… | |
… | |
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 |
… | |
… | |
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) |
… | |
… | |
806 | |
806 | |
807 | wc = arch->stats.wc; |
807 | wc = arch->stats.wc; |
808 | stats.dam = arch->stats.dam; |
808 | stats.dam = arch->stats.dam; |
809 | |
809 | |
810 | /* 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, |
811 | * plus a small amount of physical resist, those poor suckers. ;) |
811 | * plus a small amount of physical resist, those poor suckers. ;) |
812 | * 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 - |
813 | * 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, |
814 | * 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 |
815 | * that their protection from physical goes down |
815 | * that their protection from physical goes down |
816 | */ |
816 | */ |
… | |
… | |
862 | } |
862 | } |
863 | } |
863 | } |
864 | |
864 | |
865 | /* Container objects are not meant to adjust players, but other applied |
865 | /* Container objects are not meant to adjust players, but other applied |
866 | * objects need to make adjustments. |
866 | * objects need to make adjustments. |
867 | * This block should handle all player specific changes |
867 | * This block should handle all player specific changes |
868 | * 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 |
869 | * in the praying skill, and the player should always get those. |
869 | * in the praying skill, and the player should always get those. |
870 | * 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, |
871 | * because the skill shouldn't count against body positions being used |
871 | * because the skill shouldn't count against body positions being used |
872 | * up, etc. |
872 | * up, etc. |
873 | */ |
873 | */ |
874 | if ((tmp->flag [FLAG_APPLIED] |
874 | if ((tmp->flag [FLAG_APPLIED] |
875 | && tmp->type != CONTAINER |
875 | && tmp->type != CONTAINER |
… | |
… | |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
906 | slot[i].used += tmp->slot[i].info; |
906 | slot[i].used += tmp->slot[i].info; |
907 | |
907 | |
908 | if (tmp->type == SYMPTOM) |
908 | if (tmp->type == SYMPTOM) |
909 | 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); |
910 | |
910 | |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
912 | * (Negative protections are calculated exactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
913 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
915 | */ |
915 | */ |
916 | if (tmp->type == POTION_EFFECT) |
916 | if (tmp->type == POTION_EFFECT) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
918 | max_it (potion_resist[i], tmp->resist[i]); |
918 | max_it (potion_resist[i], tmp->resist[i]); |
919 | else if (tmp->type != POTION) |
919 | else if (tmp->type != POTION) |
… | |
… | |
1104 | |
1104 | |
1105 | /* 'total resistance = total protections - total vulnerabilities'. |
1105 | /* 'total resistance = total protections - total vulnerabilities'. |
1106 | * If there is an uncursed potion in effect, granting more protection |
1106 | * If there is an uncursed potion in effect, granting more protection |
1107 | * than that, we take: 'total resistance = resistance from potion'. |
1107 | * than that, we take: 'total resistance = resistance from potion'. |
1108 | * 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 |
1109 | * 'total resistance = vulnerability from cursed potion'. |
1109 | * 'total resistance = vulnerability from cursed potion'. |
1110 | */ |
1110 | */ |
1111 | for (int i = 0; i < NROFATTACKS; i++) |
1111 | for (int i = 0; i < NROFATTACKS; i++) |
1112 | { |
1112 | { |
1113 | resist[i] = prot[i] - vuln[i]; |
1113 | resist[i] = prot[i] - vuln[i]; |
1114 | |
1114 | |
… | |
… | |
1152 | stats.maxhp += 2 * max (0, level - 10); |
1152 | stats.maxhp += 2 * max (0, level - 10); |
1153 | |
1153 | |
1154 | if (stats.hp > stats.maxhp) |
1154 | if (stats.hp > stats.maxhp) |
1155 | stats.hp = stats.maxhp; |
1155 | stats.hp = stats.maxhp; |
1156 | |
1156 | |
1157 | /* Sp gain is controlled by the level of the player's |
1157 | /* Sp gain is controlled by the level of the player's |
1158 | * relevant experience object (mana_obj, see above) |
1158 | * relevant experience object (mana_obj, see above) |
1159 | */ |
1159 | */ |
1160 | /* following happen when skills system is not used */ |
1160 | /* following happen when skills system is not used */ |
1161 | if (!mana_obj) |
1161 | if (!mana_obj) |
1162 | mana_obj = this; |
1162 | mana_obj = this; |
1163 | |
1163 | |
… | |
… | |
1233 | wc += 4; |
1233 | wc += 4; |
1234 | } |
1234 | } |
1235 | else |
1235 | else |
1236 | ac -= dex_bonus[stats.Dex]; |
1236 | ac -= dex_bonus[stats.Dex]; |
1237 | |
1237 | |
1238 | /* In new exp/skills system, wc bonuses are related to |
1238 | /* In new exp/skills system, wc bonuses are related to |
1239 | * the players level in a relevant exp object (wc_obj) |
1239 | * the players level in a relevant exp object (wc_obj) |
1240 | * not the general player level -b.t. |
1240 | * not the general player level -b.t. |
1241 | * I changed this slightly so that wc bonuses are better |
1241 | * I changed this slightly so that wc bonuses are better |
1242 | * than before. This is to balance out the fact that |
1242 | * than before. This is to balance out the fact that |
1243 | * the player no longer gets a personal weapon w/ 1 |
1243 | * the player no longer gets a personal weapon w/ 1 |
1244 | * improvement every level, now its fighterlevel/5. So |
1244 | * improvement every level, now its fighterlevel/5. So |
1245 | * we give the player a bonus here in wc and dam |
1245 | * we give the player a bonus here in wc and dam |
1246 | * to make up for the change. Note that I left the |
1246 | * to make up for the change. Note that I left the |
1247 | * monster bonus the same as before. -b.t. |
1247 | * monster bonus the same as before. -b.t. |
1248 | */ |
1248 | */ |
1249 | object *wc_obj = chosen_skill; |
1249 | object *wc_obj = chosen_skill; |
1250 | |
1250 | |
1251 | if (contr && wc_obj && wc_obj->level > 1) |
1251 | if (contr && wc_obj && wc_obj->level > 1) |
… | |
… | |
1450 | /* if the force is missing -> bail out */ |
1450 | /* if the force is missing -> bail out */ |
1451 | if (abil == NULL) |
1451 | if (abil == NULL) |
1452 | return; |
1452 | return; |
1453 | |
1453 | |
1454 | /* The ability_force keeps track of maximum level ever achieved. |
1454 | /* The ability_force keeps track of maximum level ever achieved. |
1455 | * New abilties can only be gained by surpassing this max level |
1455 | * New abilties can only be gained by surpassing this max level |
1456 | */ |
1456 | */ |
1457 | if (who->level > abil->level) |
1457 | if (who->level > abil->level) |
1458 | { |
1458 | { |
1459 | /* increase our focused ability */ |
1459 | /* increase our focused ability */ |
1460 | abil->resist[abil->stats.exp]++; |
1460 | abil->resist[abil->stats.exp]++; |
… | |
… | |
1605 | calc_perm_exp (object *op) |
1605 | calc_perm_exp (object *op) |
1606 | { |
1606 | { |
1607 | int p_exp_min; |
1607 | int p_exp_min; |
1608 | |
1608 | |
1609 | /* Ensure that our permanent experience minimum is met. |
1609 | /* Ensure that our permanent experience minimum is met. |
1610 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1610 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1611 | * to get the fraction */ |
1611 | * to get the fraction */ |
1612 | 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); |
1613 | |
1613 | |
1614 | if (op->perm_exp < p_exp_min) |
1614 | if (op->perm_exp < p_exp_min) |
1615 | op->perm_exp = p_exp_min; |
1615 | op->perm_exp = p_exp_min; |
… | |
… | |
1813 | * won't do anything if the value is 0 anyways. |
1813 | * won't do anything if the value is 0 anyways. |
1814 | */ |
1814 | */ |
1815 | if (exp == 0) |
1815 | if (exp == 0) |
1816 | return; |
1816 | return; |
1817 | |
1817 | |
1818 | /* Monsters are easy - we just adjust their exp - we |
1818 | /* Monsters are easy - we just adjust their exp - we |
1819 | * 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 |
1820 | * the exp they have - the monsters exp represents what its |
1820 | * the exp they have - the monsters exp represents what its |
1821 | * worth. |
1821 | * worth. |
1822 | */ |
1822 | */ |
1823 | if (op->type != PLAYER) |
1823 | if (op->type != PLAYER) |
… | |
… | |
1850 | */ |
1850 | */ |
1851 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1851 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1852 | } |
1852 | } |
1853 | } |
1853 | } |
1854 | |
1854 | |
1855 | /* 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 |
1856 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1856 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1857 | * amount of permenent experience, whichever gives the lowest loss. |
1857 | * amount of permenent experience, whichever gives the lowest loss. |
1858 | */ |
1858 | */ |
1859 | void |
1859 | void |
1860 | apply_death_exp_penalty (object *op) |
1860 | apply_death_exp_penalty (object *op) |