… | |
… | |
139 | /* |
139 | /* |
140 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
141 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
142 | */ |
142 | */ |
143 | |
143 | |
144 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
145 | |
145 | |
146 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
147 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
148 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
… | |
… | |
156 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
157 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
158 | * -b.t. |
158 | * -b.t. |
159 | */ |
159 | */ |
160 | |
160 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
162 | |
|
|
163 | extern sint64 *levels; |
|
|
164 | |
162 | |
165 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
166 | |
164 | |
167 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
168 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
461 | if (op->flag [FLAG_WIZ]) |
459 | if (op->flag [FLAG_WIZ]) |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
463 | else |
461 | else |
464 | { |
462 | { |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
466 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
467 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
468 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
469 | } |
467 | } |
470 | } |
468 | } |
471 | else |
469 | else |
… | |
… | |
473 | if (op->flag [FLAG_WIZ]) |
471 | if (op->flag [FLAG_WIZ]) |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
475 | else |
473 | else |
476 | { |
474 | { |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
479 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
480 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
481 | } |
479 | } |
482 | } |
480 | } |
483 | } |
481 | } |
… | |
… | |
521 | { |
519 | { |
522 | success = 1; |
520 | success = 1; |
523 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
521 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
524 | } |
522 | } |
525 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
526 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
527 | { |
527 | { |
528 | success = 1; |
528 | success = 1; |
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
530 | } |
530 | } |
531 | |
531 | |
532 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
533 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
534 | success = 1; |
535 | success = 1; |
535 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
536 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
536 | } |
537 | } |
537 | |
538 | |
538 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
539 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
540 | { |
541 | { |
541 | success = 1; |
542 | success = 1; |
542 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
543 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
543 | } |
544 | } |
544 | |
545 | |
545 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
546 | { |
547 | { |
547 | success = 1; |
548 | success = 1; |
548 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
550 | } |
549 | } |
551 | } |
550 | |
552 | |
551 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
552 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
553 | { |
555 | { |
… | |
… | |
606 | |
608 | |
607 | if (!tmp) |
609 | if (!tmp) |
608 | { |
610 | { |
609 | tmp = at->instance (); |
611 | tmp = at->instance (); |
610 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
612 | } |
614 | } |
613 | } |
615 | } |
614 | |
616 | |
615 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
616 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
636 | if (!value) |
638 | if (!value) |
637 | return; |
639 | return; |
638 | |
640 | |
639 | tmp = at->instance (); |
641 | tmp = at->instance (); |
640 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
642 | } |
644 | } |
643 | |
645 | |
644 | if (value) |
646 | if (value) |
645 | { |
647 | { |
646 | /* Limit the luck value of the bad luck object to +/-100. This |
648 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
699 | sint8 v = arch->stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
700 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
701 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
702 | } |
704 | } |
703 | } |
705 | } |
704 | |
|
|
705 | /* These are the items that currently can change digestion, regeneration, |
|
|
706 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
707 | * list, but other items store other info into stats array. |
|
|
708 | */ |
|
|
709 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
710 | { |
|
|
711 | digest_types () |
|
|
712 | { |
|
|
713 | set (WEAPON); |
|
|
714 | set (BOW); |
|
|
715 | set (ARMOUR); |
|
|
716 | set (HELMET); |
|
|
717 | set (SHIELD); |
|
|
718 | set (RING); |
|
|
719 | set (BOOTS); |
|
|
720 | set (GLOVES); |
|
|
721 | set (AMULET); |
|
|
722 | set (GIRDLE); |
|
|
723 | set (BRACERS); |
|
|
724 | set (CLOAK); |
|
|
725 | set (DISEASE); |
|
|
726 | set (FORCE); |
|
|
727 | set (SKILL); |
|
|
728 | } |
|
|
729 | } digest_types; |
|
|
730 | |
706 | |
731 | static struct copy_flags : object::flags_t |
707 | static struct copy_flags : object::flags_t |
732 | { |
708 | { |
733 | copy_flags () |
709 | copy_flags () |
734 | { |
710 | { |
… | |
… | |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
765 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
790 | slot[i].used = slot[i].info; |
766 | slot[i].used = slot[i].info; |
791 | |
767 | |
792 | slaying = 0; |
768 | slaying = 0; |
793 | |
769 | |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
770 | if (!this->flag [FLAG_WIZ]) |
795 | { |
|
|
796 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
797 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
798 | } |
771 | { |
|
|
772 | this->clr_flag (FLAG_XRAYS); |
|
|
773 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
774 | } |
799 | |
775 | |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
776 | this->clr_flag (FLAG_LIFESAVE); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
777 | this->clr_flag (FLAG_STEALTH); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
778 | this->clr_flag (FLAG_BLIND); |
803 | |
779 | |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
780 | 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); |
781 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
782 | 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); |
783 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
808 | |
784 | |
809 | path_attuned = arch->path_attuned; |
785 | path_attuned = arch->path_attuned; |
810 | path_repelled = arch->path_repelled; |
786 | path_repelled = arch->path_repelled; |
811 | path_denied = arch->path_denied; |
787 | path_denied = arch->path_denied; |
812 | glow_radius = arch->glow_radius; |
788 | glow_radius = arch->glow_radius; |
813 | move_type = arch->move_type; |
789 | move_type = arch->move_type; |
814 | |
790 | |
815 | object *chosen_skill = 0; |
|
|
816 | |
|
|
817 | /* initializing resistances from the values in player/monster's |
791 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
792 | * archetype clone |
819 | */ |
793 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
794 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
795 | |
822 | for (int i = 0; i < NROFATTACKS; i++) |
796 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
797 | { |
824 | if (resist[i] > 0) |
798 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
799 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
800 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
801 | vuln[i] = -resist[i], prot[i] = 0; |
828 | |
802 | |
829 | potion_resist[i] = 0; |
803 | potion_resist[i] = -1000; |
830 | } |
804 | } |
831 | |
805 | |
832 | wc = arch->stats.wc; |
806 | wc = arch->stats.wc; |
833 | stats.dam = arch->stats.dam; |
807 | stats.dam = arch->stats.dam; |
834 | |
808 | |
… | |
… | |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
811 | * 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, |
812 | * 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 |
813 | * basically, if a server updates its max level, these playes may find |
840 | * that their protection from physical goes down |
814 | * that their protection from physical goes down |
841 | */ |
815 | */ |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
816 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
843 | { |
817 | { |
844 | ac = max (-10, arch->stats.ac - level / 3); |
818 | ac = max (-10, arch->stats.ac - level / 3); |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
819 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
846 | } |
820 | } |
847 | else |
821 | else |
848 | ac = arch->stats.ac; |
822 | ac = arch->stats.ac; |
849 | |
823 | |
850 | stats.luck = arch->stats.luck; |
824 | stats.luck = arch->stats.luck; |
851 | speed = arch->speed; |
825 | speed = arch->speed; |
|
|
826 | |
|
|
827 | chosen_skill = 0; |
852 | |
828 | |
853 | /* OK - we've reset most all the objects attributes to sane values. |
829 | /* 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. |
830 | * now go through and make adjustments for what the player has equipped. |
855 | */ |
831 | */ |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
832 | for (tmp = inv; tmp; tmp = tmp->below) |
857 | { |
833 | { |
858 | /* This happens because apply_potion calls change_abil with the potion |
834 | /* This happens because apply_potion calls change_abil with the potion |
859 | * applied so we can tell the player what changed. But change_abil |
835 | * applied so we can tell the player what changed. But change_abil |
860 | * then calls this function. |
836 | * then calls this function. |
861 | */ |
837 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
838 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
863 | continue; |
839 | continue; |
864 | |
840 | |
865 | glow_radius += tmp->glow_radius; |
841 | glow_radius += tmp->glow_radius; |
866 | |
842 | |
867 | /* For some things, we don't care what is equipped */ |
843 | /* For some things, we don't care what is equipped */ |
… | |
… | |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
876 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
901 | { |
877 | { |
902 | if (type == PLAYER) |
878 | if (type == PLAYER) |
903 | { |
879 | { |
904 | contr->item_power += tmp->item_power; |
880 | 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 | |
881 | |
913 | for (int i = 0; i < NUM_STATS; i++) |
882 | for (int i = 0; i < NUM_STATS; i++) |
914 | stat_sum [i] += tmp->stats.stat (i); |
883 | stat_sum [i] += tmp->stats.stat (i); |
915 | |
884 | |
916 | if (digest_types [tmp->type]) |
885 | if (digest_types [tmp->type]) |
… | |
… | |
928 | if (tmp->type == WEAPON) |
897 | if (tmp->type == WEAPON) |
929 | current_weapon = tmp; |
898 | current_weapon = tmp; |
930 | } |
899 | } |
931 | |
900 | |
932 | /* Update slots used for items */ |
901 | /* Update slots used for items */ |
933 | if (tmp->flag [FLAG_APPLIED]) |
902 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
903 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
935 | slot[i].used += tmp->slot[i].info; |
904 | slot[i].used += tmp->slot[i].info; |
936 | |
905 | |
937 | if (tmp->type == SYMPTOM) |
906 | if (tmp->type == SYMPTOM) |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
907 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
… | |
… | |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
909 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
941 | * (Negative protections are calculated exactly like positive.) |
910 | * (Negative protections are calculated exactly like positive.) |
942 | * Resistance from potions are treated special as well. If there's |
911 | * Resistance from potions are treated special as well. If there's |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
912 | * more than one potion-effect, the bigger prot.-value is taken. |
944 | */ |
913 | */ |
945 | if (tmp->type != POTION) |
914 | if (tmp->type == POTION_EFFECT) |
946 | { |
|
|
947 | for (int i = 0; i < NROFATTACKS; i++) |
915 | 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]; |
916 | max_it (potion_resist[i], tmp->resist[i]); |
958 | } |
917 | else if (tmp->type != POTION) |
|
|
918 | for (int i = 0; i < NROFATTACKS; i++) |
959 | else if (tmp->resist[i] > 0) |
919 | if (tmp->resist[i] > 0) |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
920 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
961 | else if (tmp->resist[i] < 0) |
921 | else if (tmp->resist[i] < 0) |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
922 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
963 | } |
|
|
964 | } |
|
|
965 | |
923 | |
966 | /* There may be other things that should not adjust the attacktype */ |
924 | /* There may be other things that should not adjust the attacktype */ |
967 | if (tmp->type != SYMPTOM) |
925 | if (tmp->type != SYMPTOM) |
968 | { |
926 | { |
969 | attacktype |= tmp->attacktype; |
927 | attacktype |= tmp->attacktype; |
… | |
… | |
974 | stats.luck += tmp->stats.luck; |
932 | stats.luck += tmp->stats.luck; |
975 | } |
933 | } |
976 | |
934 | |
977 | flag |= tmp->flag & copy_flags; |
935 | flag |= tmp->flag & copy_flags; |
978 | |
936 | |
979 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
937 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
980 | SET_FLAG (this, FLAG_UNDEAD); |
938 | this->set_flag (FLAG_UNDEAD); |
981 | |
939 | |
982 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
940 | //TODO: copy_flags? |
|
|
941 | if (tmp->flag [FLAG_MAKE_INVIS]) |
983 | { |
942 | { |
984 | SET_FLAG (this, FLAG_MAKE_INVIS); |
943 | set_flag (FLAG_MAKE_INVIS); |
985 | invisible = 1; |
944 | invisible = 1; |
986 | } |
945 | } |
987 | |
946 | |
988 | if (tmp->stats.exp && tmp->type != SKILL) |
947 | if (tmp->stats.exp && tmp->type != SKILL) |
989 | { |
948 | { |
… | |
… | |
996 | added_speed += tmp->stats.exp; |
955 | added_speed += tmp->stats.exp; |
997 | } |
956 | } |
998 | |
957 | |
999 | switch (tmp->type) |
958 | switch (tmp->type) |
1000 | { |
959 | { |
1001 | /* skills modifying the character -b.t. */ |
|
|
1002 | /* for all skills and skill granting objects */ |
|
|
1003 | case SKILL: |
960 | case SKILL: |
1004 | { |
961 | { |
|
|
962 | // some skills will end up here without counting as "applied" |
1005 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
963 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1006 | break; |
964 | break; |
1007 | |
965 | |
1008 | if (chosen_skill) |
966 | if (chosen_skill) |
1009 | { |
967 | { |
1010 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
968 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1012 | |
970 | |
1013 | tmp->flag [FLAG_APPLIED] = false; |
971 | tmp->flag [FLAG_APPLIED] = false; |
1014 | update_stats (); |
972 | update_stats (); |
1015 | return; |
973 | return; |
1016 | } |
974 | } |
1017 | else |
975 | |
1018 | chosen_skill = tmp; |
976 | chosen_skill = tmp; |
1019 | |
977 | |
1020 | if (tmp->stats.dam > 0) |
978 | if (tmp->stats.dam > 0) |
1021 | { /* skill is a 'weapon' */ |
979 | { /* skill is a 'weapon' */ |
1022 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
980 | if (!this->flag [FLAG_READY_WEAPON]) |
1023 | weapon_speed = WEAPON_SPEED (tmp); |
981 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1024 | |
|
|
1025 | if (weapon_speed < 0) |
|
|
1026 | weapon_speed = 0; |
|
|
1027 | |
982 | |
1028 | weapon_weight = tmp->weight; |
983 | weapon_weight = tmp->weight; |
1029 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
984 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1030 | |
985 | |
1031 | if (tmp->magic) |
986 | if (tmp->magic) |
… | |
… | |
1070 | break; |
1025 | break; |
1071 | |
1026 | |
1072 | case WAND: |
1027 | case WAND: |
1073 | case ROD: |
1028 | case ROD: |
1074 | case HORN: |
1029 | case HORN: |
1075 | case SKILL_TOOL: |
|
|
1076 | if (type != PLAYER) |
|
|
1077 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1078 | break; |
1030 | break; |
1079 | |
1031 | |
1080 | case BOW: |
1032 | case BOW: |
1081 | case WEAPON: |
1033 | 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; |
1034 | wc -= tmp->stats.wc + tmp->magic; |
1087 | |
1035 | |
1088 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1036 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1090 | |
1038 | |
1091 | stats.dam += tmp->stats.dam + tmp->magic; |
1039 | stats.dam += tmp->stats.dam + tmp->magic; |
1092 | weapon_weight = tmp->weight; |
1040 | weapon_weight = tmp->weight; |
1093 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1041 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1094 | |
1042 | |
1095 | if (weapon_speed < 0) |
1043 | if (weapon_speed < 0) |
1096 | weapon_speed = 0; |
1044 | weapon_speed = 0; |
1097 | |
1045 | |
1098 | slaying = tmp->slaying; |
1046 | slaying = tmp->slaying; |
1099 | |
1047 | |
1100 | /* If there is desire that two handed weapons should do |
1048 | /* If there is desire that two handed weapons should do |
1101 | * extra strength damage, this is where the code should |
1049 | * extra strength damage, this is where the code should |
1102 | * go. |
1050 | * go. |
1103 | */ |
1051 | */ |
1104 | |
1052 | |
1105 | if (type == PLAYER) |
1053 | if (type == PLAYER) |
1106 | if (settings.spell_encumbrance) |
1054 | if (settings.spell_encumbrance) |
1107 | contr->encumbrance += tmp->weight * 3 / 1000; |
1055 | contr->encumbrance += tmp->weight * 3 / 1000; |
1108 | } |
|
|
1109 | |
1056 | |
1110 | break; |
1057 | break; |
1111 | |
1058 | |
1112 | case ARMOUR: /* Only the best of these three are used: */ |
1059 | case ARMOUR: /* Only the best of these three are used: */ |
1113 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1060 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1149 | break; |
1096 | break; |
1150 | } /* switch tmp->type */ |
1097 | } /* switch tmp->type */ |
1151 | } /* item is equipped */ |
1098 | } /* item is equipped */ |
1152 | } /* for loop of items */ |
1099 | } /* for loop of items */ |
1153 | |
1100 | |
1154 | if (type != PLAYER) |
|
|
1155 | this->chosen_skill = chosen_skill; |
|
|
1156 | |
|
|
1157 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1101 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1158 | |
1102 | |
1159 | /* We've gone through all the objects the player has equipped. For many things, we |
1103 | /* 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. |
1104 | * have generated intermediate values which we now need to assign. |
1161 | */ |
1105 | */ |
1162 | |
1106 | |
… | |
… | |
1168 | */ |
1112 | */ |
1169 | for (int i = 0; i < NROFATTACKS; i++) |
1113 | for (int i = 0; i < NROFATTACKS; i++) |
1170 | { |
1114 | { |
1171 | resist[i] = prot[i] - vuln[i]; |
1115 | resist[i] = prot[i] - vuln[i]; |
1172 | |
1116 | |
1173 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1117 | if (potion_resist[i] != -1000 |
|
|
1118 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1174 | resist[i] = potion_resist[i]; |
1119 | resist[i] = potion_resist[i]; |
1175 | } |
1120 | } |
1176 | |
1121 | |
1177 | if (type == PLAYER) |
1122 | if (type == PLAYER) |
1178 | { |
1123 | { |
… | |
… | |
1578 | } |
1523 | } |
1579 | |
1524 | |
1580 | /* clear the flag - exp goes into this bucket, but player |
1525 | /* clear the flag - exp goes into this bucket, but player |
1581 | * still doesn't know it. |
1526 | * still doesn't know it. |
1582 | */ |
1527 | */ |
1583 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1528 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1584 | skill_obj->stats.exp = 0; |
1529 | skill_obj->stats.exp = 0; |
1585 | skill_obj->level = 1; |
1530 | skill_obj->level = 1; |
1586 | op->insert (skill_obj); |
1531 | op->insert (skill_obj); |
1587 | |
1532 | |
1588 | if (player *pl = op->contr) |
1533 | if (player *pl = op->contr) |
… | |
… | |
1665 | */ |
1610 | */ |
1666 | |
1611 | |
1667 | sint64 |
1612 | sint64 |
1668 | level_exp (int level, double expmul) |
1613 | level_exp (int level, double expmul) |
1669 | { |
1614 | { |
1670 | if (level > settings.max_level) |
1615 | return expmul * level_to_min_exp (level); |
1671 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1672 | |
|
|
1673 | return (sint64) (expmul * levels[level]); |
|
|
1674 | } |
1616 | } |
1675 | |
1617 | |
1676 | /* |
1618 | /* |
1677 | * Ensure that the permanent experience requirements in an exp object are met. |
1619 | * 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 |
1620 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1746 | { |
1688 | { |
1747 | /* Basically, you can never gain more experience in one shot |
1689 | /* Basically, you can never gain more experience in one shot |
1748 | * than half what you need to gain for next level. |
1690 | * than half what you need to gain for next level. |
1749 | */ |
1691 | */ |
1750 | exp_to_add = exp; |
1692 | exp_to_add = exp; |
1751 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1693 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1752 | if (exp_to_add > limit) |
1694 | if (exp_to_add > limit) |
1753 | exp_to_add = limit; |
1695 | exp_to_add = limit; |
1754 | |
1696 | |
1755 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1697 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1756 | if (settings.permanent_exp_ratio) |
1698 | if (settings.permanent_exp_ratio) |
… | |
… | |
1763 | } |
1705 | } |
1764 | |
1706 | |
1765 | if (skill_obj) |
1707 | if (skill_obj) |
1766 | { |
1708 | { |
1767 | exp_to_add = exp; |
1709 | exp_to_add = exp; |
1768 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1710 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1769 | if (exp_to_add > limit) |
1711 | if (exp_to_add > limit) |
1770 | exp_to_add = limit; |
1712 | exp_to_add = limit; |
1771 | |
1713 | |
1772 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1714 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1773 | if (settings.permanent_exp_ratio) |
1715 | if (settings.permanent_exp_ratio) |
… | |
… | |
1901 | * worth. |
1843 | * worth. |
1902 | */ |
1844 | */ |
1903 | if (op->type != PLAYER) |
1845 | if (op->type != PLAYER) |
1904 | { |
1846 | { |
1905 | /* Sanity check */ |
1847 | /* Sanity check */ |
1906 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1848 | if (!op->flag [FLAG_ALIVE]) |
1907 | return; |
1849 | return; |
1908 | |
1850 | |
1909 | /* reset exp to max allowed value. We subtract from |
1851 | /* reset exp to max allowed value. We subtract from |
1910 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1852 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1911 | * more than max exp, just return. |
1853 | * more than max exp, just return. |