1 | /* |
1 | /* |
2 | * static char *rcsid_living_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: living.C,v 1.2 2006/08/26 23:36:28 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
13 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
15 | (at your option) any later version. |
11 | * option) any later version. |
16 | |
12 | * |
17 | 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, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
23 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
25 | |
21 | * |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <funcpoint.h> |
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31 | |
26 | |
32 | /* Handy little macro that adds exp and keeps it within bounds. Since |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
33 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
28 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
34 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
29 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
35 | */ |
30 | */ |
36 | #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } |
31 | #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } |
37 | |
32 | |
38 | static const int con_bonus[MAX_STAT + 1]={ |
33 | static const int con_bonus[MAX_STAT + 1] = { |
39 | -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, |
40 | 22,25,30,40,50 |
35 | 22, 25, 30, 40, 50 |
41 | }; |
36 | }; |
42 | |
37 | |
43 | /* changed the name of this to "sp_bonus" from "int_bonus" |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
44 | * because Pow can now be the stat that controls spellpoint |
39 | * because Pow can now be the stat that controls spellpoint |
45 | * advancement. -b.t. |
40 | * advancement. -b.t. |
46 | */ |
41 | */ |
47 | static const int sp_bonus[MAX_STAT + 1]={ |
42 | static const int sp_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, |
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, |
49 | 30,40,50,70,100 |
44 | 30, 40, 50, 70, 100 |
50 | }; |
45 | }; |
51 | |
46 | |
52 | static const int grace_bonus[MAX_STAT +1] = { |
47 | static const int grace_bonus[MAX_STAT + 1] = { |
53 | -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, |
54 | 30,40,50,70,100 |
49 | 30, 40, 50, 70, 100 |
55 | }; |
50 | }; |
56 | |
51 | |
57 | /* 0.92.7 Changed way charisma works. Values now |
52 | /* 0.92.7 Changed way charisma works. Values now |
58 | * 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 |
59 | * (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 |
… | |
… | |
69 | * 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 |
70 | * it is 1-diff |
65 | * it is 1-diff |
71 | */ |
66 | */ |
72 | |
67 | |
73 | const float cha_bonus[MAX_STAT + 1] = { 10.0, |
68 | const float cha_bonus[MAX_STAT + 1] = { 10.0, |
74 | 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ |
69 | 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ |
75 | 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ |
70 | 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ |
76 | 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ |
71 | 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ |
77 | 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ |
72 | 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ |
78 | 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ |
73 | 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ |
79 | 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ |
74 | 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ |
80 | }; |
75 | }; |
81 | |
76 | |
82 | const int dex_bonus[MAX_STAT + 1]={ |
77 | const int dex_bonus[MAX_STAT + 1] = { |
83 | -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 |
78 | -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7 |
84 | }; |
79 | }; |
85 | |
80 | |
86 | /* speed_bonus uses dex as its stat */ |
81 | /* speed_bonus uses dex as its stat */ |
87 | const float speed_bonus[MAX_STAT + 1]={ |
82 | const float speed_bonus[MAX_STAT + 1] = { |
88 | -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, |
83 | -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, |
89 | 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, |
84 | 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, |
90 | 1.6, 1.8, 2.0, 2.5, 3.0 |
85 | 1.6, 1.8, 2.0, 2.5, 3.0 |
91 | }; |
86 | }; |
92 | |
87 | |
93 | /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on |
88 | /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on |
94 | * strength. |
89 | * strength. |
95 | */ |
90 | */ |
96 | const int dam_bonus[MAX_STAT + 1]={ |
91 | const int dam_bonus[MAX_STAT + 1] = { |
97 | -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 |
92 | -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15 |
98 | }; |
93 | }; |
99 | |
94 | |
100 | const int thaco_bonus[MAX_STAT + 1]={ |
95 | const int thaco_bonus[MAX_STAT + 1] = { |
101 | -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 |
96 | -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10 |
102 | }; |
97 | }; |
103 | |
98 | |
104 | /* Max you can carry before you start getting extra speed penalties */ |
99 | /* Max you can carry before you start getting extra speed penalties */ |
105 | const int max_carry[MAX_STAT + 1]={ |
100 | const int max_carry[MAX_STAT + 1] = { |
106 | 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, |
101 | 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277, |
107 | 301,326,352,400,450,500,600,1000 |
102 | 301, 326, 352, 400, 450, 500, 600, 1000 |
108 | }; |
103 | }; |
109 | |
104 | |
110 | /* weight_limit - the absolute most a character can carry - a character can't |
105 | /* weight_limit - the absolute most a character can carry - a character can't |
111 | * pick stuff up if it would put him above this limit. |
106 | * pick stuff up if it would put him above this limit. |
112 | * value is in grams, so we don't need to do conversion later |
107 | * value is in grams, so we don't need to do conversion later |
113 | * 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 |
114 | * before, you need to start someplace. |
109 | * before, you need to start someplace. |
115 | */ |
110 | */ |
116 | |
111 | |
117 | const uint32 weight_limit[MAX_STAT+ 1] = { |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
118 | 200000, /* 0 */ |
113 | 200000, /* 0 */ |
119 | 250000,300000,350000,400000,500000, /* 5*/ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
120 | 600000,700000,800000,900000,1000000, /* 10 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
121 | 1100000,1200000,1300000,1400000,1500000,/* 15 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
122 | 1650000,1800000,1950000,2100000,2250000,/* 20 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
123 | 2400000,2550000,2700000,2850000,3000000, /* 25 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
124 | 3250000,3500000,3750000,4000000,4500000 /*30 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
125 | }; |
120 | }; |
126 | |
121 | |
127 | const int learn_spell[MAX_STAT + 1]={ |
122 | const int learn_spell[MAX_STAT + 1] = { |
128 | 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, |
129 | 100,100,100,100,100,100 |
124 | 100, 100, 100, 100, 100, 100 |
130 | }; |
125 | }; |
131 | |
126 | |
132 | const int cleric_chance[MAX_STAT + 1]={ |
127 | const int cleric_chance[MAX_STAT + 1] = { |
133 | 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 |
128 | 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0 |
134 | }; |
129 | }; |
135 | |
130 | |
136 | const int turn_bonus[MAX_STAT + 1]={ |
131 | const int turn_bonus[MAX_STAT + 1] = { |
137 | -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 |
132 | -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15 |
138 | }; |
133 | }; |
139 | |
134 | |
140 | const int fear_bonus[MAX_STAT + 1]={ |
135 | const int fear_bonus[MAX_STAT + 1] = { |
141 | 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 |
136 | 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 |
142 | }; |
137 | }; |
143 | |
138 | |
144 | /* |
139 | /* |
145 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
146 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
… | |
… | |
161 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
162 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
163 | * -b.t. |
158 | * -b.t. |
164 | */ |
159 | */ |
165 | |
160 | |
166 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
167 | |
162 | |
168 | #ifndef WIN32 |
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169 | extern uint64 *levels; |
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170 | #else |
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171 | extern sint64 *levels; |
163 | extern sint64 *levels; |
172 | #endif |
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173 | |
164 | |
174 | #define MAX_SAVE_LEVEL 110 |
165 | #define MAX_SAVE_LEVEL 110 |
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166 | |
175 | /* This no longer needs to be changed anytime the number of |
167 | /* This no longer needs to be changed anytime the number of |
176 | * levels is increased - rather, did_make_save will do the |
168 | * levels is increased - rather, did_make_save will do the |
177 | * right thing and always use range within this table. |
169 | * right thing and always use range within this table. |
178 | * for safety, savethrow should not be accessed directly anymore, |
170 | * for safety, savethrow should not be accessed directly anymore, |
179 | * and instead did_make_save should be used instead. |
171 | * and instead did_make_save should be used instead. |
180 | */ |
172 | */ |
181 | static const int savethrow[MAX_SAVE_LEVEL+1]={ |
173 | static const int savethrow[MAX_SAVE_LEVEL + 1] = { |
182 | 18, |
174 | 18, |
183 | 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, |
175 | 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, |
184 | 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, |
176 | 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, |
185 | 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, |
177 | 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, |
186 | 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, |
178 | 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, |
187 | 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, |
179 | 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, |
188 | 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 |
180 | 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 |
189 | }; |
181 | }; |
190 | |
182 | |
191 | const char *const attacks[NROFATTACKS] = { |
183 | const char *const attacks[NROFATTACKS] = { |
192 | "physical", "magical", "fire", "electricity", "cold", "confusion", |
184 | "physical", "magical", "fire", "electricity", "cold", "confusion", |
193 | "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", |
185 | "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", |
194 | "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", |
186 | "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", |
195 | "chaos","counterspell","god power","holy power","blinding", "", |
187 | "chaos", "counterspell", "god power", "holy power", "blinding", "", |
196 | "life stealing" |
188 | "life stealing" |
197 | }; |
189 | }; |
198 | |
190 | |
199 | static const char *const drain_msg[NUM_STATS] = { |
191 | static const char *const drain_msg[NUM_STATS] = { |
200 | "Oh no! You are weakened!", |
192 | "Oh no! You are weakened!", |
201 | "You're feeling clumsy!", |
193 | "You're feeling clumsy!", |
202 | "You feel less healthy", |
194 | "You feel less healthy", |
203 | "You suddenly begin to lose your memory!", |
195 | "You suddenly begin to lose your memory!", |
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196 | "Watch out, your mind is going!", |
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197 | "Your spirit feels drained!", |
204 | "Your face gets distorted!", |
198 | "Your face gets distorted!", |
205 | "Watch out, your mind is going!", |
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206 | "Your spirit feels drained!" |
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207 | }; |
199 | }; |
208 | const char *const restore_msg[NUM_STATS] = { |
200 | const char *const restore_msg[NUM_STATS] = { |
209 | "You feel your strength return.", |
201 | "You feel your strength return.", |
210 | "You feel your agility return.", |
202 | "You feel your agility return.", |
211 | "You feel your health return.", |
203 | "You feel your health return.", |
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204 | "You feel your memory return.", |
212 | "You feel your wisdom return.", |
205 | "You feel your wisdom return.", |
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206 | "You feel your spirits return.", |
213 | "You feel your charisma return.", |
207 | "You feel your charisma return.", |
214 | "You feel your memory return.", |
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215 | "You feel your spirits return." |
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216 | }; |
208 | }; |
217 | const char *const gain_msg[NUM_STATS] = { |
209 | const char *const gain_msg[NUM_STATS] = { |
218 | "You feel stronger.", |
210 | "You feel stronger.", |
219 | "You feel more agile.", |
211 | "You feel more agile.", |
220 | "You feel healthy.", |
212 | "You feel healthy.", |
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213 | "You feel smarter.", |
221 | "You feel wiser.", |
214 | "You feel wiser.", |
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215 | "You feel more potent.", |
222 | "You seem to look better.", |
216 | "You seem to look better.", |
223 | "You feel smarter.", |
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224 | "You feel more potent." |
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225 | }; |
217 | }; |
226 | const char *const lose_msg[NUM_STATS] = { |
218 | const char *const lose_msg[NUM_STATS] = { |
227 | "You feel weaker!", |
219 | "You feel weaker!", |
228 | "You feel clumsy!", |
220 | "You feel clumsy!", |
229 | "You feel less healthy!", |
221 | "You feel less healthy!", |
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222 | "You feel stupid!", |
230 | "You lose some of your memory!", |
223 | "You lose some of your memory!", |
231 | "You look ugly!", |
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232 | "You feel stupid!", |
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233 | "You feel less potent!" |
224 | "You feel less potent!", |
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225 | "You look ugly!", |
234 | }; |
226 | }; |
235 | |
227 | |
236 | const char *const statname[NUM_STATS] = { |
228 | const char *const statname[NUM_STATS] = { |
237 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
238 | }; |
230 | }; |
239 | |
231 | |
240 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
241 | "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
242 | }; |
234 | }; |
243 | |
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244 | /* |
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245 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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246 | * what attr is (STR to POW). |
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247 | */ |
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248 | |
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249 | void |
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250 | set_attr_value(living *stats,int attr,sint8 value) { |
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251 | switch(attr) { |
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252 | case STR: |
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253 | stats->Str=value; |
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254 | break; |
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255 | case DEX: |
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256 | stats->Dex=value; |
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257 | break; |
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258 | case CON: |
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259 | stats->Con=value; |
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260 | break; |
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261 | case WIS: |
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262 | stats->Wis=value; |
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263 | break; |
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|
264 | case POW: |
|
|
265 | stats->Pow=value; |
|
|
266 | break; |
|
|
267 | case CHA: |
|
|
268 | stats->Cha=value; |
|
|
269 | break; |
|
|
270 | case INT: |
|
|
271 | stats->Int=value; |
|
|
272 | break; |
|
|
273 | } |
|
|
274 | } |
|
|
275 | |
235 | |
276 | /* |
236 | /* |
277 | * Like set_attr_value(), but instead the value (which can be negative) |
237 | * Like set_attr_value(), but instead the value (which can be negative) |
278 | * is added to the specified stat. |
238 | * is added to the specified stat. |
279 | */ |
239 | */ |
280 | |
|
|
281 | void |
240 | void |
282 | change_attr_value(living *stats,int attr,sint8 value) { |
241 | change_attr_value (living *stats, int attr, sint8 value) |
283 | if (value==0) return; |
242 | { |
284 | switch(attr) { |
243 | stats->stat (attr) += value; |
285 | case STR: |
|
|
286 | stats->Str+=value; |
|
|
287 | break; |
|
|
288 | case DEX: |
|
|
289 | stats->Dex+=value; |
|
|
290 | break; |
|
|
291 | case CON: |
|
|
292 | stats->Con+=value; |
|
|
293 | break; |
|
|
294 | case WIS: |
|
|
295 | stats->Wis+=value; |
|
|
296 | break; |
|
|
297 | case POW: |
|
|
298 | stats->Pow+=value; |
|
|
299 | break; |
|
|
300 | case CHA: |
|
|
301 | stats->Cha+=value; |
|
|
302 | break; |
|
|
303 | case INT: |
|
|
304 | stats->Int+=value; |
|
|
305 | break; |
|
|
306 | default: |
|
|
307 | LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); |
|
|
308 | } |
|
|
309 | } |
|
|
310 | |
|
|
311 | /* |
|
|
312 | * returns the specified stat. See also set_attr_value(). |
|
|
313 | */ |
|
|
314 | |
|
|
315 | sint8 |
|
|
316 | get_attr_value(const living *stats,int attr) { |
|
|
317 | switch(attr) { |
|
|
318 | case STR: |
|
|
319 | return(stats->Str); |
|
|
320 | case DEX: |
|
|
321 | return(stats->Dex); |
|
|
322 | case CON: |
|
|
323 | return(stats->Con); |
|
|
324 | case WIS: |
|
|
325 | return(stats->Wis); |
|
|
326 | case CHA: |
|
|
327 | return(stats->Cha); |
|
|
328 | case INT: |
|
|
329 | return(stats->Int); |
|
|
330 | case POW: |
|
|
331 | return(stats->Pow); |
|
|
332 | } |
|
|
333 | return 0; |
|
|
334 | } |
244 | } |
335 | |
245 | |
336 | /* |
246 | /* |
337 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
247 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
338 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
339 | */ |
249 | */ |
340 | |
250 | void |
341 | void check_stat_bounds(living *stats) { |
251 | check_stat_bounds (living *stats) |
342 | int i,v; |
252 | { |
343 | for(i=0;i<NUM_STATS;i++) |
253 | for (int i = 0; i < NUM_STATS; i++) |
344 | if((v=get_attr_value(stats,i))>MAX_STAT) |
254 | { |
345 | set_attr_value(stats,i,MAX_STAT); |
255 | sint8 &v = stats->stat (i); |
346 | else if(v<MIN_STAT) |
256 | v = clamp (v, MIN_STAT, MAX_STAT); |
347 | set_attr_value(stats,i,MIN_STAT); |
257 | } |
348 | } |
258 | } |
349 | |
259 | |
350 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
260 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
351 | |
261 | |
352 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
353 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
354 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
355 | */ |
265 | */ |
356 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
357 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
358 | |
268 | |
359 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
|
|
270 | |
360 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
361 | * the object. |
272 | * the object. |
362 | * It is the calling functions responsibilty to check to see if the object |
273 | * It is the calling functions responsibilty to check to see if the object |
363 | * can be applied or not. |
274 | * can be applied or not. |
364 | * The main purpose of calling this function is the messages that are |
275 | * The main purpose of calling this function is the messages that are |
365 | * displayed - fix_player should really always be called after this when |
276 | * displayed - update_stats should really always be called after this when |
366 | * removing an object - that is because it is impossible to know if some object |
277 | * removing an object - that is because it is impossible to know if some object |
367 | * is the only source of an attacktype or spell attunement, so this function |
278 | * is the only source of an attacktype or spell attunement, so this function |
368 | * will clear the bits, but the player may still have some other object |
279 | * will clear the bits, but the player may still have some other object |
369 | * that gives them that ability. |
280 | * that gives them that ability. |
370 | */ |
281 | */ |
|
|
282 | int |
371 | int change_abil(object *op, object *tmp) { |
283 | change_abil (object *op, object *tmp) |
372 | int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; |
284 | { |
373 | object refop; |
285 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
286 | int success = 0; |
374 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
375 | int potion_max=0; |
288 | int potion_max = 0; |
376 | |
|
|
377 | /* remember what object was like before it was changed. note that |
|
|
378 | * refop is a local copy of op only to be used for detecting changes |
|
|
379 | * found by fix_player. refop is not a real object |
|
|
380 | */ |
|
|
381 | memcpy(&refop, op, sizeof(object)); |
|
|
382 | |
289 | |
|
|
290 | // keep some stats for comparison purposes |
|
|
291 | object::flags_t prev_flag = op->flag; |
|
|
292 | MoveType prev_move_type = op->move_type; |
|
|
293 | sint16 prev_resist [NROFATTACKS]; // clumsy |
|
|
294 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
295 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
|
|
296 | |
383 | if(op->type==PLAYER) { |
297 | if (op->type == PLAYER) |
|
|
298 | { |
384 | if (tmp->type==POTION) { |
299 | if (tmp->type == POTION) |
|
|
300 | { |
385 | potion_max=1; |
301 | potion_max = 1; |
386 | for(j=0;j<NUM_STATS;j++) { |
|
|
387 | int nstat, ostat; |
|
|
388 | |
302 | |
389 | ostat = get_attr_value(&(op->contr->orig_stats),j); |
303 | for (int j = 0; j < NUM_STATS; j++) |
390 | i = get_attr_value(&(tmp->stats),j); |
304 | { |
|
|
305 | int ostat = op->contr->orig_stats.stat (j); |
|
|
306 | int i = tmp->stats.stat (j); |
391 | |
307 | |
392 | /* nstat is what the stat will be after use of the potion */ |
308 | /* nstat is what the stat will be after use of the potion */ |
393 | nstat = flag*i + ostat; |
309 | int nstat = flag * i + ostat; |
394 | |
310 | |
395 | /* Do some bounds checking. While I don't think any |
311 | /* Do some bounds checking. There is the potential for potions |
396 | * potions do so right now, there is the potential for potions |
|
|
397 | * that adjust that stat by more than one point, so we need |
312 | * that adjust that stat by more than one point, so we need |
398 | * to allow for that. |
313 | * to allow for that. |
399 | */ |
314 | */ |
400 | if (nstat < 1 && i*flag < 0 ) nstat = 1; |
315 | if (nstat < 1 && i * flag < 0) |
401 | else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { |
316 | nstat = 1; |
402 | nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); |
317 | else if (nstat > 20 + op->arch->stats.stat (j)) |
403 | } |
318 | nstat = 20 + op->arch->stats.stat (j); |
404 | if (nstat != ostat) { |
319 | |
405 | set_attr_value(&(op->contr->orig_stats), j, nstat); |
320 | if (nstat != ostat) |
406 | potion_max=0; |
321 | { |
407 | } |
322 | op->contr->orig_stats.stat (j) = nstat; |
408 | else if (i) { |
323 | potion_max = 0; |
|
|
324 | } |
|
|
325 | else if (i) |
|
|
326 | { |
409 | /* potion is useless - player has already hit the natural maximum */ |
327 | /* potion is useless - player has already hit the natural maximum */ |
410 | potion_max = 1; |
328 | potion_max = 1; |
411 | } |
329 | } |
412 | } |
330 | } |
|
|
331 | |
413 | /* This section of code ups the characters normal stats also. I am not |
332 | /* This section of code ups the characters normal stats also. I am not |
414 | * sure if this is strictly necessary, being that fix_player probably |
333 | * sure if this is strictly necessary, being that fix_player probably |
415 | * recalculates this anyway. |
334 | * recalculates this anyway. |
416 | */ |
335 | */ |
417 | for(j=0;j<NUM_STATS;j++) |
336 | for (int j = 0; j < NUM_STATS; j++) |
418 | change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); |
337 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
|
|
338 | |
419 | check_stat_bounds(&(op->stats)); |
339 | check_stat_bounds (&op->stats); |
420 | } /* end of potion handling code */ |
340 | } /* end of potion handling code */ |
421 | } |
341 | } |
422 | |
342 | |
423 | /* reset attributes that fix_player doesn't reset since it doesn't search |
343 | /* reset attributes that update_stats doesn't reset since it doesn't search |
424 | * everything to set |
344 | * everything to set |
425 | */ |
345 | */ |
426 | if(flag == -1) { |
346 | if (flag == -1) |
|
|
347 | { |
427 | op->attacktype&=~tmp->attacktype; |
348 | op->attacktype &= ~tmp->attacktype; |
428 | op->path_attuned&=~tmp->path_attuned; |
349 | op->path_attuned &= ~tmp->path_attuned; |
429 | op->path_repelled&=~tmp->path_repelled; |
350 | op->path_repelled &= ~tmp->path_repelled; |
430 | op->path_denied&=~tmp->path_denied; |
351 | op->path_denied &= ~tmp->path_denied; |
431 | /* Presuming here that creatures only have move_type, |
352 | /* Presuming here that creatures only have move_type, |
432 | * and not the other move_ fields. |
353 | * and not the other move_ fields. |
433 | */ |
354 | */ |
434 | op->move_type &= ~tmp->move_type; |
355 | op->move_type &= ~tmp->move_type; |
435 | } |
356 | } |
436 | |
357 | |
437 | /* call fix_player since op object could have whatever attribute due |
358 | /* call fix_player since op object could have whatever attribute due |
438 | * to multiple items. if fix_player always has to be called after |
359 | * to multiple items. if update_stats always has to be called after |
439 | * change_ability then might as well call it from here |
360 | * change_ability then might as well call it from here |
440 | */ |
361 | */ |
441 | fix_player(op); |
362 | op->update_stats (); |
442 | |
363 | |
443 | /* Fix player won't add the bows ability to the player, so don't |
364 | /* update_stats won't add the bows ability to the player, so don't |
444 | * print out message if this is a bow. |
365 | * print out message if this is a bow. |
445 | */ |
366 | */ |
446 | if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { |
367 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
447 | success=1; |
|
|
448 | DIFF_MSG(flag, "Your hands begin to glow red.", |
|
|
449 | "Your hands stop glowing red."); |
|
|
450 | } |
368 | { |
451 | if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ |
369 | success = 1; |
452 | success=1; |
370 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
453 | DIFF_MSG(flag, "You feel very protected.", |
371 | } |
454 | "You don't feel protected anymore."); |
372 | |
|
|
373 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
455 | } |
374 | { |
456 | if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ |
375 | success = 1; |
457 | success=1; |
376 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
458 | DIFF_MSG(flag, "A magic force shimmers around you.", |
377 | } |
459 | "The magic force fades away."); |
378 | |
|
|
379 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
460 | } |
380 | { |
461 | if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ |
381 | success = 1; |
462 | success=1; |
382 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
463 | DIFF_MSG(flag, "You feel more safe now, somehow.", |
383 | } |
464 | "Suddenly you feel less safe, somehow."); |
384 | |
|
|
385 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
465 | } |
386 | { |
|
|
387 | success = 1; |
|
|
388 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
|
|
389 | } |
|
|
390 | |
466 | /* movement type has changed. We don't care about cases where |
391 | /* movement type has changed. We don't care about cases where |
467 | * user has multiple items giving the same type appled like we |
392 | * user has multiple items giving the same type appled like we |
468 | * used to - that is more work than what we gain, plus messages |
393 | * used to - that is more work than what we gain, plus messages |
469 | * can be misleading (a little higher could be miscontrued from |
394 | * can be misleading (a little higher could be miscontrued from |
470 | * from fly high) |
395 | * from fly high) |
471 | */ |
396 | */ |
472 | if (tmp->move_type && op->move_type != refop.move_type) { |
397 | if (tmp->move_type && op->move_type != prev_move_type) |
473 | success=1; |
398 | { |
|
|
399 | success = 1; |
474 | |
400 | |
475 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
476 | * status doesn't make a difference if you are flying high |
402 | * status doesn't make a difference if you are flying high |
477 | */ |
403 | */ |
478 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { |
404 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
|
|
405 | { |
479 | DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); |
406 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
480 | } |
407 | } |
481 | |
408 | |
482 | if (tmp->move_type & MOVE_FLY_HIGH) { |
409 | if (tmp->move_type & MOVE_FLY_HIGH) |
|
|
410 | { |
483 | /* double conditional - second case covers if you have move_fly_low - |
411 | /* double conditional - second case covers if you have move_fly_low - |
484 | * in that case, you don't actually land |
412 | * in that case, you don't actually land |
485 | */ |
413 | */ |
486 | DIFF_MSG(flag, "You soar into the air air!.", |
414 | DIFF_MSG (flag, "You soar into the air!", |
487 | (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
488 | "You float down to the ground.")); |
416 | } |
489 | } |
417 | |
490 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
491 | DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
492 | |
|
|
493 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
494 | check_move_on(op, op); |
|
|
495 | } |
420 | } |
496 | |
421 | |
497 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
498 | * originally undead may change their status |
423 | * originally undead may change their status |
499 | */ |
424 | */ |
500 | if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
425 | if (!op->arch->flag [FLAG_UNDEAD]) |
501 | if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { |
426 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
|
|
427 | { |
502 | success=1; |
428 | success = 1; |
503 | if(flag>0) { |
429 | if (flag > 0) |
504 | if(op->race) free_string(op->race); |
430 | { |
505 | op->race=add_string("undead"); |
431 | op->race = "undead"; |
506 | new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); |
432 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
507 | } else { |
433 | } |
508 | if(op->race) free_string(op->race); |
434 | else |
509 | if(op->arch->clone.race) |
435 | { |
510 | op->race=add_string(op->arch->clone.race); |
436 | op->race = op->arch->race; |
511 | else |
|
|
512 | op->race = NULL; |
|
|
513 | new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
|
|
438 | } |
514 | } |
439 | } |
515 | } |
|
|
516 | |
440 | |
517 | if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ |
441 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
518 | success=1; |
442 | { |
|
|
443 | success = 1; |
519 | DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
|
|
445 | } |
|
|
446 | |
|
|
447 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
520 | } |
448 | { |
521 | if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ |
449 | success = 1; |
522 | success=1; |
|
|
523 | DIFF_MSG(flag, "You become transparent.", "You can see yourself."); |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
524 | } |
451 | } |
|
|
452 | |
525 | /* blinded you can tell if more blinded since blinded player has minimal |
453 | /* blinded you can tell if more blinded since blinded player has minimal |
526 | * vision |
454 | * vision |
527 | */ |
455 | */ |
528 | if(QUERY_FLAG(tmp,FLAG_BLIND)) { |
456 | if (tmp->flag [FLAG_BLIND]) |
529 | success=1; |
457 | { |
530 | if(flag>0) { |
458 | success = 1; |
531 | if(QUERY_FLAG(op,FLAG_WIZ)) |
459 | if (flag > 0) |
|
|
460 | { |
|
|
461 | if (op->flag [FLAG_WIZ]) |
532 | new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
533 | else { |
463 | else |
|
|
464 | { |
534 | new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
535 | SET_FLAG(op,FLAG_BLIND); |
466 | SET_FLAG (op, FLAG_BLIND); |
536 | if(op->type==PLAYER) |
467 | if (op->type == PLAYER) |
537 | op->contr->do_los=1; |
468 | op->contr->do_los = 1; |
|
|
469 | } |
|
|
470 | } |
|
|
471 | else |
|
|
472 | { |
|
|
473 | if (op->flag [FLAG_WIZ]) |
|
|
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
|
|
475 | else |
|
|
476 | { |
|
|
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
|
|
478 | CLEAR_FLAG (op, FLAG_BLIND); |
|
|
479 | if (op->type == PLAYER) |
|
|
480 | op->contr->do_los = 1; |
|
|
481 | } |
|
|
482 | } |
538 | } |
483 | } |
539 | } else { |
484 | |
540 | if(QUERY_FLAG(op,FLAG_WIZ)) |
485 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
541 | new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); |
|
|
542 | else { |
|
|
543 | new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); |
|
|
544 | CLEAR_FLAG(op,FLAG_BLIND); |
|
|
545 | if(op->type==PLAYER) |
|
|
546 | op->contr->do_los=1; |
|
|
547 | } |
|
|
548 | } |
|
|
549 | } |
486 | { |
550 | |
487 | success = 1; |
551 | if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ |
|
|
552 | success=1; |
|
|
553 | if(op->type==PLAYER) |
488 | if (op->type == PLAYER) |
554 | op->contr->do_los=1; |
489 | op->contr->do_los = 1; |
555 | DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); |
490 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
556 | } |
|
|
557 | |
|
|
558 | if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ |
|
|
559 | success=1; |
|
|
560 | if(flag>0) { |
|
|
561 | if(QUERY_FLAG(op,FLAG_WIZ)) |
|
|
562 | new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); |
|
|
563 | else { |
|
|
564 | new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); |
|
|
565 | if(op->type==PLAYER) |
|
|
566 | op->contr->do_los=1; |
|
|
567 | } |
491 | } |
568 | } else { |
492 | |
569 | if(QUERY_FLAG(op,FLAG_WIZ)) |
493 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
|
|
494 | { |
|
|
495 | success = 1; |
|
|
496 | if (flag > 0) |
|
|
497 | { |
|
|
498 | if (op->flag [FLAG_WIZ]) |
|
|
499 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
|
|
500 | else |
|
|
501 | { |
|
|
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
|
|
503 | if (op->type == PLAYER) |
|
|
504 | op->contr->do_los = 1; |
|
|
505 | } |
|
|
506 | } |
|
|
507 | else |
|
|
508 | { |
|
|
509 | if (op->flag [FLAG_WIZ]) |
570 | new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); |
510 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
571 | else { |
511 | else |
|
|
512 | { |
572 | new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
573 | if(op->type==PLAYER) |
514 | if (op->type == PLAYER) |
574 | op->contr->do_los=1; |
515 | op->contr->do_los = 1; |
|
|
516 | } |
|
|
517 | } |
575 | } |
518 | } |
576 | } |
|
|
577 | } |
|
|
578 | |
519 | |
579 | if(tmp->stats.luck) { |
520 | if (tmp->stats.luck) |
580 | success=1; |
521 | { |
|
|
522 | success = 1; |
581 | DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
523 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
582 | } |
524 | } |
583 | |
525 | |
584 | if(tmp->stats.hp && op->type==PLAYER) { |
526 | if (tmp->stats.hp && op->type == PLAYER) |
585 | success=1; |
|
|
586 | DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", |
|
|
587 | "You feel much less healthy!"); |
|
|
588 | } |
527 | { |
|
|
528 | success = 1; |
|
|
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
|
|
530 | } |
589 | |
531 | |
590 | if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { |
532 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
591 | success=1; |
|
|
592 | DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", |
|
|
593 | "You suddenly feel very mundane."); |
|
|
594 | } |
533 | { |
|
|
534 | success = 1; |
|
|
535 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
|
|
536 | } |
595 | |
537 | |
596 | /* for the future when artifacts set this -b.t. */ |
538 | /* for the future when artifacts set this -b.t. */ |
597 | if(tmp->stats.grace && op->type==PLAYER) { |
539 | if (tmp->stats.grace && op->type == PLAYER) |
598 | success=1; |
|
|
599 | DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", |
|
|
600 | "You suddenly feel less holy."); |
|
|
601 | } |
540 | { |
|
|
541 | success = 1; |
|
|
542 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
|
|
543 | } |
602 | |
544 | |
603 | if(tmp->stats.food && op->type==PLAYER) { |
545 | if (tmp->stats.food && op->type == PLAYER) |
604 | success=1; |
|
|
605 | DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", |
|
|
606 | "You feel your digestion speeding up."); |
|
|
607 | } |
546 | { |
|
|
547 | success = 1; |
|
|
548 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
549 | } |
608 | |
550 | |
609 | /* Messages for changed resistance */ |
551 | /* Messages for changed resistance */ |
610 | for (i=0; i<NROFATTACKS; i++) { |
552 | for (int i = 0; i < NROFATTACKS; i++) |
611 | if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */ |
|
|
612 | |
553 | { |
|
|
554 | if (i == ATNR_PHYSICAL) |
|
|
555 | continue; /* Don't display about armour */ |
|
|
556 | |
613 | if (op->resist[i] != refop.resist[i]) { |
557 | if (op->resist [i] != prev_resist [i]) |
|
|
558 | { |
614 | success=1; |
559 | success = 1; |
|
|
560 | |
615 | if (op->resist[i] > refop.resist[i]) |
561 | if (op->resist [i] > prev_resist [i]) |
616 | sprintf(message, "Your resistance to %s rises to %d%%.", |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
617 | change_resist_msg[i], op->resist[i]); |
563 | else |
618 | else |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
619 | sprintf(message, "Your resistance to %s drops to %d%%.", |
565 | |
620 | change_resist_msg[i], op->resist[i]); |
|
|
621 | |
|
|
622 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
623 | } |
567 | } |
624 | } |
|
|
625 | |
|
|
626 | if(tmp->type!=EXPERIENCE && !potion_max) { |
|
|
627 | for (j=0; j<NUM_STATS; j++) { |
|
|
628 | if ((i=get_attr_value(&(tmp->stats),j))!=0) { |
|
|
629 | success=1; |
|
|
630 | DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); |
|
|
631 | } |
568 | } |
632 | } |
569 | |
633 | } |
570 | if (!potion_max) |
|
|
571 | for (int j = 0; j < NUM_STATS; j++) |
|
|
572 | if (int i = tmp->stats.stat (j)) |
|
|
573 | { |
|
|
574 | success = 1; |
|
|
575 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
|
|
576 | } |
|
|
577 | |
634 | return success; |
578 | return success; |
635 | } |
579 | } |
636 | |
580 | |
637 | /* |
581 | /* |
638 | * Stat draining by Vick 930307 |
582 | * Stat draining by Vick 930307 |
639 | * (Feeling evil, I made it work as well now. -Frank 8) |
583 | * (Feeling evil, I made it work as well now. -Frank 8) |
640 | */ |
584 | */ |
641 | |
585 | void |
642 | void drain_stat(object *op) { |
586 | object::drain_stat () |
|
|
587 | { |
643 | drain_specific_stat(op, RANDOM()%NUM_STATS); |
588 | drain_specific_stat (rndm (NUM_STATS)); |
644 | } |
589 | } |
645 | |
590 | |
|
|
591 | void |
646 | void drain_specific_stat(object *op, int deplete_stats) { |
592 | object::drain_specific_stat (int deplete_stats) |
|
|
593 | { |
647 | object *tmp; |
594 | object *tmp; |
648 | archetype *at; |
595 | archetype *at; |
649 | |
596 | |
650 | at = find_archetype(ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
651 | if (!at) { |
598 | if (!at) |
|
|
599 | { |
652 | LOG(llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
653 | return; |
601 | return; |
|
|
602 | } |
654 | } else { |
603 | else |
|
|
604 | { |
655 | tmp = present_arch_in_ob(at, op); |
605 | tmp = present_arch_in_ob (at, this); |
|
|
606 | |
656 | if (!tmp) { |
607 | if (!tmp) |
657 | tmp = arch_to_object(at); |
608 | { |
|
|
609 | tmp = at->instance (); |
658 | tmp = insert_ob_in_ob(tmp, op); |
610 | tmp = insert_ob_in_ob (tmp, this); |
659 | SET_FLAG(tmp,FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
660 | } |
612 | } |
661 | } |
613 | } |
662 | |
614 | |
663 | new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
615 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
664 | change_attr_value(&tmp->stats, deplete_stats, -1); |
616 | change_attr_value (&tmp->stats, deplete_stats, -1); |
665 | fix_player(op); |
617 | update_stats (); |
666 | } |
618 | } |
667 | |
619 | |
668 | /* |
620 | /* |
669 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
621 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
670 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
671 | */ |
623 | */ |
672 | |
624 | void |
673 | void change_luck(object *op, int value) { |
625 | object::change_luck (int value) |
674 | object *tmp; |
626 | { |
675 | archetype *at; |
627 | archetype *at = archetype::find (shstr_luck); |
676 | int new_luck; |
|
|
677 | |
|
|
678 | at = find_archetype("luck"); |
|
|
679 | if (!at) |
628 | if (!at) |
680 | LOG(llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
681 | else { |
630 | else |
|
|
631 | { |
682 | tmp = present_arch_in_ob(at, op); |
632 | object *tmp = present_arch_in_ob (at, this); |
|
|
633 | |
683 | if (!tmp) { |
634 | if (!tmp) |
|
|
635 | { |
|
|
636 | if (!value) |
|
|
637 | return; |
|
|
638 | |
|
|
639 | tmp = at->instance (); |
|
|
640 | tmp = insert_ob_in_ob (tmp, this); |
|
|
641 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
642 | } |
|
|
643 | |
684 | if (!value) |
644 | if (value) |
685 | return; |
645 | { |
686 | tmp = arch_to_object(at); |
|
|
687 | tmp = insert_ob_in_ob(tmp, op); |
|
|
688 | SET_FLAG(tmp,FLAG_APPLIED); |
|
|
689 | } |
|
|
690 | if (value) { |
|
|
691 | /* Limit the luck value of the bad luck object to +/-100. This |
646 | /* Limit the luck value of the bad luck object to +/-100. This |
692 | * (arbitrary) value prevents overflows (both in the bad luck object and |
647 | * (arbitrary) value prevents overflows (both in the bad luck object and |
693 | * in op itself). |
648 | * in op itself). |
694 | */ |
649 | */ |
695 | new_luck = tmp->stats.luck+value; |
650 | int new_luck = tmp->stats.luck + value; |
|
|
651 | |
696 | if (new_luck >= -100 && new_luck <= 100) { |
652 | if (new_luck >= -100 && new_luck <= 100) |
|
|
653 | { |
697 | op->stats.luck+=value; |
654 | stats.luck += value; |
698 | tmp->stats.luck = new_luck; |
655 | tmp->stats.luck = new_luck; |
|
|
656 | } |
699 | } |
657 | } |
700 | } else { |
658 | else |
|
|
659 | { |
701 | if (!tmp->stats.luck) { |
660 | if (!tmp->stats.luck) |
702 | return; |
661 | return; |
703 | } |
662 | |
704 | /* Randomly change the players luck. Basically, we move it |
663 | /* Randomly change the players luck. Basically, we move it |
705 | * back neutral (if greater>0, subtract, otherwise add) |
664 | * back neutral (if greater>0, subtract, otherwise add) |
706 | */ |
665 | */ |
707 | if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { |
666 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
|
|
667 | { |
708 | int diff = tmp->stats.luck>0?-1:1; |
668 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
|
|
669 | |
709 | op->stats.luck += diff; |
670 | stats.luck += diff; |
710 | tmp->stats.luck += diff; |
671 | tmp->stats.luck += diff; |
|
|
672 | } |
711 | } |
673 | } |
712 | } |
|
|
713 | } |
674 | } |
714 | } |
675 | } |
715 | |
676 | |
716 | /* |
677 | /* |
717 | * Subtracts stat-bonuses given by the class which the player has chosen. |
678 | * Subtracts stat-bonuses given by the class which the player has chosen. |
718 | */ |
679 | */ |
719 | |
680 | void |
720 | void remove_statbonus(object *op) { |
681 | object::remove_statbonus () |
721 | op->stats.Str -= op->arch->clone.stats.Str; |
682 | { |
722 | op->stats.Dex -= op->arch->clone.stats.Dex; |
683 | for (int i = 0; i < NUM_STATS; ++i) |
723 | op->stats.Con -= op->arch->clone.stats.Con; |
684 | { |
724 | op->stats.Wis -= op->arch->clone.stats.Wis; |
685 | sint8 v = arch->stats.stat (i); |
725 | op->stats.Pow -= op->arch->clone.stats.Pow; |
686 | stats.stat (i) -= v; |
726 | op->stats.Cha -= op->arch->clone.stats.Cha; |
687 | contr->orig_stats.stat (i) -= v; |
727 | op->stats.Int -= op->arch->clone.stats.Int; |
688 | } |
728 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
|
|
729 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
|
|
730 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
|
|
731 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
|
|
732 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
|
|
733 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
|
|
734 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
|
|
735 | } |
689 | } |
736 | |
690 | |
737 | /* |
691 | /* |
738 | * Adds stat-bonuses given by the class which the player has chosen. |
692 | * Adds stat-bonuses given by the class which the player has chosen. |
739 | */ |
693 | */ |
740 | |
694 | void |
741 | void add_statbonus(object *op) { |
695 | object::add_statbonus () |
742 | op->stats.Str += op->arch->clone.stats.Str; |
696 | { |
743 | op->stats.Dex += op->arch->clone.stats.Dex; |
697 | for (int i = 0; i < NUM_STATS; ++i) |
744 | op->stats.Con += op->arch->clone.stats.Con; |
698 | { |
745 | op->stats.Wis += op->arch->clone.stats.Wis; |
699 | sint8 v = arch->stats.stat (i); |
746 | op->stats.Pow += op->arch->clone.stats.Pow; |
700 | stats.stat (i) += v; |
747 | op->stats.Cha += op->arch->clone.stats.Cha; |
701 | contr->orig_stats.stat (i) += v; |
748 | op->stats.Int += op->arch->clone.stats.Int; |
702 | } |
749 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
|
|
750 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
|
|
751 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
|
|
752 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
|
|
753 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
|
|
754 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
|
|
755 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
|
|
756 | } |
703 | } |
|
|
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 | |
|
|
731 | static struct copy_flags : object::flags_t |
|
|
732 | { |
|
|
733 | copy_flags () |
|
|
734 | { |
|
|
735 | set (FLAG_LIFESAVE); |
|
|
736 | set (FLAG_REFL_SPELL); |
|
|
737 | set (FLAG_REFL_MISSILE); |
|
|
738 | set (FLAG_STEALTH); |
|
|
739 | set (FLAG_XRAYS); |
|
|
740 | set (FLAG_BLIND); |
|
|
741 | set (FLAG_SEE_IN_DARK); |
|
|
742 | } |
|
|
743 | } copy_flags; |
757 | |
744 | |
758 | /* |
745 | /* |
759 | * Updates all abilities given by applied objects in the inventory |
746 | * Updates all abilities given by applied objects in the inventory |
760 | * of the given object. Note: This function works for both monsters |
747 | * of the given object. Note: This function works for both monsters |
761 | * and players; the "player" in the name is purely an archaic inheritance. |
748 | * and players; the "player" in the name is purely an archaic inheritance. |
762 | * This functions starts from base values (archetype or player object) |
749 | * This functions starts from base values (archetype or player object) |
763 | * and then adjusts them according to what the player has equipped. |
750 | * and then adjusts them according to what the player has equipped. |
764 | */ |
751 | * |
765 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
752 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
766 | spell system split, grace points now added to system --peterm |
753 | * spell system split, grace points now added to system --peterm |
767 | */ |
754 | */ |
768 | |
755 | void |
769 | void fix_player(object *op) { |
756 | object::update_stats () |
770 | int i,j; |
757 | { |
771 | event *evt; |
|
|
772 | float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; |
758 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
773 | int weapon_weight=0,weapon_speed=0; |
759 | int weapon_weight = 0, weapon_speed = 0; |
774 | int best_wc=0, best_ac=0, wc=0, ac=0; |
760 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
775 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
776 | object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
763 | float old_speed = speed; |
|
|
764 | int stat_sum [NUM_STATS]; |
777 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
778 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
779 | if(op->type==PLAYER) { |
769 | if (type == PLAYER) |
780 | for(i=0;i<NUM_STATS;i++) { |
770 | { |
781 | set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); |
771 | contr->delayed_update = false; |
782 | } |
772 | |
|
|
773 | for (int i = 0; i < NUM_STATS; i++) |
|
|
774 | stat_sum [i] = contr->orig_stats.stat (i); |
|
|
775 | |
783 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
784 | op->contr->encumbrance=0; |
777 | contr->encumbrance = 0; |
785 | |
778 | |
786 | op->attacktype=0; |
779 | attacktype = 0; |
787 | op->contr->digestion = 0; |
780 | |
788 | op->contr->gen_hp = 0; |
781 | contr->digestion = 0; |
789 | op->contr->gen_sp = 0; |
782 | contr->gen_hp = 0; |
790 | op->contr->gen_grace = 0; |
783 | contr->gen_sp = 0; |
|
|
784 | contr->gen_grace = 0; |
791 | op->contr->gen_sp_armour = 10; |
785 | contr->gen_sp_armour = 10; |
792 | op->contr->item_power = 0; |
786 | contr->item_power = 0; |
793 | |
|
|
794 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
795 | * gets reset for no good reason, and we don't want to reset |
|
|
796 | * range_magic (what spell is readied). These three below |
|
|
797 | * well get filled in based on what the player has equipped. |
|
|
798 | */ |
|
|
799 | op->contr->ranges[range_bow] = NULL; |
|
|
800 | op->contr->ranges[range_misc] = NULL; |
|
|
801 | op->contr->ranges[range_skill] = NULL; |
|
|
802 | } |
787 | } |
803 | memcpy(op->body_used, op->body_info, sizeof(op->body_info)); |
|
|
804 | |
788 | |
805 | if(op->slaying!=NULL) { |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
806 | free_string(op->slaying); |
790 | slot[i].used = slot[i].info; |
807 | op->slaying=NULL; |
791 | |
808 | } |
792 | slaying = 0; |
|
|
793 | |
809 | if(!QUERY_FLAG(op,FLAG_WIZ)) { |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
|
|
795 | { |
810 | CLEAR_FLAG(op, FLAG_XRAYS); |
796 | CLEAR_FLAG (this, FLAG_XRAYS); |
811 | CLEAR_FLAG(op, FLAG_MAKE_INVIS); |
797 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
812 | } |
798 | } |
813 | |
799 | |
814 | CLEAR_FLAG(op,FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
815 | CLEAR_FLAG(op,FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
816 | CLEAR_FLAG(op,FLAG_BLIND); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
817 | if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
818 | CLEAR_FLAG(op,FLAG_REFL_SPELL); |
|
|
819 | if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
820 | CLEAR_FLAG(op,FLAG_REFL_MISSILE); |
|
|
821 | if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
|
|
822 | CLEAR_FLAG(op,FLAG_UNDEAD); |
|
|
823 | if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
824 | CLEAR_FLAG(op,FLAG_SEE_IN_DARK); |
|
|
825 | |
803 | |
826 | op->path_attuned=op->arch->clone.path_attuned; |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
827 | op->path_repelled=op->arch->clone.path_repelled; |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
828 | op->path_denied=op->arch->clone.path_denied; |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
829 | op->glow_radius=op->arch->clone.glow_radius; |
807 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
830 | op->move_type = op->arch->clone.move_type; |
|
|
831 | op->chosen_skill = NULL; |
|
|
832 | |
808 | |
|
|
809 | path_attuned = arch->path_attuned; |
|
|
810 | path_repelled = arch->path_repelled; |
|
|
811 | path_denied = arch->path_denied; |
|
|
812 | glow_radius = arch->glow_radius; |
|
|
813 | move_type = arch->move_type; |
|
|
814 | |
833 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
834 | * archetype clone |
816 | * archetype clone |
|
|
817 | */ |
|
|
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
|
|
819 | |
|
|
820 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
821 | { |
|
|
822 | if (resist[i] > 0) |
|
|
823 | prot[i] = resist[i], vuln[i] = 0; |
|
|
824 | else |
|
|
825 | vuln[i] = -resist[i], prot[i] = 0; |
|
|
826 | |
|
|
827 | potion_resist[i] = -1000; |
|
|
828 | } |
|
|
829 | |
|
|
830 | wc = arch->stats.wc; |
|
|
831 | stats.dam = arch->stats.dam; |
|
|
832 | |
|
|
833 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
|
|
834 | * plus a small amount of physical resist, those poor suckers. ;) |
|
|
835 | * the fact that maxlevel is factored in could be considered sort of bogus - |
|
|
836 | * we should probably give them some bonus and cap it off - otherwise, |
|
|
837 | * basically, if a server updates its max level, these playes may find |
|
|
838 | * that their protection from physical goes down |
|
|
839 | */ |
|
|
840 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
|
|
841 | { |
|
|
842 | ac = max (-10, arch->stats.ac - level / 3); |
|
|
843 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
|
|
844 | } |
|
|
845 | else |
|
|
846 | ac = arch->stats.ac; |
|
|
847 | |
|
|
848 | stats.luck = arch->stats.luck; |
|
|
849 | speed = arch->speed; |
|
|
850 | |
|
|
851 | chosen_skill = 0; |
|
|
852 | |
|
|
853 | /* 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. |
|
|
855 | */ |
|
|
856 | for (tmp = inv; tmp; tmp = tmp->below) |
|
|
857 | { |
|
|
858 | /* This happens because apply_potion calls change_abil with the potion |
|
|
859 | * applied so we can tell the player what changed. But change_abil |
|
|
860 | * then calls this function. |
835 | */ |
861 | */ |
836 | memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
863 | continue; |
|
|
864 | |
|
|
865 | glow_radius += tmp->glow_radius; |
|
|
866 | |
|
|
867 | /* For some things, we don't care what is equipped */ |
|
|
868 | if (tmp->type == SKILL) |
|
|
869 | { |
|
|
870 | /* Want to take the highest skill here. */ |
|
|
871 | if (IS_MANA_SKILL (tmp->subtype)) |
|
|
872 | { |
|
|
873 | if (!mana_obj) |
|
|
874 | mana_obj = tmp; |
|
|
875 | else if (tmp->level > mana_obj->level) |
|
|
876 | mana_obj = tmp; |
|
|
877 | } |
|
|
878 | |
|
|
879 | if (IS_GRACE_SKILL (tmp->subtype)) |
|
|
880 | { |
|
|
881 | if (!grace_obj) |
|
|
882 | grace_obj = tmp; |
|
|
883 | else if (tmp->level > grace_obj->level) |
|
|
884 | grace_obj = tmp; |
|
|
885 | } |
|
|
886 | } |
|
|
887 | |
|
|
888 | /* Container objects are not meant to adjust players, but other applied |
|
|
889 | * objects need to make adjustments. |
|
|
890 | * This block should handle all player specific changes |
|
|
891 | * The check for Praying is a bit of a hack - god given bonuses are put |
|
|
892 | * in the praying skill, and the player should always get those. |
|
|
893 | * It also means we need to put in additional checks for applied below, |
|
|
894 | * because the skill shouldn't count against body positions being used |
|
|
895 | * up, etc. |
|
|
896 | */ |
|
|
897 | if ((tmp->flag [FLAG_APPLIED] |
|
|
898 | && tmp->type != CONTAINER |
|
|
899 | && tmp->type != CLOSE_CON) |
|
|
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
|
|
901 | { |
|
|
902 | if (type == PLAYER) |
|
|
903 | { |
|
|
904 | contr->item_power += tmp->item_power; |
|
|
905 | |
|
|
906 | for (int i = 0; i < NUM_STATS; i++) |
|
|
907 | stat_sum [i] += tmp->stats.stat (i); |
|
|
908 | |
|
|
909 | if (digest_types [tmp->type]) |
|
|
910 | { |
|
|
911 | contr->digestion += tmp->stats.food; |
|
|
912 | contr->gen_hp += tmp->stats.hp; |
|
|
913 | if (tmp->type != BOW) // ugly exception for bows |
|
|
914 | contr->gen_sp += tmp->stats.sp; |
|
|
915 | contr->gen_grace += tmp->stats.grace; |
|
|
916 | contr->gen_sp_armour += tmp->gen_sp_armour; |
|
|
917 | } |
|
|
918 | } /* if this is a player */ |
|
|
919 | else |
|
|
920 | { |
|
|
921 | if (tmp->type == WEAPON) |
|
|
922 | current_weapon = tmp; |
|
|
923 | } |
|
|
924 | |
|
|
925 | /* Update slots used for items */ |
|
|
926 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
|
|
927 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
928 | slot[i].used += tmp->slot[i].info; |
|
|
929 | |
|
|
930 | if (tmp->type == SYMPTOM) |
|
|
931 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
|
|
932 | |
|
|
933 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
|
|
934 | * (Negative protections are calculated exactly like positive.) |
|
|
935 | * Resistance from potions are treated special as well. If there's |
|
|
936 | * more than one potion-effect, the bigger prot.-value is taken. |
|
|
937 | */ |
|
|
938 | if (tmp->type == POTION_EFFECT) |
|
|
939 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
940 | max_it (potion_resist[i], tmp->resist[i]); |
|
|
941 | else if (tmp->type != POTION) |
|
|
942 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
943 | if (tmp->resist[i] > 0) |
|
|
944 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
|
|
945 | else if (tmp->resist[i] < 0) |
|
|
946 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
|
|
947 | |
|
|
948 | /* There may be other things that should not adjust the attacktype */ |
|
|
949 | if (tmp->type != SYMPTOM) |
|
|
950 | { |
|
|
951 | attacktype |= tmp->attacktype; |
|
|
952 | path_attuned |= tmp->path_attuned; |
|
|
953 | path_repelled |= tmp->path_repelled; |
|
|
954 | path_denied |= tmp->path_denied; |
|
|
955 | move_type |= tmp->move_type; |
|
|
956 | stats.luck += tmp->stats.luck; |
|
|
957 | } |
|
|
958 | |
|
|
959 | flag |= tmp->flag & copy_flags; |
|
|
960 | |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
|
|
962 | SET_FLAG (this, FLAG_UNDEAD); |
|
|
963 | |
|
|
964 | //TODO: copy_flags? |
|
|
965 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
|
|
966 | { |
|
|
967 | SET_FLAG (this, FLAG_MAKE_INVIS); |
|
|
968 | invisible = 1; |
|
|
969 | } |
|
|
970 | |
|
|
971 | if (tmp->stats.exp && tmp->type != SKILL) |
|
|
972 | { |
|
|
973 | if (tmp->stats.exp > 0) |
|
|
974 | { |
|
|
975 | added_speed += tmp->stats.exp / 3.f; |
|
|
976 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
|
|
977 | } |
|
|
978 | else |
|
|
979 | added_speed += tmp->stats.exp; |
|
|
980 | } |
|
|
981 | |
|
|
982 | switch (tmp->type) |
|
|
983 | { |
|
|
984 | case SKILL: |
|
|
985 | { |
|
|
986 | // some skills will end up here without counting as "applied" |
|
|
987 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY) |
|
|
988 | break; |
|
|
989 | |
|
|
990 | if (chosen_skill) |
|
|
991 | { |
|
|
992 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
993 | &name, &chosen_skill->name, &tmp->name); |
|
|
994 | |
|
|
995 | tmp->flag [FLAG_APPLIED] = false; |
|
|
996 | update_stats (); |
|
|
997 | return; |
|
|
998 | } |
|
|
999 | |
|
|
1000 | chosen_skill = tmp; |
|
|
1001 | |
|
|
1002 | if (tmp->stats.dam > 0) |
|
|
1003 | { /* skill is a 'weapon' */ |
|
|
1004 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
|
|
1005 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
|
|
1006 | |
|
|
1007 | weapon_weight = tmp->weight; |
|
|
1008 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
|
|
1009 | |
|
|
1010 | if (tmp->magic) |
|
|
1011 | stats.dam += tmp->magic; |
|
|
1012 | } |
|
|
1013 | |
|
|
1014 | if (tmp->stats.wc) |
|
|
1015 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1016 | |
|
|
1017 | if (tmp->slaying) |
|
|
1018 | slaying = tmp->slaying; |
|
|
1019 | |
|
|
1020 | if (tmp->stats.ac) |
|
|
1021 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1022 | |
|
|
1023 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
|
|
1024 | contr->encumbrance += 3 * tmp->weight / 1000; |
|
|
1025 | } |
|
|
1026 | |
|
|
1027 | break; |
|
|
1028 | |
|
|
1029 | case SHIELD: |
|
|
1030 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
|
|
1031 | contr->encumbrance += tmp->weight / 2000; |
|
|
1032 | //FALLTHROUGH |
|
|
1033 | case RING: |
|
|
1034 | case AMULET: |
|
|
1035 | case GIRDLE: |
|
|
1036 | case HELMET: |
|
|
1037 | case BOOTS: |
|
|
1038 | case GLOVES: |
|
|
1039 | case CLOAK: |
|
|
1040 | if (tmp->stats.wc) |
|
|
1041 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1042 | |
|
|
1043 | if (tmp->stats.dam) |
|
|
1044 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1045 | |
|
|
1046 | if (tmp->stats.ac) |
|
|
1047 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1048 | |
|
|
1049 | break; |
|
|
1050 | |
|
|
1051 | case WAND: |
|
|
1052 | case ROD: |
|
|
1053 | case HORN: |
|
|
1054 | break; |
|
|
1055 | |
|
|
1056 | case BOW: |
|
|
1057 | case WEAPON: |
|
|
1058 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1059 | |
|
|
1060 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
|
|
1061 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1062 | |
|
|
1063 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1064 | weapon_weight = tmp->weight; |
|
|
1065 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1066 | |
|
|
1067 | if (weapon_speed < 0) |
|
|
1068 | weapon_speed = 0; |
|
|
1069 | |
|
|
1070 | slaying = tmp->slaying; |
|
|
1071 | |
|
|
1072 | /* If there is desire that two handed weapons should do |
|
|
1073 | * extra strength damage, this is where the code should |
|
|
1074 | * go. |
|
|
1075 | */ |
|
|
1076 | |
|
|
1077 | if (type == PLAYER) |
|
|
1078 | if (settings.spell_encumbrance) |
|
|
1079 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1080 | |
|
|
1081 | break; |
|
|
1082 | |
|
|
1083 | case ARMOUR: /* Only the best of these three are used: */ |
|
|
1084 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
|
|
1085 | contr->encumbrance += tmp->weight / 1000; |
|
|
1086 | |
|
|
1087 | case BRACERS: |
|
|
1088 | case FORCE: |
|
|
1089 | if (tmp->stats.wc) |
|
|
1090 | { |
|
|
1091 | if (best_wc < tmp->stats.wc + tmp->magic) |
|
|
1092 | { |
|
|
1093 | wc += best_wc; |
|
|
1094 | best_wc = tmp->stats.wc + tmp->magic; |
|
|
1095 | } |
|
|
1096 | else |
|
|
1097 | wc += tmp->stats.wc + tmp->magic; |
|
|
1098 | } |
|
|
1099 | |
|
|
1100 | if (tmp->stats.ac) |
|
|
1101 | { |
|
|
1102 | if (best_ac < tmp->stats.ac + tmp->magic) |
|
|
1103 | { |
|
|
1104 | ac += best_ac; /* Remove last bonus */ |
|
|
1105 | best_ac = tmp->stats.ac + tmp->magic; |
|
|
1106 | } |
|
|
1107 | else /* To nullify the below effect */ |
|
|
1108 | ac += tmp->stats.ac + tmp->magic; |
|
|
1109 | } |
|
|
1110 | |
|
|
1111 | if (tmp->stats.wc) |
|
|
1112 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1113 | |
|
|
1114 | if (tmp->stats.ac) |
|
|
1115 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1116 | |
|
|
1117 | if (ARMOUR_SPEED (tmp)) |
|
|
1118 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
|
|
1119 | |
|
|
1120 | break; |
|
|
1121 | } /* switch tmp->type */ |
|
|
1122 | } /* item is equipped */ |
|
|
1123 | } /* for loop of items */ |
|
|
1124 | |
|
|
1125 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
|
|
1126 | |
|
|
1127 | /* We've gone through all the objects the player has equipped. For many things, we |
|
|
1128 | * have generated intermediate values which we now need to assign. |
|
|
1129 | */ |
|
|
1130 | |
|
|
1131 | /* 'total resistance = total protections - total vulnerabilities'. |
|
|
1132 | * If there is an uncursed potion in effect, granting more protection |
|
|
1133 | * than that, we take: 'total resistance = resistance from potion'. |
|
|
1134 | * If there is a cursed (and no uncursed) potion in effect, we take |
|
|
1135 | * 'total resistance = vulnerability from cursed potion'. |
|
|
1136 | */ |
|
|
1137 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1138 | { |
|
|
1139 | resist[i] = prot[i] - vuln[i]; |
|
|
1140 | |
|
|
1141 | if (potion_resist[i] != -1000 |
|
|
1142 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
|
|
1143 | resist[i] = potion_resist[i]; |
|
|
1144 | } |
|
|
1145 | |
|
|
1146 | if (type == PLAYER) |
|
|
1147 | { |
|
|
1148 | // clamp various player stats |
|
|
1149 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1150 | stats.stat (i) = stat_sum [i]; |
|
|
1151 | |
|
|
1152 | check_stat_bounds (&stats); |
|
|
1153 | |
|
|
1154 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1155 | |
|
|
1156 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1157 | int pl_level; |
|
|
1158 | |
|
|
1159 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
|
|
1160 | |
|
|
1161 | /* You basically get half a con bonus/level. But we do take into account rounding, |
|
|
1162 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
|
|
1163 | */ |
|
|
1164 | stats.maxhp = 0; |
|
|
1165 | for (int i = 1; i <= min (10, pl_level); i++) |
|
|
1166 | { |
|
|
1167 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1168 | |
|
|
1169 | if (i % 2 && con_bonus[stats.Con] % 2) |
|
|
1170 | if (con_bonus[stats.Con] > 0) |
|
|
1171 | j++; |
|
|
1172 | else |
|
|
1173 | j--; |
|
|
1174 | |
|
|
1175 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
|
|
1176 | } |
|
|
1177 | |
|
|
1178 | stats.maxhp += 2 * max (0, level - 10); |
|
|
1179 | |
|
|
1180 | if (stats.hp > stats.maxhp) |
|
|
1181 | stats.hp = stats.maxhp; |
|
|
1182 | |
|
|
1183 | /* Sp gain is controlled by the level of the player's |
|
|
1184 | * relevant experience object (mana_obj, see above) |
|
|
1185 | */ |
|
|
1186 | /* following happen when skills system is not used */ |
|
|
1187 | if (!mana_obj) |
|
|
1188 | mana_obj = this; |
|
|
1189 | |
|
|
1190 | if (!grace_obj) |
|
|
1191 | grace_obj = this; |
|
|
1192 | |
|
|
1193 | /* set maxsp */ |
|
|
1194 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
|
|
1195 | mana_obj = this; |
|
|
1196 | |
|
|
1197 | if (mana_obj == this && type == PLAYER) |
|
|
1198 | stats.maxsp = 1; |
|
|
1199 | else |
|
|
1200 | { |
|
|
1201 | float sp_tmp = 0.f; |
|
|
1202 | |
|
|
1203 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
|
|
1204 | { |
|
|
1205 | float stmp; |
|
|
1206 | |
|
|
1207 | /* Got some extra bonus at first level */ |
|
|
1208 | if (i < 2) |
|
|
1209 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
|
|
1210 | else |
|
|
1211 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
|
|
1212 | |
|
|
1213 | sp_tmp += max (1.f, stmp); |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
|
|
1217 | } |
|
|
1218 | |
|
|
1219 | /* Characters can get their sp supercharged via rune of transferrance */ |
|
|
1220 | stats.sp = min (stats.sp, stats.maxsp * 2); |
|
|
1221 | |
|
|
1222 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
|
|
1223 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
|
|
1224 | grace_obj = this; |
|
|
1225 | |
|
|
1226 | if (grace_obj == this && type == PLAYER) |
|
|
1227 | stats.maxgrace = 1; |
|
|
1228 | else |
|
|
1229 | { |
|
|
1230 | /* store grace in a float - this way, the divisions below don't create |
|
|
1231 | * big jumps when you go from level to level - with int's, it then |
|
|
1232 | * becomes big jumps when the sums of the bonuses jump to the next |
|
|
1233 | * step of 8 - with floats, even fractional ones are useful. |
|
|
1234 | */ |
|
|
1235 | float sp_tmp = 0.f; |
|
|
1236 | |
|
|
1237 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
|
|
1238 | { |
|
|
1239 | float grace_tmp = 0.f; |
|
|
1240 | |
|
|
1241 | /* Got some extra bonus at first level */ |
|
|
1242 | if (i < 2) |
|
|
1243 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
|
|
1244 | else |
|
|
1245 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
|
|
1246 | |
|
|
1247 | sp_tmp += max (1.f, grace_tmp); |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | /* two grace points per level after 10 */ |
|
|
1251 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | /* No limit on grace vs maxgrace */ |
|
|
1255 | |
|
|
1256 | if (contr->braced) |
|
|
1257 | { |
|
|
1258 | ac += 2; |
|
|
1259 | wc += 4; |
|
|
1260 | } |
|
|
1261 | else |
|
|
1262 | ac -= dex_bonus[stats.Dex]; |
|
|
1263 | |
|
|
1264 | /* In new exp/skills system, wc bonuses are related to |
|
|
1265 | * the players level in a relevant exp object (wc_obj) |
|
|
1266 | * not the general player level -b.t. |
|
|
1267 | * I changed this slightly so that wc bonuses are better |
|
|
1268 | * than before. This is to balance out the fact that |
|
|
1269 | * the player no longer gets a personal weapon w/ 1 |
|
|
1270 | * improvement every level, now its fighterlevel/5. So |
|
|
1271 | * we give the player a bonus here in wc and dam |
|
|
1272 | * to make up for the change. Note that I left the |
|
|
1273 | * monster bonus the same as before. -b.t. |
|
|
1274 | */ |
|
|
1275 | object *wc_obj = chosen_skill; |
|
|
1276 | |
|
|
1277 | if (contr && wc_obj && wc_obj->level > 1) |
|
|
1278 | { |
|
|
1279 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1280 | |
|
|
1281 | for (int i = 1; i < wc_obj->level; i++) |
|
|
1282 | { |
|
|
1283 | /* additional wc every 6 levels */ |
|
|
1284 | if (!(i % 6)) |
|
|
1285 | wc--; |
|
|
1286 | |
|
|
1287 | /* additional dam every 4 levels. */ |
|
|
1288 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
|
|
1289 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
|
|
1290 | } |
|
|
1291 | } |
|
|
1292 | else |
|
|
1293 | wc -= level + thaco_bonus[stats.Str]; |
|
|
1294 | |
|
|
1295 | stats.dam += dam_bonus[stats.Str]; |
|
|
1296 | |
|
|
1297 | if (stats.dam < 1) |
|
|
1298 | stats.dam = 1; |
|
|
1299 | |
|
|
1300 | speed = 1.f + speed_bonus[stats.Dex]; |
|
|
1301 | |
|
|
1302 | if (settings.search_items && contr->search_str[0]) |
|
|
1303 | speed -= 1; |
|
|
1304 | } /* End if player */ |
|
|
1305 | |
|
|
1306 | if (added_speed >= 0) |
|
|
1307 | speed += added_speed / 10.f; |
|
|
1308 | else /* Something wrong here...: */ |
|
|
1309 | speed /= 1.f - added_speed; |
|
|
1310 | |
|
|
1311 | /* Max is determined by armour */ |
|
|
1312 | speed = min (speed, max_speed); |
|
|
1313 | |
|
|
1314 | if (type == PLAYER) |
|
|
1315 | { |
|
|
1316 | /* f is a number the represents the number of kg above (positive num) |
|
|
1317 | * or below (negative number) that the player is carrying. If above |
|
|
1318 | * weight limit, then player suffers a speed reduction based on how |
|
|
1319 | * much above he is, and what is max carry is |
|
|
1320 | */ |
|
|
1321 | float f = (carrying / 1000) - max_carry[stats.Str]; |
|
|
1322 | if (f > 0.f) |
|
|
1323 | speed = speed / (1.f + f / max_carry[stats.Str]); |
|
|
1324 | } |
|
|
1325 | |
|
|
1326 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1327 | speed *= speed_reduce_from_disease; |
|
|
1328 | |
|
|
1329 | /* Put a lower limit on speed. Note with this speed, you move once every |
|
|
1330 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
|
|
1331 | */ |
|
|
1332 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
|
|
1333 | |
|
|
1334 | if (speed != old_speed) |
|
|
1335 | set_speed (speed); |
|
|
1336 | |
|
|
1337 | if (type == PLAYER) |
|
|
1338 | { |
|
|
1339 | /* (This formula was made by vidarl@ifi.uio.no) |
|
|
1340 | * Note that we never used these values again - basically |
|
|
1341 | * all of these could be subbed into one big equation, but |
|
|
1342 | * that would just be a real pain to read. |
|
|
1343 | */ |
|
|
1344 | float M = (max_carry[stats.Str] - 121) / 121.f; |
|
|
1345 | float M2 = max_carry[stats.Str] / 100.f; |
|
|
1346 | float W = weapon_weight / 20000.f; |
|
|
1347 | float s = (20 - weapon_speed) / 10.f; |
|
|
1348 | float D = (stats.Dex - 14) / 14.f; |
|
|
1349 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1350 | |
|
|
1351 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1352 | |
|
|
1353 | if (K <= 0.01f) |
|
|
1354 | K = 0.01f; |
|
|
1355 | |
|
|
1356 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
|
|
1357 | } |
|
|
1358 | |
|
|
1359 | /* I want to limit the power of small monsters with big weapons: */ |
|
|
1360 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
|
|
1361 | stats.dam = arch->stats.dam * 3; |
|
|
1362 | |
|
|
1363 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
|
|
1364 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
|
|
1365 | |
|
|
1366 | /* if for some reason the creature doesn't have any move type, |
|
|
1367 | * give them walking as a default. |
|
|
1368 | * The second case is a special case - to more closely mimic the |
|
|
1369 | * old behaviour - if your flying, your not walking - just |
|
|
1370 | * one or the other. |
|
|
1371 | */ |
|
|
1372 | if (move_type == 0) |
|
|
1373 | move_type = MOVE_WALK; |
|
|
1374 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
|
|
1375 | move_type &= ~MOVE_WALK; |
|
|
1376 | |
|
|
1377 | // now apply the new move_type |
|
|
1378 | if (this->move_type != move_type) |
|
|
1379 | change_move_type (move_type); |
|
|
1380 | |
|
|
1381 | /* It is quite possible that a player's spell costing might have changed, |
|
|
1382 | * so we will check that now. |
|
|
1383 | */ |
|
|
1384 | if (is_player ()) |
|
|
1385 | contr->update_spells (); |
|
|
1386 | |
|
|
1387 | // update the mapspace, if we are on a map |
|
|
1388 | if (!flag [FLAG_REMOVED] && map) |
|
|
1389 | map->at (x, y).flags_ = 0; |
|
|
1390 | } |
|
|
1391 | |
|
|
1392 | void |
|
|
1393 | object::set_glow_radius (sint8 rad) |
|
|
1394 | { |
|
|
1395 | glow_radius = rad; |
837 | |
1396 | |
838 | for (i=0;i<NROFATTACKS;i++) { |
1397 | if (is_on_map ()) |
839 | if (op->resist[i] > 0) |
1398 | update_all_los (map, x, y); |
840 | prot[i]= op->resist[i], vuln[i]=0; |
1399 | else if (object *env = outer_env ()) |
841 | else |
|
|
842 | vuln[i]= -(op->resist[i]), prot[i]=0; |
|
|
843 | potion_resist[i]=0; |
|
|
844 | } |
1400 | { |
845 | |
1401 | env->update_stats (); |
846 | wc=op->arch->clone.stats.wc; |
|
|
847 | op->stats.dam=op->arch->clone.stats.dam; |
|
|
848 | |
1402 | |
849 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
1403 | if (env->is_on_map ()) |
850 | * plus a small amount of physical resist, those poor suckers. ;) |
1404 | update_all_los (env->map, env->x, env->y); |
851 | * the fact that maxlevel is factored in could be considered sort of bogus - |
|
|
852 | * we should probably give them some bonus and cap it off - otherwise, |
|
|
853 | * basically, if a server updates its max level, these playes may find |
|
|
854 | * that their protection from physical goes down |
|
|
855 | */ |
|
|
856 | if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { |
|
|
857 | ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); |
|
|
858 | prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; |
|
|
859 | } |
|
|
860 | else |
|
|
861 | ac=op->arch->clone.stats.ac; |
|
|
862 | |
|
|
863 | op->stats.luck=op->arch->clone.stats.luck; |
|
|
864 | op->speed = op->arch->clone.speed; |
|
|
865 | |
|
|
866 | /* OK - we've reset most all the objects attributes to sane values. |
|
|
867 | * now go through and make adjustments for what the player has equipped. |
|
|
868 | */ |
|
|
869 | |
|
|
870 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
|
|
871 | /* See note in map.c:update_position about making this additive |
|
|
872 | * since light sources are never applied, need to put check here. |
|
|
873 | */ |
|
|
874 | if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; |
|
|
875 | |
|
|
876 | /* This happens because apply_potion calls change_abil with the potion |
|
|
877 | * applied so we can tell the player what chagned. But change_abil |
|
|
878 | * then calls this function. |
|
|
879 | */ |
|
|
880 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { |
|
|
881 | continue; |
|
|
882 | } |
|
|
883 | |
|
|
884 | /* For some things, we don't care what is equipped */ |
|
|
885 | if (tmp->type == SKILL) { |
|
|
886 | /* Want to take the highest skill here. */ |
|
|
887 | if (IS_MANA_SKILL(tmp->subtype)) { |
|
|
888 | if (!mana_obj) mana_obj=tmp; |
|
|
889 | else if (tmp->level > mana_obj->level) mana_obj = tmp; |
|
|
890 | } |
1405 | } |
891 | if (IS_GRACE_SKILL(tmp->subtype)) { |
|
|
892 | if (!grace_obj) grace_obj=tmp; |
|
|
893 | else if (tmp->level > grace_obj->level) grace_obj = tmp; |
|
|
894 | } |
|
|
895 | } |
|
|
896 | |
|
|
897 | /* Container objects are not meant to adjust a players, but other applied |
|
|
898 | * objects need to make adjustments. |
|
|
899 | * This block should handle all player specific changes |
|
|
900 | * The check for Praying is a bit of a hack - god given bonuses are put |
|
|
901 | * in the praying skill, and the player should always get those. |
|
|
902 | * It also means we need to put in additional checks for applied below, |
|
|
903 | * because the skill shouldn't count against body positions being used |
|
|
904 | * up, etc. |
|
|
905 | */ |
|
|
906 | if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || |
|
|
907 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { |
|
|
908 | if(op->type==PLAYER) { |
|
|
909 | if (tmp->type == BOW) |
|
|
910 | op->contr->ranges[range_bow] = tmp; |
|
|
911 | |
|
|
912 | if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) |
|
|
913 | op->contr->ranges[range_misc] = tmp; |
|
|
914 | |
|
|
915 | for(i=0;i<NUM_STATS;i++) |
|
|
916 | change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); |
|
|
917 | |
|
|
918 | /* these are the items that currently can change digestion, regeneration, |
|
|
919 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
920 | * list, but other items store other info into stats array. |
|
|
921 | */ |
|
|
922 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
|
|
923 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
924 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
925 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
926 | (tmp->type == AMULET ) || (tmp->type == GIRDLE) || |
|
|
927 | (tmp->type == BRACERS ) || (tmp->type == CLOAK) || |
|
|
928 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
|
|
929 | (tmp->type == SKILL)) { |
|
|
930 | op->contr->digestion += tmp->stats.food; |
|
|
931 | op->contr->gen_hp += tmp->stats.hp; |
|
|
932 | op->contr->gen_sp += tmp->stats.sp; |
|
|
933 | op->contr->gen_grace += tmp->stats.grace; |
|
|
934 | op->contr->gen_sp_armour+= tmp->gen_sp_armour; |
|
|
935 | op->contr->item_power += tmp->item_power; |
|
|
936 | } |
|
|
937 | } /* if this is a player */ |
|
|
938 | |
|
|
939 | /* Update slots used for items */ |
|
|
940 | if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
|
|
941 | for (i=0; i<NUM_BODY_LOCATIONS; i++) |
|
|
942 | op->body_used[i] += tmp->body_info[i]; |
|
|
943 | } |
|
|
944 | |
|
|
945 | if(tmp->type==SYMPTOM) { |
|
|
946 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
|
|
947 | if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; |
|
|
948 | } |
|
|
949 | |
|
|
950 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
|
|
951 | * (Negative protections are calculated extactly like positive.) |
|
|
952 | * Resistance from potions are treated special as well. If there's |
|
|
953 | * more than one potion-effect, the bigger prot.-value is taken. |
|
|
954 | */ |
|
|
955 | if (tmp->type != POTION) { |
|
|
956 | for (i=0; i<NROFATTACKS; i++) { |
|
|
957 | /* Potential for cursed potions, in which case we just can use |
|
|
958 | * a straight MAX, as potion_resist is initialized to zero. |
|
|
959 | */ |
|
|
960 | if (tmp->type==POTION_EFFECT) { |
|
|
961 | if (potion_resist[i]) |
|
|
962 | potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); |
|
|
963 | else |
|
|
964 | potion_resist[i] = tmp->resist[i]; |
|
|
965 | } |
|
|
966 | else if (tmp->resist[i] > 0) |
|
|
967 | prot[i] += ((100-prot[i])*tmp->resist[i])/100; |
|
|
968 | else if (tmp->resist[i] < 0) |
|
|
969 | vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; |
|
|
970 | } |
|
|
971 | } |
|
|
972 | |
|
|
973 | /* There may be other things that should not adjust the attacktype */ |
|
|
974 | if (tmp->type!=BOW && tmp->type != SYMPTOM) |
|
|
975 | op->attacktype|=tmp->attacktype; |
|
|
976 | |
|
|
977 | op->path_attuned|=tmp->path_attuned; |
|
|
978 | op->path_repelled|=tmp->path_repelled; |
|
|
979 | op->path_denied|=tmp->path_denied; |
|
|
980 | op->stats.luck+=tmp->stats.luck; |
|
|
981 | op->move_type |= tmp->move_type; |
|
|
982 | |
|
|
983 | if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
|
|
984 | if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
|
|
985 | if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
|
|
986 | if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
|
|
987 | if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
|
|
988 | if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
|
|
989 | if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
|
|
990 | |
|
|
991 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) |
|
|
992 | SET_FLAG(op,FLAG_UNDEAD); |
|
|
993 | |
|
|
994 | if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { |
|
|
995 | SET_FLAG(op,FLAG_MAKE_INVIS); |
|
|
996 | op->invisible=1; |
|
|
997 | } |
|
|
998 | |
|
|
999 | if(tmp->stats.exp && tmp->type!=SKILL) { |
|
|
1000 | if(tmp->stats.exp > 0) { |
|
|
1001 | added_speed+=(float)tmp->stats.exp/3.0; |
|
|
1002 | bonus_speed+=1.0+(float)tmp->stats.exp/3.0; |
|
|
1003 | } else |
|
|
1004 | added_speed+=(float)tmp->stats.exp; |
|
|
1005 | } |
|
|
1006 | |
|
|
1007 | switch(tmp->type) { |
|
|
1008 | /* skills modifying the character -b.t. */ |
|
|
1009 | /* for all skills and skill granting objects */ |
|
|
1010 | case SKILL: |
|
|
1011 | if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; |
|
|
1012 | |
|
|
1013 | if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; |
|
|
1014 | |
|
|
1015 | if (op->chosen_skill) { |
|
|
1016 | LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); |
|
|
1017 | } |
|
|
1018 | op->chosen_skill = tmp; |
|
|
1019 | if(tmp->stats.dam>0) { /* skill is a 'weapon' */ |
|
|
1020 | if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) |
|
|
1021 | weapon_speed = (int) WEAPON_SPEED(tmp); |
|
|
1022 | if(weapon_speed<0) weapon_speed = 0; |
|
|
1023 | weapon_weight=tmp->weight; |
|
|
1024 | op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); |
|
|
1025 | if(tmp->magic) op->stats.dam += tmp->magic; |
|
|
1026 | } |
|
|
1027 | if(tmp->stats.wc) |
|
|
1028 | wc-=(tmp->stats.wc+tmp->magic); |
|
|
1029 | |
|
|
1030 | if(tmp->slaying!=NULL) { |
|
|
1031 | if (op->slaying != NULL) |
|
|
1032 | free_string (op->slaying); |
|
|
1033 | add_refcount(op->slaying = tmp->slaying); |
|
|
1034 | } |
|
|
1035 | |
|
|
1036 | if(tmp->stats.ac) |
|
|
1037 | ac-=(tmp->stats.ac+tmp->magic); |
|
|
1038 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
|
|
1039 | op->contr->encumbrance+=(int)3*tmp->weight/1000; |
|
|
1040 | if (op->type == PLAYER) |
|
|
1041 | op->contr->ranges[range_skill] = op; |
|
|
1042 | break; |
|
|
1043 | |
|
|
1044 | case SKILL_TOOL: |
|
|
1045 | if (op->chosen_skill) { |
|
|
1046 | LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); |
|
|
1047 | } |
|
|
1048 | op->chosen_skill = tmp; |
|
|
1049 | if (op->type == PLAYER) |
|
|
1050 | op->contr->ranges[range_skill] = op; |
|
|
1051 | break; |
|
|
1052 | |
|
|
1053 | case SHIELD: |
|
|
1054 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
|
|
1055 | op->contr->encumbrance+=(int)tmp->weight/2000; |
|
|
1056 | case RING: |
|
|
1057 | case AMULET: |
|
|
1058 | case GIRDLE: |
|
|
1059 | case HELMET: |
|
|
1060 | case BOOTS: |
|
|
1061 | case GLOVES: |
|
|
1062 | case CLOAK: |
|
|
1063 | if(tmp->stats.wc) |
|
|
1064 | wc-=(tmp->stats.wc+tmp->magic); |
|
|
1065 | if(tmp->stats.dam) |
|
|
1066 | op->stats.dam+=(tmp->stats.dam+tmp->magic); |
|
|
1067 | if(tmp->stats.ac) |
|
|
1068 | ac-=(tmp->stats.ac+tmp->magic); |
|
|
1069 | break; |
|
|
1070 | |
|
|
1071 | case WEAPON: |
|
|
1072 | wc-=(tmp->stats.wc+tmp->magic); |
|
|
1073 | if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) |
|
|
1074 | ac-=tmp->stats.ac+tmp->magic; |
|
|
1075 | op->stats.dam+=(tmp->stats.dam+tmp->magic); |
|
|
1076 | weapon_weight=tmp->weight; |
|
|
1077 | weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; |
|
|
1078 | if(weapon_speed<0) weapon_speed=0; |
|
|
1079 | if(tmp->slaying!=NULL) { |
|
|
1080 | if (op->slaying != NULL) |
|
|
1081 | free_string (op->slaying); |
|
|
1082 | add_refcount(op->slaying = tmp->slaying); |
|
|
1083 | } |
|
|
1084 | /* If there is desire that two handed weapons should do |
|
|
1085 | * extra strength damage, this is where the code should |
|
|
1086 | * go. |
|
|
1087 | */ |
|
|
1088 | op->current_weapon = tmp; |
|
|
1089 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
|
|
1090 | op->contr->encumbrance+=(int)3*tmp->weight/1000; |
|
|
1091 | break; |
|
|
1092 | |
|
|
1093 | case ARMOUR: /* Only the best of these three are used: */ |
|
|
1094 | if(settings.spell_encumbrance == TRUE && op->type==PLAYER) |
|
|
1095 | op->contr->encumbrance+=(int)tmp->weight/1000; |
|
|
1096 | |
|
|
1097 | case BRACERS: |
|
|
1098 | case FORCE: |
|
|
1099 | if(tmp->stats.wc) { |
|
|
1100 | if(best_wc<tmp->stats.wc+tmp->magic) { |
|
|
1101 | wc+=best_wc; |
|
|
1102 | best_wc=tmp->stats.wc+tmp->magic; |
|
|
1103 | } else |
|
|
1104 | wc+=tmp->stats.wc+tmp->magic; |
|
|
1105 | } |
|
|
1106 | if(tmp->stats.ac) { |
|
|
1107 | if(best_ac<tmp->stats.ac+tmp->magic) { |
|
|
1108 | ac+=best_ac; /* Remove last bonus */ |
|
|
1109 | best_ac=tmp->stats.ac+tmp->magic; |
|
|
1110 | } |
|
|
1111 | else /* To nullify the below effect */ |
|
|
1112 | ac+=tmp->stats.ac+tmp->magic; |
|
|
1113 | } |
|
|
1114 | if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); |
|
|
1115 | if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); |
|
|
1116 | if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) |
|
|
1117 | max=ARMOUR_SPEED(tmp)/10.0; |
|
|
1118 | break; |
|
|
1119 | } /* switch tmp->type */ |
|
|
1120 | } /* item is equipped */ |
|
|
1121 | } /* for loop of items */ |
|
|
1122 | |
|
|
1123 | /* We've gone through all the objects the player has equipped. For many things, we |
|
|
1124 | * have generated intermediate values which we now need to assign. |
|
|
1125 | */ |
|
|
1126 | |
|
|
1127 | /* 'total resistance = total protections - total vulnerabilities'. |
|
|
1128 | * If there is an uncursed potion in effect, granting more protection |
|
|
1129 | * than that, we take: 'total resistance = resistance from potion'. |
|
|
1130 | * If there is a cursed (and no uncursed) potion in effect, we take |
|
|
1131 | * 'total resistance = vulnerability from cursed potion'. |
|
|
1132 | */ |
|
|
1133 | for (i=0; i<NROFATTACKS; i++) { |
|
|
1134 | op->resist[i] = prot[i] - vuln[i]; |
|
|
1135 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || |
|
|
1136 | (potion_resist[i] < 0))) |
|
|
1137 | op->resist[i] = potion_resist[i]; |
|
|
1138 | } |
|
|
1139 | |
|
|
1140 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1141 | if(op->type==PLAYER) { |
|
|
1142 | int pl_level; |
|
|
1143 | |
|
|
1144 | check_stat_bounds(&(op->stats)); |
|
|
1145 | pl_level=op->level; |
|
|
1146 | |
|
|
1147 | if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ |
|
|
1148 | |
|
|
1149 | /* You basically get half a con bonus/level. But we do take into account rounding, |
|
|
1150 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
|
|
1151 | */ |
|
|
1152 | for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { |
|
|
1153 | j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; |
|
|
1154 | if(i%2 && con_bonus[op->stats.Con]%2) { |
|
|
1155 | if (con_bonus[op->stats.Con]>0) |
|
|
1156 | j++; |
|
|
1157 | else |
|
|
1158 | j--; |
|
|
1159 | } |
|
|
1160 | op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ |
|
|
1161 | } |
|
|
1162 | |
|
|
1163 | for(i=11;i<=op->level;i++) |
|
|
1164 | op->stats.maxhp+=2; |
|
|
1165 | |
|
|
1166 | if(op->stats.hp>op->stats.maxhp) |
|
|
1167 | op->stats.hp=op->stats.maxhp; |
|
|
1168 | |
|
|
1169 | /* Sp gain is controlled by the level of the player's |
|
|
1170 | * relevant experience object (mana_obj, see above) |
|
|
1171 | */ |
|
|
1172 | /* following happen when skills system is not used */ |
|
|
1173 | if(!mana_obj) mana_obj = op; |
|
|
1174 | if(!grace_obj) grace_obj = op; |
|
|
1175 | /* set maxsp */ |
|
|
1176 | if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; |
|
|
1177 | |
|
|
1178 | if (mana_obj == op && op->type == PLAYER) { |
|
|
1179 | op->stats.maxsp = 1; |
|
|
1180 | } else { |
|
|
1181 | sp_tmp=0.0; |
|
|
1182 | for(i=1;i<=mana_obj->level&&i<=10;i++) { |
|
|
1183 | float stmp; |
|
|
1184 | |
|
|
1185 | /* Got some extra bonus at first level */ |
|
|
1186 | if(i<2) { |
|
|
1187 | stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + |
|
|
1188 | (float)sp_bonus[op->stats.Int])/6.0); |
|
|
1189 | } else { |
|
|
1190 | stmp=(float)op->contr->levsp[i] |
|
|
1191 | +(2.0 * (float)sp_bonus[op->stats.Pow] + |
|
|
1192 | (float)sp_bonus[op->stats.Int])/12.0; |
|
|
1193 | } |
|
|
1194 | if (stmp<1.0) stmp=1.0; |
|
|
1195 | sp_tmp+=stmp; |
|
|
1196 | } |
|
|
1197 | op->stats.maxsp=(int)sp_tmp; |
|
|
1198 | |
|
|
1199 | for(i=11;i<=mana_obj->level;i++) |
|
|
1200 | op->stats.maxsp+=2; |
|
|
1201 | } |
|
|
1202 | /* Characters can get their sp supercharged via rune of transferrance */ |
|
|
1203 | if(op->stats.sp>op->stats.maxsp*2) |
|
|
1204 | op->stats.sp=op->stats.maxsp*2; |
|
|
1205 | |
|
|
1206 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
|
|
1207 | if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; |
|
|
1208 | |
|
|
1209 | if (grace_obj == op && op->type == PLAYER) { |
|
|
1210 | op->stats.maxgrace = 1; |
|
|
1211 | } else { |
|
|
1212 | /* store grace in a float - this way, the divisions below don't create |
|
|
1213 | * big jumps when you go from level to level - with int's, it then |
|
|
1214 | * becomes big jumps when the sums of the bonuses jump to the next |
|
|
1215 | * step of 8 - with floats, even fractional ones are useful. |
|
|
1216 | */ |
|
|
1217 | sp_tmp=0.0; |
|
|
1218 | for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { |
|
|
1219 | float grace_tmp=0.0; |
|
|
1220 | |
|
|
1221 | /* Got some extra bonus at first level */ |
|
|
1222 | if(i<2) { |
|
|
1223 | grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + |
|
|
1224 | 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); |
|
|
1225 | } else { |
|
|
1226 | grace_tmp=(float)op->contr->levgrace[i] |
|
|
1227 | +((float)grace_bonus[op->stats.Pow] + |
|
|
1228 | 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; |
|
|
1229 | } |
|
|
1230 | if (grace_tmp<1.0) grace_tmp=1.0; |
|
|
1231 | sp_tmp+=grace_tmp; |
|
|
1232 | } |
|
|
1233 | op->stats.maxgrace=(int)sp_tmp; |
|
|
1234 | |
|
|
1235 | /* two grace points per level after 11 */ |
|
|
1236 | for(i=11;i<=grace_obj->level;i++) |
|
|
1237 | op->stats.maxgrace+=2; |
|
|
1238 | } |
|
|
1239 | /* No limit on grace vs maxgrace */ |
|
|
1240 | |
|
|
1241 | if(op->contr->braced) { |
|
|
1242 | ac+=2; |
|
|
1243 | wc+=4; |
|
|
1244 | } |
|
|
1245 | else |
|
|
1246 | ac-=dex_bonus[op->stats.Dex]; |
|
|
1247 | |
|
|
1248 | /* In new exp/skills system, wc bonuses are related to |
|
|
1249 | * the players level in a relevant exp object (wc_obj) |
|
|
1250 | * not the general player level -b.t. |
|
|
1251 | * I changed this slightly so that wc bonuses are better |
|
|
1252 | * than before. This is to balance out the fact that |
|
|
1253 | * the player no longer gets a personal weapon w/ 1 |
|
|
1254 | * improvement every level, now its fighterlevel/5. So |
|
|
1255 | * we give the player a bonus here in wc and dam |
|
|
1256 | * to make up for the change. Note that I left the |
|
|
1257 | * monster bonus the same as before. -b.t. |
|
|
1258 | */ |
|
|
1259 | |
|
|
1260 | if(op->type==PLAYER && wc_obj && wc_obj->level>1) { |
|
|
1261 | wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); |
|
|
1262 | for(i=1;i<wc_obj->level;i++) { |
|
|
1263 | /* addtional wc every 6 levels */ |
|
|
1264 | if(!(i%6)) wc--; |
|
|
1265 | /* addtional dam every 4 levels. */ |
|
|
1266 | if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) |
|
|
1267 | op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); |
|
|
1268 | } |
|
|
1269 | } else |
|
|
1270 | wc-=(op->level+thaco_bonus[op->stats.Str]); |
|
|
1271 | |
|
|
1272 | op->stats.dam+=dam_bonus[op->stats.Str]; |
|
|
1273 | |
|
|
1274 | if(op->stats.dam<1) |
|
|
1275 | op->stats.dam=1; |
|
|
1276 | |
|
|
1277 | op->speed=1.0+speed_bonus[op->stats.Dex]; |
|
|
1278 | if (settings.search_items && op->contr->search_str[0]) |
|
|
1279 | op->speed -= 1; |
|
|
1280 | if (op->attacktype==0) |
|
|
1281 | op->attacktype=op->arch->clone.attacktype; |
|
|
1282 | |
|
|
1283 | } /* End if player */ |
|
|
1284 | |
|
|
1285 | if(added_speed>=0) |
|
|
1286 | op->speed+=added_speed/10.0; |
|
|
1287 | else /* Something wrong here...: */ |
|
|
1288 | op->speed /= (float)(1.0-added_speed); |
|
|
1289 | |
|
|
1290 | /* Max is determined by armour */ |
|
|
1291 | if(op->speed>max) |
|
|
1292 | op->speed=max; |
|
|
1293 | |
|
|
1294 | if(op->type == PLAYER) { |
|
|
1295 | /* f is a number the represents the number of kg above (positive num) |
|
|
1296 | * or below (negative number) that the player is carrying. If above |
|
|
1297 | * weight limit, then player suffers a speed reduction based on how |
|
|
1298 | * much above he is, and what is max carry is |
|
|
1299 | */ |
|
|
1300 | f=(op->carrying/1000)-max_carry[op->stats.Str]; |
|
|
1301 | if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | op->speed+=bonus_speed/10.0; /* Not affected by limits */ |
|
|
1305 | |
|
|
1306 | /* Put a lower limit on speed. Note with this speed, you move once every |
|
|
1307 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
|
|
1308 | */ |
|
|
1309 | op->speed = op->speed * speed_reduce_from_disease; |
|
|
1310 | |
|
|
1311 | if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; |
|
|
1312 | |
|
|
1313 | if(op->type == PLAYER) { |
|
|
1314 | float M,W,s,D,K,S,M2; |
|
|
1315 | |
|
|
1316 | /* (This formula was made by vidarl@ifi.uio.no) |
|
|
1317 | * Note that we never used these values again - basically |
|
|
1318 | * all of these could be subbed into one big equation, but |
|
|
1319 | * that would just be a real pain to read. |
|
|
1320 | */ |
|
|
1321 | M=(max_carry[op->stats.Str]-121)/121.0; |
|
|
1322 | M2=max_carry[op->stats.Str]/100.0; |
|
|
1323 | W=weapon_weight/20000.0; |
|
|
1324 | s=2-weapon_speed/10.0; |
|
|
1325 | D=(op->stats.Dex-14)/14.0; |
|
|
1326 | K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; |
|
|
1327 | K*=(4+op->level)/(float)(6+op->level)*1.2; |
|
|
1328 | if(K<=0) K=0.01; |
|
|
1329 | S=op->speed/(K*s); |
|
|
1330 | op->contr->weapon_sp=S; |
|
|
1331 | } |
|
|
1332 | /* I want to limit the power of small monsters with big weapons: */ |
|
|
1333 | if(op->type!=PLAYER&&op->arch!=NULL&& |
|
|
1334 | op->stats.dam>op->arch->clone.stats.dam*3) |
|
|
1335 | op->stats.dam=op->arch->clone.stats.dam*3; |
|
|
1336 | |
|
|
1337 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
|
|
1338 | * should be more than enough - remember, AC is also in 8 bits, |
|
|
1339 | * so its value is the same. |
|
|
1340 | */ |
|
|
1341 | if (wc>120) wc=120; |
|
|
1342 | else if (wc<-120) wc=-120; |
|
|
1343 | op->stats.wc=wc; |
|
|
1344 | |
|
|
1345 | if (ac>120) ac=120; |
|
|
1346 | else if (ac<-120) ac=-120; |
|
|
1347 | op->stats.ac=ac; |
|
|
1348 | |
|
|
1349 | /* if for some reason the creature doesn't have any move type, |
|
|
1350 | * give them walking as a default. |
|
|
1351 | * The second case is a special case - to more closely mimic the |
|
|
1352 | * old behaviour - if your flying, your not walking - just |
|
|
1353 | * one or the other. |
|
|
1354 | */ |
|
|
1355 | if (op->move_type == 0) op->move_type = MOVE_WALK; |
|
|
1356 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; |
|
|
1357 | |
|
|
1358 | update_ob_speed(op); |
|
|
1359 | |
|
|
1360 | /* It is quite possible that a player's spell costing might have changed, |
|
|
1361 | * so we will check that now. |
|
|
1362 | */ |
|
|
1363 | if (op->type == PLAYER) esrv_update_spells(op->contr); |
|
|
1364 | } |
1406 | } |
1365 | |
1407 | |
1366 | /* |
1408 | /* |
1367 | * Returns true if the given player is a legal class. |
1409 | * Returns true if the given player is a legal class. |
1368 | * The function to add and remove class-bonuses to the stats doesn't |
1410 | * The function to add and remove class-bonuses to the stats doesn't |
1369 | * check if the stat becomes negative, thus this function |
1411 | * check if the stat becomes negative, thus this function |
1370 | * merely checks that all stats are 1 or more, and returns |
1412 | * merely checks that all stats are 1 or more, and returns |
1371 | * false otherwise. |
1413 | * false otherwise. |
1372 | */ |
1414 | */ |
1373 | |
1415 | int |
1374 | int allowed_class(const object *op) { |
1416 | allowed_class (const object *op) |
1375 | return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& |
1417 | { |
1376 | op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& |
1418 | return op->stats.Dex > 0 |
|
|
1419 | && op->stats.Str > 0 |
|
|
1420 | && op->stats.Con > 0 |
|
|
1421 | && op->stats.Int > 0 |
|
|
1422 | && op->stats.Wis > 0 |
|
|
1423 | && op->stats.Pow > 0 |
1377 | op->stats.Cha>0; |
1424 | && op->stats.Cha > 0; |
1378 | } |
1425 | } |
1379 | |
1426 | |
1380 | /* |
1427 | /* |
1381 | * set the new dragon name after gaining levels or |
1428 | * set the new dragon name after gaining levels or |
1382 | * changing ability focus (later this can be extended to |
1429 | * changing ability focus (later this can be extended to |
1383 | * eventually change the player's face and animation) |
1430 | * eventually change the player's face and animation) |
1384 | * |
1431 | */ |
1385 | * Note that the title is written to 'own_title' in the |
1432 | void |
1386 | * player struct. This should be changed to 'ext_title' |
|
|
1387 | * as soon as clients support this! |
|
|
1388 | * Please, anyone, write support for 'ext_title'. |
|
|
1389 | */ |
|
|
1390 | void set_dragon_name(object *pl, const object *abil, const object *skin) { |
1433 | set_dragon_name (object *pl, const object *abil, const object *skin) |
|
|
1434 | { |
1391 | int atnr=-1; /* attacknumber of highest level */ |
1435 | int atnr = -1; /* attacknumber of highest level */ |
1392 | int level=0; /* highest level */ |
1436 | int level = 0; /* highest level */ |
1393 | int i; |
1437 | int i; |
1394 | |
1438 | |
1395 | /* Perhaps do something more clever? */ |
1439 | /* Perhaps do something more clever? */ |
1396 | if (!abil || !skin) return; |
1440 | if (!abil || !skin) |
1397 | |
1441 | return; |
|
|
1442 | |
1398 | /* first, look for the highest level */ |
1443 | /* first, look for the highest level */ |
1399 | for(i=0; i<NROFATTACKS; i++) { |
1444 | for (i = 0; i < NROFATTACKS; i++) |
1400 | if (atnr_is_dragon_enabled(i) && |
1445 | { |
1401 | (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { |
1446 | if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr])) |
|
|
1447 | { |
1402 | level = abil->resist[i]; |
1448 | level = abil->resist[i]; |
1403 | atnr = i; |
1449 | atnr = i; |
1404 | } |
1450 | } |
1405 | } |
1451 | } |
1406 | |
1452 | |
1407 | /* now if there are equals at highest level, pick the one with focus, |
1453 | /* now if there are equals at highest level, pick the one with focus, |
1408 | or else at random */ |
1454 | or else at random */ |
1409 | if (atnr_is_dragon_enabled(abil->stats.exp) && |
1455 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1410 | abil->resist[abil->stats.exp] >= level) |
|
|
1411 | atnr = abil->stats.exp; |
1456 | atnr = abil->stats.exp; |
1412 | |
1457 | |
1413 | level = (int)(level/5.); |
|
|
1414 | |
|
|
1415 | /* now set the new title */ |
1458 | /* now set the new title */ |
1416 | if (pl->contr != NULL) { |
|
|
1417 | if(level == 0) |
|
|
1418 | sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); |
1459 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1419 | else if (level == 1) |
|
|
1420 | sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); |
1460 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1421 | else if (level == 2) |
|
|
1422 | sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); |
1461 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1423 | else if (level == 3) |
|
|
1424 | sprintf(pl->contr->title, "%s dragon", attacks[atnr]); |
1462 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1425 | else { |
1463 | else |
|
|
1464 | { |
1426 | /* special titles for extra high resistance! */ |
1465 | /* special titles for extra high resistance! */ |
1427 | if (skin->resist[atnr] > 80) |
|
|
1428 | sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1466 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1429 | else if (skin->resist[atnr] > 50) |
1467 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1430 | sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1468 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1431 | else |
|
|
1432 | sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); |
|
|
1433 | } |
|
|
1434 | } |
1469 | } |
1435 | |
1470 | |
1436 | strcpy(pl->contr->own_title, ""); |
1471 | strcpy (pl->contr->own_title, ""); |
1437 | } |
1472 | } |
1438 | |
1473 | |
1439 | /* |
1474 | /* |
1440 | * This function is called when a dragon-player gains |
1475 | * This function is called when a dragon-player gains |
1441 | * an overall level. Here, the dragon might gain new abilities |
1476 | * an overall level. Here, the dragon might gain new abilities |
1442 | * or change the ability-focus. |
1477 | * or change the ability-focus. |
1443 | */ |
1478 | */ |
|
|
1479 | static void |
1444 | void dragon_level_gain(object *who) { |
1480 | dragon_level_gain (object *who) |
|
|
1481 | { |
1445 | object *abil = NULL; /* pointer to dragon ability force*/ |
1482 | object *abil = NULL; /* pointer to dragon ability force */ |
1446 | object *skin = NULL; /* pointer to dragon skin force*/ |
1483 | object *skin = NULL; /* pointer to dragon skin force */ |
1447 | object *tmp = NULL; /* tmp. object */ |
1484 | object *tmp = NULL; /* tmp. object */ |
1448 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1485 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1449 | |
1486 | |
1450 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1487 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1451 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
1488 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1452 | if (tmp->type == FORCE) { |
1489 | if (tmp->type == FORCE) |
1453 | if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
1490 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1454 | abil = tmp; |
1491 | abil = tmp; |
1455 | if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
1492 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1456 | skin = tmp; |
1493 | skin = tmp; |
1457 | } |
1494 | |
1458 | } |
|
|
1459 | /* if the force is missing -> bail out */ |
1495 | /* if the force is missing -> bail out */ |
1460 | if (abil == NULL) return; |
1496 | if (abil == NULL) |
1461 | |
1497 | return; |
|
|
1498 | |
1462 | /* The ability_force keeps track of maximum level ever achieved. |
1499 | /* The ability_force keeps track of maximum level ever achieved. |
1463 | * New abilties can only be gained by surpassing this max level |
1500 | * New abilties can only be gained by surpassing this max level |
1464 | */ |
1501 | */ |
1465 | if (who->level > abil->level) { |
1502 | if (who->level > abil->level) |
|
|
1503 | { |
1466 | /* increase our focused ability */ |
1504 | /* increase our focused ability */ |
1467 | abil->resist[abil->stats.exp]++; |
1505 | abil->resist[abil->stats.exp]++; |
1468 | |
|
|
1469 | |
1506 | |
|
|
1507 | |
1470 | if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { |
1508 | if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0) |
|
|
1509 | { |
1471 | /* time to hand out a new ability-gift */ |
1510 | /* time to hand out a new ability-gift */ |
1472 | dragon_ability_gain(who, (int)abil->stats.exp, |
1511 | dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.)); |
1473 | (int)((1+abil->resist[abil->stats.exp])/5.)); |
1512 | } |
1474 | } |
1513 | |
1475 | |
|
|
1476 | if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { |
1514 | if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat)) |
|
|
1515 | { |
1477 | /* apply new ability focus */ |
1516 | /* apply new ability focus */ |
1478 | sprintf(buf, "Your metabolism now focuses on %s!", |
1517 | sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]); |
1479 | change_resist_msg[abil->last_eat]); |
|
|
1480 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
1518 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
1481 | |
1519 | |
1482 | abil->stats.exp = abil->last_eat; |
1520 | abil->stats.exp = abil->last_eat; |
1483 | abil->last_eat = 0; |
1521 | abil->last_eat = 0; |
1484 | } |
1522 | } |
|
|
1523 | |
|
|
1524 | abil->level = who->level; |
1485 | |
1525 | } |
1486 | abil->level = who->level; |
1526 | |
1487 | } |
|
|
1488 | |
|
|
1489 | /* last but not least, set the new title for the dragon */ |
1527 | /* last but not least, set the new title for the dragon */ |
1490 | set_dragon_name(who, abil, skin); |
1528 | set_dragon_name (who, abil, skin); |
1491 | } |
1529 | } |
1492 | |
1530 | |
1493 | /* Handy function - given the skill name skill_name, we find the skill |
1531 | /* Handy function - given the skill name skill_name, we find the skill |
1494 | * archetype/object, set appropriate values, and insert it into |
1532 | * archetype/object, set appropriate values, and insert it into |
1495 | * the object (op) that is passed. |
1533 | * the object (op) that is passed. |
1496 | * We return the skill - this makes it easier for calling functions that |
1534 | * We return the skill - this makes it easier for calling functions that |
1497 | * want to do something with it immediately. |
1535 | * want to do something with it immediately. |
1498 | */ |
1536 | */ |
|
|
1537 | object * |
1499 | object *give_skill_by_name(object *op, const char *skill_name) |
1538 | give_skill_by_name (object *op, const char *skill_name) |
1500 | { |
1539 | { |
1501 | object *skill_obj; |
1540 | object *skill_obj; |
1502 | |
1541 | |
1503 | skill_obj = get_archetype_by_skill_name(skill_name, SKILL); |
1542 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1504 | if (!skill_obj) { |
1543 | if (!skill_obj) |
1505 | LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
|
|
1506 | return NULL; |
|
|
1507 | } |
1544 | { |
|
|
1545 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
|
|
1546 | return NULL; |
|
|
1547 | } |
|
|
1548 | |
1508 | /* clear the flag - exp goes into this bucket, but player |
1549 | /* clear the flag - exp goes into this bucket, but player |
1509 | * still doesn't know it. |
1550 | * still doesn't know it. |
1510 | */ |
1551 | */ |
1511 | CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); |
1552 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1512 | skill_obj->stats.exp = 0; |
1553 | skill_obj->stats.exp = 0; |
1513 | skill_obj->level = 1; |
1554 | skill_obj->level = 1; |
1514 | insert_ob_in_ob(skill_obj, op); |
1555 | op->insert (skill_obj); |
1515 | if (op->contr) { |
1556 | |
1516 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1557 | if (player *pl = op->contr) |
1517 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1558 | pl->link_skills (); |
1518 | } |
1559 | |
1519 | return skill_obj; |
1560 | return skill_obj; |
1520 | } |
1561 | } |
1521 | |
|
|
1522 | |
1562 | |
1523 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1563 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1524 | * whether the player gets more hp, sp and new levels. |
1564 | * whether the player gets more hp, sp and new levels. |
1525 | * Note this this function should only be called for players. Monstes |
1565 | * Note this this function should only be called for players. Monstes |
1526 | * don't really gain levels |
1566 | * don't really gain levels |
1527 | * who is the player, op is what we are checking to gain the level |
1567 | * who is the player, op is what we are checking to gain the level |
1528 | * (eg, skill) |
1568 | * (eg, skill) |
1529 | */ |
1569 | */ |
|
|
1570 | void |
1530 | void player_lvl_adj(object *who, object *op) { |
1571 | player_lvl_adj (object *who, object *op) |
|
|
1572 | { |
1531 | char buf[MAX_BUF]; |
1573 | char buf[MAX_BUF]; |
1532 | |
1574 | bool changed = false; |
|
|
1575 | |
1533 | if(!op) /* when rolling stats */ |
1576 | if (!op) /* when rolling stats */ |
1534 | op = who; |
1577 | op = who; |
1535 | |
1578 | |
1536 | if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { |
1579 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
|
|
1580 | { |
|
|
1581 | changed = true; |
|
|
1582 | |
1537 | op->level++; |
1583 | op->level++; |
1538 | |
1584 | |
1539 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) |
1585 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1540 | dragon_level_gain(who); |
1586 | dragon_level_gain (who); |
1541 | |
1587 | |
1542 | /* Only roll these if it is the player (who) that gained the level */ |
1588 | /* Only roll these if it is the player (who) that gained the level */ |
1543 | if(op==who && (who->level < 11) && who->type==PLAYER) { |
1589 | if (op == who && (who->level < 11) && who->type == PLAYER) |
|
|
1590 | { |
1544 | who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; |
1591 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1545 | who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); |
1592 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1546 | who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; |
1593 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1547 | } |
1594 | } |
1548 | |
1595 | |
1549 | fix_player(who); |
1596 | if (op->level > 1) |
1550 | if(op->level>1) { |
1597 | { |
|
|
1598 | if (op->type != PLAYER) |
|
|
1599 | { |
|
|
1600 | who->contr->play_sound (sound_find ("skill_up")); |
|
|
1601 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1602 | } |
|
|
1603 | else |
|
|
1604 | { |
|
|
1605 | who->contr->play_sound (sound_find ("level_up")); |
|
|
1606 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1607 | } |
|
|
1608 | |
|
|
1609 | if (who) |
|
|
1610 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
|
|
1611 | } |
|
|
1612 | } |
|
|
1613 | |
|
|
1614 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
|
|
1615 | { |
|
|
1616 | changed = true; |
|
|
1617 | |
|
|
1618 | op->level--; |
|
|
1619 | |
1551 | if (op->type!=PLAYER) |
1620 | if (op->type != PLAYER) |
1552 | sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); |
1621 | { |
1553 | else |
|
|
1554 | sprintf(buf,"You are now level %d.",op->level); |
|
|
1555 | if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); |
|
|
1556 | } |
|
|
1557 | player_lvl_adj(who,op); /* To increase more levels */ |
|
|
1558 | } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { |
|
|
1559 | op->level--; |
|
|
1560 | fix_player(who); |
|
|
1561 | if(op->type!=PLAYER) { |
|
|
1562 | sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); |
1622 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1563 | new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); |
1623 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1564 | } |
1624 | } |
1565 | player_lvl_adj(who,op); /* To decrease more levels */ |
|
|
1566 | } |
1625 | } |
1567 | /* check if the spell data has changed */ |
1626 | |
1568 | esrv_update_spells(who->contr); |
1627 | if (changed) |
|
|
1628 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1569 | } |
1629 | } |
1570 | |
1630 | |
1571 | /* |
1631 | /* |
1572 | * Returns how much experience is needed for a player to become |
1632 | * Returns how much experience is needed for a player to become |
1573 | * the given level. level should really never exceed max_level |
1633 | * the given level. level should really never exceed max_level |
1574 | */ |
1634 | */ |
1575 | |
1635 | |
|
|
1636 | sint64 |
1576 | sint64 level_exp(int level,double expmul) { |
1637 | level_exp (int level, double expmul) |
|
|
1638 | { |
1577 | if (level > settings.max_level) |
1639 | if (level > settings.max_level) |
1578 | return (sint64) (expmul * levels[settings.max_level]); |
1640 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1641 | |
1579 | return (sint64) (expmul * levels[level]); |
1642 | return (sint64) (expmul * levels[level]); |
1580 | } |
1643 | } |
1581 | |
1644 | |
1582 | /* |
1645 | /* |
1583 | * Ensure that the permanent experience requirements in an exp object are met. |
1646 | * Ensure that the permanent experience requirements in an exp object are met. |
1584 | * This really just checks 'op to make sure the perm_exp value is within |
1647 | * This really just checks 'op to make sure the perm_exp value is within |
1585 | * proper range. Note that the checking of what is passed through |
1648 | * proper range. Note that the checking of what is passed through |
1586 | * has been reduced. Since there is now a proper field for perm_exp, |
1649 | * has been reduced. Since there is now a proper field for perm_exp, |
1587 | * this can now work on a much larger set of objects. |
1650 | * this can now work on a much larger set of objects. |
1588 | */ |
1651 | */ |
|
|
1652 | void |
1589 | void calc_perm_exp(object *op) |
1653 | calc_perm_exp (object *op) |
1590 | { |
1654 | { |
1591 | int p_exp_min; |
1655 | int p_exp_min; |
1592 | |
1656 | |
1593 | /* Ensure that our permanent experience minimum is met. |
1657 | /* Ensure that our permanent experience minimum is met. |
1594 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1658 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1595 | * to get the fraction */ |
1659 | * to get the fraction */ |
1596 | p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); |
1660 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1597 | |
1661 | |
1598 | if (op->perm_exp < p_exp_min) |
1662 | if (op->perm_exp < p_exp_min) |
1599 | op->perm_exp = p_exp_min; |
1663 | op->perm_exp = p_exp_min; |
1600 | |
1664 | |
1601 | /* Cap permanent experience. */ |
1665 | /* Cap permanent experience. */ |
1602 | if (op->perm_exp < 0) |
1666 | if (op->perm_exp < 0) |
1603 | op->perm_exp = 0; |
1667 | op->perm_exp = 0; |
1604 | else if (op->perm_exp > MAX_EXPERIENCE) |
1668 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1605 | op->perm_exp = MAX_EXPERIENCE; |
1669 | op->perm_exp = MAX_EXPERIENCE; |
1606 | } |
1670 | } |
1607 | |
|
|
1608 | |
1671 | |
1609 | /* Add experience to a player - exp should only be positive. |
1672 | /* Add experience to a player - exp should only be positive. |
1610 | * Updates permanent exp for the skill we are adding to. |
1673 | * Updates permanent exp for the skill we are adding to. |
1611 | * skill_name is the skill to add exp to. Skill name can be |
1674 | * skill_name is the skill to add exp to. Skill name can be |
1612 | * NULL, in which case exp increases the players general |
1675 | * NULL, in which case exp increases the players general |
1613 | * total, but not any particular skill. |
1676 | * total, but not any particular skill. |
1614 | * flag is what to do if the player doesn't have the skill: |
1677 | * flag is what to do if the player doesn't have the skill: |
1615 | */ |
1678 | */ |
1616 | |
1679 | static void |
1617 | static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) |
1680 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1618 | { |
1681 | { |
1619 | object *skill_obj=NULL; |
1682 | object *skill_obj; |
1620 | sint64 limit, exp_to_add; |
1683 | sint64 limit, exp_to_add; |
1621 | int i; |
1684 | int i; |
1622 | |
1685 | |
1623 | /* prevents some forms of abuse. */ |
1686 | /* prevents some forms of abuse. */ |
1624 | if(op->contr->braced) exp=exp/5; |
1687 | if (op->contr->braced) |
|
|
1688 | exp /= 5; |
1625 | |
1689 | |
1626 | /* Try to find the matching skill. |
1690 | /* Try to find the matching skill. |
1627 | * We do a shortcut/time saving mechanism first - see if it matches |
1691 | * We do a shortcut/time saving mechanism first - see if it matches |
1628 | * chosen_skill. This means we don't need to search through |
1692 | * chosen_skill. This means we don't need to search through |
1629 | * the players inventory. |
1693 | * the players inventory. |
1630 | */ |
1694 | */ |
|
|
1695 | skill_obj = 0; |
|
|
1696 | |
1631 | if (skill_name) { |
1697 | if (skill_name) |
1632 | if (op->chosen_skill && op->chosen_skill->type == SKILL && |
1698 | { |
1633 | !strcmp(skill_name, op->chosen_skill->skill)) |
1699 | skill_obj = op->contr->find_skill (skill_name); |
1634 | skill_obj = op->chosen_skill; |
|
|
1635 | else { |
|
|
1636 | for (i=0; i<NUM_SKILLS; i++) |
|
|
1637 | if (op->contr->last_skill_ob[i] && |
|
|
1638 | !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { |
|
|
1639 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1640 | break; |
|
|
1641 | } |
|
|
1642 | |
1700 | |
1643 | /* Player doesn't have the skill. Check to see what to do, and give |
1701 | /* Player doesn't have the skill. Check to see what to do, and give |
1644 | * it to the player if necessary |
1702 | * it to the player if necessary |
1645 | */ |
1703 | */ |
1646 | if (!skill_obj) { |
1704 | if (!skill_obj) |
1647 | if (flag == SK_EXP_NONE) return; |
1705 | { |
|
|
1706 | if (flag == SK_EXP_NONE) |
|
|
1707 | return; |
|
|
1708 | |
1648 | else if (flag == SK_EXP_ADD_SKILL) |
1709 | if (flag == SK_EXP_ADD_SKILL) |
1649 | give_skill_by_name(op, skill_name); |
1710 | skill_obj = give_skill_by_name (op, skill_name); |
|
|
1711 | } |
1650 | } |
1712 | } |
1651 | } |
1713 | |
|
|
1714 | if (flag != SK_EXP_SKILL_ONLY) |
1652 | } |
1715 | { |
1653 | |
|
|
1654 | /* Basically, you can never gain more experience in one shot |
1716 | /* Basically, you can never gain more experience in one shot |
1655 | * than half what you need to gain for next level. |
1717 | * than half what you need to gain for next level. |
1656 | */ |
1718 | */ |
1657 | exp_to_add = exp; |
1719 | exp_to_add = exp; |
1658 | limit=(levels[op->level+1]-levels[op->level])/2; |
1720 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1659 | if (exp_to_add > limit) exp_to_add=limit; |
1721 | if (exp_to_add > limit) |
|
|
1722 | exp_to_add = limit; |
1660 | |
1723 | |
1661 | ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); |
1724 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1662 | if (settings.permanent_exp_ratio) { |
1725 | if (settings.permanent_exp_ratio) |
|
|
1726 | { |
1663 | ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); |
1727 | ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1))); |
1664 | calc_perm_exp(op); |
1728 | calc_perm_exp (op); |
1665 | } |
1729 | } |
1666 | |
1730 | |
1667 | player_lvl_adj(op,NULL); |
1731 | player_lvl_adj (op, NULL); |
|
|
1732 | } |
|
|
1733 | |
1668 | if (skill_obj) { |
1734 | if (skill_obj) |
|
|
1735 | { |
1669 | exp_to_add = exp; |
1736 | exp_to_add = exp; |
1670 | limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; |
1737 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1671 | if (exp_to_add > limit) exp_to_add=limit; |
1738 | if (exp_to_add > limit) |
|
|
1739 | exp_to_add = limit; |
|
|
1740 | |
1672 | ADD_EXP(skill_obj->stats.exp, exp_to_add); |
1741 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1673 | if (settings.permanent_exp_ratio) { |
1742 | if (settings.permanent_exp_ratio) |
|
|
1743 | { |
1674 | skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
1744 | skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); |
1675 | calc_perm_exp(skill_obj); |
1745 | calc_perm_exp (skill_obj); |
1676 | } |
1746 | } |
|
|
1747 | |
1677 | player_lvl_adj(op,skill_obj); |
1748 | player_lvl_adj (op, skill_obj); |
1678 | } |
1749 | } |
1679 | } |
1750 | } |
1680 | |
1751 | |
1681 | /* This function checks to make sure that object 'op' can |
1752 | /* This function checks to make sure that object 'op' can |
1682 | * lost 'exp' experience. It returns the amount of exp |
1753 | * lose 'exp' experience. It returns the amount of exp |
1683 | * object 'op' can in fact lose - it basically makes |
1754 | * object 'op' can in fact lose - it basically makes |
1684 | * adjustments based on permanent exp and the like. |
1755 | * adjustments based on permanent exp and the like. |
1685 | * This function should always be used for losing experience - |
1756 | * This function should always be used for losing experience - |
1686 | * the 'exp' value passed should be positive - this is the |
1757 | * the 'exp' value passed should be positive - this is the |
1687 | * amount that should get subtract from the player. |
1758 | * amount that should get subtract from the player. |
1688 | */ |
1759 | */ |
|
|
1760 | static sint64 |
1689 | sint64 check_exp_loss(const object *op, sint64 exp) |
1761 | check_exp_loss (const object *op, sint64 exp) |
1690 | { |
1762 | { |
1691 | sint64 del_exp; |
1763 | sint64 del_exp; |
1692 | |
1764 | |
1693 | if (exp > op->stats.exp) exp = op->stats.exp; |
1765 | if (exp > op->stats.exp) |
|
|
1766 | exp = op->stats.exp; |
|
|
1767 | |
1694 | if (settings.permanent_exp_ratio) { |
1768 | if (settings.permanent_exp_ratio) |
|
|
1769 | { |
1695 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1770 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1696 | if (del_exp < 0) del_exp = 0; |
1771 | |
1697 | if (exp > del_exp) exp=del_exp; |
1772 | if (del_exp < 0) |
|
|
1773 | del_exp = 0; |
|
|
1774 | |
|
|
1775 | if (exp > del_exp) |
|
|
1776 | exp = del_exp; |
1698 | } |
1777 | } |
|
|
1778 | |
1699 | return exp; |
1779 | return exp; |
1700 | } |
1780 | } |
1701 | |
1781 | |
|
|
1782 | sint64 |
1702 | sint64 check_exp_adjust(const object *op, sint64 exp) |
1783 | check_exp_adjust (const object *op, sint64 exp) |
1703 | { |
1784 | { |
|
|
1785 | if (exp < 0) |
1704 | if (exp<0) return check_exp_loss(op, exp); |
1786 | return check_exp_loss (op, exp); |
|
|
1787 | else |
1705 | else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); |
1788 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1706 | } |
1789 | } |
1707 | |
|
|
1708 | |
1790 | |
1709 | /* Subtracts experience from player. |
1791 | /* Subtracts experience from player. |
1710 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1792 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1711 | * only subtract from the matching skill. Otherwise, |
1793 | * only subtract from the matching skill. Otherwise, |
1712 | * this subtracts a portion from all |
1794 | * this subtracts a portion from all |
… | |
… | |
1716 | * as much as listed. Eg, if player has gotten reduced to the point |
1798 | * as much as listed. Eg, if player has gotten reduced to the point |
1717 | * where everything is at the minimum perm exp, he would lose nothing. |
1799 | * where everything is at the minimum perm exp, he would lose nothing. |
1718 | * exp is the amount of exp to subtract - thus, it should be |
1800 | * exp is the amount of exp to subtract - thus, it should be |
1719 | * a postive number. |
1801 | * a postive number. |
1720 | */ |
1802 | */ |
|
|
1803 | static void |
1721 | static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) |
1804 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1722 | { |
1805 | { |
1723 | float fraction = (float) exp/(float) op->stats.exp; |
1806 | float fraction = (float) exp / (float) op->stats.exp; |
1724 | object *tmp; |
1807 | object *tmp; |
1725 | sint64 del_exp; |
1808 | sint64 del_exp; |
1726 | |
1809 | |
1727 | for(tmp=op->inv;tmp;tmp=tmp->below) |
1810 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1728 | if(tmp->type==SKILL && tmp->stats.exp) { |
1811 | if (tmp->type == SKILL && tmp->stats.exp) |
|
|
1812 | { |
1729 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { |
1813 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
|
|
1814 | { |
1730 | del_exp = check_exp_loss(tmp, exp); |
1815 | del_exp = check_exp_loss (tmp, exp); |
1731 | tmp->stats.exp -= del_exp; |
1816 | tmp->stats.exp -= del_exp; |
1732 | player_lvl_adj(op, tmp); |
1817 | player_lvl_adj (op, tmp); |
|
|
1818 | } |
1733 | } else if (flag != SK_SUBTRACT_SKILL_EXP) { |
1819 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
|
|
1820 | { |
1734 | /* only want to process other skills if we are not trying |
1821 | /* only want to process other skills if we are not trying |
1735 | * to match a specific skill. |
1822 | * to match a specific skill. |
1736 | */ |
1823 | */ |
1737 | del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); |
1824 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1738 | tmp->stats.exp -= del_exp; |
1825 | tmp->stats.exp -= del_exp; |
1739 | player_lvl_adj(op, tmp); |
1826 | player_lvl_adj (op, tmp); |
|
|
1827 | } |
1740 | } |
1828 | } |
1741 | } |
1829 | |
1742 | if (flag != SK_SUBTRACT_SKILL_EXP) { |
1830 | if (flag != SK_SUBTRACT_SKILL_EXP) |
|
|
1831 | { |
1743 | del_exp = check_exp_loss(op, exp); |
1832 | del_exp = check_exp_loss (op, exp); |
1744 | op->stats.exp -= del_exp; |
1833 | op->stats.exp -= del_exp; |
1745 | player_lvl_adj(op,NULL); |
1834 | player_lvl_adj (op, NULL); |
1746 | } |
1835 | } |
1747 | } |
1836 | } |
1748 | |
|
|
1749 | |
|
|
1750 | |
1837 | |
1751 | /* change_exp() - changes experience to a player/monster. This |
1838 | /* change_exp() - changes experience to a player/monster. This |
1752 | * does bounds checking to make sure we don't overflow the max exp. |
1839 | * does bounds checking to make sure we don't overflow the max exp. |
1753 | * |
1840 | * |
1754 | * The exp passed is typically not modified much by this function - |
1841 | * The exp passed is typically not modified much by this function - |
1755 | * it is assumed the caller has modified the exp as needed. |
1842 | * it is assumed the caller has modified the exp as needed. |
1756 | * skill_name is the skill that should get the exp added. |
1843 | * skill_name is the skill that should get the exp added. |
1757 | * flag is what to do if player doesn't have the skill. |
1844 | * flag is what to do if player doesn't have the skill. |
1758 | * these last two values are only used for players. |
1845 | * these last two values are only used for players. |
1759 | */ |
1846 | */ |
1760 | |
1847 | void |
1761 | void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { |
1848 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1762 | |
1849 | { |
1763 | #ifdef EXP_DEBUG |
1850 | #ifdef EXP_DEBUG |
1764 | #ifndef WIN32 |
|
|
1765 | LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp); |
|
|
1766 | #else |
|
|
1767 | LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); |
1851 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1768 | #endif |
1852 | #endif |
1769 | #endif |
|
|
1770 | |
1853 | |
1771 | /* safety */ |
1854 | /* safety */ |
1772 | if(!op) { |
1855 | if (!op) |
|
|
1856 | { |
1773 | LOG(llevError,"change_exp() called for null object!\n"); |
1857 | LOG (llevError, "change_exp() called for null object!\n"); |
1774 | return; |
1858 | return; |
1775 | } |
1859 | } |
1776 | |
1860 | |
1777 | /* if no change in exp, just return - most of the below code |
1861 | /* if no change in exp, just return - most of the below code |
1778 | * won't do anything if the value is 0 anyways. |
1862 | * won't do anything if the value is 0 anyways. |
1779 | */ |
1863 | */ |
1780 | if (exp == 0) return; |
1864 | if (exp == 0) |
|
|
1865 | return; |
1781 | |
1866 | |
1782 | /* Monsters are easy - we just adjust their exp - we |
1867 | /* Monsters are easy - we just adjust their exp - we |
1783 | * don't adjust level, since in most cases it is unrelated to |
1868 | * don't adjust level, since in most cases it is unrelated to |
1784 | * the exp they have - the monsters exp represents what its |
1869 | * the exp they have - the monsters exp represents what its |
1785 | * worth. |
1870 | * worth. |
1786 | */ |
1871 | */ |
1787 | if(op->type != PLAYER) { |
1872 | if (op->type != PLAYER) |
|
|
1873 | { |
1788 | /* Sanity check */ |
1874 | /* Sanity check */ |
1789 | if (!QUERY_FLAG(op, FLAG_ALIVE)) return; |
1875 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1876 | return; |
1790 | |
1877 | |
1791 | /* reset exp to max allowed value. We subtract from |
1878 | /* reset exp to max allowed value. We subtract from |
1792 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1879 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1793 | * more than max exp, just return. |
1880 | * more than max exp, just return. |
1794 | */ |
1881 | */ |
1795 | if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { |
1882 | if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) |
|
|
1883 | { |
1796 | exp = MAX_EXPERIENCE - op->stats.exp; |
1884 | exp = MAX_EXPERIENCE - op->stats.exp; |
1797 | if (exp < 0) return; |
1885 | if (exp < 0) |
1798 | } |
1886 | return; |
|
|
1887 | } |
1799 | |
1888 | |
1800 | op->stats.exp += exp; |
1889 | op->stats.exp += exp; |
1801 | } |
1890 | } |
1802 | else { /* Players only */ |
1891 | else |
1803 | if(exp>0) |
1892 | { /* Players only */ |
|
|
1893 | if (exp > 0) |
1804 | add_player_exp(op, exp, skill_name, flag); |
1894 | add_player_exp (op, exp, skill_name, flag); |
1805 | else |
1895 | else |
1806 | /* note that when you lose exp, it doesn't go against |
1896 | /* note that when you lose exp, it doesn't go against |
1807 | * a particular skill, so we don't need to pass that |
1897 | * a particular skill, so we don't need to pass that |
1808 | * along. |
1898 | * along. |
1809 | */ |
1899 | */ |
1810 | subtract_player_exp(op, FABS(exp), skill_name, flag); |
1900 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1811 | |
|
|
1812 | } |
1901 | } |
1813 | } |
1902 | } |
1814 | |
1903 | |
1815 | /* Applies a death penalty experience, the size of this is defined by the |
1904 | /* Applies a death penalty experience, the size of this is defined by the |
1816 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1905 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1817 | * amount of permenent experience, whichever gives the lowest loss. |
1906 | * amount of permenent experience, whichever gives the lowest loss. |
1818 | */ |
1907 | */ |
1819 | |
1908 | void |
1820 | void apply_death_exp_penalty(object *op) { |
1909 | apply_death_exp_penalty (object *op) |
1821 | object *tmp; |
1910 | { |
1822 | sint64 loss; |
1911 | sint64 loss; |
1823 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1912 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1824 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1913 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1825 | |
1914 | |
1826 | for(tmp=op->inv;tmp;tmp=tmp->below) |
1915 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1827 | if(tmp->type==SKILL && tmp->stats.exp) { |
1916 | if (tmp->type == SKILL && tmp->stats.exp) |
1828 | |
1917 | { |
1829 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; |
1918 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1830 | level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; |
1919 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1831 | |
1920 | |
1832 | /* With the revised exp system, you can get cases where |
1921 | /* With the revised exp system, you can get cases where |
1833 | * losing several levels would still require that you have more |
1922 | * losing several levels would still require that you have more |
1834 | * exp than you currently have - this is true if the levels |
1923 | * exp than you currently have - this is true if the levels |
1835 | * tables is a lot harder. |
1924 | * tables is a lot harder. |
1836 | */ |
1925 | */ |
1837 | if (level_loss < 0) level_loss = 0; |
1926 | if (level_loss < 0) |
|
|
1927 | level_loss = 0; |
1838 | |
1928 | |
1839 | loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); |
1929 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1840 | |
1930 | |
1841 | tmp->stats.exp -= loss; |
1931 | tmp->stats.exp -= loss; |
1842 | player_lvl_adj(op,tmp); |
1932 | player_lvl_adj (op, tmp); |
1843 | } |
1933 | } |
1844 | |
1934 | |
1845 | percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; |
1935 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1846 | level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; |
1936 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1847 | if (level_loss < 0) level_loss = 0; |
1937 | |
|
|
1938 | if (level_loss < 0) |
|
|
1939 | level_loss = 0; |
|
|
1940 | |
1848 | loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); |
1941 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1849 | |
1942 | |
1850 | op->stats.exp -= loss; |
1943 | op->stats.exp -= loss; |
1851 | player_lvl_adj(op,NULL); |
1944 | player_lvl_adj (op, NULL); |
1852 | } |
1945 | } |
1853 | |
1946 | |
1854 | /* This function takes an object (monster/player, op), and |
1947 | /* This function takes an object (monster/player, op), and |
1855 | * determines if it makes a basic save throw by looking at the |
1948 | * determines if it makes a basic save throw by looking at the |
1856 | * save_throw table. level is the effective level to make |
1949 | * save_throw table. level is the effective level to make |
1857 | * the save at, and bonus is any plus/bonus (typically based on |
1950 | * the save at, and bonus is any plus/bonus (typically based on |
1858 | * resistance to particular attacktype. |
1951 | * resistance to particular attacktype. |
1859 | * Returns 1 if op makes his save, 0 if he failed |
1952 | * Returns 1 if op makes his save, 0 if he failed |
1860 | */ |
1953 | */ |
|
|
1954 | int |
1861 | int did_make_save(const object *op, int level, int bonus) |
1955 | did_make_save (const object *op, int level, int bonus) |
1862 | { |
1956 | { |
1863 | if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; |
1957 | if (level > MAX_SAVE_LEVEL) |
|
|
1958 | level = MAX_SAVE_LEVEL; |
1864 | |
1959 | |
1865 | if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1960 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1866 | return 0; |
|
|
1867 | return 1; |
1961 | return 0; |
|
|
1962 | |
|
|
1963 | return 1; |
1868 | } |
1964 | } |
1869 | |
|
|