |
1031 | case BOW: |
1081 | case WEAPON: |
1032 | case WEAPON: |
1082 | if (type != PLAYER || current_weapon == tmp) |
|
|
1083 | { |
|
|
1084 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1085 | |
|
|
1086 | wc -= tmp->stats.wc + tmp->magic; |
1033 | wc -= tmp->stats.wc + tmp->magic; |
1087 | |
1034 | |
1088 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1035 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1036 | ac -= tmp->stats.ac + tmp->magic; |
1090 | |
1037 | |
1091 | stats.dam += tmp->stats.dam + tmp->magic; |
1038 | stats.dam += tmp->stats.dam + tmp->magic; |
1092 | weapon_weight = tmp->weight; |
1039 | weapon_weight = tmp->weight; |
1093 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1040 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1094 | |
1041 | |
1095 | if (weapon_speed < 0) |
1042 | if (weapon_speed < 0) |
1096 | weapon_speed = 0; |
1043 | weapon_speed = 0; |
1097 | |
1044 | |
1098 | slaying = tmp->slaying; |
1045 | slaying = tmp->slaying; |
1099 | |
1046 | |
1100 | /* If there is desire that two handed weapons should do |
1047 | /* If there is desire that two handed weapons should do |
1101 | * extra strength damage, this is where the code should |
1048 | * extra strength damage, this is where the code should |
1102 | * go. |
1049 | * go. |
1103 | */ |
1050 | */ |
1104 | |
1051 | |
1105 | if (type == PLAYER) |
1052 | if (type == PLAYER) |
1106 | if (settings.spell_encumbrance) |
1053 | if (settings.spell_encumbrance) |
1107 | contr->encumbrance += tmp->weight * 3 / 1000; |
1054 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1108 | } |
|
|
1109 | |
1055 | |
1110 | break; |
1056 | break; |
1111 | |
1057 | |
1112 | case ARMOUR: /* Only the best of these three are used: */ |
1058 | case ARMOUR: /* Only the best of these three are used: */ |
1113 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1059 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1114 | contr->encumbrance += tmp->weight / 1000; |
1060 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1115 | |
1061 | |
1116 | case BRACERS: |
1062 | case BRACERS: |
1117 | case FORCE: |
1063 | case FORCE: |
1118 | if (tmp->stats.wc) |
1064 | if (tmp->stats.wc) |
1119 | { |
1065 | { |
… | |
… | |
1142 | |
1088 | |
1143 | if (tmp->stats.ac) |
1089 | if (tmp->stats.ac) |
1144 | ac -= tmp->stats.ac + tmp->magic; |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1145 | |
1091 | |
1146 | if (ARMOUR_SPEED (tmp)) |
1092 | if (ARMOUR_SPEED (tmp)) |
1147 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1093 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1148 | |
1094 | |
1149 | break; |
1095 | break; |
1150 | } /* switch tmp->type */ |
1096 | } /* switch tmp->type */ |
1151 | } /* item is equipped */ |
1097 | } /* item is equipped */ |
1152 | } /* for loop of items */ |
1098 | } /* for loop of items */ |
1153 | |
1099 | |
1154 | if (type != PLAYER) |
|
|
1155 | this->chosen_skill = chosen_skill; |
|
|
1156 | |
|
|
1157 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1100 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1158 | |
1101 | |
1159 | /* We've gone through all the objects the player has equipped. For many things, we |
1102 | /* We've gone through all the objects the player has equipped. For many things, we |
1160 | * have generated intermediate values which we now need to assign. |
1103 | * have generated intermediate values which we now need to assign. |
1161 | */ |
1104 | */ |
1162 | |
1105 | |
1163 | /* 'total resistance = total protections - total vulnerabilities'. |
1106 | /* 'total resistance = total protections - total vulnerabilities'. |
1164 | * If there is an uncursed potion in effect, granting more protection |
1107 | * If there is an uncursed potion in effect, granting more protection |
1165 | * than that, we take: 'total resistance = resistance from potion'. |
1108 | * than that, we take: 'total resistance = resistance from potion'. |
1166 | * If there is a cursed (and no uncursed) potion in effect, we take |
1109 | * If there is a cursed (and no uncursed) potion in effect, we take |
1167 | * 'total resistance = vulnerability from cursed potion'. |
1110 | * 'total resistance = vulnerability from cursed potion'. |
1168 | */ |
1111 | */ |
1169 | for (int i = 0; i < NROFATTACKS; i++) |
1112 | for (int i = 0; i < NROFATTACKS; i++) |
1170 | { |
1113 | { |
1171 | resist[i] = prot[i] - vuln[i]; |
1114 | resist[i] = prot[i] - vuln[i]; |
1172 | |
1115 | |
1173 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1116 | if (potion_resist[i] != -1000 |
|
|
1117 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1174 | resist[i] = potion_resist[i]; |
1118 | resist[i] = potion_resist[i]; |
1175 | } |
1119 | } |
1176 | |
1120 | |
1177 | if (type == PLAYER) |
1121 | if (type == PLAYER) |
1178 | { |
1122 | { |
… | |
… | |
1209 | stats.maxhp += 2 * max (0, level - 10); |
1153 | stats.maxhp += 2 * max (0, level - 10); |
1210 | |
1154 | |
1211 | if (stats.hp > stats.maxhp) |
1155 | if (stats.hp > stats.maxhp) |
1212 | stats.hp = stats.maxhp; |
1156 | stats.hp = stats.maxhp; |
1213 | |
1157 | |
1214 | /* Sp gain is controlled by the level of the player's |
1158 | /* Sp gain is controlled by the level of the player's |
1215 | * relevant experience object (mana_obj, see above) |
1159 | * relevant experience object (mana_obj, see above) |
1216 | */ |
1160 | */ |
1217 | /* following happen when skills system is not used */ |
1161 | /* following happen when skills system is not used */ |
1218 | if (!mana_obj) |
1162 | if (!mana_obj) |
1219 | mana_obj = this; |
1163 | mana_obj = this; |
1220 | |
1164 | |
… | |
… | |
1290 | wc += 4; |
1234 | wc += 4; |
1291 | } |
1235 | } |
1292 | else |
1236 | else |
1293 | ac -= dex_bonus[stats.Dex]; |
1237 | ac -= dex_bonus[stats.Dex]; |
1294 | |
1238 | |
1295 | /* In new exp/skills system, wc bonuses are related to |
1239 | /* In new exp/skills system, wc bonuses are related to |
1296 | * the players level in a relevant exp object (wc_obj) |
1240 | * the players level in a relevant exp object (wc_obj) |
1297 | * not the general player level -b.t. |
1241 | * not the general player level -b.t. |
1298 | * I changed this slightly so that wc bonuses are better |
1242 | * I changed this slightly so that wc bonuses are better |
1299 | * than before. This is to balance out the fact that |
1243 | * than before. This is to balance out the fact that |
1300 | * the player no longer gets a personal weapon w/ 1 |
1244 | * the player no longer gets a personal weapon w/ 1 |
1301 | * improvement every level, now its fighterlevel/5. So |
1245 | * improvement every level, now its fighterlevel/5. So |
1302 | * we give the player a bonus here in wc and dam |
1246 | * we give the player a bonus here in wc and dam |
1303 | * to make up for the change. Note that I left the |
1247 | * to make up for the change. Note that I left the |
1304 | * monster bonus the same as before. -b.t. |
1248 | * monster bonus the same as before. -b.t. |
1305 | */ |
1249 | */ |
1306 | object *wc_obj = chosen_skill; |
1250 | object *wc_obj = chosen_skill; |
1307 | |
1251 | |
1308 | if (contr && wc_obj && wc_obj->level > 1) |
1252 | if (contr && wc_obj && wc_obj->level > 1) |
… | |
… | |
1347 | /* f is a number the represents the number of kg above (positive num) |
1291 | /* f is a number the represents the number of kg above (positive num) |
1348 | * or below (negative number) that the player is carrying. If above |
1292 | * or below (negative number) that the player is carrying. If above |
1349 | * weight limit, then player suffers a speed reduction based on how |
1293 | * weight limit, then player suffers a speed reduction based on how |
1350 | * much above he is, and what is max carry is |
1294 | * much above he is, and what is max carry is |
1351 | */ |
1295 | */ |
1352 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1296 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1353 | if (f > 0.f) |
1297 | if (f > 0.f) |
1354 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1298 | speed /= (1.f + f / max_carry[stats.Str]); |
1355 | } |
1299 | } |
1356 | |
1300 | |
1357 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1301 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1358 | speed *= speed_reduce_from_disease; |
1302 | speed *= speed_reduce_from_disease; |
1359 | |
1303 | |
… | |
… | |
1435 | update_all_los (env->map, env->x, env->y); |
1379 | update_all_los (env->map, env->x, env->y); |
1436 | } |
1380 | } |
1437 | } |
1381 | } |
1438 | |
1382 | |
1439 | /* |
1383 | /* |
1440 | * Returns true if the given player is a legal class. |
|
|
1441 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
1442 | * check if the stat becomes negative, thus this function |
|
|
1443 | * merely checks that all stats are 1 or more, and returns |
|
|
1444 | * false otherwise. |
|
|
1445 | */ |
|
|
1446 | int |
|
|
1447 | allowed_class (const object *op) |
|
|
1448 | { |
|
|
1449 | return op->stats.Dex > 0 |
|
|
1450 | && op->stats.Str > 0 |
|
|
1451 | && op->stats.Con > 0 |
|
|
1452 | && op->stats.Int > 0 |
|
|
1453 | && op->stats.Wis > 0 |
|
|
1454 | && op->stats.Pow > 0 |
|
|
1455 | && op->stats.Cha > 0; |
|
|
1456 | } |
|
|
1457 | |
|
|
1458 | /* |
|
|
1459 | * set the new dragon name after gaining levels or |
1384 | * set the new dragon name after gaining levels or |
1460 | * changing ability focus (later this can be extended to |
1385 | * changing ability focus (later this can be extended to |
1461 | * eventually change the player's face and animation) |
1386 | * eventually change the player's face and animation) |
1462 | */ |
1387 | */ |
1463 | void |
1388 | void |
… | |
… | |
1526 | /* if the force is missing -> bail out */ |
1451 | /* if the force is missing -> bail out */ |
1527 | if (abil == NULL) |
1452 | if (abil == NULL) |
1528 | return; |
1453 | return; |
1529 | |
1454 | |
1530 | /* The ability_force keeps track of maximum level ever achieved. |
1455 | /* The ability_force keeps track of maximum level ever achieved. |
1531 | * New abilties can only be gained by surpassing this max level |
1456 | * New abilties can only be gained by surpassing this max level |
1532 | */ |
1457 | */ |
1533 | if (who->level > abil->level) |
1458 | if (who->level > abil->level) |
1534 | { |
1459 | { |
1535 | /* increase our focused ability */ |
1460 | /* increase our focused ability */ |
1536 | abil->resist[abil->stats.exp]++; |
1461 | abil->resist[abil->stats.exp]++; |
… | |
… | |
1578 | } |
1503 | } |
1579 | |
1504 | |
1580 | /* clear the flag - exp goes into this bucket, but player |
1505 | /* clear the flag - exp goes into this bucket, but player |
1581 | * still doesn't know it. |
1506 | * still doesn't know it. |
1582 | */ |
1507 | */ |
1583 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1508 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1584 | skill_obj->stats.exp = 0; |
1509 | skill_obj->stats.exp = 0; |
1585 | skill_obj->level = 1; |
1510 | skill_obj->level = 1; |
1586 | op->insert (skill_obj); |
1511 | op->insert (skill_obj); |
1587 | |
1512 | |
1588 | if (player *pl = op->contr) |
1513 | if (player *pl = op->contr) |
… | |
… | |
1665 | */ |
1590 | */ |
1666 | |
1591 | |
1667 | sint64 |
1592 | sint64 |
1668 | level_exp (int level, double expmul) |
1593 | level_exp (int level, double expmul) |
1669 | { |
1594 | { |
1670 | if (level > settings.max_level) |
1595 | return expmul * level_to_min_exp (level); |
1671 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1672 | |
|
|
1673 | return (sint64) (expmul * levels[level]); |
|
|
1674 | } |
1596 | } |
1675 | |
1597 | |
1676 | /* |
1598 | /* |
1677 | * Ensure that the permanent experience requirements in an exp object are met. |
1599 | * Ensure that the permanent experience requirements in an exp object are met. |
1678 | * This really just checks 'op to make sure the perm_exp value is within |
1600 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1684 | calc_perm_exp (object *op) |
1606 | calc_perm_exp (object *op) |
1685 | { |
1607 | { |
1686 | int p_exp_min; |
1608 | int p_exp_min; |
1687 | |
1609 | |
1688 | /* Ensure that our permanent experience minimum is met. |
1610 | /* Ensure that our permanent experience minimum is met. |
1689 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1611 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1690 | * to get the fraction */ |
1612 | * to get the fraction */ |
1691 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1613 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1692 | |
1614 | |
1693 | if (op->perm_exp < p_exp_min) |
1615 | if (op->perm_exp < p_exp_min) |
1694 | op->perm_exp = p_exp_min; |
1616 | op->perm_exp = p_exp_min; |
… | |
… | |
1706 | * NULL, in which case exp increases the players general |
1628 | * NULL, in which case exp increases the players general |
1707 | * total, but not any particular skill. |
1629 | * total, but not any particular skill. |
1708 | * flag is what to do if the player doesn't have the skill: |
1630 | * flag is what to do if the player doesn't have the skill: |
1709 | */ |
1631 | */ |
1710 | static void |
1632 | static void |
1711 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1633 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1712 | { |
1634 | { |
1713 | object *skill_obj; |
1635 | object *skill_obj; |
1714 | sint64 limit, exp_to_add; |
1636 | sint64 limit, exp_to_add; |
1715 | int i; |
|
|
1716 | |
1637 | |
1717 | /* prevents some forms of abuse. */ |
1638 | /* prevents some forms of abuse. */ |
1718 | if (op->contr->braced) |
1639 | if (op->contr->braced) |
1719 | exp /= 5; |
1640 | exp /= 5; |
1720 | |
1641 | |
… | |
… | |
1746 | { |
1667 | { |
1747 | /* Basically, you can never gain more experience in one shot |
1668 | /* Basically, you can never gain more experience in one shot |
1748 | * than half what you need to gain for next level. |
1669 | * than half what you need to gain for next level. |
1749 | */ |
1670 | */ |
1750 | exp_to_add = exp; |
1671 | exp_to_add = exp; |
1751 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1672 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1752 | if (exp_to_add > limit) |
1673 | if (exp_to_add > limit) |
1753 | exp_to_add = limit; |
1674 | exp_to_add = limit; |
1754 | |
1675 | |
1755 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1676 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1756 | if (settings.permanent_exp_ratio) |
1677 | if (settings.permanent_exp_ratio) |
… | |
… | |
1763 | } |
1684 | } |
1764 | |
1685 | |
1765 | if (skill_obj) |
1686 | if (skill_obj) |
1766 | { |
1687 | { |
1767 | exp_to_add = exp; |
1688 | exp_to_add = exp; |
1768 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1689 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1769 | if (exp_to_add > limit) |
1690 | if (exp_to_add > limit) |
1770 | exp_to_add = limit; |
1691 | exp_to_add = limit; |
1771 | |
1692 | |
1772 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1693 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1773 | if (settings.permanent_exp_ratio) |
1694 | if (settings.permanent_exp_ratio) |
… | |
… | |
1830 | * where everything is at the minimum perm exp, he would lose nothing. |
1751 | * where everything is at the minimum perm exp, he would lose nothing. |
1831 | * exp is the amount of exp to subtract - thus, it should be |
1752 | * exp is the amount of exp to subtract - thus, it should be |
1832 | * a postive number. |
1753 | * a postive number. |
1833 | */ |
1754 | */ |
1834 | static void |
1755 | static void |
1835 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1756 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1836 | { |
1757 | { |
1837 | float fraction = (float) exp / (float) op->stats.exp; |
1758 | float fraction = (float) exp / (float) op->stats.exp; |
1838 | object *tmp; |
1759 | object *tmp; |
1839 | sint64 del_exp; |
1760 | sint64 del_exp; |
1840 | |
1761 | |
1841 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1762 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1842 | if (tmp->type == SKILL && tmp->stats.exp) |
1763 | if (tmp->type == SKILL && tmp->stats.exp) |
1843 | { |
1764 | { |
1844 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1765 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1845 | { |
1766 | { |
1846 | del_exp = check_exp_loss (tmp, exp); |
1767 | del_exp = check_exp_loss (tmp, exp); |
1847 | tmp->stats.exp -= del_exp; |
1768 | tmp->stats.exp -= del_exp; |
1848 | player_lvl_adj (op, tmp); |
1769 | player_lvl_adj (op, tmp); |
1849 | } |
1770 | } |
1850 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1771 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1851 | { |
1772 | { |
1852 | /* only want to process other skills if we are not trying |
1773 | /* only want to process other skills if we are not trying |
1853 | * to match a specific skill. |
1774 | * to match a specific skill. |
1854 | */ |
1775 | */ |
1855 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1776 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1856 | tmp->stats.exp -= del_exp; |
1777 | tmp->stats.exp -= del_exp; |
1857 | player_lvl_adj (op, tmp); |
1778 | player_lvl_adj (op, tmp); |
1858 | } |
1779 | } |
1859 | } |
1780 | } |
1860 | |
1781 | |
… | |
… | |
1874 | * skill_name is the skill that should get the exp added. |
1795 | * skill_name is the skill that should get the exp added. |
1875 | * flag is what to do if player doesn't have the skill. |
1796 | * flag is what to do if player doesn't have the skill. |
1876 | * these last two values are only used for players. |
1797 | * these last two values are only used for players. |
1877 | */ |
1798 | */ |
1878 | void |
1799 | void |
1879 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1800 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1880 | { |
1801 | { |
1881 | #ifdef EXP_DEBUG |
1802 | #ifdef EXP_DEBUG |
1882 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1803 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1883 | #endif |
1804 | #endif |
1884 | |
1805 | |
… | |
… | |
1893 | * won't do anything if the value is 0 anyways. |
1814 | * won't do anything if the value is 0 anyways. |
1894 | */ |
1815 | */ |
1895 | if (exp == 0) |
1816 | if (exp == 0) |
1896 | return; |
1817 | return; |
1897 | |
1818 | |
1898 | /* Monsters are easy - we just adjust their exp - we |
1819 | /* Monsters are easy - we just adjust their exp - we |
1899 | * don't adjust level, since in most cases it is unrelated to |
1820 | * don't adjust level, since in most cases it is unrelated to |
1900 | * the exp they have - the monsters exp represents what its |
1821 | * the exp they have - the monsters exp represents what its |
1901 | * worth. |
1822 | * worth. |
1902 | */ |
1823 | */ |
1903 | if (op->type != PLAYER) |
1824 | if (op->type != PLAYER) |
1904 | { |
1825 | { |
1905 | /* Sanity check */ |
1826 | /* Sanity check */ |
1906 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1827 | if (!op->flag [FLAG_ALIVE]) |
1907 | return; |
1828 | return; |
1908 | |
1829 | |
1909 | /* reset exp to max allowed value. We subtract from |
1830 | /* reset exp to max allowed value. We subtract from |
1910 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1831 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1911 | * more than max exp, just return. |
1832 | * more than max exp, just return. |
… | |
… | |
1930 | */ |
1851 | */ |
1931 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1852 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1932 | } |
1853 | } |
1933 | } |
1854 | } |
1934 | |
1855 | |
1935 | /* Applies a death penalty experience, the size of this is defined by the |
1856 | /* Applies a death penalty experience, the size of this is defined by the |
1936 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1857 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1937 | * amount of permenent experience, whichever gives the lowest loss. |
1858 | * amount of permenent experience, whichever gives the lowest loss. |
1938 | */ |
1859 | */ |
1939 | void |
1860 | void |
1940 | apply_death_exp_penalty (object *op) |
1861 | apply_death_exp_penalty (object *op) |
… | |
… | |
1962 | tmp->stats.exp -= loss; |
1883 | tmp->stats.exp -= loss; |
1963 | player_lvl_adj (op, tmp); |
1884 | player_lvl_adj (op, tmp); |
1964 | } |
1885 | } |
1965 | |
1886 | |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1887 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1967 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1888 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1968 | |
1889 | |
1969 | if (level_loss < 0) |
1890 | if (level_loss < 0) |
1970 | level_loss = 0; |
1891 | level_loss = 0; |
1971 | |
1892 | |
1972 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1893 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |