1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | |
26 | |
… | |
… | |
33 | static const int con_bonus[MAX_STAT + 1] = { |
33 | static const int con_bonus[MAX_STAT + 1] = { |
34 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
34 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
35 | 22, 25, 30, 40, 50 |
35 | 22, 25, 30, 40, 50 |
36 | }; |
36 | }; |
37 | |
37 | |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | * because Pow can now be the stat that controls spellpoint |
39 | * because Pow can now be the stat that controls spellpoint |
40 | * advancement. -b.t. |
40 | * advancement. -b.t. |
41 | */ |
41 | */ |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
43 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
43 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
… | |
… | |
47 | static const int grace_bonus[MAX_STAT + 1] = { |
47 | 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, |
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 | 30, 40, 50, 70, 100 |
49 | 30, 40, 50, 70, 100 |
50 | }; |
50 | }; |
51 | |
51 | |
52 | /* 0.92.7 Changed way charisma works. Values now |
52 | /* 0.92.7 Changed way charisma works. Values now |
53 | * represent how much more it costs to buy something than to sell it |
53 | * 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 |
54 | * (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 |
55 | * 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 |
56 | * 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 |
57 | * 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 |
58 | * buying and selling is both the same value - any value less than or equal |
59 | * to 1 should not be used. |
59 | * to 1 should not be used. |
60 | * At least as of now, the only place that uses this code is query_cost, |
60 | * 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 |
61 | * 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 |
62 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
63 | * at .667 |
63 | * at .667 |
64 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
64 | * 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 |
108 | * These limits are probably overly generous, but being there were no values |
109 | * before, you need to start someplace. |
109 | * before, you need to start someplace. |
110 | */ |
110 | */ |
111 | |
111 | |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | 200000, /* 0 */ |
113 | 200000, /* 0 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
120 | }; |
120 | }; |
121 | |
121 | |
122 | const int learn_spell[MAX_STAT + 1] = { |
122 | const int learn_spell[MAX_STAT + 1] = { |
123 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
123 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
124 | 100, 100, 100, 100, 100, 100 |
124 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
150 | * to make the value of MAX_EXP_CAT close to the |
150 | * to make the value of MAX_EXP_CAT close to the |
151 | * actual number of experience objects in the game, |
151 | * actual number of experience objects in the game, |
152 | * otherwise the maximum level in any experience |
152 | * otherwise the maximum level in any experience |
153 | * category could be quite low. To help the situation |
153 | * category could be quite low. To help the situation |
154 | * out a little I added 10 more levels, and jacked |
154 | * out a little I added 10 more levels, and jacked |
155 | * up the last level experience value. Its out of |
155 | * up the last level experience value. Its out of |
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 MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
… | |
… | |
337 | check_stat_bounds (&op->stats); |
337 | check_stat_bounds (&op->stats); |
338 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
339 | } |
339 | } |
340 | |
340 | |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
342 | * everything to set |
342 | * everything to set |
343 | */ |
343 | */ |
344 | if (flag == -1) |
344 | if (flag == -1) |
345 | { |
345 | { |
346 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
347 | op->path_attuned &= ~tmp->path_attuned; |
347 | op->path_attuned &= ~tmp->path_attuned; |
… | |
… | |
416 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | } |
418 | } |
419 | |
419 | |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
421 | * originally undead may change their status |
421 | * originally undead may change their status |
422 | */ |
422 | */ |
423 | if (!op->arch->flag [FLAG_UNDEAD]) |
423 | if (!op->arch->flag [FLAG_UNDEAD]) |
424 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
424 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
425 | { |
425 | { |
426 | success = 1; |
426 | success = 1; |
… | |
… | |
447 | success = 1; |
447 | success = 1; |
448 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
448 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
449 | } |
449 | } |
450 | |
450 | |
451 | /* blinded you can tell if more blinded since blinded player has minimal |
451 | /* blinded you can tell if more blinded since blinded player has minimal |
452 | * vision |
452 | * vision |
453 | */ |
453 | */ |
454 | if (tmp->flag [FLAG_BLIND]) |
454 | if (tmp->flag [FLAG_BLIND]) |
455 | { |
455 | { |
456 | success = 1; |
456 | success = 1; |
457 | if (flag > 0) |
457 | if (flag > 0) |
… | |
… | |
729 | * spell system split, grace points now added to system --peterm |
729 | * spell system split, grace points now added to system --peterm |
730 | */ |
730 | */ |
731 | void |
731 | void |
732 | object::update_stats () |
732 | object::update_stats () |
733 | { |
733 | { |
734 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
734 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
735 | int weapon_weight = 0, weapon_speed = 0; |
735 | weight_t weapon_weight = 0; |
|
|
736 | int weapon_speed = 0; |
736 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | float old_speed = speed; |
740 | float old_speed = speed; |
740 | int stat_sum [NUM_STATS]; |
741 | int stat_sum [NUM_STATS]; |
… | |
… | |
805 | |
806 | |
806 | wc = arch->stats.wc; |
807 | wc = arch->stats.wc; |
807 | stats.dam = arch->stats.dam; |
808 | stats.dam = arch->stats.dam; |
808 | |
809 | |
809 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
810 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
810 | * plus a small amount of physical resist, those poor suckers. ;) |
811 | * plus a small amount of physical resist, those poor suckers. ;) |
811 | * the fact that maxlevel is factored in could be considered sort of bogus - |
812 | * the fact that maxlevel is factored in could be considered sort of bogus - |
812 | * we should probably give them some bonus and cap it off - otherwise, |
813 | * we should probably give them some bonus and cap it off - otherwise, |
813 | * basically, if a server updates its max level, these playes may find |
814 | * basically, if a server updates its max level, these playes may find |
814 | * that their protection from physical goes down |
815 | * that their protection from physical goes down |
815 | */ |
816 | */ |
… | |
… | |
861 | } |
862 | } |
862 | } |
863 | } |
863 | |
864 | |
864 | /* Container objects are not meant to adjust players, but other applied |
865 | /* Container objects are not meant to adjust players, but other applied |
865 | * objects need to make adjustments. |
866 | * objects need to make adjustments. |
866 | * This block should handle all player specific changes |
867 | * This block should handle all player specific changes |
867 | * The check for Praying is a bit of a hack - god given bonuses are put |
868 | * The check for Praying is a bit of a hack - god given bonuses are put |
868 | * in the praying skill, and the player should always get those. |
869 | * in the praying skill, and the player should always get those. |
869 | * It also means we need to put in additional checks for applied below, |
870 | * It also means we need to put in additional checks for applied below, |
870 | * because the skill shouldn't count against body positions being used |
871 | * because the skill shouldn't count against body positions being used |
871 | * up, etc. |
872 | * up, etc. |
872 | */ |
873 | */ |
873 | if ((tmp->flag [FLAG_APPLIED] |
874 | if ((tmp->flag [FLAG_APPLIED] |
874 | && tmp->type != CONTAINER |
875 | && tmp->type != CONTAINER |
875 | && tmp->type != CLOSE_CON) |
876 | && tmp->type != CLOSE_CON |
|
|
877 | && tmp->type != SPELL) |
876 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | { |
879 | { |
878 | if (type == PLAYER) |
880 | if (type == PLAYER) |
879 | { |
881 | { |
880 | contr->item_power += tmp->item_power; |
882 | contr->item_power += tmp->item_power; |
… | |
… | |
902 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
903 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
904 | slot[i].used += tmp->slot[i].info; |
906 | slot[i].used += tmp->slot[i].info; |
905 | |
907 | |
906 | if (tmp->type == SYMPTOM) |
908 | if (tmp->type == SYMPTOM) |
907 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
909 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
908 | |
910 | |
909 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
910 | * (Negative protections are calculated exactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
911 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
912 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
913 | */ |
915 | */ |
914 | if (tmp->type == POTION_EFFECT) |
916 | if (tmp->type == POTION_EFFECT) |
915 | for (int i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
916 | max_it (potion_resist[i], tmp->resist[i]); |
918 | max_it (potion_resist[i], tmp->resist[i]); |
917 | else if (tmp->type != POTION) |
919 | else if (tmp->type != POTION) |
918 | for (int i = 0; i < NROFATTACKS; i++) |
920 | for (int i = 0; i < NROFATTACKS; i++) |
919 | if (tmp->resist[i] > 0) |
921 | if (tmp->resist[i] > 0) |
920 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
922 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
921 | else if (tmp->resist[i] < 0) |
923 | else if (tmp->resist[i] < 0) |
922 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
924 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
923 | |
925 | |
924 | /* There may be other things that should not adjust the attacktype */ |
926 | /* There may be other things that should not adjust the attacktype */ |
925 | if (tmp->type != SYMPTOM) |
927 | if (tmp->type != SYMPTOM) |
926 | { |
928 | { |
927 | attacktype |= tmp->attacktype; |
929 | attacktype |= tmp->attacktype; |
… | |
… | |
995 | |
997 | |
996 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
997 | ac -= tmp->stats.ac + tmp->magic; |
999 | ac -= tmp->stats.ac + tmp->magic; |
998 | |
1000 | |
999 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1000 | contr->encumbrance += 3 * tmp->weight / 1000; |
1002 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1001 | } |
1003 | } |
1002 | |
1004 | |
1003 | break; |
1005 | break; |
1004 | |
1006 | |
1005 | case SHIELD: |
1007 | case SHIELD: |
1006 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1007 | contr->encumbrance += tmp->weight / 2000; |
1009 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
1008 | //FALLTHROUGH |
1010 | //FALLTHROUGH |
1009 | case RING: |
1011 | case RING: |
1010 | case AMULET: |
1012 | case AMULET: |
1011 | case GIRDLE: |
1013 | case GIRDLE: |
1012 | case HELMET: |
1014 | case HELMET: |
… | |
… | |
1022 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1023 | ac -= tmp->stats.ac + tmp->magic; |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1024 | |
1026 | |
1025 | break; |
1027 | break; |
1026 | |
1028 | |
1027 | case WAND: |
1029 | case RANGED: |
1028 | case ROD: |
|
|
1029 | case HORN: |
|
|
1030 | break; |
|
|
1031 | |
|
|
1032 | case BOW: |
1030 | case BOW: |
1033 | case WEAPON: |
1031 | case WEAPON: |
1034 | wc -= tmp->stats.wc + tmp->magic; |
1032 | wc -= tmp->stats.wc + tmp->magic; |
1035 | |
1033 | |
1036 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1034 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
… | |
… | |
1050 | * go. |
1048 | * go. |
1051 | */ |
1049 | */ |
1052 | |
1050 | |
1053 | if (type == PLAYER) |
1051 | if (type == PLAYER) |
1054 | if (settings.spell_encumbrance) |
1052 | if (settings.spell_encumbrance) |
1055 | contr->encumbrance += tmp->weight * 3 / 1000; |
1053 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1056 | |
1054 | |
1057 | break; |
1055 | break; |
1058 | |
1056 | |
1059 | case ARMOUR: /* Only the best of these three are used: */ |
1057 | case ARMOUR: /* Only the best of these three are used: */ |
1060 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1061 | contr->encumbrance += tmp->weight / 1000; |
1059 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1062 | |
1060 | |
1063 | case BRACERS: |
1061 | case BRACERS: |
1064 | case FORCE: |
1062 | case FORCE: |
1065 | if (tmp->stats.wc) |
1063 | if (tmp->stats.wc) |
1066 | { |
1064 | { |
… | |
… | |
1089 | |
1087 | |
1090 | if (tmp->stats.ac) |
1088 | if (tmp->stats.ac) |
1091 | ac -= tmp->stats.ac + tmp->magic; |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1092 | |
1090 | |
1093 | if (ARMOUR_SPEED (tmp)) |
1091 | if (ARMOUR_SPEED (tmp)) |
1094 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1092 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1095 | |
1093 | |
1096 | break; |
1094 | break; |
1097 | } /* switch tmp->type */ |
1095 | } /* switch tmp->type */ |
1098 | } /* item is equipped */ |
1096 | } /* item is equipped */ |
1099 | } /* for loop of items */ |
1097 | } /* for loop of items */ |
… | |
… | |
1106 | |
1104 | |
1107 | /* 'total resistance = total protections - total vulnerabilities'. |
1105 | /* 'total resistance = total protections - total vulnerabilities'. |
1108 | * If there is an uncursed potion in effect, granting more protection |
1106 | * If there is an uncursed potion in effect, granting more protection |
1109 | * than that, we take: 'total resistance = resistance from potion'. |
1107 | * than that, we take: 'total resistance = resistance from potion'. |
1110 | * If there is a cursed (and no uncursed) potion in effect, we take |
1108 | * If there is a cursed (and no uncursed) potion in effect, we take |
1111 | * 'total resistance = vulnerability from cursed potion'. |
1109 | * 'total resistance = vulnerability from cursed potion'. |
1112 | */ |
1110 | */ |
1113 | for (int i = 0; i < NROFATTACKS; i++) |
1111 | for (int i = 0; i < NROFATTACKS; i++) |
1114 | { |
1112 | { |
1115 | resist[i] = prot[i] - vuln[i]; |
1113 | resist[i] = prot[i] - vuln[i]; |
1116 | |
1114 | |
… | |
… | |
1154 | stats.maxhp += 2 * max (0, level - 10); |
1152 | stats.maxhp += 2 * max (0, level - 10); |
1155 | |
1153 | |
1156 | if (stats.hp > stats.maxhp) |
1154 | if (stats.hp > stats.maxhp) |
1157 | stats.hp = stats.maxhp; |
1155 | stats.hp = stats.maxhp; |
1158 | |
1156 | |
1159 | /* Sp gain is controlled by the level of the player's |
1157 | /* Sp gain is controlled by the level of the player's |
1160 | * relevant experience object (mana_obj, see above) |
1158 | * relevant experience object (mana_obj, see above) |
1161 | */ |
1159 | */ |
1162 | /* following happen when skills system is not used */ |
1160 | /* following happen when skills system is not used */ |
1163 | if (!mana_obj) |
1161 | if (!mana_obj) |
1164 | mana_obj = this; |
1162 | mana_obj = this; |
1165 | |
1163 | |
… | |
… | |
1235 | wc += 4; |
1233 | wc += 4; |
1236 | } |
1234 | } |
1237 | else |
1235 | else |
1238 | ac -= dex_bonus[stats.Dex]; |
1236 | ac -= dex_bonus[stats.Dex]; |
1239 | |
1237 | |
1240 | /* In new exp/skills system, wc bonuses are related to |
1238 | /* In new exp/skills system, wc bonuses are related to |
1241 | * the players level in a relevant exp object (wc_obj) |
1239 | * the players level in a relevant exp object (wc_obj) |
1242 | * not the general player level -b.t. |
1240 | * not the general player level -b.t. |
1243 | * I changed this slightly so that wc bonuses are better |
1241 | * I changed this slightly so that wc bonuses are better |
1244 | * than before. This is to balance out the fact that |
1242 | * than before. This is to balance out the fact that |
1245 | * the player no longer gets a personal weapon w/ 1 |
1243 | * the player no longer gets a personal weapon w/ 1 |
1246 | * improvement every level, now its fighterlevel/5. So |
1244 | * improvement every level, now its fighterlevel/5. So |
1247 | * we give the player a bonus here in wc and dam |
1245 | * we give the player a bonus here in wc and dam |
1248 | * to make up for the change. Note that I left the |
1246 | * to make up for the change. Note that I left the |
1249 | * monster bonus the same as before. -b.t. |
1247 | * monster bonus the same as before. -b.t. |
1250 | */ |
1248 | */ |
1251 | object *wc_obj = chosen_skill; |
1249 | object *wc_obj = chosen_skill; |
1252 | |
1250 | |
1253 | if (contr && wc_obj && wc_obj->level > 1) |
1251 | if (contr && wc_obj && wc_obj->level > 1) |
… | |
… | |
1292 | /* f is a number the represents the number of kg above (positive num) |
1290 | /* f is a number the represents the number of kg above (positive num) |
1293 | * or below (negative number) that the player is carrying. If above |
1291 | * or below (negative number) that the player is carrying. If above |
1294 | * weight limit, then player suffers a speed reduction based on how |
1292 | * weight limit, then player suffers a speed reduction based on how |
1295 | * much above he is, and what is max carry is |
1293 | * much above he is, and what is max carry is |
1296 | */ |
1294 | */ |
1297 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1295 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1298 | if (f > 0.f) |
1296 | if (f > 0.f) |
1299 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1297 | speed /= (1.f + f / max_carry[stats.Str]); |
1300 | } |
1298 | } |
1301 | |
1299 | |
1302 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1300 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1303 | speed *= speed_reduce_from_disease; |
1301 | speed *= speed_reduce_from_disease; |
1304 | |
1302 | |
… | |
… | |
1380 | update_all_los (env->map, env->x, env->y); |
1378 | update_all_los (env->map, env->x, env->y); |
1381 | } |
1379 | } |
1382 | } |
1380 | } |
1383 | |
1381 | |
1384 | /* |
1382 | /* |
1385 | * Returns true if the given player is a legal class. |
|
|
1386 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
1387 | * check if the stat becomes negative, thus this function |
|
|
1388 | * merely checks that all stats are 1 or more, and returns |
|
|
1389 | * false otherwise. |
|
|
1390 | */ |
|
|
1391 | int |
|
|
1392 | allowed_class (const object *op) |
|
|
1393 | { |
|
|
1394 | return op->stats.Dex > 0 |
|
|
1395 | && op->stats.Str > 0 |
|
|
1396 | && op->stats.Con > 0 |
|
|
1397 | && op->stats.Int > 0 |
|
|
1398 | && op->stats.Wis > 0 |
|
|
1399 | && op->stats.Pow > 0 |
|
|
1400 | && op->stats.Cha > 0; |
|
|
1401 | } |
|
|
1402 | |
|
|
1403 | /* |
|
|
1404 | * set the new dragon name after gaining levels or |
1383 | * set the new dragon name after gaining levels or |
1405 | * changing ability focus (later this can be extended to |
1384 | * changing ability focus (later this can be extended to |
1406 | * eventually change the player's face and animation) |
1385 | * eventually change the player's face and animation) |
1407 | */ |
1386 | */ |
1408 | void |
1387 | void |
… | |
… | |
1471 | /* if the force is missing -> bail out */ |
1450 | /* if the force is missing -> bail out */ |
1472 | if (abil == NULL) |
1451 | if (abil == NULL) |
1473 | return; |
1452 | return; |
1474 | |
1453 | |
1475 | /* The ability_force keeps track of maximum level ever achieved. |
1454 | /* The ability_force keeps track of maximum level ever achieved. |
1476 | * New abilties can only be gained by surpassing this max level |
1455 | * New abilties can only be gained by surpassing this max level |
1477 | */ |
1456 | */ |
1478 | if (who->level > abil->level) |
1457 | if (who->level > abil->level) |
1479 | { |
1458 | { |
1480 | /* increase our focused ability */ |
1459 | /* increase our focused ability */ |
1481 | abil->resist[abil->stats.exp]++; |
1460 | abil->resist[abil->stats.exp]++; |
… | |
… | |
1626 | calc_perm_exp (object *op) |
1605 | calc_perm_exp (object *op) |
1627 | { |
1606 | { |
1628 | int p_exp_min; |
1607 | int p_exp_min; |
1629 | |
1608 | |
1630 | /* Ensure that our permanent experience minimum is met. |
1609 | /* Ensure that our permanent experience minimum is met. |
1631 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1610 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1632 | * to get the fraction */ |
1611 | * to get the fraction */ |
1633 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1612 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1634 | |
1613 | |
1635 | if (op->perm_exp < p_exp_min) |
1614 | if (op->perm_exp < p_exp_min) |
1636 | op->perm_exp = p_exp_min; |
1615 | op->perm_exp = p_exp_min; |
… | |
… | |
1648 | * NULL, in which case exp increases the players general |
1627 | * NULL, in which case exp increases the players general |
1649 | * total, but not any particular skill. |
1628 | * total, but not any particular skill. |
1650 | * flag is what to do if the player doesn't have the skill: |
1629 | * flag is what to do if the player doesn't have the skill: |
1651 | */ |
1630 | */ |
1652 | static void |
1631 | static void |
1653 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1632 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1654 | { |
1633 | { |
1655 | object *skill_obj; |
1634 | object *skill_obj; |
1656 | sint64 limit, exp_to_add; |
1635 | sint64 limit, exp_to_add; |
1657 | int i; |
|
|
1658 | |
1636 | |
1659 | /* prevents some forms of abuse. */ |
1637 | /* prevents some forms of abuse. */ |
1660 | if (op->contr->braced) |
1638 | if (op->contr->braced) |
1661 | exp /= 5; |
1639 | exp /= 5; |
1662 | |
1640 | |
… | |
… | |
1772 | * where everything is at the minimum perm exp, he would lose nothing. |
1750 | * where everything is at the minimum perm exp, he would lose nothing. |
1773 | * exp is the amount of exp to subtract - thus, it should be |
1751 | * exp is the amount of exp to subtract - thus, it should be |
1774 | * a postive number. |
1752 | * a postive number. |
1775 | */ |
1753 | */ |
1776 | static void |
1754 | static void |
1777 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1755 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1778 | { |
1756 | { |
1779 | float fraction = (float) exp / (float) op->stats.exp; |
1757 | float fraction = (float) exp / (float) op->stats.exp; |
1780 | object *tmp; |
1758 | object *tmp; |
1781 | sint64 del_exp; |
1759 | sint64 del_exp; |
1782 | |
1760 | |
1783 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1761 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1784 | if (tmp->type == SKILL && tmp->stats.exp) |
1762 | if (tmp->type == SKILL && tmp->stats.exp) |
1785 | { |
1763 | { |
1786 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1764 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1787 | { |
1765 | { |
1788 | del_exp = check_exp_loss (tmp, exp); |
1766 | del_exp = check_exp_loss (tmp, exp); |
1789 | tmp->stats.exp -= del_exp; |
1767 | tmp->stats.exp -= del_exp; |
1790 | player_lvl_adj (op, tmp); |
1768 | player_lvl_adj (op, tmp); |
1791 | } |
1769 | } |
1792 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1770 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1793 | { |
1771 | { |
1794 | /* only want to process other skills if we are not trying |
1772 | /* only want to process other skills if we are not trying |
1795 | * to match a specific skill. |
1773 | * to match a specific skill. |
1796 | */ |
1774 | */ |
1797 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1775 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1798 | tmp->stats.exp -= del_exp; |
1776 | tmp->stats.exp -= del_exp; |
1799 | player_lvl_adj (op, tmp); |
1777 | player_lvl_adj (op, tmp); |
1800 | } |
1778 | } |
1801 | } |
1779 | } |
1802 | |
1780 | |
… | |
… | |
1816 | * skill_name is the skill that should get the exp added. |
1794 | * skill_name is the skill that should get the exp added. |
1817 | * flag is what to do if player doesn't have the skill. |
1795 | * flag is what to do if player doesn't have the skill. |
1818 | * these last two values are only used for players. |
1796 | * these last two values are only used for players. |
1819 | */ |
1797 | */ |
1820 | void |
1798 | void |
1821 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1799 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1822 | { |
1800 | { |
1823 | #ifdef EXP_DEBUG |
1801 | #ifdef EXP_DEBUG |
1824 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1802 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1825 | #endif |
1803 | #endif |
1826 | |
1804 | |
… | |
… | |
1835 | * won't do anything if the value is 0 anyways. |
1813 | * won't do anything if the value is 0 anyways. |
1836 | */ |
1814 | */ |
1837 | if (exp == 0) |
1815 | if (exp == 0) |
1838 | return; |
1816 | return; |
1839 | |
1817 | |
1840 | /* Monsters are easy - we just adjust their exp - we |
1818 | /* Monsters are easy - we just adjust their exp - we |
1841 | * don't adjust level, since in most cases it is unrelated to |
1819 | * don't adjust level, since in most cases it is unrelated to |
1842 | * the exp they have - the monsters exp represents what its |
1820 | * the exp they have - the monsters exp represents what its |
1843 | * worth. |
1821 | * worth. |
1844 | */ |
1822 | */ |
1845 | if (op->type != PLAYER) |
1823 | if (op->type != PLAYER) |
… | |
… | |
1872 | */ |
1850 | */ |
1873 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1851 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1874 | } |
1852 | } |
1875 | } |
1853 | } |
1876 | |
1854 | |
1877 | /* Applies a death penalty experience, the size of this is defined by the |
1855 | /* Applies a death penalty experience, the size of this is defined by the |
1878 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1856 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1879 | * amount of permenent experience, whichever gives the lowest loss. |
1857 | * amount of permenent experience, whichever gives the lowest loss. |
1880 | */ |
1858 | */ |
1881 | void |
1859 | void |
1882 | apply_death_exp_penalty (object *op) |
1860 | apply_death_exp_penalty (object *op) |
… | |
… | |
1904 | tmp->stats.exp -= loss; |
1882 | tmp->stats.exp -= loss; |
1905 | player_lvl_adj (op, tmp); |
1883 | player_lvl_adj (op, tmp); |
1906 | } |
1884 | } |
1907 | |
1885 | |
1908 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1886 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1909 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1887 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1910 | |
1888 | |
1911 | if (level_loss < 0) |
1889 | if (level_loss < 0) |
1912 | level_loss = 0; |
1890 | level_loss = 0; |
1913 | |
1891 | |
1914 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1892 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |