1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * 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 |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * 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 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
|
|
27 | |
26 | |
28 | /* 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 |
29 | * 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 |
30 | * 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 |
31 | */ |
30 | */ |
… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
234 | }; |
236 | |
235 | |
237 | /* |
236 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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239 | * what attr is (STR to POW). |
|
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240 | */ |
|
|
241 | void |
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|
242 | set_attr_value (living *stats, int attr, sint8 value) |
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243 | { |
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244 | switch (attr) |
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245 | { |
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246 | case STR: |
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247 | stats->Str = value; |
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248 | break; |
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249 | case DEX: |
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250 | stats->Dex = value; |
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251 | break; |
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252 | case CON: |
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253 | stats->Con = value; |
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254 | break; |
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255 | case WIS: |
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256 | stats->Wis = value; |
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257 | break; |
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258 | case POW: |
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259 | stats->Pow = value; |
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260 | break; |
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261 | case CHA: |
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262 | stats->Cha = value; |
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263 | break; |
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264 | case INT: |
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265 | stats->Int = value; |
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266 | break; |
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267 | } |
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268 | } |
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269 | |
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270 | /* |
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271 | * 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) |
272 | * is added to the specified stat. |
238 | * is added to the specified stat. |
273 | */ |
239 | */ |
274 | void |
240 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
241 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
242 | { |
277 | if (value == 0) |
243 | stats->stat (attr) += value; |
278 | return; |
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279 | |
|
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280 | switch (attr) |
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281 | { |
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282 | case STR: |
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283 | stats->Str += value; |
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284 | break; |
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285 | case DEX: |
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286 | stats->Dex += value; |
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287 | break; |
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288 | case CON: |
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289 | stats->Con += value; |
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290 | break; |
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291 | case WIS: |
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292 | stats->Wis += value; |
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293 | break; |
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294 | case POW: |
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295 | stats->Pow += value; |
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296 | break; |
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297 | case CHA: |
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298 | stats->Cha += value; |
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299 | break; |
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300 | case INT: |
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301 | stats->Int += value; |
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302 | break; |
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|
303 | default: |
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304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
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305 | } |
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306 | } |
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307 | |
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308 | /* |
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309 | * returns the specified stat. See also set_attr_value(). |
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310 | */ |
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311 | |
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312 | sint8 |
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313 | get_attr_value (const living *stats, int attr) |
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314 | { |
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315 | switch (attr) |
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316 | { |
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317 | case STR: return stats->Str; |
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318 | case DEX: return stats->Dex; |
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319 | case CON: return stats->Con; |
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320 | case WIS: return stats->Wis; |
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321 | case CHA: return stats->Cha; |
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322 | case INT: return stats->Int; |
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323 | case POW: return stats->Pow; |
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324 | } |
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325 | |
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326 | return 0; |
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327 | } |
244 | } |
328 | |
245 | |
329 | /* |
246 | /* |
330 | * 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 |
331 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
332 | */ |
249 | */ |
333 | |
|
|
334 | void |
250 | void |
335 | check_stat_bounds (living *stats) |
251 | check_stat_bounds (living *stats) |
336 | { |
252 | { |
337 | int i, v; |
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338 | |
|
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339 | for (i = 0; i < NUM_STATS; i++) |
253 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
254 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
255 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
256 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
257 | } |
344 | } |
258 | } |
345 | |
259 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
260 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
261 | |
348 | /* 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, |
349 | * 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 |
350 | * 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. |
351 | */ |
265 | */ |
352 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
353 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
354 | |
268 | |
355 | /* 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. */ |
356 | |
270 | |
357 | /* 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 |
358 | * the object. |
272 | * the object. |
359 | * 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 |
360 | * can be applied or not. |
274 | * can be applied or not. |
361 | * 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 |
362 | * displayed - fix_player should really always be called after this when |
276 | * displayed - update_stats should really always be called after this when |
363 | * 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 |
364 | * 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 |
365 | * 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 |
366 | * that gives them that ability. |
280 | * that gives them that ability. |
367 | */ |
281 | */ |
368 | int |
282 | int |
369 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
370 | { |
284 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
285 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
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286 | int success = 0; |
372 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
288 | int potion_max = 0; |
374 | |
289 | |
375 | /* remember what object was like before it was changed. note that |
290 | // keep some stats for comparison purposes |
376 | * refop is a local copy of op only to be used for detecting changes |
291 | object::flags_t prev_flag = op->flag; |
377 | * found by update_stats. refop is not a real object |
292 | MoveType prev_move_type = op->move_type; |
378 | */ |
293 | sint16 prev_resist [NROFATTACKS]; // clumsy |
379 | object_copy refop = *op; |
294 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
295 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
380 | |
296 | |
381 | if (op->type == PLAYER) |
297 | if (op->type == PLAYER) |
382 | { |
298 | { |
383 | if (tmp->type == POTION) |
299 | if (tmp->type == POTION) |
384 | { |
300 | { |
385 | potion_max = 1; |
301 | potion_max = 1; |
|
|
302 | |
386 | for (j = 0; j < NUM_STATS; j++) |
303 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
304 | { |
388 | int nstat, ostat; |
305 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
306 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
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391 | i = get_attr_value (&(tmp->stats), j); |
|
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392 | |
307 | |
393 | /* 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 */ |
394 | nstat = flag * i + ostat; |
309 | int nstat = flag * i + ostat; |
395 | |
310 | |
396 | /* Do some bounds checking. While I don't think any |
311 | /* Do some bounds checking. There is the potential for potions |
397 | * potions do so right now, there is the potential for potions |
|
|
398 | * 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 |
399 | * to allow for that. |
313 | * to allow for that. |
400 | */ |
314 | */ |
401 | if (nstat < 1 && i * flag < 0) |
315 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
316 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
317 | else if (nstat > 20 + op->arch->stats.stat (j)) |
404 | { |
318 | nstat = 20 + op->arch->stats.stat (j); |
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
|
|
406 | } |
|
|
407 | |
319 | |
408 | if (nstat != ostat) |
320 | if (nstat != ostat) |
409 | { |
321 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
322 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
323 | potion_max = 0; |
412 | } |
324 | } |
413 | else if (i) |
325 | else if (i) |
414 | { |
326 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
327 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
419 | |
331 | |
420 | /* 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 |
421 | * sure if this is strictly necessary, being that fix_player probably |
333 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
334 | * recalculates this anyway. |
423 | */ |
335 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
336 | for (int j = 0; j < NUM_STATS; j++) |
425 | 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)); |
426 | |
338 | |
427 | check_stat_bounds (&(op->stats)); |
339 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
340 | } /* end of potion handling code */ |
429 | } |
341 | } |
430 | |
342 | |
431 | /* 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 |
432 | * everything to set |
344 | * everything to set |
433 | */ |
345 | */ |
434 | if (flag == -1) |
346 | if (flag == -1) |
435 | { |
347 | { |
436 | op->attacktype &= ~tmp->attacktype; |
348 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
349 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
350 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
351 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
352 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
353 | * and not the other move_ fields. |
442 | */ |
354 | */ |
443 | op->move_type &= ~tmp->move_type; |
355 | op->move_type &= ~tmp->move_type; |
444 | } |
356 | } |
445 | |
357 | |
446 | /* call fix_player since op object could have whatever attribute due |
358 | /* call fix_player since op object could have whatever attribute due |
447 | * 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 |
448 | * change_ability then might as well call it from here |
360 | * change_ability then might as well call it from here |
449 | */ |
361 | */ |
450 | op->update_stats (); |
362 | op->update_stats (); |
451 | |
363 | |
452 | /* 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 |
453 | * print out message if this is a bow. |
365 | * print out message if this is a bow. |
454 | */ |
366 | */ |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
367 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
456 | { |
368 | { |
457 | success = 1; |
369 | success = 1; |
458 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
459 | } |
371 | } |
460 | |
372 | |
461 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
373 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
462 | { |
374 | { |
463 | success = 1; |
375 | success = 1; |
464 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
465 | } |
377 | } |
466 | |
378 | |
467 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
379 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
468 | { |
380 | { |
469 | success = 1; |
381 | success = 1; |
470 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
471 | } |
383 | } |
472 | |
384 | |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
385 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
474 | { |
386 | { |
475 | success = 1; |
387 | success = 1; |
476 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
477 | } |
389 | } |
478 | |
390 | |
… | |
… | |
480 | * user has multiple items giving the same type appled like we |
392 | * user has multiple items giving the same type appled like we |
481 | * 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 |
482 | * can be misleading (a little higher could be miscontrued from |
394 | * can be misleading (a little higher could be miscontrued from |
483 | * from fly high) |
395 | * from fly high) |
484 | */ |
396 | */ |
485 | if (tmp->move_type && op->move_type != refop.move_type) |
397 | if (tmp->move_type && op->move_type != prev_move_type) |
486 | { |
398 | { |
487 | success = 1; |
399 | success = 1; |
488 | |
400 | |
489 | /* 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 |
490 | * status doesn't make a difference if you are flying high |
402 | * status doesn't make a difference if you are flying high |
491 | */ |
403 | */ |
492 | 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)) |
493 | { |
405 | { |
494 | 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."); |
495 | } |
407 | } |
496 | |
408 | |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | if (tmp->move_type & MOVE_FLY_HIGH) |
498 | { |
410 | { |
499 | /* double conditional - second case covers if you have move_fly_low - |
411 | /* double conditional - second case covers if you have move_fly_low - |
500 | * in that case, you don't actually land |
412 | * in that case, you don't actually land |
501 | */ |
413 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
414 | DIFF_MSG (flag, "You soar into the air!", |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
416 | } |
|
|
417 | |
505 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
506 | 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"); |
507 | |
|
|
508 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
509 | check_move_on (op, op); |
|
|
510 | } |
420 | } |
511 | |
421 | |
512 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
513 | * originally undead may change their status |
423 | * originally undead may change their status |
514 | */ |
424 | */ |
515 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
425 | if (!op->arch->flag [FLAG_UNDEAD]) |
516 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
426 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
517 | { |
427 | { |
518 | success = 1; |
428 | success = 1; |
519 | if (flag > 0) |
429 | if (flag > 0) |
520 | { |
430 | { |
521 | op->race = "undead"; |
431 | op->race = "undead"; |
522 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
432 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
523 | } |
433 | } |
524 | else |
434 | else |
525 | { |
435 | { |
526 | op->race = op->arch->clone.race; |
436 | op->race = op->arch->race; |
527 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
528 | } |
438 | } |
529 | } |
439 | } |
530 | |
440 | |
531 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
441 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
532 | { |
442 | { |
533 | success = 1; |
443 | success = 1; |
534 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
535 | } |
445 | } |
536 | |
446 | |
537 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
447 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
538 | { |
448 | { |
539 | success = 1; |
449 | success = 1; |
540 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
541 | } |
451 | } |
542 | |
452 | |
543 | /* 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 |
544 | * vision |
454 | * vision |
545 | */ |
455 | */ |
546 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
456 | if (tmp->flag [FLAG_BLIND]) |
547 | { |
457 | { |
548 | success = 1; |
458 | success = 1; |
549 | if (flag > 0) |
459 | if (flag > 0) |
550 | { |
460 | { |
551 | if (QUERY_FLAG (op, FLAG_WIZ)) |
461 | if (op->flag [FLAG_WIZ]) |
552 | 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."); |
553 | else |
463 | else |
554 | { |
464 | { |
555 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
556 | SET_FLAG (op, FLAG_BLIND); |
466 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
558 | op->contr->do_los = 1; |
468 | op->contr->do_los = 1; |
559 | } |
469 | } |
560 | } |
470 | } |
561 | else |
471 | else |
562 | { |
472 | { |
563 | if (QUERY_FLAG (op, FLAG_WIZ)) |
473 | if (op->flag [FLAG_WIZ]) |
564 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
565 | else |
475 | else |
566 | { |
476 | { |
567 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
568 | CLEAR_FLAG (op, FLAG_BLIND); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
570 | op->contr->do_los = 1; |
480 | op->contr->do_los = 1; |
571 | } |
481 | } |
572 | } |
482 | } |
573 | } |
483 | } |
574 | |
484 | |
575 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
485 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
576 | { |
486 | { |
577 | success = 1; |
487 | success = 1; |
578 | if (op->type == PLAYER) |
488 | if (op->type == PLAYER) |
579 | op->contr->do_los = 1; |
489 | op->contr->do_los = 1; |
580 | 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."); |
581 | } |
491 | } |
582 | |
492 | |
583 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
493 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
584 | { |
494 | { |
585 | success = 1; |
495 | success = 1; |
586 | if (flag > 0) |
496 | if (flag > 0) |
587 | { |
497 | { |
588 | if (QUERY_FLAG (op, FLAG_WIZ)) |
498 | if (op->flag [FLAG_WIZ]) |
589 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
590 | else |
500 | else |
591 | { |
501 | { |
592 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
593 | if (op->type == PLAYER) |
503 | if (op->type == PLAYER) |
594 | op->contr->do_los = 1; |
504 | op->contr->do_los = 1; |
595 | } |
505 | } |
596 | } |
506 | } |
597 | else |
507 | else |
598 | { |
508 | { |
599 | if (QUERY_FLAG (op, FLAG_WIZ)) |
509 | if (op->flag [FLAG_WIZ]) |
600 | 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."); |
601 | else |
511 | else |
602 | { |
512 | { |
603 | 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."); |
604 | if (op->type == PLAYER) |
514 | if (op->type == PLAYER) |
… | |
… | |
637 | success = 1; |
547 | success = 1; |
638 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
548 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
639 | } |
549 | } |
640 | |
550 | |
641 | /* Messages for changed resistance */ |
551 | /* Messages for changed resistance */ |
642 | for (i = 0; i < NROFATTACKS; i++) |
552 | for (int i = 0; i < NROFATTACKS; i++) |
643 | { |
553 | { |
644 | if (i == ATNR_PHYSICAL) |
554 | if (i == ATNR_PHYSICAL) |
645 | continue; /* Don't display about armour */ |
555 | continue; /* Don't display about armour */ |
646 | |
556 | |
647 | if (op->resist[i] != refop.resist[i]) |
557 | if (op->resist [i] != prev_resist [i]) |
648 | { |
558 | { |
649 | success = 1; |
559 | success = 1; |
|
|
560 | |
650 | if (op->resist[i] > refop.resist[i]) |
561 | if (op->resist [i] > prev_resist [i]) |
651 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
652 | else |
563 | else |
653 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
654 | |
565 | |
655 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
656 | } |
567 | } |
657 | } |
568 | } |
658 | |
569 | |
659 | if (!potion_max) |
570 | if (!potion_max) |
660 | { |
|
|
661 | for (j = 0; j < NUM_STATS; j++) |
571 | for (int j = 0; j < NUM_STATS; j++) |
662 | { |
572 | if (int i = tmp->stats.stat (j)) |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
|
|
664 | { |
573 | { |
665 | success = 1; |
574 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
575 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
576 | } |
668 | } |
|
|
669 | } |
|
|
670 | |
577 | |
671 | return success; |
578 | return success; |
672 | } |
579 | } |
673 | |
580 | |
674 | /* |
581 | /* |
675 | * Stat draining by Vick 930307 |
582 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
583 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
584 | */ |
678 | |
|
|
679 | void |
585 | void |
680 | object::drain_stat () |
586 | object::drain_stat () |
681 | { |
587 | { |
682 | drain_specific_stat (RANDOM () % NUM_STATS); |
588 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
589 | } |
684 | |
590 | |
685 | void |
591 | void |
686 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
687 | { |
593 | { |
688 | object *tmp; |
594 | object *tmp; |
689 | archetype *at; |
595 | archetype *at; |
690 | |
596 | |
691 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
692 | if (!at) |
598 | if (!at) |
693 | { |
599 | { |
694 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
695 | return; |
601 | return; |
696 | } |
602 | } |
… | |
… | |
698 | { |
604 | { |
699 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
700 | |
606 | |
701 | if (!tmp) |
607 | if (!tmp) |
702 | { |
608 | { |
703 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
704 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
705 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
706 | } |
612 | } |
707 | } |
613 | } |
708 | |
614 | |
… | |
… | |
716 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
717 | */ |
623 | */ |
718 | void |
624 | void |
719 | object::change_luck (int value) |
625 | object::change_luck (int value) |
720 | { |
626 | { |
721 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
722 | if (!at) |
628 | if (!at) |
723 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
724 | else |
630 | else |
725 | { |
631 | { |
726 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
728 | if (!tmp) |
634 | if (!tmp) |
729 | { |
635 | { |
730 | if (!value) |
636 | if (!value) |
731 | return; |
637 | return; |
732 | |
638 | |
733 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
734 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
735 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
736 | } |
642 | } |
737 | |
643 | |
738 | if (value) |
644 | if (value) |
… | |
… | |
755 | return; |
661 | return; |
756 | |
662 | |
757 | /* Randomly change the players luck. Basically, we move it |
663 | /* Randomly change the players luck. Basically, we move it |
758 | * back neutral (if greater>0, subtract, otherwise add) |
664 | * back neutral (if greater>0, subtract, otherwise add) |
759 | */ |
665 | */ |
760 | if (RANDOM () % (FABS (tmp->stats.luck)) >= rndm (30)) |
666 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
761 | { |
667 | { |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
668 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
763 | |
669 | |
764 | stats.luck += diff; |
670 | stats.luck += diff; |
765 | tmp->stats.luck += diff; |
671 | tmp->stats.luck += diff; |
… | |
… | |
772 | * 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. |
773 | */ |
679 | */ |
774 | void |
680 | void |
775 | object::remove_statbonus () |
681 | object::remove_statbonus () |
776 | { |
682 | { |
777 | stats.Str -= arch->clone.stats.Str; |
683 | for (int i = 0; i < NUM_STATS; ++i) |
778 | stats.Dex -= arch->clone.stats.Dex; |
684 | { |
779 | stats.Con -= arch->clone.stats.Con; |
685 | sint8 v = arch->stats.stat (i); |
780 | stats.Wis -= arch->clone.stats.Wis; |
686 | stats.stat (i) -= v; |
781 | stats.Pow -= arch->clone.stats.Pow; |
687 | contr->orig_stats.stat (i) -= v; |
782 | stats.Cha -= arch->clone.stats.Cha; |
688 | } |
783 | stats.Int -= arch->clone.stats.Int; |
|
|
784 | |
|
|
785 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
786 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
787 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
788 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
789 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
790 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
791 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
792 | } |
689 | } |
793 | |
690 | |
794 | /* |
691 | /* |
795 | * 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. |
796 | */ |
693 | */ |
797 | void |
694 | void |
798 | object::add_statbonus () |
695 | object::add_statbonus () |
799 | { |
696 | { |
800 | stats.Str += arch->clone.stats.Str; |
697 | for (int i = 0; i < NUM_STATS; ++i) |
801 | stats.Dex += arch->clone.stats.Dex; |
698 | { |
802 | stats.Con += arch->clone.stats.Con; |
699 | sint8 v = arch->stats.stat (i); |
803 | stats.Wis += arch->clone.stats.Wis; |
700 | stats.stat (i) += v; |
804 | stats.Pow += arch->clone.stats.Pow; |
701 | contr->orig_stats.stat (i) += v; |
805 | stats.Cha += arch->clone.stats.Cha; |
702 | } |
806 | stats.Int += arch->clone.stats.Int; |
|
|
807 | |
|
|
808 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
809 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
810 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
811 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
812 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
813 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
814 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
815 | } |
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; |
816 | |
744 | |
817 | /* |
745 | /* |
818 | * Updates all abilities given by applied objects in the inventory |
746 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
747 | * of the given object. Note: This function works for both monsters |
820 | * 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. |
821 | * This functions starts from base values (archetype or player object) |
749 | * This functions starts from base values (archetype or player object) |
822 | * and then adjusts them according to what the player has equipped. |
750 | * and then adjusts them according to what the player has equipped. |
823 | */ |
751 | * |
824 | |
|
|
825 | /* 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. |
826 | spell system split, grace points now added to system --peterm |
753 | * spell system split, grace points now added to system --peterm |
827 | */ |
754 | */ |
828 | |
|
|
829 | void |
755 | void |
830 | object::update_stats () |
756 | object::update_stats () |
831 | { |
757 | { |
832 | int i, j; |
|
|
833 | 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; |
834 | int weapon_weight = 0, weapon_speed = 0; |
759 | int weapon_weight = 0, weapon_speed = 0; |
835 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
760 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
836 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
837 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
838 | float old_speed = speed; |
763 | float old_speed = speed; |
|
|
764 | int stat_sum [NUM_STATS]; |
|
|
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
839 | |
767 | |
840 | /* 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 */ |
841 | if (type == PLAYER) |
769 | if (type == PLAYER) |
842 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
843 | for (i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
844 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
845 | |
775 | |
846 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
847 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
848 | |
778 | |
849 | attacktype = 0; |
779 | attacktype = 0; |
|
|
780 | |
850 | contr->digestion = 0; |
781 | contr->digestion = 0; |
851 | contr->gen_hp = 0; |
782 | contr->gen_hp = 0; |
852 | contr->gen_sp = 0; |
783 | contr->gen_sp = 0; |
853 | contr->gen_grace = 0; |
784 | contr->gen_grace = 0; |
854 | contr->gen_sp_armour = 10; |
785 | contr->gen_sp_armour = 10; |
855 | contr->item_power = 0; |
786 | contr->item_power = 0; |
856 | |
|
|
857 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
858 | * gets reset for no good reason, and we don't want to reset |
|
|
859 | * range_magic (what spell is readied). These three below |
|
|
860 | * well get filled in based on what the player has equipped. |
|
|
861 | */ |
|
|
862 | contr->ranges[range_bow] = NULL; |
|
|
863 | contr->ranges[range_misc] = NULL; |
|
|
864 | contr->ranges[range_skill] = NULL; |
|
|
865 | } |
787 | } |
866 | |
788 | |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
790 | slot[i].used = slot[i].info; |
868 | |
791 | |
869 | slaying = 0; |
792 | slaying = 0; |
870 | |
793 | |
871 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
872 | { |
795 | { |
… | |
… | |
876 | |
799 | |
877 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
878 | CLEAR_FLAG (this, FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
879 | CLEAR_FLAG (this, FLAG_BLIND); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
880 | |
803 | |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
883 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
884 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
807 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
885 | |
808 | |
886 | path_attuned = arch->clone.path_attuned; |
809 | path_attuned = arch->path_attuned; |
887 | path_repelled = arch->clone.path_repelled; |
810 | path_repelled = arch->path_repelled; |
888 | path_denied = arch->clone.path_denied; |
811 | path_denied = arch->path_denied; |
889 | glow_radius = arch->clone.glow_radius; |
812 | glow_radius = arch->glow_radius; |
890 | move_type = arch->clone.move_type; |
813 | move_type = arch->move_type; |
891 | chosen_skill = NULL; |
814 | |
|
|
815 | object *chosen_skill = 0; |
892 | |
816 | |
893 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
894 | * archetype clone |
818 | * archetype clone |
895 | */ |
819 | */ |
896 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
897 | |
821 | |
898 | for (i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
899 | { |
823 | { |
900 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
901 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
902 | else |
826 | else |
903 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -resist[i], prot[i] = 0; |
|
|
828 | |
904 | potion_resist[i] = 0; |
829 | potion_resist[i] = -1000; |
905 | } |
830 | } |
906 | |
831 | |
907 | wc = arch->clone.stats.wc; |
832 | wc = arch->stats.wc; |
908 | stats.dam = arch->clone.stats.dam; |
833 | stats.dam = arch->stats.dam; |
909 | |
834 | |
910 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
835 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
911 | * plus a small amount of physical resist, those poor suckers. ;) |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
912 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
913 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * we should probably give them some bonus and cap it off - otherwise, |
914 | * basically, if a server updates its max level, these playes may find |
839 | * basically, if a server updates its max level, these playes may find |
915 | * that their protection from physical goes down |
840 | * that their protection from physical goes down |
916 | */ |
841 | */ |
917 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
918 | { |
843 | { |
919 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
844 | ac = max (-10, arch->stats.ac - level / 3); |
920 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
921 | } |
846 | } |
922 | else |
847 | else |
923 | ac = arch->clone.stats.ac; |
848 | ac = arch->stats.ac; |
924 | |
849 | |
925 | stats.luck = arch->clone.stats.luck; |
850 | stats.luck = arch->stats.luck; |
926 | speed = arch->clone.speed; |
851 | speed = arch->speed; |
927 | |
852 | |
928 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
929 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
930 | */ |
855 | */ |
931 | |
|
|
932 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
933 | { |
857 | { |
934 | /* See note in map.c:update_position about making this additive |
|
|
935 | * since light sources are never applied, need to put check here. |
|
|
936 | */ |
|
|
937 | if (tmp->glow_radius > glow_radius) |
|
|
938 | glow_radius = tmp->glow_radius; |
|
|
939 | |
|
|
940 | /* This happens because apply_potion calls change_abil with the potion |
858 | /* This happens because apply_potion calls change_abil with the potion |
941 | * applied so we can tell the player what chagned. But change_abil |
859 | * applied so we can tell the player what changed. But change_abil |
942 | * then calls this function. |
860 | * then calls this function. |
943 | */ |
861 | */ |
944 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
945 | continue; |
863 | continue; |
|
|
864 | |
|
|
865 | glow_radius += tmp->glow_radius; |
946 | |
866 | |
947 | /* For some things, we don't care what is equipped */ |
867 | /* For some things, we don't care what is equipped */ |
948 | if (tmp->type == SKILL) |
868 | if (tmp->type == SKILL) |
949 | { |
869 | { |
950 | /* Want to take the highest skill here. */ |
870 | /* Want to take the highest skill here. */ |
… | |
… | |
963 | else if (tmp->level > grace_obj->level) |
883 | else if (tmp->level > grace_obj->level) |
964 | grace_obj = tmp; |
884 | grace_obj = tmp; |
965 | } |
885 | } |
966 | } |
886 | } |
967 | |
887 | |
968 | /* Container objects are not meant to adjust a players, but other applied |
888 | /* Container objects are not meant to adjust players, but other applied |
969 | * objects need to make adjustments. |
889 | * objects need to make adjustments. |
970 | * This block should handle all player specific changes |
890 | * This block should handle all player specific changes |
971 | * The check for Praying is a bit of a hack - god given bonuses are put |
891 | * The check for Praying is a bit of a hack - god given bonuses are put |
972 | * in the praying skill, and the player should always get those. |
892 | * in the praying skill, and the player should always get those. |
973 | * It also means we need to put in additional checks for applied below, |
893 | * It also means we need to put in additional checks for applied below, |
974 | * because the skill shouldn't count against body positions being used |
894 | * because the skill shouldn't count against body positions being used |
975 | * up, etc. |
895 | * up, etc. |
976 | */ |
896 | */ |
977 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
897 | if ((tmp->flag [FLAG_APPLIED] |
|
|
898 | && tmp->type != CONTAINER |
|
|
899 | && tmp->type != CLOSE_CON) |
978 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
979 | { |
901 | { |
980 | if (type == PLAYER) |
902 | if (type == PLAYER) |
981 | { |
903 | { |
982 | if (tmp->type == BOW) |
904 | contr->item_power += tmp->item_power; |
983 | contr->ranges[range_bow] = tmp; |
|
|
984 | |
905 | |
985 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
906 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
986 | contr->ranges[range_misc] = tmp; |
907 | if (tmp != current_weapon |
|
|
908 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
909 | && !tmp->flag [FLAG_CURSED] |
|
|
910 | && !tmp->flag [FLAG_DAMNED]) |
|
|
911 | continue; |
987 | |
912 | |
988 | for (i = 0; i < NUM_STATS; i++) |
913 | for (int i = 0; i < NUM_STATS; i++) |
989 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
914 | stat_sum [i] += tmp->stats.stat (i); |
990 | |
915 | |
991 | /* these are the items that currently can change digestion, regeneration, |
916 | if (digest_types [tmp->type]) |
992 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
993 | * list, but other items store other info into stats array. |
|
|
994 | */ |
|
|
995 | if ((tmp->type == WEAPON) || |
|
|
996 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
997 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
998 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
999 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
|
|
1000 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
|
|
1001 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
|
|
1002 | (tmp->type == SKILL)) |
|
|
1003 | { |
917 | { |
1004 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
1005 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
|
|
920 | if (tmp->type != BOW) // ugly exception for bows |
1006 | contr->gen_sp += tmp->stats.sp; |
921 | contr->gen_sp += tmp->stats.sp; |
1007 | contr->gen_grace += tmp->stats.grace; |
922 | contr->gen_grace += tmp->stats.grace; |
1008 | contr->gen_sp_armour += tmp->gen_sp_armour; |
923 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1009 | contr->item_power += tmp->item_power; |
|
|
1010 | } |
924 | } |
1011 | } /* if this is a player */ |
925 | } /* if this is a player */ |
|
|
926 | else |
|
|
927 | { |
|
|
928 | if (tmp->type == WEAPON) |
|
|
929 | current_weapon = tmp; |
|
|
930 | } |
1012 | |
931 | |
1013 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
1014 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
1015 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1016 | body_used[i] += tmp->body_info[i]; |
935 | slot[i].used += tmp->slot[i].info; |
1017 | |
936 | |
1018 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
1019 | { |
|
|
1020 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
1021 | if (speed_reduce_from_disease == 0) |
|
|
1022 | speed_reduce_from_disease = 1; |
|
|
1023 | } |
|
|
1024 | |
939 | |
1025 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
1026 | * (Negative protections are calculated extactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
1027 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
1028 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
1029 | */ |
944 | */ |
|
|
945 | if (tmp->type == POTION_EFFECT) |
|
|
946 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
947 | max_it (potion_resist[i], tmp->resist[i]); |
1030 | if (tmp->type != POTION) |
948 | else if (tmp->type != POTION) |
|
|
949 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
950 | if (tmp->resist[i] > 0) |
|
|
951 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
|
|
952 | else if (tmp->resist[i] < 0) |
|
|
953 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
|
|
954 | |
|
|
955 | /* There may be other things that should not adjust the attacktype */ |
|
|
956 | if (tmp->type != SYMPTOM) |
1031 | { |
957 | { |
1032 | for (i = 0; i < NROFATTACKS; i++) |
958 | attacktype |= tmp->attacktype; |
1033 | { |
959 | path_attuned |= tmp->path_attuned; |
1034 | /* Potential for cursed potions, in which case we just can use |
960 | path_repelled |= tmp->path_repelled; |
1035 | * a straight MAX, as potion_resist is initialised to zero. |
961 | path_denied |= tmp->path_denied; |
1036 | */ |
962 | move_type |= tmp->move_type; |
1037 | if (tmp->type == POTION_EFFECT) |
963 | stats.luck += tmp->stats.luck; |
1038 | { |
|
|
1039 | if (potion_resist[i]) |
|
|
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
|
|
1041 | else |
|
|
1042 | potion_resist[i] = tmp->resist[i]; |
|
|
1043 | } |
|
|
1044 | else if (tmp->resist[i] > 0) |
|
|
1045 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
|
|
1046 | else if (tmp->resist[i] < 0) |
|
|
1047 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
|
|
1048 | } |
|
|
1049 | } |
964 | } |
1050 | |
965 | |
1051 | /* There may be other things that should not adjust the attacktype */ |
966 | flag |= tmp->flag & copy_flags; |
1052 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1053 | attacktype |= tmp->attacktype; |
|
|
1054 | |
967 | |
1055 | path_attuned |= tmp->path_attuned; |
|
|
1056 | path_repelled |= tmp->path_repelled; |
|
|
1057 | path_denied |= tmp->path_denied; |
|
|
1058 | stats.luck += tmp->stats.luck; |
|
|
1059 | move_type |= tmp->move_type; |
|
|
1060 | |
|
|
1061 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
1063 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
1065 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
1066 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
1067 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
1068 | |
|
|
1069 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
968 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1070 | SET_FLAG (this, FLAG_UNDEAD); |
969 | SET_FLAG (this, FLAG_UNDEAD); |
1071 | |
970 | |
1072 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
971 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1073 | { |
972 | { |
1074 | SET_FLAG (this, FLAG_MAKE_INVIS); |
973 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1077 | |
976 | |
1078 | if (tmp->stats.exp && tmp->type != SKILL) |
977 | if (tmp->stats.exp && tmp->type != SKILL) |
1079 | { |
978 | { |
1080 | if (tmp->stats.exp > 0) |
979 | if (tmp->stats.exp > 0) |
1081 | { |
980 | { |
1082 | added_speed += (float) tmp->stats.exp / 3.0; |
981 | added_speed += tmp->stats.exp / 3.f; |
1083 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
982 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1084 | } |
983 | } |
1085 | else |
984 | else |
1086 | added_speed += (float) tmp->stats.exp; |
985 | added_speed += tmp->stats.exp; |
1087 | } |
986 | } |
1088 | |
987 | |
1089 | switch (tmp->type) |
988 | switch (tmp->type) |
1090 | { |
989 | { |
1091 | /* skills modifying the character -b.t. */ |
990 | /* skills modifying the character -b.t. */ |
1092 | /* for all skills and skill granting objects */ |
991 | /* for all skills and skill granting objects */ |
1093 | case SKILL: |
992 | case SKILL: |
1094 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
993 | { |
|
|
994 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1095 | break; |
995 | break; |
1096 | |
996 | |
1097 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1098 | wc_obj = tmp; |
|
|
1099 | |
|
|
1100 | if (chosen_skill) |
997 | if (chosen_skill) |
|
|
998 | { |
1101 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
999 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1000 | &name, &chosen_skill->name, &tmp->name); |
1102 | |
1001 | |
|
|
1002 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1003 | update_stats (); |
|
|
1004 | return; |
|
|
1005 | } |
|
|
1006 | else |
1103 | chosen_skill = tmp; |
1007 | chosen_skill = tmp; |
1104 | |
1008 | |
1105 | if (tmp->stats.dam > 0) |
1009 | if (tmp->stats.dam > 0) |
1106 | { /* skill is a 'weapon' */ |
1010 | { /* skill is a 'weapon' */ |
1107 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1011 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1108 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1012 | weapon_speed = WEAPON_SPEED (tmp); |
1109 | |
1013 | |
1110 | if (weapon_speed < 0) |
1014 | if (weapon_speed < 0) |
1111 | weapon_speed = 0; |
1015 | weapon_speed = 0; |
1112 | |
1016 | |
1113 | weapon_weight = tmp->weight; |
1017 | weapon_weight = tmp->weight; |
1114 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1018 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1115 | |
1019 | |
1116 | if (tmp->magic) |
1020 | if (tmp->magic) |
1117 | stats.dam += tmp->magic; |
1021 | stats.dam += tmp->magic; |
1118 | } |
1022 | } |
1119 | |
1023 | |
1120 | if (tmp->stats.wc) |
1024 | if (tmp->stats.wc) |
1121 | wc -= (tmp->stats.wc + tmp->magic); |
1025 | wc -= tmp->stats.wc + tmp->magic; |
1122 | |
1026 | |
1123 | if (tmp->slaying != NULL) |
1027 | if (tmp->slaying) |
1124 | slaying = tmp->slaying; |
1028 | slaying = tmp->slaying; |
1125 | |
1029 | |
1126 | if (tmp->stats.ac) |
1030 | if (tmp->stats.ac) |
1127 | ac -= (tmp->stats.ac + tmp->magic); |
1031 | ac -= tmp->stats.ac + tmp->magic; |
1128 | |
1032 | |
1129 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1130 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | contr->encumbrance += 3 * tmp->weight / 1000; |
1131 | |
|
|
1132 | if (type == PLAYER) |
|
|
1133 | contr->ranges[range_skill] = this; |
|
|
1134 | |
|
|
1135 | break; |
1035 | } |
1136 | |
1036 | |
1137 | case SKILL_TOOL: |
|
|
1138 | if (chosen_skill) |
|
|
1139 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1140 | |
|
|
1141 | chosen_skill = tmp; |
|
|
1142 | |
|
|
1143 | if (type == PLAYER) |
|
|
1144 | contr->ranges[range_skill] = this; |
|
|
1145 | break; |
1037 | break; |
1146 | |
1038 | |
1147 | case SHIELD: |
1039 | case SHIELD: |
1148 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1040 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1149 | contr->encumbrance += (int) tmp->weight / 2000; |
1041 | contr->encumbrance += tmp->weight / 2000; |
|
|
1042 | //FALLTHROUGH |
1150 | case RING: |
1043 | case RING: |
1151 | case AMULET: |
1044 | case AMULET: |
1152 | case GIRDLE: |
1045 | case GIRDLE: |
1153 | case HELMET: |
1046 | case HELMET: |
1154 | case BOOTS: |
1047 | case BOOTS: |
1155 | case GLOVES: |
1048 | case GLOVES: |
1156 | case CLOAK: |
1049 | case CLOAK: |
1157 | if (tmp->stats.wc) |
1050 | if (tmp->stats.wc) |
1158 | wc -= (tmp->stats.wc + tmp->magic); |
1051 | wc -= tmp->stats.wc + tmp->magic; |
1159 | |
1052 | |
1160 | if (tmp->stats.dam) |
1053 | if (tmp->stats.dam) |
1161 | stats.dam += (tmp->stats.dam + tmp->magic); |
1054 | stats.dam += tmp->stats.dam + tmp->magic; |
1162 | |
1055 | |
1163 | if (tmp->stats.ac) |
1056 | if (tmp->stats.ac) |
1164 | ac -= (tmp->stats.ac + tmp->magic); |
1057 | ac -= tmp->stats.ac + tmp->magic; |
1165 | |
1058 | |
1166 | break; |
1059 | break; |
1167 | |
1060 | |
|
|
1061 | case WAND: |
|
|
1062 | case ROD: |
|
|
1063 | case HORN: |
|
|
1064 | case SKILL_TOOL: |
|
|
1065 | if (type != PLAYER) |
|
|
1066 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1067 | break; |
|
|
1068 | |
|
|
1069 | case BOW: |
1168 | case WEAPON: |
1070 | case WEAPON: |
|
|
1071 | if (type != PLAYER || current_weapon == tmp) |
|
|
1072 | { |
|
|
1073 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1074 | |
1169 | wc -= (tmp->stats.wc + tmp->magic); |
1075 | wc -= tmp->stats.wc + tmp->magic; |
1170 | |
1076 | |
1171 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1077 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1172 | ac -= tmp->stats.ac + tmp->magic; |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1173 | |
1079 | |
1174 | stats.dam += (tmp->stats.dam + tmp->magic); |
1080 | stats.dam += tmp->stats.dam + tmp->magic; |
1175 | weapon_weight = tmp->weight; |
1081 | weapon_weight = tmp->weight; |
1176 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1082 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1177 | |
1083 | |
1178 | if (weapon_speed < 0) |
1084 | if (weapon_speed < 0) |
1179 | weapon_speed = 0; |
1085 | weapon_speed = 0; |
1180 | |
1086 | |
1181 | slaying = tmp->slaying; |
1087 | slaying = tmp->slaying; |
|
|
1088 | |
1182 | /* If there is desire that two handed weapons should do |
1089 | /* If there is desire that two handed weapons should do |
1183 | * extra strength damage, this is where the code should |
1090 | * extra strength damage, this is where the code should |
1184 | * go. |
1091 | * go. |
1185 | */ |
1092 | */ |
1186 | current_weapon = tmp; |
1093 | |
1187 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1094 | if (type == PLAYER) |
|
|
1095 | if (settings.spell_encumbrance) |
1188 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1096 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1097 | } |
1189 | |
1098 | |
1190 | break; |
1099 | break; |
1191 | |
1100 | |
1192 | case ARMOUR: /* Only the best of these three are used: */ |
1101 | case ARMOUR: /* Only the best of these three are used: */ |
1193 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1102 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1194 | contr->encumbrance += (int) tmp->weight / 1000; |
1103 | contr->encumbrance += tmp->weight / 1000; |
1195 | |
1104 | |
1196 | case BRACERS: |
1105 | case BRACERS: |
1197 | case FORCE: |
1106 | case FORCE: |
1198 | if (tmp->stats.wc) |
1107 | if (tmp->stats.wc) |
1199 | { |
1108 | { |
… | |
… | |
1216 | else /* To nullify the below effect */ |
1125 | else /* To nullify the below effect */ |
1217 | ac += tmp->stats.ac + tmp->magic; |
1126 | ac += tmp->stats.ac + tmp->magic; |
1218 | } |
1127 | } |
1219 | |
1128 | |
1220 | if (tmp->stats.wc) |
1129 | if (tmp->stats.wc) |
1221 | wc -= (tmp->stats.wc + tmp->magic); |
1130 | wc -= tmp->stats.wc + tmp->magic; |
1222 | |
1131 | |
1223 | if (tmp->stats.ac) |
1132 | if (tmp->stats.ac) |
1224 | ac -= (tmp->stats.ac + tmp->magic); |
1133 | ac -= tmp->stats.ac + tmp->magic; |
1225 | |
1134 | |
1226 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1135 | if (ARMOUR_SPEED (tmp)) |
1227 | max = ARMOUR_SPEED (tmp) / 10.0; |
1136 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1228 | |
1137 | |
1229 | break; |
1138 | break; |
1230 | } /* switch tmp->type */ |
1139 | } /* switch tmp->type */ |
1231 | } /* item is equipped */ |
1140 | } /* item is equipped */ |
1232 | } /* for loop of items */ |
1141 | } /* for loop of items */ |
|
|
1142 | |
|
|
1143 | if (type != PLAYER) |
|
|
1144 | this->chosen_skill = chosen_skill; |
|
|
1145 | |
|
|
1146 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1233 | |
1147 | |
1234 | /* We've gone through all the objects the player has equipped. For many things, we |
1148 | /* We've gone through all the objects the player has equipped. For many things, we |
1235 | * have generated intermediate values which we now need to assign. |
1149 | * have generated intermediate values which we now need to assign. |
1236 | */ |
1150 | */ |
1237 | |
1151 | |
… | |
… | |
1239 | * If there is an uncursed potion in effect, granting more protection |
1153 | * If there is an uncursed potion in effect, granting more protection |
1240 | * than that, we take: 'total resistance = resistance from potion'. |
1154 | * than that, we take: 'total resistance = resistance from potion'. |
1241 | * If there is a cursed (and no uncursed) potion in effect, we take |
1155 | * If there is a cursed (and no uncursed) potion in effect, we take |
1242 | * 'total resistance = vulnerability from cursed potion'. |
1156 | * 'total resistance = vulnerability from cursed potion'. |
1243 | */ |
1157 | */ |
1244 | for (i = 0; i < NROFATTACKS; i++) |
1158 | for (int i = 0; i < NROFATTACKS; i++) |
1245 | { |
1159 | { |
1246 | resist[i] = prot[i] - vuln[i]; |
1160 | resist[i] = prot[i] - vuln[i]; |
1247 | |
1161 | |
1248 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1162 | if (potion_resist[i] != -1000 |
|
|
1163 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1249 | resist[i] = potion_resist[i]; |
1164 | resist[i] = potion_resist[i]; |
1250 | } |
1165 | } |
1251 | |
1166 | |
1252 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1253 | if (type == PLAYER) |
1167 | if (type == PLAYER) |
1254 | { |
1168 | { |
|
|
1169 | // clamp various player stats |
|
|
1170 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1171 | stats.stat (i) = stat_sum [i]; |
|
|
1172 | |
|
|
1173 | check_stat_bounds (&stats); |
|
|
1174 | |
|
|
1175 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1176 | |
|
|
1177 | /* Figure out the players sp/mana/hp totals. */ |
1255 | int pl_level; |
1178 | int pl_level; |
1256 | |
1179 | |
1257 | check_stat_bounds (&(stats)); |
|
|
1258 | pl_level = level; |
|
|
1259 | |
|
|
1260 | if (pl_level < 1) |
|
|
1261 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1180 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1262 | |
1181 | |
1263 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1182 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1264 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1183 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1265 | */ |
1184 | */ |
1266 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1185 | stats.maxhp = 0; |
|
|
1186 | for (int i = 1; i <= min (10, pl_level); i++) |
1267 | { |
1187 | { |
1268 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1188 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1269 | |
1189 | |
1270 | if (i % 2 && con_bonus[stats.Con] % 2) |
1190 | if (i % 2 && con_bonus[stats.Con] % 2) |
1271 | { |
|
|
1272 | if (con_bonus[stats.Con] > 0) |
1191 | if (con_bonus[stats.Con] > 0) |
1273 | j++; |
1192 | j++; |
1274 | else |
1193 | else |
1275 | j--; |
1194 | j--; |
1276 | } |
|
|
1277 | |
1195 | |
1278 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1196 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1279 | } |
1197 | } |
1280 | |
1198 | |
1281 | for (i = 11; i <= level; i++) |
1199 | stats.maxhp += 2 * max (0, level - 10); |
1282 | stats.maxhp += 2; |
|
|
1283 | |
1200 | |
1284 | if (stats.hp > stats.maxhp) |
1201 | if (stats.hp > stats.maxhp) |
1285 | stats.hp = stats.maxhp; |
1202 | stats.hp = stats.maxhp; |
1286 | |
1203 | |
1287 | /* Sp gain is controlled by the level of the player's |
1204 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1300 | |
1217 | |
1301 | if (mana_obj == this && type == PLAYER) |
1218 | if (mana_obj == this && type == PLAYER) |
1302 | stats.maxsp = 1; |
1219 | stats.maxsp = 1; |
1303 | else |
1220 | else |
1304 | { |
1221 | { |
1305 | sp_tmp = 0.0; |
1222 | float sp_tmp = 0.f; |
1306 | |
1223 | |
1307 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1224 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1308 | { |
1225 | { |
1309 | float stmp; |
1226 | float stmp; |
1310 | |
1227 | |
1311 | /* Got some extra bonus at first level */ |
1228 | /* Got some extra bonus at first level */ |
1312 | if (i < 2) |
1229 | if (i < 2) |
1313 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1230 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1314 | else |
1231 | else |
1315 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1232 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1316 | |
1233 | |
1317 | if (stmp < 1.0) |
|
|
1318 | stmp = 1.0; |
|
|
1319 | |
|
|
1320 | sp_tmp += stmp; |
1234 | sp_tmp += max (1.f, stmp); |
1321 | } |
1235 | } |
1322 | |
1236 | |
1323 | stats.maxsp = (int) sp_tmp; |
1237 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1324 | |
|
|
1325 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1326 | stats.maxsp += 2; |
|
|
1327 | } |
1238 | } |
|
|
1239 | |
1328 | /* Characters can get their sp supercharged via rune of transferrance */ |
1240 | /* Characters can get their sp supercharged via rune of transferrance */ |
1329 | if (stats.sp > stats.maxsp * 2) |
1241 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1330 | stats.sp = stats.maxsp * 2; |
|
|
1331 | |
1242 | |
1332 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1243 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1333 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1244 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1334 | grace_obj = this; |
1245 | grace_obj = this; |
1335 | |
1246 | |
… | |
… | |
1340 | /* store grace in a float - this way, the divisions below don't create |
1251 | /* store grace in a float - this way, the divisions below don't create |
1341 | * big jumps when you go from level to level - with int's, it then |
1252 | * big jumps when you go from level to level - with int's, it then |
1342 | * becomes big jumps when the sums of the bonuses jump to the next |
1253 | * becomes big jumps when the sums of the bonuses jump to the next |
1343 | * step of 8 - with floats, even fractional ones are useful. |
1254 | * step of 8 - with floats, even fractional ones are useful. |
1344 | */ |
1255 | */ |
1345 | sp_tmp = 0.0; |
1256 | float sp_tmp = 0.f; |
1346 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1257 | |
|
|
1258 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1347 | { |
1259 | { |
1348 | float grace_tmp = 0.0; |
1260 | float grace_tmp = 0.f; |
1349 | |
1261 | |
1350 | /* Got some extra bonus at first level */ |
1262 | /* Got some extra bonus at first level */ |
1351 | if (i < 2) |
1263 | if (i < 2) |
1352 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1264 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1353 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1354 | else |
1265 | else |
1355 | grace_tmp = (float) contr->levgrace[i] |
|
|
1356 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1266 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1357 | |
1267 | |
1358 | if (grace_tmp < 1.0) |
|
|
1359 | grace_tmp = 1.0; |
|
|
1360 | |
|
|
1361 | sp_tmp += grace_tmp; |
1268 | sp_tmp += max (1.f, grace_tmp); |
1362 | } |
1269 | } |
1363 | |
1270 | |
1364 | stats.maxgrace = (int) sp_tmp; |
|
|
1365 | |
|
|
1366 | /* two grace points per level after 11 */ |
1271 | /* two grace points per level after 10 */ |
1367 | for (i = 11; i <= grace_obj->level; i++) |
1272 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1368 | stats.maxgrace += 2; |
|
|
1369 | } |
1273 | } |
|
|
1274 | |
1370 | /* No limit on grace vs maxgrace */ |
1275 | /* No limit on grace vs maxgrace */ |
1371 | |
1276 | |
1372 | if (contr->braced) |
1277 | if (contr->braced) |
1373 | { |
1278 | { |
1374 | ac += 2; |
1279 | ac += 2; |
… | |
… | |
1386 | * improvement every level, now its fighterlevel/5. So |
1291 | * improvement every level, now its fighterlevel/5. So |
1387 | * we give the player a bonus here in wc and dam |
1292 | * we give the player a bonus here in wc and dam |
1388 | * to make up for the change. Note that I left the |
1293 | * to make up for the change. Note that I left the |
1389 | * monster bonus the same as before. -b.t. |
1294 | * monster bonus the same as before. -b.t. |
1390 | */ |
1295 | */ |
|
|
1296 | object *wc_obj = chosen_skill; |
1391 | |
1297 | |
1392 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1298 | if (contr && wc_obj && wc_obj->level > 1) |
1393 | { |
1299 | { |
1394 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1300 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1301 | |
1395 | for (i = 1; i < wc_obj->level; i++) |
1302 | for (int i = 1; i < wc_obj->level; i++) |
1396 | { |
1303 | { |
1397 | /* addtional wc every 6 levels */ |
1304 | /* additional wc every 6 levels */ |
1398 | if (!(i % 6)) |
1305 | if (!(i % 6)) |
1399 | wc--; |
1306 | wc--; |
|
|
1307 | |
1400 | /* addtional dam every 4 levels. */ |
1308 | /* additional dam every 4 levels. */ |
1401 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1309 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1402 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1310 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1403 | } |
1311 | } |
1404 | } |
1312 | } |
1405 | else |
1313 | else |
1406 | wc -= (level + thaco_bonus[stats.Str]); |
1314 | wc -= level + thaco_bonus[stats.Str]; |
1407 | |
1315 | |
1408 | stats.dam += dam_bonus[stats.Str]; |
1316 | stats.dam += dam_bonus[stats.Str]; |
1409 | |
1317 | |
1410 | if (stats.dam < 1) |
1318 | if (stats.dam < 1) |
1411 | stats.dam = 1; |
1319 | stats.dam = 1; |
1412 | |
1320 | |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
1321 | speed = 1.f + speed_bonus[stats.Dex]; |
1414 | |
1322 | |
1415 | if (settings.search_items && contr->search_str[0]) |
1323 | if (settings.search_items && contr->search_str[0]) |
1416 | speed -= 1; |
1324 | speed -= 1; |
1417 | |
|
|
1418 | if (attacktype == 0) |
|
|
1419 | attacktype = arch->clone.attacktype; |
|
|
1420 | |
|
|
1421 | } /* End if player */ |
1325 | } /* End if player */ |
1422 | |
1326 | |
1423 | if (added_speed >= 0) |
1327 | if (added_speed >= 0) |
1424 | speed += added_speed / 10.0; |
1328 | speed += added_speed / 10.f; |
1425 | else /* Something wrong here...: */ |
1329 | else /* Something wrong here...: */ |
1426 | speed /= (float) (1.0 - added_speed); |
1330 | speed /= 1.f - added_speed; |
1427 | |
1331 | |
1428 | /* Max is determined by armour */ |
1332 | /* Max is determined by armour */ |
1429 | if (speed > max) |
1333 | speed = min (speed, max_speed); |
1430 | speed = max; |
|
|
1431 | |
1334 | |
1432 | if (type == PLAYER) |
1335 | if (type == PLAYER) |
1433 | { |
1336 | { |
1434 | /* f is a number the represents the number of kg above (positive num) |
1337 | /* f is a number the represents the number of kg above (positive num) |
1435 | * or below (negative number) that the player is carrying. If above |
1338 | * or below (negative number) that the player is carrying. If above |
1436 | * weight limit, then player suffers a speed reduction based on how |
1339 | * weight limit, then player suffers a speed reduction based on how |
1437 | * much above he is, and what is max carry is |
1340 | * much above he is, and what is max carry is |
1438 | */ |
1341 | */ |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1342 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1440 | if (f > 0) |
1343 | if (f > 0.f) |
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1344 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1442 | } |
1345 | } |
1443 | |
1346 | |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1347 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1348 | speed *= speed_reduce_from_disease; |
1445 | |
1349 | |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1350 | /* Put a lower limit on speed. Note with this speed, you move once every |
1447 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1351 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1448 | */ |
1352 | */ |
1449 | speed = speed * speed_reduce_from_disease; |
1353 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1450 | |
1354 | |
1451 | if (speed < 0.01 && type == PLAYER) |
1355 | if (speed != old_speed) |
1452 | speed = 0.01; |
1356 | set_speed (speed); |
1453 | |
1357 | |
1454 | if (type == PLAYER) |
1358 | if (type == PLAYER) |
1455 | { |
1359 | { |
1456 | float M, W, s, D, K, S, M2; |
|
|
1457 | |
|
|
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1360 | /* (This formula was made by vidarl@ifi.uio.no) |
1459 | * Note that we never used these values again - basically |
1361 | * Note that we never used these values again - basically |
1460 | * all of these could be subbed into one big equation, but |
1362 | * all of these could be subbed into one big equation, but |
1461 | * that would just be a real pain to read. |
1363 | * that would just be a real pain to read. |
1462 | */ |
1364 | */ |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1365 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1366 | float M2 = max_carry[stats.Str] / 100.f; |
1465 | W = weapon_weight / 20000.0; |
1367 | float W = weapon_weight / 20000.f; |
1466 | s = 2 - weapon_speed / 10.0; |
1368 | float s = (20 - weapon_speed) / 10.f; |
1467 | D = (stats.Dex - 14) / 14.0; |
1369 | float D = (stats.Dex - 14) / 14.f; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1370 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1371 | |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1372 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1373 | |
1470 | if (K <= 0) |
1374 | if (K <= 0.01f) |
1471 | K = 0.01; |
1375 | K = 0.01f; |
1472 | S = speed / (K * s); |
1376 | |
1473 | contr->weapon_sp = S; |
1377 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1474 | } |
1378 | } |
1475 | |
1379 | |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1380 | /* I want to limit the power of small monsters with big weapons: */ |
1477 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1381 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1382 | stats.dam = arch->stats.dam * 3; |
1479 | |
1383 | |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1384 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1385 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1482 | * so its value is the same. |
|
|
1483 | */ |
|
|
1484 | if (wc > 120) |
|
|
1485 | wc = 120; |
|
|
1486 | else if (wc < -120) |
|
|
1487 | wc = -120; |
|
|
1488 | |
|
|
1489 | stats.wc = wc; |
|
|
1490 | |
|
|
1491 | if (ac > 120) |
|
|
1492 | ac = 120; |
|
|
1493 | else if (ac < -120) |
|
|
1494 | ac = -120; |
|
|
1495 | |
|
|
1496 | stats.ac = ac; |
|
|
1497 | |
1386 | |
1498 | /* if for some reason the creature doesn't have any move type, |
1387 | /* if for some reason the creature doesn't have any move type, |
1499 | * give them walking as a default. |
1388 | * give them walking as a default. |
1500 | * The second case is a special case - to more closely mimic the |
1389 | * The second case is a special case - to more closely mimic the |
1501 | * old behaviour - if your flying, your not walking - just |
1390 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1504 | if (move_type == 0) |
1393 | if (move_type == 0) |
1505 | move_type = MOVE_WALK; |
1394 | move_type = MOVE_WALK; |
1506 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1395 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1507 | move_type &= ~MOVE_WALK; |
1396 | move_type &= ~MOVE_WALK; |
1508 | |
1397 | |
1509 | if (speed != old_speed) |
1398 | // now apply the new move_type |
1510 | set_speed (speed); |
1399 | if (this->move_type != move_type) |
|
|
1400 | change_move_type (move_type); |
1511 | |
1401 | |
1512 | /* It is quite possible that a player's spell costing might have changed, |
1402 | /* It is quite possible that a player's spell costing might have changed, |
1513 | * so we will check that now. |
1403 | * so we will check that now. |
1514 | */ |
1404 | */ |
1515 | if (type == PLAYER) |
1405 | if (is_player ()) |
|
|
1406 | contr->update_spells (); |
|
|
1407 | |
|
|
1408 | // update the mapspace, if we are on a map |
|
|
1409 | if (!flag [FLAG_REMOVED] && map) |
|
|
1410 | map->at (x, y).flags_ = 0; |
|
|
1411 | } |
|
|
1412 | |
|
|
1413 | void |
|
|
1414 | object::set_glow_radius (sint8 rad) |
|
|
1415 | { |
|
|
1416 | glow_radius = rad; |
|
|
1417 | |
|
|
1418 | if (is_on_map ()) |
|
|
1419 | update_all_los (map, x, y); |
|
|
1420 | else if (object *env = outer_env ()) |
1516 | { |
1421 | { |
1517 | esrv_update_stats (contr); |
1422 | env->update_stats (); |
1518 | esrv_update_spells (contr); |
1423 | |
|
|
1424 | if (env->is_on_map ()) |
|
|
1425 | update_all_los (env->map, env->x, env->y); |
1519 | } |
1426 | } |
1520 | } |
1427 | } |
1521 | |
1428 | |
1522 | /* |
1429 | /* |
1523 | * Returns true if the given player is a legal class. |
1430 | * Returns true if the given player is a legal class. |
… | |
… | |
1527 | * false otherwise. |
1434 | * false otherwise. |
1528 | */ |
1435 | */ |
1529 | int |
1436 | int |
1530 | allowed_class (const object *op) |
1437 | allowed_class (const object *op) |
1531 | { |
1438 | { |
1532 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1439 | return op->stats.Dex > 0 |
1533 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1440 | && op->stats.Str > 0 |
|
|
1441 | && op->stats.Con > 0 |
|
|
1442 | && op->stats.Int > 0 |
|
|
1443 | && op->stats.Wis > 0 |
|
|
1444 | && op->stats.Pow > 0 |
|
|
1445 | && op->stats.Cha > 0; |
1534 | } |
1446 | } |
1535 | |
1447 | |
1536 | /* |
1448 | /* |
1537 | * set the new dragon name after gaining levels or |
1449 | * set the new dragon name after gaining levels or |
1538 | * changing ability focus (later this can be extended to |
1450 | * changing ability focus (later this can be extended to |
1539 | * eventually change the player's face and animation) |
1451 | * eventually change the player's face and animation) |
1540 | * |
|
|
1541 | * Note that the title is written to 'own_title' in the |
|
|
1542 | * player struct. This should be changed to 'ext_title' |
|
|
1543 | * as soon as clients support this! |
|
|
1544 | * Please, anyone, write support for 'ext_title'. |
|
|
1545 | */ |
1452 | */ |
1546 | void |
1453 | void |
1547 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1454 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1548 | { |
1455 | { |
1549 | int atnr = -1; /* attacknumber of highest level */ |
1456 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1567 | /* now if there are equals at highest level, pick the one with focus, |
1474 | /* now if there are equals at highest level, pick the one with focus, |
1568 | or else at random */ |
1475 | or else at random */ |
1569 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1476 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1570 | atnr = abil->stats.exp; |
1477 | atnr = abil->stats.exp; |
1571 | |
1478 | |
1572 | level = (int) (level / 5.); |
|
|
1573 | |
|
|
1574 | /* now set the new title */ |
1479 | /* now set the new title */ |
1575 | if (pl->contr != NULL) |
|
|
1576 | { |
|
|
1577 | if (level == 0) |
|
|
1578 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1480 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1579 | else if (level == 1) |
|
|
1580 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1481 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1581 | else if (level == 2) |
|
|
1582 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1482 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1583 | else if (level == 3) |
|
|
1584 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1483 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1585 | else |
1484 | else |
1586 | { |
1485 | { |
1587 | /* special titles for extra high resistance! */ |
1486 | /* special titles for extra high resistance! */ |
1588 | if (skin->resist[atnr] > 80) |
|
|
1589 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1487 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1590 | else if (skin->resist[atnr] > 50) |
|
|
1591 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1488 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1592 | else |
|
|
1593 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1489 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1594 | } |
|
|
1595 | } |
1490 | } |
1596 | |
1491 | |
1597 | strcpy (pl->contr->own_title, ""); |
1492 | strcpy (pl->contr->own_title, ""); |
1598 | } |
1493 | } |
1599 | |
1494 | |
1600 | /* |
1495 | /* |
1601 | * This function is called when a dragon-player gains |
1496 | * This function is called when a dragon-player gains |
1602 | * an overall level. Here, the dragon might gain new abilities |
1497 | * an overall level. Here, the dragon might gain new abilities |
1603 | * or change the ability-focus. |
1498 | * or change the ability-focus. |
1604 | */ |
1499 | */ |
1605 | void |
1500 | static void |
1606 | dragon_level_gain (object *who) |
1501 | dragon_level_gain (object *who) |
1607 | { |
1502 | { |
1608 | object *abil = NULL; /* pointer to dragon ability force */ |
1503 | object *abil = NULL; /* pointer to dragon ability force */ |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1504 | object *skin = NULL; /* pointer to dragon skin force */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1505 | object *tmp = NULL; /* tmp. object */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1506 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1612 | |
1507 | |
1613 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1508 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1614 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1615 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1616 | |
|
|
1617 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1509 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1618 | if (tmp->type == FORCE) |
1510 | if (tmp->type == FORCE) |
1619 | if (tmp->arch->name == dragon_ability_force) |
1511 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1620 | abil = tmp; |
1512 | abil = tmp; |
1621 | else if (tmp->arch->name == dragon_skin_force) |
1513 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1622 | skin = tmp; |
1514 | skin = tmp; |
1623 | |
1515 | |
1624 | /* if the force is missing -> bail out */ |
1516 | /* if the force is missing -> bail out */ |
1625 | if (abil == NULL) |
1517 | if (abil == NULL) |
1626 | return; |
1518 | return; |
… | |
… | |
1669 | object *skill_obj; |
1561 | object *skill_obj; |
1670 | |
1562 | |
1671 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1563 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1672 | if (!skill_obj) |
1564 | if (!skill_obj) |
1673 | { |
1565 | { |
1674 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1566 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1675 | return NULL; |
1567 | return NULL; |
1676 | } |
1568 | } |
|
|
1569 | |
1677 | /* clear the flag - exp goes into this bucket, but player |
1570 | /* clear the flag - exp goes into this bucket, but player |
1678 | * still doesn't know it. |
1571 | * still doesn't know it. |
1679 | */ |
1572 | */ |
1680 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1573 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1681 | skill_obj->stats.exp = 0; |
1574 | skill_obj->stats.exp = 0; |
1682 | skill_obj->level = 1; |
1575 | skill_obj->level = 1; |
1683 | insert_ob_in_ob (skill_obj, op); |
1576 | op->insert (skill_obj); |
1684 | |
1577 | |
1685 | if (op->contr) |
1578 | if (player *pl = op->contr) |
1686 | { |
1579 | pl->link_skills (); |
1687 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1688 | if (op->contr->ns) |
|
|
1689 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1690 | } |
|
|
1691 | |
1580 | |
1692 | return skill_obj; |
1581 | return skill_obj; |
1693 | } |
1582 | } |
1694 | |
|
|
1695 | |
1583 | |
1696 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1584 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1697 | * whether the player gets more hp, sp and new levels. |
1585 | * whether the player gets more hp, sp and new levels. |
1698 | * Note this this function should only be called for players. Monstes |
1586 | * Note this this function should only be called for players. Monstes |
1699 | * don't really gain levels |
1587 | * don't really gain levels |
… | |
… | |
1702 | */ |
1590 | */ |
1703 | void |
1591 | void |
1704 | player_lvl_adj (object *who, object *op) |
1592 | player_lvl_adj (object *who, object *op) |
1705 | { |
1593 | { |
1706 | char buf[MAX_BUF]; |
1594 | char buf[MAX_BUF]; |
|
|
1595 | bool changed = false; |
1707 | |
1596 | |
1708 | if (!op) /* when rolling stats */ |
1597 | if (!op) /* when rolling stats */ |
1709 | op = who; |
1598 | op = who; |
1710 | |
1599 | |
1711 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1600 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1712 | { |
1601 | { |
|
|
1602 | changed = true; |
|
|
1603 | |
1713 | op->level++; |
1604 | op->level++; |
1714 | |
1605 | |
1715 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1606 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1716 | dragon_level_gain (who); |
1607 | dragon_level_gain (who); |
1717 | |
1608 | |
1718 | /* Only roll these if it is the player (who) that gained the level */ |
1609 | /* Only roll these if it is the player (who) that gained the level */ |
1719 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1610 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1720 | { |
1611 | { |
1721 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1612 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1722 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1613 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1723 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1614 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1724 | } |
1615 | } |
1725 | |
1616 | |
1726 | who->update_stats (); |
|
|
1727 | if (op->level > 1) |
1617 | if (op->level > 1) |
1728 | { |
1618 | { |
1729 | if (op->type != PLAYER) |
1619 | if (op->type != PLAYER) |
|
|
1620 | { |
|
|
1621 | who->contr->play_sound (sound_find ("skill_up")); |
1730 | 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); |
|
|
1623 | } |
1731 | else |
1624 | else |
|
|
1625 | { |
|
|
1626 | who->contr->play_sound (sound_find ("level_up")); |
1732 | sprintf (buf, "You are now level %d.", op->level); |
1627 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1628 | } |
|
|
1629 | |
1733 | if (who) |
1630 | if (who) |
1734 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1631 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1735 | } |
1632 | } |
1736 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1737 | } |
1633 | } |
|
|
1634 | |
1738 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1635 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1739 | { |
1636 | { |
|
|
1637 | changed = true; |
|
|
1638 | |
1740 | op->level--; |
1639 | op->level--; |
1741 | who->update_stats (); |
1640 | |
1742 | if (op->type != PLAYER) |
1641 | if (op->type != PLAYER) |
1743 | { |
1642 | { |
1744 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1643 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1745 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1644 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1746 | } |
1645 | } |
1747 | player_lvl_adj (who, op); /* To decrease more levels */ |
|
|
1748 | } |
1646 | } |
1749 | |
1647 | |
1750 | /* check if the spell data has changed */ |
1648 | if (changed) |
1751 | esrv_update_stats (who->contr); |
1649 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1752 | esrv_update_spells (who->contr); |
|
|
1753 | } |
1650 | } |
1754 | |
1651 | |
1755 | /* |
1652 | /* |
1756 | * Returns how much experience is needed for a player to become |
1653 | * Returns how much experience is needed for a player to become |
1757 | * the given level. level should really never exceed max_level |
1654 | * the given level. level should really never exceed max_level |
… | |
… | |
1760 | sint64 |
1657 | sint64 |
1761 | level_exp (int level, double expmul) |
1658 | level_exp (int level, double expmul) |
1762 | { |
1659 | { |
1763 | if (level > settings.max_level) |
1660 | if (level > settings.max_level) |
1764 | return (sint64) (expmul * levels[settings.max_level]); |
1661 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1662 | |
1765 | return (sint64) (expmul * levels[level]); |
1663 | return (sint64) (expmul * levels[level]); |
1766 | } |
1664 | } |
1767 | |
1665 | |
1768 | /* |
1666 | /* |
1769 | * Ensure that the permanent experience requirements in an exp object are met. |
1667 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1800 | * flag is what to do if the player doesn't have the skill: |
1698 | * flag is what to do if the player doesn't have the skill: |
1801 | */ |
1699 | */ |
1802 | static void |
1700 | static void |
1803 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1804 | { |
1702 | { |
1805 | object *skill_obj = NULL; |
1703 | object *skill_obj; |
1806 | sint64 limit, exp_to_add; |
1704 | sint64 limit, exp_to_add; |
1807 | int i; |
1705 | int i; |
1808 | |
1706 | |
1809 | /* prevents some forms of abuse. */ |
1707 | /* prevents some forms of abuse. */ |
1810 | if (op->contr->braced) |
1708 | if (op->contr->braced) |
1811 | exp = exp / 5; |
1709 | exp /= 5; |
1812 | |
1710 | |
1813 | /* Try to find the matching skill. |
1711 | /* Try to find the matching skill. |
1814 | * We do a shortcut/time saving mechanism first - see if it matches |
1712 | * We do a shortcut/time saving mechanism first - see if it matches |
1815 | * chosen_skill. This means we don't need to search through |
1713 | * chosen_skill. This means we don't need to search through |
1816 | * the players inventory. |
1714 | * the players inventory. |
1817 | */ |
1715 | */ |
|
|
1716 | skill_obj = 0; |
|
|
1717 | |
1818 | if (skill_name) |
1718 | if (skill_name) |
1819 | { |
1719 | { |
1820 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1720 | skill_obj = op->contr->find_skill (skill_name); |
1821 | skill_obj = op->chosen_skill; |
|
|
1822 | else |
|
|
1823 | { |
|
|
1824 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1825 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1826 | { |
|
|
1827 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1828 | break; |
|
|
1829 | } |
|
|
1830 | |
1721 | |
1831 | /* Player doesn't have the skill. Check to see what to do, and give |
1722 | /* Player doesn't have the skill. Check to see what to do, and give |
1832 | * it to the player if necessary |
1723 | * it to the player if necessary |
1833 | */ |
1724 | */ |
1834 | if (!skill_obj) |
1725 | if (!skill_obj) |
1835 | { |
1726 | { |
1836 | if (flag == SK_EXP_NONE) |
1727 | if (flag == SK_EXP_NONE) |
1837 | return; |
1728 | return; |
|
|
1729 | |
1838 | else if (flag == SK_EXP_ADD_SKILL) |
1730 | if (flag == SK_EXP_ADD_SKILL) |
1839 | give_skill_by_name (op, skill_name); |
1731 | skill_obj = give_skill_by_name (op, skill_name); |
1840 | } |
|
|
1841 | } |
1732 | } |
1842 | } |
1733 | } |
1843 | |
1734 | |
1844 | if (flag != SK_EXP_SKILL_ONLY) |
1735 | if (flag != SK_EXP_SKILL_ONLY) |
1845 | { |
1736 | { |
… | |
… | |
1878 | player_lvl_adj (op, skill_obj); |
1769 | player_lvl_adj (op, skill_obj); |
1879 | } |
1770 | } |
1880 | } |
1771 | } |
1881 | |
1772 | |
1882 | /* This function checks to make sure that object 'op' can |
1773 | /* This function checks to make sure that object 'op' can |
1883 | * lost 'exp' experience. It returns the amount of exp |
1774 | * lose 'exp' experience. It returns the amount of exp |
1884 | * object 'op' can in fact lose - it basically makes |
1775 | * object 'op' can in fact lose - it basically makes |
1885 | * adjustments based on permanent exp and the like. |
1776 | * adjustments based on permanent exp and the like. |
1886 | * This function should always be used for losing experience - |
1777 | * This function should always be used for losing experience - |
1887 | * the 'exp' value passed should be positive - this is the |
1778 | * the 'exp' value passed should be positive - this is the |
1888 | * amount that should get subtract from the player. |
1779 | * amount that should get subtract from the player. |
1889 | */ |
1780 | */ |
1890 | sint64 |
1781 | static sint64 |
1891 | check_exp_loss (const object *op, sint64 exp) |
1782 | check_exp_loss (const object *op, sint64 exp) |
1892 | { |
1783 | { |
1893 | sint64 del_exp; |
1784 | sint64 del_exp; |
1894 | |
1785 | |
1895 | if (exp > op->stats.exp) |
1786 | if (exp > op->stats.exp) |
1896 | exp = op->stats.exp; |
1787 | exp = op->stats.exp; |
|
|
1788 | |
1897 | if (settings.permanent_exp_ratio) |
1789 | if (settings.permanent_exp_ratio) |
1898 | { |
1790 | { |
1899 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1791 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1792 | |
1900 | if (del_exp < 0) |
1793 | if (del_exp < 0) |
1901 | del_exp = 0; |
1794 | del_exp = 0; |
|
|
1795 | |
1902 | if (exp > del_exp) |
1796 | if (exp > del_exp) |
1903 | exp = del_exp; |
1797 | exp = del_exp; |
1904 | } |
1798 | } |
|
|
1799 | |
1905 | return exp; |
1800 | return exp; |
1906 | } |
1801 | } |
1907 | |
1802 | |
1908 | sint64 |
1803 | sint64 |
1909 | check_exp_adjust (const object *op, sint64 exp) |
1804 | check_exp_adjust (const object *op, sint64 exp) |
1910 | { |
1805 | { |
1911 | if (exp < 0) |
1806 | if (exp < 0) |
1912 | return check_exp_loss (op, exp); |
1807 | return check_exp_loss (op, exp); |
1913 | else |
1808 | else |
1914 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1809 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1915 | } |
1810 | } |
1916 | |
|
|
1917 | |
1811 | |
1918 | /* Subtracts experience from player. |
1812 | /* Subtracts experience from player. |
1919 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1813 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1920 | * only subtract from the matching skill. Otherwise, |
1814 | * only subtract from the matching skill. Otherwise, |
1921 | * this subtracts a portion from all |
1815 | * this subtracts a portion from all |
… | |
… | |
1935 | sint64 del_exp; |
1829 | sint64 del_exp; |
1936 | |
1830 | |
1937 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1831 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1938 | if (tmp->type == SKILL && tmp->stats.exp) |
1832 | if (tmp->type == SKILL && tmp->stats.exp) |
1939 | { |
1833 | { |
1940 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1834 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1941 | { |
1835 | { |
1942 | del_exp = check_exp_loss (tmp, exp); |
1836 | del_exp = check_exp_loss (tmp, exp); |
1943 | tmp->stats.exp -= del_exp; |
1837 | tmp->stats.exp -= del_exp; |
1944 | player_lvl_adj (op, tmp); |
1838 | player_lvl_adj (op, tmp); |
1945 | } |
1839 | } |
… | |
… | |
1951 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1845 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1952 | tmp->stats.exp -= del_exp; |
1846 | tmp->stats.exp -= del_exp; |
1953 | player_lvl_adj (op, tmp); |
1847 | player_lvl_adj (op, tmp); |
1954 | } |
1848 | } |
1955 | } |
1849 | } |
|
|
1850 | |
1956 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1851 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1957 | { |
1852 | { |
1958 | del_exp = check_exp_loss (op, exp); |
1853 | del_exp = check_exp_loss (op, exp); |
1959 | op->stats.exp -= del_exp; |
1854 | op->stats.exp -= del_exp; |
1960 | player_lvl_adj (op, NULL); |
1855 | player_lvl_adj (op, NULL); |
1961 | } |
1856 | } |
1962 | } |
1857 | } |
1963 | |
|
|
1964 | |
|
|
1965 | |
1858 | |
1966 | /* change_exp() - changes experience to a player/monster. This |
1859 | /* change_exp() - changes experience to a player/monster. This |
1967 | * does bounds checking to make sure we don't overflow the max exp. |
1860 | * does bounds checking to make sure we don't overflow the max exp. |
1968 | * |
1861 | * |
1969 | * The exp passed is typically not modified much by this function - |
1862 | * The exp passed is typically not modified much by this function - |
1970 | * it is assumed the caller has modified the exp as needed. |
1863 | * it is assumed the caller has modified the exp as needed. |
1971 | * skill_name is the skill that should get the exp added. |
1864 | * skill_name is the skill that should get the exp added. |
1972 | * flag is what to do if player doesn't have the skill. |
1865 | * flag is what to do if player doesn't have the skill. |
1973 | * these last two values are only used for players. |
1866 | * these last two values are only used for players. |
1974 | */ |
1867 | */ |
1975 | |
|
|
1976 | void |
1868 | void |
1977 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1869 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1978 | { |
1870 | { |
1979 | |
|
|
1980 | #ifdef EXP_DEBUG |
1871 | #ifdef EXP_DEBUG |
1981 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1872 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1982 | #endif |
1873 | #endif |
1983 | |
1874 | |
1984 | /* safety */ |
1875 | /* safety */ |
… | |
… | |
2025 | else |
1916 | else |
2026 | /* note that when you lose exp, it doesn't go against |
1917 | /* note that when you lose exp, it doesn't go against |
2027 | * a particular skill, so we don't need to pass that |
1918 | * a particular skill, so we don't need to pass that |
2028 | * along. |
1919 | * along. |
2029 | */ |
1920 | */ |
2030 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1921 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2031 | |
|
|
2032 | } |
1922 | } |
2033 | } |
1923 | } |
2034 | |
1924 | |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
1925 | /* Applies a death penalty experience, the size of this is defined by the |
2036 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1926 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
1927 | * amount of permenent experience, whichever gives the lowest loss. |
2038 | */ |
1928 | */ |
2039 | |
|
|
2040 | void |
1929 | void |
2041 | apply_death_exp_penalty (object *op) |
1930 | apply_death_exp_penalty (object *op) |
2042 | { |
1931 | { |
2043 | object *tmp; |
|
|
2044 | sint64 loss; |
1932 | sint64 loss; |
2045 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1933 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
2046 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1934 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
2047 | |
1935 | |
2048 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1936 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2049 | if (tmp->type == SKILL && tmp->stats.exp) |
1937 | if (tmp->type == SKILL && tmp->stats.exp) |
2050 | { |
1938 | { |
2051 | |
|
|
2052 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1939 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
2053 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1940 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
2054 | |
1941 | |
2055 | /* With the revised exp system, you can get cases where |
1942 | /* With the revised exp system, you can get cases where |
2056 | * losing several levels would still require that you have more |
1943 | * losing several levels would still require that you have more |
2057 | * exp than you currently have - this is true if the levels |
1944 | * exp than you currently have - this is true if the levels |
2058 | * tables is a lot harder. |
1945 | * tables is a lot harder. |
2059 | */ |
1946 | */ |
2060 | if (level_loss < 0) |
1947 | if (level_loss < 0) |
2061 | level_loss = 0; |
1948 | level_loss = 0; |
2062 | |
1949 | |
2063 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1950 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
2064 | |
1951 | |
2065 | tmp->stats.exp -= loss; |
1952 | tmp->stats.exp -= loss; |
2066 | player_lvl_adj (op, tmp); |
1953 | player_lvl_adj (op, tmp); |
2067 | } |
1954 | } |
2068 | |
1955 | |
2069 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1956 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2070 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1957 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
|
|
1958 | |
2071 | if (level_loss < 0) |
1959 | if (level_loss < 0) |
2072 | level_loss = 0; |
1960 | level_loss = 0; |
|
|
1961 | |
2073 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1962 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
2074 | |
1963 | |
2075 | op->stats.exp -= loss; |
1964 | op->stats.exp -= loss; |
2076 | player_lvl_adj (op, NULL); |
1965 | player_lvl_adj (op, NULL); |
2077 | } |
1966 | } |
2078 | |
1967 | |