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 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 | |
… | |
… | |
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 | int weapon_weight = 0, weapon_speed = 0; |
736 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
736 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
737 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
738 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | float old_speed = speed; |
739 | float old_speed = speed; |
… | |
… | |
870 | * because the skill shouldn't count against body positions being used |
870 | * because the skill shouldn't count against body positions being used |
871 | * up, etc. |
871 | * up, etc. |
872 | */ |
872 | */ |
873 | if ((tmp->flag [FLAG_APPLIED] |
873 | if ((tmp->flag [FLAG_APPLIED] |
874 | && tmp->type != CONTAINER |
874 | && tmp->type != CONTAINER |
875 | && tmp->type != CLOSE_CON) |
875 | && tmp->type != CLOSE_CON |
|
|
876 | && tmp->type != SPELL) |
876 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | { |
878 | { |
878 | if (type == PLAYER) |
879 | if (type == PLAYER) |
879 | { |
880 | { |
880 | contr->item_power += tmp->item_power; |
881 | contr->item_power += tmp->item_power; |
… | |
… | |
915 | for (int i = 0; i < NROFATTACKS; i++) |
916 | for (int i = 0; i < NROFATTACKS; i++) |
916 | max_it (potion_resist[i], tmp->resist[i]); |
917 | max_it (potion_resist[i], tmp->resist[i]); |
917 | else if (tmp->type != POTION) |
918 | else if (tmp->type != POTION) |
918 | for (int i = 0; i < NROFATTACKS; i++) |
919 | for (int i = 0; i < NROFATTACKS; i++) |
919 | if (tmp->resist[i] > 0) |
920 | if (tmp->resist[i] > 0) |
920 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
921 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
921 | else if (tmp->resist[i] < 0) |
922 | else if (tmp->resist[i] < 0) |
922 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
923 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
923 | |
924 | |
924 | /* There may be other things that should not adjust the attacktype */ |
925 | /* There may be other things that should not adjust the attacktype */ |
925 | if (tmp->type != SYMPTOM) |
926 | if (tmp->type != SYMPTOM) |
926 | { |
927 | { |
927 | attacktype |= tmp->attacktype; |
928 | attacktype |= tmp->attacktype; |
… | |
… | |
938 | this->set_flag (FLAG_UNDEAD); |
939 | this->set_flag (FLAG_UNDEAD); |
939 | |
940 | |
940 | //TODO: copy_flags? |
941 | //TODO: copy_flags? |
941 | if (tmp->flag [FLAG_MAKE_INVIS]) |
942 | if (tmp->flag [FLAG_MAKE_INVIS]) |
942 | { |
943 | { |
943 | this->set_flag (FLAG_MAKE_INVIS); |
944 | set_flag (FLAG_MAKE_INVIS); |
944 | invisible = 1; |
945 | invisible = 1; |
945 | } |
946 | } |
946 | |
947 | |
947 | if (tmp->stats.exp && tmp->type != SKILL) |
948 | if (tmp->stats.exp && tmp->type != SKILL) |
948 | { |
949 | { |
… | |
… | |
1022 | if (tmp->stats.ac) |
1023 | if (tmp->stats.ac) |
1023 | ac -= tmp->stats.ac + tmp->magic; |
1024 | ac -= tmp->stats.ac + tmp->magic; |
1024 | |
1025 | |
1025 | break; |
1026 | break; |
1026 | |
1027 | |
1027 | case WAND: |
1028 | case RANGED: |
1028 | case ROD: |
|
|
1029 | case HORN: |
|
|
1030 | break; |
|
|
1031 | |
|
|
1032 | case BOW: |
1029 | case BOW: |
1033 | case WEAPON: |
1030 | case WEAPON: |
1034 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1035 | |
1032 | |
1036 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1033 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
… | |
… | |
1089 | |
1086 | |
1090 | if (tmp->stats.ac) |
1087 | if (tmp->stats.ac) |
1091 | ac -= tmp->stats.ac + tmp->magic; |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1092 | |
1089 | |
1093 | if (ARMOUR_SPEED (tmp)) |
1090 | if (ARMOUR_SPEED (tmp)) |
1094 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1091 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1095 | |
1092 | |
1096 | break; |
1093 | break; |
1097 | } /* switch tmp->type */ |
1094 | } /* switch tmp->type */ |
1098 | } /* item is equipped */ |
1095 | } /* item is equipped */ |
1099 | } /* for loop of items */ |
1096 | } /* for loop of items */ |
… | |
… | |
1648 | * NULL, in which case exp increases the players general |
1645 | * NULL, in which case exp increases the players general |
1649 | * total, but not any particular skill. |
1646 | * total, but not any particular skill. |
1650 | * flag is what to do if the player doesn't have the skill: |
1647 | * flag is what to do if the player doesn't have the skill: |
1651 | */ |
1648 | */ |
1652 | static void |
1649 | static void |
1653 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1650 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1654 | { |
1651 | { |
1655 | object *skill_obj; |
1652 | object *skill_obj; |
1656 | sint64 limit, exp_to_add; |
1653 | sint64 limit, exp_to_add; |
1657 | int i; |
|
|
1658 | |
1654 | |
1659 | /* prevents some forms of abuse. */ |
1655 | /* prevents some forms of abuse. */ |
1660 | if (op->contr->braced) |
1656 | if (op->contr->braced) |
1661 | exp /= 5; |
1657 | exp /= 5; |
1662 | |
1658 | |
… | |
… | |
1772 | * where everything is at the minimum perm exp, he would lose nothing. |
1768 | * 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 |
1769 | * exp is the amount of exp to subtract - thus, it should be |
1774 | * a postive number. |
1770 | * a postive number. |
1775 | */ |
1771 | */ |
1776 | static void |
1772 | static void |
1777 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1773 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1778 | { |
1774 | { |
1779 | float fraction = (float) exp / (float) op->stats.exp; |
1775 | float fraction = (float) exp / (float) op->stats.exp; |
1780 | object *tmp; |
1776 | object *tmp; |
1781 | sint64 del_exp; |
1777 | sint64 del_exp; |
1782 | |
1778 | |
1783 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1779 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1784 | if (tmp->type == SKILL && tmp->stats.exp) |
1780 | if (tmp->type == SKILL && tmp->stats.exp) |
1785 | { |
1781 | { |
1786 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1782 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1787 | { |
1783 | { |
1788 | del_exp = check_exp_loss (tmp, exp); |
1784 | del_exp = check_exp_loss (tmp, exp); |
1789 | tmp->stats.exp -= del_exp; |
1785 | tmp->stats.exp -= del_exp; |
1790 | player_lvl_adj (op, tmp); |
1786 | player_lvl_adj (op, tmp); |
1791 | } |
1787 | } |
1792 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1788 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1793 | { |
1789 | { |
1794 | /* only want to process other skills if we are not trying |
1790 | /* only want to process other skills if we are not trying |
1795 | * to match a specific skill. |
1791 | * to match a specific skill. |
1796 | */ |
1792 | */ |
1797 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1793 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1798 | tmp->stats.exp -= del_exp; |
1794 | tmp->stats.exp -= del_exp; |
1799 | player_lvl_adj (op, tmp); |
1795 | player_lvl_adj (op, tmp); |
1800 | } |
1796 | } |
1801 | } |
1797 | } |
1802 | |
1798 | |
… | |
… | |
1816 | * skill_name is the skill that should get the exp added. |
1812 | * skill_name is the skill that should get the exp added. |
1817 | * flag is what to do if player doesn't have the skill. |
1813 | * flag is what to do if player doesn't have the skill. |
1818 | * these last two values are only used for players. |
1814 | * these last two values are only used for players. |
1819 | */ |
1815 | */ |
1820 | void |
1816 | void |
1821 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1817 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1822 | { |
1818 | { |
1823 | #ifdef EXP_DEBUG |
1819 | #ifdef EXP_DEBUG |
1824 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1820 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1825 | #endif |
1821 | #endif |
1826 | |
1822 | |
… | |
… | |
1904 | tmp->stats.exp -= loss; |
1900 | tmp->stats.exp -= loss; |
1905 | player_lvl_adj (op, tmp); |
1901 | player_lvl_adj (op, tmp); |
1906 | } |
1902 | } |
1907 | |
1903 | |
1908 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1904 | 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)]; |
1905 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1910 | |
1906 | |
1911 | if (level_loss < 0) |
1907 | if (level_loss < 0) |
1912 | level_loss = 0; |
1908 | level_loss = 0; |
1913 | |
1909 | |
1914 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1910 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |