1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 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 |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your 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 GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * 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> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | */ |
265 | */ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
267 | |
268 | |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | |
270 | |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | * the object. |
272 | * the object. |
… | |
… | |
279 | * that gives them that ability. |
280 | * that gives them that ability. |
280 | */ |
281 | */ |
281 | int |
282 | int |
282 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
283 | { |
284 | { |
284 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
285 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
286 | int success = 0; |
285 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
286 | int potion_max = 0; |
288 | int potion_max = 0; |
287 | |
289 | |
|
|
290 | // keep some stats for comparison purposes |
288 | object::flags_t prev_flag = op->flag; |
291 | object::flags_t prev_flag = op->flag; |
289 | MoveType prev_move_type = op->move_type; |
292 | MoveType prev_move_type = op->move_type; |
290 | sint16 prev_resist [NROFATTACKS]; // clumsy |
293 | sint16 prev_resist [NROFATTACKS]; // clumsy |
291 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
294 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
292 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
295 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
… | |
… | |
294 | if (op->type == PLAYER) |
297 | if (op->type == PLAYER) |
295 | { |
298 | { |
296 | if (tmp->type == POTION) |
299 | if (tmp->type == POTION) |
297 | { |
300 | { |
298 | potion_max = 1; |
301 | potion_max = 1; |
|
|
302 | |
299 | for (int j = 0; j < NUM_STATS; j++) |
303 | for (int j = 0; j < NUM_STATS; j++) |
300 | { |
304 | { |
301 | int ostat = op->contr->orig_stats.stat (j); |
305 | int ostat = op->contr->orig_stats.stat (j); |
302 | int i = tmp->stats.stat (j); |
306 | int i = tmp->stats.stat (j); |
303 | |
307 | |
304 | /* nstat is what the stat will be after use of the potion */ |
308 | /* nstat is what the stat will be after use of the potion */ |
305 | int nstat = flag * i + ostat; |
309 | int nstat = flag * i + ostat; |
306 | |
310 | |
307 | /* Do some bounds checking. While I don't think any |
311 | /* Do some bounds checking. There is the potential for potions |
308 | * potions do so right now, there is the potential for potions |
|
|
309 | * that adjust that stat by more than one point, so we need |
312 | * that adjust that stat by more than one point, so we need |
310 | * to allow for that. |
313 | * to allow for that. |
311 | */ |
314 | */ |
312 | if (nstat < 1 && i * flag < 0) |
315 | if (nstat < 1 && i * flag < 0) |
313 | nstat = 1; |
316 | nstat = 1; |
… | |
… | |
398 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
399 | * status doesn't make a difference if you are flying high |
402 | * status doesn't make a difference if you are flying high |
400 | */ |
403 | */ |
401 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
402 | { |
405 | { |
403 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
406 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
404 | } |
407 | } |
405 | |
408 | |
406 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | { |
410 | { |
408 | /* double conditional - second case covers if you have move_fly_low - |
411 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
412 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | } |
416 | } |
414 | |
417 | |
415 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
416 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | |
|
|
418 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
419 | check_move_on (op, op); |
|
|
420 | } |
420 | } |
421 | |
421 | |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | * originally undead may change their status |
423 | * originally undead may change their status |
424 | */ |
424 | */ |
… | |
… | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
567 | } |
568 | } |
568 | } |
569 | |
569 | |
570 | if (!potion_max) |
570 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
571 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
572 | if (int i = tmp->stats.stat (j)) |
575 | { |
573 | { |
576 | success = 1; |
574 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
575 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
576 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
577 | |
582 | return success; |
578 | return success; |
583 | } |
579 | } |
584 | |
580 | |
585 | /* |
581 | /* |
… | |
… | |
596 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
597 | { |
593 | { |
598 | object *tmp; |
594 | object *tmp; |
599 | archetype *at; |
595 | archetype *at; |
600 | |
596 | |
601 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
602 | if (!at) |
598 | if (!at) |
603 | { |
599 | { |
604 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
605 | return; |
601 | return; |
606 | } |
602 | } |
… | |
… | |
608 | { |
604 | { |
609 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
610 | |
606 | |
611 | if (!tmp) |
607 | if (!tmp) |
612 | { |
608 | { |
613 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
614 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
615 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
616 | } |
612 | } |
617 | } |
613 | } |
618 | |
614 | |
… | |
… | |
626 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
627 | */ |
623 | */ |
628 | void |
624 | void |
629 | object::change_luck (int value) |
625 | object::change_luck (int value) |
630 | { |
626 | { |
631 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
632 | if (!at) |
628 | if (!at) |
633 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
634 | else |
630 | else |
635 | { |
631 | { |
636 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
638 | if (!tmp) |
634 | if (!tmp) |
639 | { |
635 | { |
640 | if (!value) |
636 | if (!value) |
641 | return; |
637 | return; |
642 | |
638 | |
643 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
644 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
645 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
646 | } |
642 | } |
647 | |
643 | |
648 | if (value) |
644 | if (value) |
… | |
… | |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | float old_speed = speed; |
763 | float old_speed = speed; |
768 | int stat_sum [NUM_STATS]; |
764 | int stat_sum [NUM_STATS]; |
769 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
770 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
771 | if (type == PLAYER) |
769 | if (type == PLAYER) |
772 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
773 | for (int i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | |
775 | |
776 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
777 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
… | |
… | |
810 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
811 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
812 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
813 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
814 | |
814 | |
815 | chosen_skill = 0; |
815 | object *chosen_skill = 0; |
816 | |
816 | |
817 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
818 | * archetype clone |
819 | */ |
819 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
821 | |
822 | for (int i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
823 | { |
824 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
826 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -resist[i], prot[i] = 0; |
828 | |
828 | |
829 | potion_resist[i] = 0; |
829 | potion_resist[i] = -1000; |
830 | } |
830 | } |
831 | |
831 | |
832 | wc = arch->stats.wc; |
832 | wc = arch->stats.wc; |
833 | stats.dam = arch->stats.dam; |
833 | stats.dam = arch->stats.dam; |
834 | |
834 | |
… | |
… | |
860 | * then calls this function. |
860 | * then calls this function. |
861 | */ |
861 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
863 | continue; |
863 | continue; |
864 | |
864 | |
865 | /* See note in map.c:update_position about making this additive |
|
|
866 | * since light sources are never applied, need to put check here. |
|
|
867 | */ |
|
|
868 | if (tmp->glow_radius > glow_radius) |
|
|
869 | glow_radius = tmp->glow_radius; |
865 | glow_radius += tmp->glow_radius; |
870 | |
866 | |
871 | /* For some things, we don't care what is equipped */ |
867 | /* For some things, we don't care what is equipped */ |
872 | if (tmp->type == SKILL) |
868 | if (tmp->type == SKILL) |
873 | { |
869 | { |
874 | /* Want to take the highest skill here. */ |
870 | /* Want to take the highest skill here. */ |
… | |
… | |
887 | else if (tmp->level > grace_obj->level) |
883 | else if (tmp->level > grace_obj->level) |
888 | grace_obj = tmp; |
884 | grace_obj = tmp; |
889 | } |
885 | } |
890 | } |
886 | } |
891 | |
887 | |
892 | /* Container objects are not meant to adjust a players, but other applied |
888 | /* Container objects are not meant to adjust players, but other applied |
893 | * objects need to make adjustments. |
889 | * objects need to make adjustments. |
894 | * This block should handle all player specific changes |
890 | * This block should handle all player specific changes |
895 | * The check for Praying is a bit of a hack - god given bonuses are put |
891 | * The check for Praying is a bit of a hack - god given bonuses are put |
896 | * in the praying skill, and the player should always get those. |
892 | * in the praying skill, and the player should always get those. |
897 | * It also means we need to put in additional checks for applied below, |
893 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
899 | * up, etc. |
895 | * up, etc. |
900 | */ |
896 | */ |
901 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
902 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
903 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
904 | || (tmp->type == SKILL |
|
|
905 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
906 | { |
901 | { |
907 | if (type == PLAYER) |
902 | if (type == PLAYER) |
908 | { |
903 | { |
909 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
910 | |
905 | |
… | |
… | |
914 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_CURSED] |
915 | && !tmp->flag [FLAG_DAMNED]) |
910 | && !tmp->flag [FLAG_DAMNED]) |
916 | continue; |
911 | continue; |
917 | |
912 | |
918 | for (int i = 0; i < NUM_STATS; i++) |
913 | for (int i = 0; i < NUM_STATS; i++) |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
914 | stat_sum [i] += tmp->stats.stat (i); |
920 | |
915 | |
921 | if (digest_types [tmp->type]) |
916 | if (digest_types [tmp->type]) |
922 | { |
917 | { |
923 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
924 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
|
|
920 | if (tmp->type != BOW) // ugly exception for bows |
925 | contr->gen_sp += tmp->stats.sp; |
921 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_grace += tmp->stats.grace; |
922 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
923 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | } |
924 | } |
929 | } /* if this is a player */ |
925 | } /* if this is a player */ |
930 | else |
926 | else |
… | |
… | |
932 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
933 | current_weapon = tmp; |
929 | current_weapon = tmp; |
934 | } |
930 | } |
935 | |
931 | |
936 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
939 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
940 | |
936 | |
941 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
942 | speed_reduce_from_disease = |
|
|
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
944 | |
939 | |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
946 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
947 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
949 | */ |
944 | */ |
950 | if (tmp->type != POTION) |
945 | if (tmp->type == POTION_EFFECT) |
951 | { |
|
|
952 | for (int i = 0; i < NROFATTACKS; i++) |
946 | for (int i = 0; i < NROFATTACKS; i++) |
953 | { |
|
|
954 | /* Potential for cursed potions, in which case we just can use |
|
|
955 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
956 | */ |
|
|
957 | if (tmp->type == POTION_EFFECT) |
|
|
958 | { |
|
|
959 | if (potion_resist[i]) |
|
|
960 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
961 | else |
|
|
962 | potion_resist[i] = tmp->resist[i]; |
947 | max_it (potion_resist[i], tmp->resist[i]); |
963 | } |
948 | else if (tmp->type != POTION) |
|
|
949 | for (int i = 0; i < NROFATTACKS; i++) |
964 | else if (tmp->resist[i] > 0) |
950 | if (tmp->resist[i] > 0) |
965 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
951 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
966 | else if (tmp->resist[i] < 0) |
952 | else if (tmp->resist[i] < 0) |
967 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
953 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
968 | } |
|
|
969 | } |
|
|
970 | |
954 | |
971 | /* There may be other things that should not adjust the attacktype */ |
955 | /* There may be other things that should not adjust the attacktype */ |
972 | if (tmp->type != SYMPTOM) |
956 | if (tmp->type != SYMPTOM) |
973 | { |
957 | { |
974 | attacktype |= tmp->attacktype; |
958 | attacktype |= tmp->attacktype; |
… | |
… | |
1001 | added_speed += tmp->stats.exp; |
985 | added_speed += tmp->stats.exp; |
1002 | } |
986 | } |
1003 | |
987 | |
1004 | switch (tmp->type) |
988 | switch (tmp->type) |
1005 | { |
989 | { |
1006 | #if 0 |
|
|
1007 | case WAND: |
|
|
1008 | case ROD: |
|
|
1009 | case HORN: |
|
|
1010 | if (type != PLAYER || current_weapon == tmp) |
|
|
1011 | chosen_skill = tmp; |
|
|
1012 | break; |
|
|
1013 | #endif |
|
|
1014 | |
|
|
1015 | /* skills modifying the character -b.t. */ |
990 | /* skills modifying the character -b.t. */ |
1016 | /* for all skills and skill granting objects */ |
991 | /* for all skills and skill granting objects */ |
1017 | case SKILL: |
992 | case SKILL: |
1018 | { |
993 | { |
1019 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
994 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
… | |
… | |
1054 | |
1029 | |
1055 | if (tmp->stats.ac) |
1030 | if (tmp->stats.ac) |
1056 | ac -= tmp->stats.ac + tmp->magic; |
1031 | ac -= tmp->stats.ac + tmp->magic; |
1057 | |
1032 | |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1059 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | contr->encumbrance += 3 * tmp->weight / 1000; |
1060 | } |
1035 | } |
1061 | |
1036 | |
1062 | break; |
1037 | break; |
1063 | |
1038 | |
1064 | case SHIELD: |
1039 | case SHIELD: |
1065 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1040 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1066 | contr->encumbrance += (int) tmp->weight / 2000; |
1041 | contr->encumbrance += tmp->weight / 2000; |
|
|
1042 | //FALLTHROUGH |
1067 | case RING: |
1043 | case RING: |
1068 | case AMULET: |
1044 | case AMULET: |
1069 | case GIRDLE: |
1045 | case GIRDLE: |
1070 | case HELMET: |
1046 | case HELMET: |
1071 | case BOOTS: |
1047 | case BOOTS: |
… | |
… | |
1080 | if (tmp->stats.ac) |
1056 | if (tmp->stats.ac) |
1081 | ac -= tmp->stats.ac + tmp->magic; |
1057 | ac -= tmp->stats.ac + tmp->magic; |
1082 | |
1058 | |
1083 | break; |
1059 | break; |
1084 | |
1060 | |
|
|
1061 | case WAND: |
|
|
1062 | case ROD: |
|
|
1063 | case HORN: |
|
|
1064 | case SKILL_TOOL: |
|
|
1065 | if (type != PLAYER) |
|
|
1066 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1067 | break; |
|
|
1068 | |
1085 | case BOW: |
1069 | case BOW: |
1086 | case WEAPON: |
1070 | case WEAPON: |
1087 | if (type != PLAYER || current_weapon == tmp) |
1071 | if (type != PLAYER || current_weapon == tmp) |
1088 | { |
1072 | { |
|
|
1073 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1074 | |
1089 | wc -= tmp->stats.wc + tmp->magic; |
1075 | wc -= tmp->stats.wc + tmp->magic; |
1090 | |
1076 | |
1091 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1077 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1092 | ac -= tmp->stats.ac + tmp->magic; |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1093 | |
1079 | |
… | |
… | |
1139 | else /* To nullify the below effect */ |
1125 | else /* To nullify the below effect */ |
1140 | ac += tmp->stats.ac + tmp->magic; |
1126 | ac += tmp->stats.ac + tmp->magic; |
1141 | } |
1127 | } |
1142 | |
1128 | |
1143 | if (tmp->stats.wc) |
1129 | if (tmp->stats.wc) |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1130 | wc -= tmp->stats.wc + tmp->magic; |
1145 | |
1131 | |
1146 | if (tmp->stats.ac) |
1132 | if (tmp->stats.ac) |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1133 | ac -= tmp->stats.ac + tmp->magic; |
1148 | |
1134 | |
1149 | if (ARMOUR_SPEED (tmp)) |
1135 | if (ARMOUR_SPEED (tmp)) |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1136 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1151 | |
1137 | |
1152 | break; |
1138 | break; |
1153 | } /* switch tmp->type */ |
1139 | } /* switch tmp->type */ |
1154 | } /* item is equipped */ |
1140 | } /* item is equipped */ |
1155 | } /* for loop of items */ |
1141 | } /* for loop of items */ |
|
|
1142 | |
|
|
1143 | if (type != PLAYER) |
|
|
1144 | this->chosen_skill = chosen_skill; |
|
|
1145 | |
|
|
1146 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1156 | |
1147 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1148 | /* We've gone through all the objects the player has equipped. For many things, we |
1158 | * have generated intermediate values which we now need to assign. |
1149 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1150 | */ |
1160 | |
1151 | |
… | |
… | |
1166 | */ |
1157 | */ |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1158 | for (int i = 0; i < NROFATTACKS; i++) |
1168 | { |
1159 | { |
1169 | resist[i] = prot[i] - vuln[i]; |
1160 | resist[i] = prot[i] - vuln[i]; |
1170 | |
1161 | |
1171 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1162 | if (potion_resist[i] != -1000 |
|
|
1163 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1172 | resist[i] = potion_resist[i]; |
1164 | resist[i] = potion_resist[i]; |
1173 | } |
1165 | } |
1174 | |
1166 | |
1175 | if (type == PLAYER) |
1167 | if (type == PLAYER) |
1176 | { |
1168 | { |
1177 | // clamp various player stats |
1169 | // clamp various player stats |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1170 | for (int i = 0; i < NUM_STATS; ++i) |
1179 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1171 | stats.stat (i) = stat_sum [i]; |
|
|
1172 | |
|
|
1173 | check_stat_bounds (&stats); |
1180 | |
1174 | |
1181 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1175 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1182 | |
1176 | |
1183 | /* Figure out the players sp/mana/hp totals. */ |
1177 | /* Figure out the players sp/mana/hp totals. */ |
1184 | int pl_level; |
1178 | int pl_level; |
1185 | |
1179 | |
1186 | check_stat_bounds (&(stats)); |
|
|
1187 | pl_level = level; |
|
|
1188 | |
|
|
1189 | if (pl_level < 1) |
|
|
1190 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1180 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1191 | |
1181 | |
1192 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1182 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1193 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1183 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1194 | */ |
1184 | */ |
1195 | stats.maxhp = 0; |
1185 | stats.maxhp = 0; |
… | |
… | |
1330 | |
1320 | |
1331 | speed = 1.f + speed_bonus[stats.Dex]; |
1321 | speed = 1.f + speed_bonus[stats.Dex]; |
1332 | |
1322 | |
1333 | if (settings.search_items && contr->search_str[0]) |
1323 | if (settings.search_items && contr->search_str[0]) |
1334 | speed -= 1; |
1324 | speed -= 1; |
1335 | |
|
|
1336 | if (attacktype == 0) |
|
|
1337 | attacktype = arch->attacktype; |
|
|
1338 | } /* End if player */ |
1325 | } /* End if player */ |
1339 | |
1326 | |
1340 | if (added_speed >= 0) |
1327 | if (added_speed >= 0) |
1341 | speed += added_speed / 10.f; |
1328 | speed += added_speed / 10.f; |
1342 | else /* Something wrong here...: */ |
1329 | else /* Something wrong here...: */ |
… | |
… | |
1361 | speed *= speed_reduce_from_disease; |
1348 | speed *= speed_reduce_from_disease; |
1362 | |
1349 | |
1363 | /* Put a lower limit on speed. Note with this speed, you move once every |
1350 | /* Put a lower limit on speed. Note with this speed, you move once every |
1364 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1351 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1365 | */ |
1352 | */ |
1366 | if (speed < 0.04f && type == PLAYER) |
1353 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1367 | speed = 0.04f; |
|
|
1368 | |
1354 | |
1369 | if (speed != old_speed) |
1355 | if (speed != old_speed) |
1370 | set_speed (speed); |
1356 | set_speed (speed); |
1371 | |
1357 | |
1372 | if (type == PLAYER) |
1358 | if (type == PLAYER) |
… | |
… | |
1407 | if (move_type == 0) |
1393 | if (move_type == 0) |
1408 | move_type = MOVE_WALK; |
1394 | move_type = MOVE_WALK; |
1409 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1395 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1410 | move_type &= ~MOVE_WALK; |
1396 | move_type &= ~MOVE_WALK; |
1411 | |
1397 | |
|
|
1398 | // now apply the new move_type |
|
|
1399 | if (this->move_type != move_type) |
|
|
1400 | change_move_type (move_type); |
|
|
1401 | |
1412 | /* It is quite possible that a player's spell costing might have changed, |
1402 | /* It is quite possible that a player's spell costing might have changed, |
1413 | * so we will check that now. |
1403 | * so we will check that now. |
1414 | */ |
1404 | */ |
1415 | if (type == PLAYER) |
1405 | if (is_player ()) |
1416 | { |
1406 | contr->update_spells (); |
1417 | esrv_update_stats (contr); |
|
|
1418 | esrv_update_spells (contr); |
|
|
1419 | } |
|
|
1420 | |
1407 | |
1421 | // update the mapspace, if we are on a map |
1408 | // update the mapspace, if we are on a map |
1422 | if (!flag [FLAG_REMOVED] && map) |
1409 | if (!flag [FLAG_REMOVED] && map) |
1423 | map->at (x, y).flags_ = 0; |
1410 | map->at (x, y).flags_ = 0; |
|
|
1411 | } |
|
|
1412 | |
|
|
1413 | void |
|
|
1414 | object::set_glow_radius (sint8 rad) |
|
|
1415 | { |
|
|
1416 | glow_radius = rad; |
|
|
1417 | |
|
|
1418 | if (is_on_map ()) |
|
|
1419 | update_all_los (map, x, y); |
|
|
1420 | else if (object *env = outer_env ()) |
|
|
1421 | { |
|
|
1422 | env->update_stats (); |
|
|
1423 | |
|
|
1424 | if (env->is_on_map ()) |
|
|
1425 | update_all_los (env->map, env->x, env->y); |
|
|
1426 | } |
1424 | } |
1427 | } |
1425 | |
1428 | |
1426 | /* |
1429 | /* |
1427 | * Returns true if the given player is a legal class. |
1430 | * Returns true if the given player is a legal class. |
1428 | * The function to add and remove class-bonuses to the stats doesn't |
1431 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1444 | |
1447 | |
1445 | /* |
1448 | /* |
1446 | * set the new dragon name after gaining levels or |
1449 | * set the new dragon name after gaining levels or |
1447 | * changing ability focus (later this can be extended to |
1450 | * changing ability focus (later this can be extended to |
1448 | * eventually change the player's face and animation) |
1451 | * eventually change the player's face and animation) |
1449 | * |
|
|
1450 | * Note that the title is written to 'own_title' in the |
|
|
1451 | * player struct. This should be changed to 'ext_title' |
|
|
1452 | * as soon as clients support this! |
|
|
1453 | * Please, anyone, write support for 'ext_title'. |
|
|
1454 | */ |
1452 | */ |
1455 | void |
1453 | void |
1456 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1454 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1457 | { |
1455 | { |
1458 | int atnr = -1; /* attacknumber of highest level */ |
1456 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1476 | /* now if there are equals at highest level, pick the one with focus, |
1474 | /* now if there are equals at highest level, pick the one with focus, |
1477 | or else at random */ |
1475 | or else at random */ |
1478 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1476 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1479 | atnr = abil->stats.exp; |
1477 | atnr = abil->stats.exp; |
1480 | |
1478 | |
1481 | level = (int) (level / 25.); |
|
|
1482 | |
|
|
1483 | /* now set the new title */ |
1479 | /* now set the new title */ |
1484 | if (pl->contr) |
|
|
1485 | { |
|
|
1486 | if (level == 0) |
|
|
1487 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1480 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 | else if (level == 1) |
|
|
1489 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1481 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1490 | else if (level == 2) |
|
|
1491 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1482 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1492 | else if (level == 3) |
|
|
1493 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1483 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1494 | else |
1484 | else |
1495 | { |
1485 | { |
1496 | /* special titles for extra high resistance! */ |
1486 | /* special titles for extra high resistance! */ |
1497 | if (skin->resist[atnr] > 80) |
|
|
1498 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1487 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1499 | else if (skin->resist[atnr] > 50) |
|
|
1500 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1488 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1501 | else |
|
|
1502 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1489 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1503 | } |
|
|
1504 | } |
1490 | } |
1505 | |
1491 | |
1506 | strcpy (pl->contr->own_title, ""); |
1492 | strcpy (pl->contr->own_title, ""); |
1507 | } |
1493 | } |
1508 | |
1494 | |
1509 | /* |
1495 | /* |
1510 | * This function is called when a dragon-player gains |
1496 | * This function is called when a dragon-player gains |
1511 | * an overall level. Here, the dragon might gain new abilities |
1497 | * an overall level. Here, the dragon might gain new abilities |
1512 | * or change the ability-focus. |
1498 | * or change the ability-focus. |
1513 | */ |
1499 | */ |
1514 | void |
1500 | static void |
1515 | dragon_level_gain (object *who) |
1501 | dragon_level_gain (object *who) |
1516 | { |
1502 | { |
1517 | object *abil = NULL; /* pointer to dragon ability force */ |
1503 | object *abil = NULL; /* pointer to dragon ability force */ |
1518 | object *skin = NULL; /* pointer to dragon skin force */ |
1504 | object *skin = NULL; /* pointer to dragon skin force */ |
1519 | object *tmp = NULL; /* tmp. object */ |
1505 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1575 | object *skill_obj; |
1561 | object *skill_obj; |
1576 | |
1562 | |
1577 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1563 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1578 | if (!skill_obj) |
1564 | if (!skill_obj) |
1579 | { |
1565 | { |
1580 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1566 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1581 | return NULL; |
1567 | return NULL; |
1582 | } |
1568 | } |
1583 | |
1569 | |
1584 | /* clear the flag - exp goes into this bucket, but player |
1570 | /* clear the flag - exp goes into this bucket, but player |
1585 | * still doesn't know it. |
1571 | * still doesn't know it. |
1586 | */ |
1572 | */ |
1587 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1573 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1588 | skill_obj->stats.exp = 0; |
1574 | skill_obj->stats.exp = 0; |
1589 | skill_obj->level = 1; |
1575 | skill_obj->level = 1; |
1590 | insert_ob_in_ob (skill_obj, op); |
1576 | op->insert (skill_obj); |
1591 | |
1577 | |
1592 | if (player *pl = op->contr) |
1578 | if (player *pl = op->contr) |
1593 | { |
1579 | pl->link_skills (); |
1594 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1595 | if (pl->ns) |
|
|
1596 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1597 | } |
|
|
1598 | |
1580 | |
1599 | return skill_obj; |
1581 | return skill_obj; |
1600 | } |
1582 | } |
1601 | |
1583 | |
1602 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1584 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1619 | { |
1601 | { |
1620 | changed = true; |
1602 | changed = true; |
1621 | |
1603 | |
1622 | op->level++; |
1604 | op->level++; |
1623 | |
1605 | |
1624 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1606 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1625 | dragon_level_gain (who); |
1607 | dragon_level_gain (who); |
1626 | |
1608 | |
1627 | /* Only roll these if it is the player (who) that gained the level */ |
1609 | /* Only roll these if it is the player (who) that gained the level */ |
1628 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1610 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1629 | { |
1611 | { |
… | |
… | |
1662 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1644 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1663 | } |
1645 | } |
1664 | } |
1646 | } |
1665 | |
1647 | |
1666 | if (changed) |
1648 | if (changed) |
1667 | { |
1649 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1668 | who->update_stats (); |
|
|
1669 | esrv_update_stats (who->contr); |
|
|
1670 | /* check if the spell data has changed */ |
|
|
1671 | esrv_update_spells (who->contr); |
|
|
1672 | } |
|
|
1673 | } |
1650 | } |
1674 | |
1651 | |
1675 | /* |
1652 | /* |
1676 | * Returns how much experience is needed for a player to become |
1653 | * Returns how much experience is needed for a player to become |
1677 | * the given level. level should really never exceed max_level |
1654 | * the given level. level should really never exceed max_level |
… | |
… | |
1721 | * flag is what to do if the player doesn't have the skill: |
1698 | * flag is what to do if the player doesn't have the skill: |
1722 | */ |
1699 | */ |
1723 | static void |
1700 | static void |
1724 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1725 | { |
1702 | { |
1726 | object *skill_obj = NULL; |
1703 | object *skill_obj; |
1727 | sint64 limit, exp_to_add; |
1704 | sint64 limit, exp_to_add; |
1728 | int i; |
1705 | int i; |
1729 | |
1706 | |
1730 | /* prevents some forms of abuse. */ |
1707 | /* prevents some forms of abuse. */ |
1731 | if (op->contr->braced) |
1708 | if (op->contr->braced) |
… | |
… | |
1734 | /* Try to find the matching skill. |
1711 | /* Try to find the matching skill. |
1735 | * We do a shortcut/time saving mechanism first - see if it matches |
1712 | * We do a shortcut/time saving mechanism first - see if it matches |
1736 | * chosen_skill. This means we don't need to search through |
1713 | * chosen_skill. This means we don't need to search through |
1737 | * the players inventory. |
1714 | * the players inventory. |
1738 | */ |
1715 | */ |
|
|
1716 | skill_obj = 0; |
|
|
1717 | |
1739 | if (skill_name) |
1718 | if (skill_name) |
1740 | { |
1719 | { |
1741 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1720 | skill_obj = op->contr->find_skill (skill_name); |
1742 | skill_obj = op->chosen_skill; |
|
|
1743 | else |
|
|
1744 | { |
|
|
1745 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1746 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1747 | { |
|
|
1748 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1749 | break; |
|
|
1750 | } |
|
|
1751 | |
1721 | |
1752 | /* Player doesn't have the skill. Check to see what to do, and give |
1722 | /* Player doesn't have the skill. Check to see what to do, and give |
1753 | * it to the player if necessary |
1723 | * it to the player if necessary |
1754 | */ |
1724 | */ |
1755 | if (!skill_obj) |
1725 | if (!skill_obj) |
1756 | { |
1726 | { |
1757 | if (flag == SK_EXP_NONE) |
1727 | if (flag == SK_EXP_NONE) |
1758 | return; |
1728 | return; |
|
|
1729 | |
1759 | else if (flag == SK_EXP_ADD_SKILL) |
1730 | if (flag == SK_EXP_ADD_SKILL) |
1760 | give_skill_by_name (op, skill_name); |
1731 | skill_obj = give_skill_by_name (op, skill_name); |
1761 | } |
|
|
1762 | } |
1732 | } |
1763 | } |
1733 | } |
1764 | |
1734 | |
1765 | if (flag != SK_EXP_SKILL_ONLY) |
1735 | if (flag != SK_EXP_SKILL_ONLY) |
1766 | { |
1736 | { |
… | |
… | |
1799 | player_lvl_adj (op, skill_obj); |
1769 | player_lvl_adj (op, skill_obj); |
1800 | } |
1770 | } |
1801 | } |
1771 | } |
1802 | |
1772 | |
1803 | /* This function checks to make sure that object 'op' can |
1773 | /* This function checks to make sure that object 'op' can |
1804 | * lost 'exp' experience. It returns the amount of exp |
1774 | * lose 'exp' experience. It returns the amount of exp |
1805 | * object 'op' can in fact lose - it basically makes |
1775 | * object 'op' can in fact lose - it basically makes |
1806 | * adjustments based on permanent exp and the like. |
1776 | * adjustments based on permanent exp and the like. |
1807 | * This function should always be used for losing experience - |
1777 | * This function should always be used for losing experience - |
1808 | * the 'exp' value passed should be positive - this is the |
1778 | * the 'exp' value passed should be positive - this is the |
1809 | * amount that should get subtract from the player. |
1779 | * amount that should get subtract from the player. |
1810 | */ |
1780 | */ |
1811 | sint64 |
1781 | static sint64 |
1812 | check_exp_loss (const object *op, sint64 exp) |
1782 | check_exp_loss (const object *op, sint64 exp) |
1813 | { |
1783 | { |
1814 | sint64 del_exp; |
1784 | sint64 del_exp; |
1815 | |
1785 | |
1816 | if (exp > op->stats.exp) |
1786 | if (exp > op->stats.exp) |
1817 | exp = op->stats.exp; |
1787 | exp = op->stats.exp; |
|
|
1788 | |
1818 | if (settings.permanent_exp_ratio) |
1789 | if (settings.permanent_exp_ratio) |
1819 | { |
1790 | { |
1820 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1791 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1792 | |
1821 | if (del_exp < 0) |
1793 | if (del_exp < 0) |
1822 | del_exp = 0; |
1794 | del_exp = 0; |
|
|
1795 | |
1823 | if (exp > del_exp) |
1796 | if (exp > del_exp) |
1824 | exp = del_exp; |
1797 | exp = del_exp; |
1825 | } |
1798 | } |
|
|
1799 | |
1826 | return exp; |
1800 | return exp; |
1827 | } |
1801 | } |
1828 | |
1802 | |
1829 | sint64 |
1803 | sint64 |
1830 | check_exp_adjust (const object *op, sint64 exp) |
1804 | check_exp_adjust (const object *op, sint64 exp) |
1831 | { |
1805 | { |
1832 | if (exp < 0) |
1806 | if (exp < 0) |
1833 | return check_exp_loss (op, exp); |
1807 | return check_exp_loss (op, exp); |
1834 | else |
1808 | else |
1835 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1809 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1836 | } |
1810 | } |
1837 | |
|
|
1838 | |
1811 | |
1839 | /* Subtracts experience from player. |
1812 | /* Subtracts experience from player. |
1840 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1813 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1841 | * only subtract from the matching skill. Otherwise, |
1814 | * only subtract from the matching skill. Otherwise, |
1842 | * this subtracts a portion from all |
1815 | * this subtracts a portion from all |
… | |
… | |
1856 | sint64 del_exp; |
1829 | sint64 del_exp; |
1857 | |
1830 | |
1858 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1831 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1859 | if (tmp->type == SKILL && tmp->stats.exp) |
1832 | if (tmp->type == SKILL && tmp->stats.exp) |
1860 | { |
1833 | { |
1861 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1834 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1862 | { |
1835 | { |
1863 | del_exp = check_exp_loss (tmp, exp); |
1836 | del_exp = check_exp_loss (tmp, exp); |
1864 | tmp->stats.exp -= del_exp; |
1837 | tmp->stats.exp -= del_exp; |
1865 | player_lvl_adj (op, tmp); |
1838 | player_lvl_adj (op, tmp); |
1866 | } |
1839 | } |
… | |
… | |
1954 | * amount of permenent experience, whichever gives the lowest loss. |
1927 | * amount of permenent experience, whichever gives the lowest loss. |
1955 | */ |
1928 | */ |
1956 | void |
1929 | void |
1957 | apply_death_exp_penalty (object *op) |
1930 | apply_death_exp_penalty (object *op) |
1958 | { |
1931 | { |
1959 | object *tmp; |
|
|
1960 | sint64 loss; |
1932 | sint64 loss; |
1961 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1933 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1962 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1934 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1963 | |
1935 | |
1964 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1936 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1965 | if (tmp->type == SKILL && tmp->stats.exp) |
1937 | if (tmp->type == SKILL && tmp->stats.exp) |
1966 | { |
1938 | { |
1967 | |
|
|
1968 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1939 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1969 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1940 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1970 | |
1941 | |
1971 | /* With the revised exp system, you can get cases where |
1942 | /* With the revised exp system, you can get cases where |
1972 | * losing several levels would still require that you have more |
1943 | * losing several levels would still require that you have more |
1973 | * exp than you currently have - this is true if the levels |
1944 | * exp than you currently have - this is true if the levels |
1974 | * tables is a lot harder. |
1945 | * tables is a lot harder. |
1975 | */ |
1946 | */ |
1976 | if (level_loss < 0) |
1947 | if (level_loss < 0) |
1977 | level_loss = 0; |
1948 | level_loss = 0; |
1978 | |
1949 | |
1979 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1950 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1980 | |
1951 | |
1981 | tmp->stats.exp -= loss; |
1952 | tmp->stats.exp -= loss; |
1982 | player_lvl_adj (op, tmp); |
1953 | player_lvl_adj (op, tmp); |
1983 | } |
1954 | } |
1984 | |
1955 | |
1985 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1956 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1986 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1957 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1987 | |
1958 | |
1988 | if (level_loss < 0) |
1959 | if (level_loss < 0) |
1989 | level_loss = 0; |
1960 | level_loss = 0; |
|
|
1961 | |
1990 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1962 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1991 | |
1963 | |
1992 | op->stats.exp -= loss; |
1964 | op->stats.exp -= loss; |
1993 | player_lvl_adj (op, NULL); |
1965 | player_lvl_adj (op, NULL); |
1994 | } |
1966 | } |
1995 | |
1967 | |