… | |
… | |
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 | } |
… | |
… | |
610 | |
608 | |
611 | if (!tmp) |
609 | if (!tmp) |
612 | { |
610 | { |
613 | tmp = at->instance (); |
611 | tmp = at->instance (); |
614 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
615 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
616 | } |
614 | } |
617 | } |
615 | } |
618 | |
616 | |
619 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
620 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
640 | if (!value) |
638 | if (!value) |
641 | return; |
639 | return; |
642 | |
640 | |
643 | tmp = at->instance (); |
641 | tmp = at->instance (); |
644 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
645 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
646 | } |
644 | } |
647 | |
645 | |
648 | if (value) |
646 | if (value) |
649 | { |
647 | { |
650 | /* 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 |
… | |
… | |
767 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
765 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
768 | slot[i].used = slot[i].info; |
766 | slot[i].used = slot[i].info; |
769 | |
767 | |
770 | slaying = 0; |
768 | slaying = 0; |
771 | |
769 | |
772 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
770 | if (!this->flag [FLAG_WIZ]) |
773 | { |
|
|
774 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
775 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
776 | } |
771 | { |
|
|
772 | this->clr_flag (FLAG_XRAYS); |
|
|
773 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
774 | } |
777 | |
775 | |
778 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
776 | this->clr_flag (FLAG_LIFESAVE); |
779 | CLEAR_FLAG (this, FLAG_STEALTH); |
777 | this->clr_flag (FLAG_STEALTH); |
780 | CLEAR_FLAG (this, FLAG_BLIND); |
778 | this->clr_flag (FLAG_BLIND); |
781 | |
779 | |
782 | 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); |
783 | 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); |
784 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
782 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
785 | 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); |
786 | |
784 | |
787 | path_attuned = arch->path_attuned; |
785 | path_attuned = arch->path_attuned; |
788 | path_repelled = arch->path_repelled; |
786 | path_repelled = arch->path_repelled; |
789 | path_denied = arch->path_denied; |
787 | path_denied = arch->path_denied; |
790 | glow_radius = arch->glow_radius; |
788 | glow_radius = arch->glow_radius; |
… | |
… | |
813 | * 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 - |
814 | * 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, |
815 | * 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 |
816 | * that their protection from physical goes down |
814 | * that their protection from physical goes down |
817 | */ |
815 | */ |
818 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
816 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
819 | { |
817 | { |
820 | ac = max (-10, arch->stats.ac - level / 3); |
818 | ac = max (-10, arch->stats.ac - level / 3); |
821 | 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; |
822 | } |
820 | } |
823 | else |
821 | else |
… | |
… | |
835 | { |
833 | { |
836 | /* This happens because apply_potion calls change_abil with the potion |
834 | /* This happens because apply_potion calls change_abil with the potion |
837 | * 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 |
838 | * then calls this function. |
836 | * then calls this function. |
839 | */ |
837 | */ |
840 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
838 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
841 | continue; |
839 | continue; |
842 | |
840 | |
843 | glow_radius += tmp->glow_radius; |
841 | glow_radius += tmp->glow_radius; |
844 | |
842 | |
845 | /* For some things, we don't care what is equipped */ |
843 | /* For some things, we don't care what is equipped */ |
… | |
… | |
934 | stats.luck += tmp->stats.luck; |
932 | stats.luck += tmp->stats.luck; |
935 | } |
933 | } |
936 | |
934 | |
937 | flag |= tmp->flag & copy_flags; |
935 | flag |= tmp->flag & copy_flags; |
938 | |
936 | |
939 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
937 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
940 | SET_FLAG (this, FLAG_UNDEAD); |
938 | this->set_flag (FLAG_UNDEAD); |
941 | |
939 | |
942 | //TODO: copy_flags? |
940 | //TODO: copy_flags? |
943 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
941 | if (tmp->flag [FLAG_MAKE_INVIS]) |
944 | { |
942 | { |
945 | SET_FLAG (this, FLAG_MAKE_INVIS); |
943 | set_flag (FLAG_MAKE_INVIS); |
946 | invisible = 1; |
944 | invisible = 1; |
947 | } |
945 | } |
948 | |
946 | |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
947 | if (tmp->stats.exp && tmp->type != SKILL) |
950 | { |
948 | { |
… | |
… | |
977 | |
975 | |
978 | chosen_skill = tmp; |
976 | chosen_skill = tmp; |
979 | |
977 | |
980 | if (tmp->stats.dam > 0) |
978 | if (tmp->stats.dam > 0) |
981 | { /* skill is a 'weapon' */ |
979 | { /* skill is a 'weapon' */ |
982 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
980 | if (!this->flag [FLAG_READY_WEAPON]) |
983 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
981 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
984 | |
982 | |
985 | weapon_weight = tmp->weight; |
983 | weapon_weight = tmp->weight; |
986 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
984 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
987 | |
985 | |
… | |
… | |
1525 | } |
1523 | } |
1526 | |
1524 | |
1527 | /* clear the flag - exp goes into this bucket, but player |
1525 | /* clear the flag - exp goes into this bucket, but player |
1528 | * still doesn't know it. |
1526 | * still doesn't know it. |
1529 | */ |
1527 | */ |
1530 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1528 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1531 | skill_obj->stats.exp = 0; |
1529 | skill_obj->stats.exp = 0; |
1532 | skill_obj->level = 1; |
1530 | skill_obj->level = 1; |
1533 | op->insert (skill_obj); |
1531 | op->insert (skill_obj); |
1534 | |
1532 | |
1535 | if (player *pl = op->contr) |
1533 | if (player *pl = op->contr) |
… | |
… | |
1612 | */ |
1610 | */ |
1613 | |
1611 | |
1614 | sint64 |
1612 | sint64 |
1615 | level_exp (int level, double expmul) |
1613 | level_exp (int level, double expmul) |
1616 | { |
1614 | { |
1617 | if (level > settings.max_level) |
1615 | return expmul * level_to_min_exp (level); |
1618 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1619 | |
|
|
1620 | return (sint64) (expmul * levels[level]); |
|
|
1621 | } |
1616 | } |
1622 | |
1617 | |
1623 | /* |
1618 | /* |
1624 | * 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. |
1625 | * 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 |
… | |
… | |
1693 | { |
1688 | { |
1694 | /* Basically, you can never gain more experience in one shot |
1689 | /* Basically, you can never gain more experience in one shot |
1695 | * than half what you need to gain for next level. |
1690 | * than half what you need to gain for next level. |
1696 | */ |
1691 | */ |
1697 | exp_to_add = exp; |
1692 | exp_to_add = exp; |
1698 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1693 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1699 | if (exp_to_add > limit) |
1694 | if (exp_to_add > limit) |
1700 | exp_to_add = limit; |
1695 | exp_to_add = limit; |
1701 | |
1696 | |
1702 | 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))); |
1703 | if (settings.permanent_exp_ratio) |
1698 | if (settings.permanent_exp_ratio) |
… | |
… | |
1710 | } |
1705 | } |
1711 | |
1706 | |
1712 | if (skill_obj) |
1707 | if (skill_obj) |
1713 | { |
1708 | { |
1714 | exp_to_add = exp; |
1709 | exp_to_add = exp; |
1715 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1710 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1716 | if (exp_to_add > limit) |
1711 | if (exp_to_add > limit) |
1717 | exp_to_add = limit; |
1712 | exp_to_add = limit; |
1718 | |
1713 | |
1719 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1714 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1720 | if (settings.permanent_exp_ratio) |
1715 | if (settings.permanent_exp_ratio) |
… | |
… | |
1848 | * worth. |
1843 | * worth. |
1849 | */ |
1844 | */ |
1850 | if (op->type != PLAYER) |
1845 | if (op->type != PLAYER) |
1851 | { |
1846 | { |
1852 | /* Sanity check */ |
1847 | /* Sanity check */ |
1853 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1848 | if (!op->flag [FLAG_ALIVE]) |
1854 | return; |
1849 | return; |
1855 | |
1850 | |
1856 | /* reset exp to max allowed value. We subtract from |
1851 | /* reset exp to max allowed value. We subtract from |
1857 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1852 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1858 | * more than max exp, just return. |
1853 | * more than max exp, just return. |