1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
|
|
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!" |
|
|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
|
|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
|
|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
|
|
207 | "You feel your spirits return." |
|
|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
|
|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
|
|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
|
|
216 | "You feel more potent." |
|
|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
|
|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
|
|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
|
|
225 | "You feel less potent!" |
|
|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
231 | |
232 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
235 | }; |
235 | |
236 | |
236 | /* |
237 | /* |
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * what attr is (STR to POW). |
239 | * what attr is (STR to POW). |
239 | */ |
240 | */ |
240 | |
|
|
241 | void |
241 | void |
242 | set_attr_value (living * stats, int attr, sint8 value) |
242 | set_attr_value (living *stats, int attr, sint8 value) |
243 | { |
243 | { |
244 | switch (attr) |
244 | switch (attr) |
245 | { |
245 | { |
246 | case STR: |
246 | case STR: |
247 | stats->Str = value; |
247 | stats->Str = value; |
… | |
… | |
269 | |
269 | |
270 | /* |
270 | /* |
271 | * Like set_attr_value(), but instead the value (which can be negative) |
271 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
272 | * is added to the specified stat. |
273 | */ |
273 | */ |
274 | |
|
|
275 | void |
274 | void |
276 | change_attr_value (living * stats, int attr, sint8 value) |
275 | change_attr_value (living *stats, int attr, sint8 value) |
277 | { |
276 | { |
278 | if (value == 0) |
277 | if (value == 0) |
279 | return; |
278 | return; |
|
|
279 | |
280 | switch (attr) |
280 | switch (attr) |
281 | { |
281 | { |
282 | case STR: |
282 | case STR: |
283 | stats->Str += value; |
283 | stats->Str += value; |
284 | break; |
284 | break; |
… | |
… | |
308 | /* |
308 | /* |
309 | * returns the specified stat. See also set_attr_value(). |
309 | * returns the specified stat. See also set_attr_value(). |
310 | */ |
310 | */ |
311 | |
311 | |
312 | sint8 |
312 | sint8 |
313 | get_attr_value (const living * stats, int attr) |
313 | get_attr_value (const living *stats, int attr) |
314 | { |
314 | { |
315 | switch (attr) |
315 | switch (attr) |
316 | { |
316 | { |
317 | case STR: |
|
|
318 | return (stats->Str); |
317 | case STR: return stats->Str; |
319 | case DEX: |
|
|
320 | return (stats->Dex); |
318 | case DEX: return stats->Dex; |
321 | case CON: |
|
|
322 | return (stats->Con); |
319 | case CON: return stats->Con; |
323 | case WIS: |
|
|
324 | return (stats->Wis); |
320 | case WIS: return stats->Wis; |
325 | case CHA: |
|
|
326 | return (stats->Cha); |
321 | case CHA: return stats->Cha; |
327 | case INT: |
|
|
328 | return (stats->Int); |
322 | case INT: return stats->Int; |
329 | case POW: |
|
|
330 | return (stats->Pow); |
323 | case POW: return stats->Pow; |
331 | } |
324 | } |
|
|
325 | |
332 | return 0; |
326 | return 0; |
333 | } |
327 | } |
334 | |
328 | |
335 | /* |
329 | /* |
336 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
337 | * 1-30 stat limit. |
331 | * 1-30 stat limit. |
338 | */ |
332 | */ |
339 | |
333 | |
340 | void |
334 | void |
341 | check_stat_bounds (living * stats) |
335 | check_stat_bounds (living *stats) |
342 | { |
336 | { |
343 | int i, v; |
337 | int i, v; |
344 | |
338 | |
345 | for (i = 0; i < NUM_STATS; i++) |
339 | for (i = 0; i < NUM_STATS; i++) |
346 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
… | |
… | |
378 | char message[MAX_BUF]; |
372 | char message[MAX_BUF]; |
379 | int potion_max = 0; |
373 | int potion_max = 0; |
380 | |
374 | |
381 | /* remember what object was like before it was changed. note that |
375 | /* remember what object was like before it was changed. note that |
382 | * refop is a local copy of op only to be used for detecting changes |
376 | * refop is a local copy of op only to be used for detecting changes |
383 | * found by fix_player. refop is not a real object |
377 | * found by update_stats. refop is not a real object |
384 | */ |
378 | */ |
385 | object_pod refop = *op; |
379 | object_copy refop = *op; |
386 | |
380 | |
387 | if (op->type == PLAYER) |
381 | if (op->type == PLAYER) |
388 | { |
382 | { |
389 | if (tmp->type == POTION) |
383 | if (tmp->type == POTION) |
390 | { |
384 | { |
… | |
… | |
408 | nstat = 1; |
402 | nstat = 1; |
409 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
410 | { |
404 | { |
411 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
412 | } |
406 | } |
|
|
407 | |
413 | if (nstat != ostat) |
408 | if (nstat != ostat) |
414 | { |
409 | { |
415 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
416 | potion_max = 0; |
411 | potion_max = 0; |
417 | } |
412 | } |
… | |
… | |
419 | { |
414 | { |
420 | /* potion is useless - player has already hit the natural maximum */ |
415 | /* potion is useless - player has already hit the natural maximum */ |
421 | potion_max = 1; |
416 | potion_max = 1; |
422 | } |
417 | } |
423 | } |
418 | } |
|
|
419 | |
424 | /* This section of code ups the characters normal stats also. I am not |
420 | /* This section of code ups the characters normal stats also. I am not |
425 | * sure if this is strictly necessary, being that fix_player probably |
421 | * sure if this is strictly necessary, being that fix_player probably |
426 | * recalculates this anyway. |
422 | * recalculates this anyway. |
427 | */ |
423 | */ |
428 | for (j = 0; j < NUM_STATS; j++) |
424 | for (j = 0; j < NUM_STATS; j++) |
429 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
|
|
426 | |
430 | check_stat_bounds (&(op->stats)); |
427 | check_stat_bounds (&(op->stats)); |
431 | } /* end of potion handling code */ |
428 | } /* end of potion handling code */ |
432 | } |
429 | } |
433 | |
430 | |
434 | /* reset attributes that fix_player doesn't reset since it doesn't search |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
… | |
… | |
448 | |
445 | |
449 | /* call fix_player since op object could have whatever attribute due |
446 | /* call fix_player since op object could have whatever attribute due |
450 | * to multiple items. if fix_player always has to be called after |
447 | * to multiple items. if fix_player always has to be called after |
451 | * change_ability then might as well call it from here |
448 | * change_ability then might as well call it from here |
452 | */ |
449 | */ |
453 | fix_player (op); |
450 | op->update_stats (); |
454 | |
451 | |
455 | /* Fix player won't add the bows ability to the player, so don't |
452 | /* Fix player won't add the bows ability to the player, so don't |
456 | * print out message if this is a bow. |
453 | * print out message if this is a bow. |
457 | */ |
454 | */ |
458 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
459 | { |
456 | { |
460 | success = 1; |
457 | success = 1; |
461 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
458 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
462 | } |
459 | } |
|
|
460 | |
463 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
461 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
464 | { |
462 | { |
465 | success = 1; |
463 | success = 1; |
466 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
464 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
467 | } |
465 | } |
|
|
466 | |
468 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
467 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
469 | { |
468 | { |
470 | success = 1; |
469 | success = 1; |
471 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
470 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
472 | } |
471 | } |
|
|
472 | |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
474 | { |
474 | { |
475 | success = 1; |
475 | success = 1; |
476 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
476 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
477 | } |
477 | } |
|
|
478 | |
478 | /* movement type has changed. We don't care about cases where |
479 | /* movement type has changed. We don't care about cases where |
479 | * user has multiple items giving the same type appled like we |
480 | * user has multiple items giving the same type appled like we |
480 | * used to - that is more work than what we gain, plus messages |
481 | * used to - that is more work than what we gain, plus messages |
481 | * can be misleading (a little higher could be miscontrued from |
482 | * can be misleading (a little higher could be miscontrued from |
482 | * from fly high) |
483 | * from fly high) |
… | |
… | |
530 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
531 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
531 | { |
532 | { |
532 | success = 1; |
533 | success = 1; |
533 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
534 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
534 | } |
535 | } |
|
|
536 | |
535 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
537 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
536 | { |
538 | { |
537 | success = 1; |
539 | success = 1; |
538 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
540 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
539 | } |
541 | } |
|
|
542 | |
540 | /* blinded you can tell if more blinded since blinded player has minimal |
543 | /* blinded you can tell if more blinded since blinded player has minimal |
541 | * vision |
544 | * vision |
542 | */ |
545 | */ |
543 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
546 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
544 | { |
547 | { |
… | |
… | |
651 | |
654 | |
652 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
655 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
653 | } |
656 | } |
654 | } |
657 | } |
655 | |
658 | |
656 | if (tmp->type != EXPERIENCE && !potion_max) |
659 | if (!potion_max) |
657 | { |
660 | { |
658 | for (j = 0; j < NUM_STATS; j++) |
661 | for (j = 0; j < NUM_STATS; j++) |
659 | { |
662 | { |
660 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
661 | { |
664 | { |
662 | success = 1; |
665 | success = 1; |
663 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
664 | } |
667 | } |
665 | } |
668 | } |
666 | } |
669 | } |
|
|
670 | |
667 | return success; |
671 | return success; |
668 | } |
672 | } |
669 | |
673 | |
670 | /* |
674 | /* |
671 | * Stat draining by Vick 930307 |
675 | * Stat draining by Vick 930307 |
672 | * (Feeling evil, I made it work as well now. -Frank 8) |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
673 | */ |
677 | */ |
674 | |
678 | |
675 | void |
679 | void |
676 | drain_stat (object *op) |
680 | object::drain_stat () |
677 | { |
681 | { |
678 | drain_specific_stat (op, RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
679 | } |
683 | } |
680 | |
684 | |
681 | void |
685 | void |
682 | drain_specific_stat (object *op, int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
683 | { |
687 | { |
684 | object *tmp; |
688 | object *tmp; |
685 | archetype *at; |
689 | archetype *at; |
686 | |
690 | |
687 | at = archetype::find (ARCH_DEPLETION); |
691 | at = archetype::find (ARCH_DEPLETION); |
… | |
… | |
690 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
694 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
691 | return; |
695 | return; |
692 | } |
696 | } |
693 | else |
697 | else |
694 | { |
698 | { |
695 | tmp = present_arch_in_ob (at, op); |
699 | tmp = present_arch_in_ob (at, this); |
|
|
700 | |
696 | if (!tmp) |
701 | if (!tmp) |
697 | { |
702 | { |
698 | tmp = arch_to_object (at); |
703 | tmp = arch_to_object (at); |
699 | tmp = insert_ob_in_ob (tmp, op); |
704 | tmp = insert_ob_in_ob (tmp, this); |
700 | SET_FLAG (tmp, FLAG_APPLIED); |
705 | SET_FLAG (tmp, FLAG_APPLIED); |
701 | } |
706 | } |
702 | } |
707 | } |
703 | |
708 | |
704 | new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
709 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
705 | change_attr_value (&tmp->stats, deplete_stats, -1); |
710 | change_attr_value (&tmp->stats, deplete_stats, -1); |
706 | fix_player (op); |
711 | update_stats (); |
707 | } |
712 | } |
708 | |
713 | |
709 | /* |
714 | /* |
710 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
715 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
711 | * via an applied bad_luck object. |
716 | * via an applied bad_luck object. |
712 | */ |
717 | */ |
713 | |
|
|
714 | void |
718 | void |
715 | change_luck (object *op, int value) |
719 | object::change_luck (int value) |
716 | { |
720 | { |
717 | object *tmp; |
|
|
718 | archetype *at; |
|
|
719 | int new_luck; |
|
|
720 | |
|
|
721 | at = archetype::find ("luck"); |
721 | archetype *at = archetype::find ("luck"); |
722 | if (!at) |
722 | if (!at) |
723 | LOG (llevError, "Couldn't find archetype luck.\n"); |
723 | LOG (llevError, "Couldn't find archetype luck.\n"); |
724 | else |
724 | else |
725 | { |
725 | { |
726 | tmp = present_arch_in_ob (at, op); |
726 | object *tmp = present_arch_in_ob (at, this); |
|
|
727 | |
727 | if (!tmp) |
728 | if (!tmp) |
728 | { |
729 | { |
729 | if (!value) |
730 | if (!value) |
730 | return; |
731 | return; |
|
|
732 | |
731 | tmp = arch_to_object (at); |
733 | tmp = arch_to_object (at); |
732 | tmp = insert_ob_in_ob (tmp, op); |
734 | tmp = insert_ob_in_ob (tmp, this); |
733 | SET_FLAG (tmp, FLAG_APPLIED); |
735 | SET_FLAG (tmp, FLAG_APPLIED); |
734 | } |
736 | } |
|
|
737 | |
735 | if (value) |
738 | if (value) |
736 | { |
739 | { |
737 | /* Limit the luck value of the bad luck object to +/-100. This |
740 | /* Limit the luck value of the bad luck object to +/-100. This |
738 | * (arbitrary) value prevents overflows (both in the bad luck object and |
741 | * (arbitrary) value prevents overflows (both in the bad luck object and |
739 | * in op itself). |
742 | * in op itself). |
740 | */ |
743 | */ |
741 | new_luck = tmp->stats.luck + value; |
744 | int new_luck = tmp->stats.luck + value; |
|
|
745 | |
742 | if (new_luck >= -100 && new_luck <= 100) |
746 | if (new_luck >= -100 && new_luck <= 100) |
743 | { |
747 | { |
744 | op->stats.luck += value; |
748 | stats.luck += value; |
745 | tmp->stats.luck = new_luck; |
749 | tmp->stats.luck = new_luck; |
746 | } |
750 | } |
747 | } |
751 | } |
748 | else |
752 | else |
749 | { |
753 | { |
750 | if (!tmp->stats.luck) |
754 | if (!tmp->stats.luck) |
751 | { |
|
|
752 | return; |
755 | return; |
753 | } |
756 | |
754 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
755 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
756 | */ |
759 | */ |
757 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
760 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
758 | { |
761 | { |
759 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
760 | |
763 | |
761 | op->stats.luck += diff; |
764 | stats.luck += diff; |
762 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
763 | } |
766 | } |
764 | } |
767 | } |
765 | } |
768 | } |
766 | } |
769 | } |
767 | |
770 | |
768 | /* |
771 | /* |
769 | * Subtracts stat-bonuses given by the class which the player has chosen. |
772 | * Subtracts stat-bonuses given by the class which the player has chosen. |
770 | */ |
773 | */ |
771 | |
|
|
772 | void |
774 | void |
773 | remove_statbonus (object *op) |
775 | object::remove_statbonus () |
774 | { |
776 | { |
775 | op->stats.Str -= op->arch->clone.stats.Str; |
777 | stats.Str -= arch->clone.stats.Str; |
776 | op->stats.Dex -= op->arch->clone.stats.Dex; |
778 | stats.Dex -= arch->clone.stats.Dex; |
777 | op->stats.Con -= op->arch->clone.stats.Con; |
779 | stats.Con -= arch->clone.stats.Con; |
778 | op->stats.Wis -= op->arch->clone.stats.Wis; |
780 | stats.Wis -= arch->clone.stats.Wis; |
779 | op->stats.Pow -= op->arch->clone.stats.Pow; |
781 | stats.Pow -= arch->clone.stats.Pow; |
780 | op->stats.Cha -= op->arch->clone.stats.Cha; |
782 | stats.Cha -= arch->clone.stats.Cha; |
781 | op->stats.Int -= op->arch->clone.stats.Int; |
783 | stats.Int -= arch->clone.stats.Int; |
|
|
784 | |
782 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
785 | contr->orig_stats.Str -= arch->clone.stats.Str; |
783 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
786 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
784 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
787 | contr->orig_stats.Con -= arch->clone.stats.Con; |
785 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
788 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
786 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
789 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
787 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
790 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
788 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
791 | contr->orig_stats.Int -= arch->clone.stats.Int; |
789 | } |
792 | } |
790 | |
793 | |
791 | /* |
794 | /* |
792 | * Adds stat-bonuses given by the class which the player has chosen. |
795 | * Adds stat-bonuses given by the class which the player has chosen. |
793 | */ |
796 | */ |
794 | |
|
|
795 | void |
797 | void |
796 | add_statbonus (object *op) |
798 | object::add_statbonus () |
797 | { |
799 | { |
798 | op->stats.Str += op->arch->clone.stats.Str; |
800 | stats.Str += arch->clone.stats.Str; |
799 | op->stats.Dex += op->arch->clone.stats.Dex; |
801 | stats.Dex += arch->clone.stats.Dex; |
800 | op->stats.Con += op->arch->clone.stats.Con; |
802 | stats.Con += arch->clone.stats.Con; |
801 | op->stats.Wis += op->arch->clone.stats.Wis; |
803 | stats.Wis += arch->clone.stats.Wis; |
802 | op->stats.Pow += op->arch->clone.stats.Pow; |
804 | stats.Pow += arch->clone.stats.Pow; |
803 | op->stats.Cha += op->arch->clone.stats.Cha; |
805 | stats.Cha += arch->clone.stats.Cha; |
804 | op->stats.Int += op->arch->clone.stats.Int; |
806 | stats.Int += arch->clone.stats.Int; |
|
|
807 | |
805 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
808 | contr->orig_stats.Str += arch->clone.stats.Str; |
806 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
809 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
807 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
810 | contr->orig_stats.Con += arch->clone.stats.Con; |
808 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
811 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
809 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
812 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
810 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
813 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
811 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
814 | contr->orig_stats.Int += arch->clone.stats.Int; |
812 | } |
815 | } |
813 | |
816 | |
814 | /* |
817 | /* |
815 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
816 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
… | |
… | |
822 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
825 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
823 | spell system split, grace points now added to system --peterm |
826 | spell system split, grace points now added to system --peterm |
824 | */ |
827 | */ |
825 | |
828 | |
826 | void |
829 | void |
827 | fix_player (object *op) |
830 | object::update_stats () |
828 | { |
831 | { |
829 | int i, j; |
832 | int i, j; |
830 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | int weapon_weight = 0, weapon_speed = 0; |
834 | int weapon_weight = 0, weapon_speed = 0; |
832 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
833 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
834 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
837 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
|
|
838 | float old_speed = speed; |
835 | |
839 | |
836 | /* First task is to clear all the values back to their original values */ |
840 | /* First task is to clear all the values back to their original values */ |
837 | if (op->type == PLAYER) |
841 | if (type == PLAYER) |
838 | { |
842 | { |
839 | for (i = 0; i < NUM_STATS; i++) |
843 | for (i = 0; i < NUM_STATS; i++) |
840 | { |
|
|
841 | set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); |
844 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
842 | } |
845 | |
843 | if (settings.spell_encumbrance == TRUE) |
846 | if (settings.spell_encumbrance == TRUE) |
844 | op->contr->encumbrance = 0; |
847 | contr->encumbrance = 0; |
845 | |
848 | |
846 | op->attacktype = 0; |
849 | attacktype = 0; |
847 | op->contr->digestion = 0; |
850 | contr->digestion = 0; |
848 | op->contr->gen_hp = 0; |
851 | contr->gen_hp = 0; |
849 | op->contr->gen_sp = 0; |
852 | contr->gen_sp = 0; |
850 | op->contr->gen_grace = 0; |
853 | contr->gen_grace = 0; |
851 | op->contr->gen_sp_armour = 10; |
854 | contr->gen_sp_armour = 10; |
852 | op->contr->item_power = 0; |
855 | contr->item_power = 0; |
853 | |
856 | |
854 | /* Don't clobber all the range_ values. range_golem otherwise |
857 | /* Don't clobber all the range_ values. range_golem otherwise |
855 | * gets reset for no good reason, and we don't want to reset |
858 | * gets reset for no good reason, and we don't want to reset |
856 | * range_magic (what spell is readied). These three below |
859 | * range_magic (what spell is readied). These three below |
857 | * well get filled in based on what the player has equipped. |
860 | * well get filled in based on what the player has equipped. |
858 | */ |
861 | */ |
859 | op->contr->ranges[range_bow] = NULL; |
862 | contr->ranges[range_bow] = NULL; |
860 | op->contr->ranges[range_misc] = NULL; |
863 | contr->ranges[range_misc] = NULL; |
861 | op->contr->ranges[range_skill] = NULL; |
864 | contr->ranges[range_skill] = NULL; |
862 | } |
865 | } |
|
|
866 | |
863 | memcpy (op->body_used, op->body_info, sizeof (op->body_info)); |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
864 | |
868 | |
865 | op->slaying = 0; |
869 | slaying = 0; |
866 | |
870 | |
867 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
871 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
868 | { |
872 | { |
869 | CLEAR_FLAG (op, FLAG_XRAYS); |
873 | CLEAR_FLAG (this, FLAG_XRAYS); |
870 | CLEAR_FLAG (op, FLAG_MAKE_INVIS); |
874 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
871 | } |
875 | } |
872 | |
876 | |
873 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
877 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
874 | CLEAR_FLAG (op, FLAG_STEALTH); |
878 | CLEAR_FLAG (this, FLAG_STEALTH); |
875 | CLEAR_FLAG (op, FLAG_BLIND); |
879 | CLEAR_FLAG (this, FLAG_BLIND); |
876 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
877 | CLEAR_FLAG (op, FLAG_REFL_SPELL); |
|
|
878 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
879 | CLEAR_FLAG (op, FLAG_REFL_MISSILE); |
|
|
880 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
881 | CLEAR_FLAG (op, FLAG_UNDEAD); |
|
|
882 | if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
883 | CLEAR_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
884 | |
880 | |
|
|
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
|
|
882 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
|
|
883 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
|
|
884 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
885 | |
885 | op->path_attuned = op->arch->clone.path_attuned; |
886 | path_attuned = arch->clone.path_attuned; |
886 | op->path_repelled = op->arch->clone.path_repelled; |
887 | path_repelled = arch->clone.path_repelled; |
887 | op->path_denied = op->arch->clone.path_denied; |
888 | path_denied = arch->clone.path_denied; |
888 | op->glow_radius = op->arch->clone.glow_radius; |
889 | glow_radius = arch->clone.glow_radius; |
889 | op->move_type = op->arch->clone.move_type; |
890 | move_type = arch->clone.move_type; |
890 | op->chosen_skill = NULL; |
891 | chosen_skill = NULL; |
891 | |
892 | |
892 | /* initializing resistances from the values in player/monster's |
893 | /* initializing resistances from the values in player/monster's |
893 | * archetype clone |
894 | * archetype clone |
894 | */ |
895 | */ |
895 | memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); |
896 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
896 | |
897 | |
897 | for (i = 0; i < NROFATTACKS; i++) |
898 | for (i = 0; i < NROFATTACKS; i++) |
898 | { |
899 | { |
899 | if (op->resist[i] > 0) |
900 | if (resist[i] > 0) |
900 | prot[i] = op->resist[i], vuln[i] = 0; |
901 | prot[i] = resist[i], vuln[i] = 0; |
901 | else |
902 | else |
902 | vuln[i] = -(op->resist[i]), prot[i] = 0; |
903 | vuln[i] = -(resist[i]), prot[i] = 0; |
903 | potion_resist[i] = 0; |
904 | potion_resist[i] = 0; |
904 | } |
905 | } |
905 | |
906 | |
906 | wc = op->arch->clone.stats.wc; |
907 | wc = arch->clone.stats.wc; |
907 | op->stats.dam = op->arch->clone.stats.dam; |
908 | stats.dam = arch->clone.stats.dam; |
908 | |
909 | |
909 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
910 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
910 | * plus a small amount of physical resist, those poor suckers. ;) |
911 | * plus a small amount of physical resist, those poor suckers. ;) |
911 | * the fact that maxlevel is factored in could be considered sort of bogus - |
912 | * the fact that maxlevel is factored in could be considered sort of bogus - |
912 | * we should probably give them some bonus and cap it off - otherwise, |
913 | * we should probably give them some bonus and cap it off - otherwise, |
913 | * basically, if a server updates its max level, these playes may find |
914 | * basically, if a server updates its max level, these playes may find |
914 | * that their protection from physical goes down |
915 | * that their protection from physical goes down |
915 | */ |
916 | */ |
916 | if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) |
917 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
917 | { |
918 | { |
918 | ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); |
919 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
919 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; |
920 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
920 | } |
921 | } |
921 | else |
922 | else |
922 | ac = op->arch->clone.stats.ac; |
923 | ac = arch->clone.stats.ac; |
923 | |
924 | |
924 | op->stats.luck = op->arch->clone.stats.luck; |
925 | stats.luck = arch->clone.stats.luck; |
925 | op->speed = op->arch->clone.speed; |
926 | speed = arch->clone.speed; |
926 | |
927 | |
927 | /* OK - we've reset most all the objects attributes to sane values. |
928 | /* OK - we've reset most all the objects attributes to sane values. |
928 | * now go through and make adjustments for what the player has equipped. |
929 | * now go through and make adjustments for what the player has equipped. |
929 | */ |
930 | */ |
930 | |
|
|
931 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
931 | for (tmp = inv; tmp; tmp = tmp->below) |
932 | { |
932 | { |
933 | /* See note in map.c:update_position about making this additive |
933 | /* See note in map.c:update_position about making this additive |
934 | * since light sources are never applied, need to put check here. |
934 | * since light sources are never applied, need to put check here. |
935 | */ |
935 | */ |
936 | if (tmp->glow_radius > op->glow_radius) |
936 | if (tmp->glow_radius > glow_radius) |
937 | op->glow_radius = tmp->glow_radius; |
937 | glow_radius = tmp->glow_radius; |
938 | |
938 | |
939 | /* This happens because apply_potion calls change_abil with the potion |
939 | /* This happens because apply_potion calls change_abil with the potion |
940 | * applied so we can tell the player what chagned. But change_abil |
940 | * applied so we can tell the player what chagned. But change_abil |
941 | * then calls this function. |
941 | * then calls this function. |
942 | */ |
942 | */ |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
944 | { |
|
|
945 | continue; |
944 | continue; |
946 | } |
|
|
947 | |
945 | |
948 | /* For some things, we don't care what is equipped */ |
946 | /* For some things, we don't care what is equipped */ |
949 | if (tmp->type == SKILL) |
947 | if (tmp->type == SKILL) |
950 | { |
948 | { |
951 | /* Want to take the highest skill here. */ |
949 | /* Want to take the highest skill here. */ |
… | |
… | |
954 | if (!mana_obj) |
952 | if (!mana_obj) |
955 | mana_obj = tmp; |
953 | mana_obj = tmp; |
956 | else if (tmp->level > mana_obj->level) |
954 | else if (tmp->level > mana_obj->level) |
957 | mana_obj = tmp; |
955 | mana_obj = tmp; |
958 | } |
956 | } |
|
|
957 | |
959 | if (IS_GRACE_SKILL (tmp->subtype)) |
958 | if (IS_GRACE_SKILL (tmp->subtype)) |
960 | { |
959 | { |
961 | if (!grace_obj) |
960 | if (!grace_obj) |
962 | grace_obj = tmp; |
961 | grace_obj = tmp; |
963 | else if (tmp->level > grace_obj->level) |
962 | else if (tmp->level > grace_obj->level) |
… | |
… | |
975 | * up, etc. |
974 | * up, etc. |
976 | */ |
975 | */ |
977 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
976 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
978 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
977 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
979 | { |
978 | { |
980 | if (op->type == PLAYER) |
979 | if (type == PLAYER) |
981 | { |
980 | { |
982 | if (tmp->type == BOW) |
981 | if (tmp->type == BOW) |
983 | op->contr->ranges[range_bow] = tmp; |
982 | contr->ranges[range_bow] = tmp; |
984 | |
983 | |
985 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
984 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
986 | op->contr->ranges[range_misc] = tmp; |
985 | contr->ranges[range_misc] = tmp; |
987 | |
986 | |
988 | for (i = 0; i < NUM_STATS; i++) |
987 | for (i = 0; i < NUM_STATS; i++) |
989 | change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); |
988 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
990 | |
989 | |
991 | /* these are the items that currently can change digestion, regeneration, |
990 | /* these are the items that currently can change digestion, regeneration, |
992 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
991 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
993 | * list, but other items store other info into stats array. |
992 | * list, but other items store other info into stats array. |
994 | */ |
993 | */ |
995 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
994 | if ((tmp->type == WEAPON) || |
996 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
995 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
997 | (tmp->type == SHIELD) || (tmp->type == RING) || |
996 | (tmp->type == SHIELD) || (tmp->type == RING) || |
998 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
997 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
999 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
998 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
1000 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) |
999 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
|
|
1000 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
|
|
1001 | (tmp->type == SKILL)) |
1001 | { |
1002 | { |
1002 | op->contr->digestion += tmp->stats.food; |
1003 | contr->digestion += tmp->stats.food; |
1003 | op->contr->gen_hp += tmp->stats.hp; |
1004 | contr->gen_hp += tmp->stats.hp; |
1004 | op->contr->gen_sp += tmp->stats.sp; |
1005 | contr->gen_sp += tmp->stats.sp; |
1005 | op->contr->gen_grace += tmp->stats.grace; |
1006 | contr->gen_grace += tmp->stats.grace; |
1006 | op->contr->gen_sp_armour += tmp->gen_sp_armour; |
1007 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1007 | op->contr->item_power += tmp->item_power; |
1008 | contr->item_power += tmp->item_power; |
1008 | } |
1009 | } |
1009 | } /* if this is a player */ |
1010 | } /* if this is a player */ |
1010 | |
1011 | |
1011 | /* Update slots used for items */ |
1012 | /* Update slots used for items */ |
1012 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1013 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1013 | { |
|
|
1014 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1014 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1015 | op->body_used[i] += tmp->body_info[i]; |
1015 | body_used[i] += tmp->body_info[i]; |
1016 | } |
|
|
1017 | |
1016 | |
1018 | if (tmp->type == SYMPTOM) |
1017 | if (tmp->type == SYMPTOM) |
1019 | { |
1018 | { |
1020 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1019 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1021 | if (speed_reduce_from_disease == 0) |
1020 | if (speed_reduce_from_disease == 0) |
1022 | speed_reduce_from_disease = 1; |
1021 | speed_reduce_from_disease = 1; |
1023 | } |
1022 | } |
1024 | |
1023 | |
1025 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1026 | * (Negative protections are calculated extactly like positive.) |
1025 | * (Negative protections are calculated exactly like positive.) |
1027 | * Resistance from potions are treated special as well. If there's |
1026 | * Resistance from potions are treated special as well. If there's |
1028 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | * more than one potion-effect, the bigger prot.-value is taken. |
1029 | */ |
1028 | */ |
1030 | if (tmp->type != POTION) |
1029 | if (tmp->type != POTION) |
1031 | { |
1030 | { |
1032 | for (i = 0; i < NROFATTACKS; i++) |
1031 | for (i = 0; i < NROFATTACKS; i++) |
1033 | { |
1032 | { |
1034 | /* Potential for cursed potions, in which case we just can use |
1033 | /* Potential for cursed potions, in which case we just can use |
1035 | * a straight MAX, as potion_resist is initialized to zero. |
1034 | * a straight MAX, as potion_resist is initialised to zero. |
1036 | */ |
1035 | */ |
1037 | if (tmp->type == POTION_EFFECT) |
1036 | if (tmp->type == POTION_EFFECT) |
1038 | { |
1037 | { |
1039 | if (potion_resist[i]) |
1038 | if (potion_resist[i]) |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1041 | else |
1040 | else |
1042 | potion_resist[i] = tmp->resist[i]; |
1041 | potion_resist[i] = tmp->resist[i]; |
1043 | } |
1042 | } |
1044 | else if (tmp->resist[i] > 0) |
1043 | else if (tmp->resist[i] > 0) |
1045 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1046 | else if (tmp->resist[i] < 0) |
1045 | else if (tmp->resist[i] < 0) |
1047 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1046 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1048 | } |
1047 | } |
1049 | } |
1048 | } |
1050 | |
1049 | |
1051 | /* There may be other things that should not adjust the attacktype */ |
1050 | /* There may be other things that should not adjust the attacktype */ |
1052 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1051 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1053 | op->attacktype |= tmp->attacktype; |
1052 | attacktype |= tmp->attacktype; |
1054 | |
1053 | |
1055 | op->path_attuned |= tmp->path_attuned; |
1054 | path_attuned |= tmp->path_attuned; |
1056 | op->path_repelled |= tmp->path_repelled; |
1055 | path_repelled |= tmp->path_repelled; |
1057 | op->path_denied |= tmp->path_denied; |
1056 | path_denied |= tmp->path_denied; |
1058 | op->stats.luck += tmp->stats.luck; |
1057 | stats.luck += tmp->stats.luck; |
1059 | op->move_type |= tmp->move_type; |
1058 | move_type |= tmp->move_type; |
1060 | |
1059 | |
1061 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1062 | SET_FLAG (op, FLAG_LIFESAVE); |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1063 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1064 | SET_FLAG (op, FLAG_REFL_SPELL); |
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1065 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) |
1064 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
1066 | SET_FLAG (op, FLAG_REFL_MISSILE); |
1065 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
1067 | if (QUERY_FLAG (tmp, FLAG_STEALTH)) |
1066 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
1068 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1069 | if (QUERY_FLAG (tmp, FLAG_XRAYS)) |
|
|
1070 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1071 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
|
|
1072 | SET_FLAG (op, FLAG_BLIND); |
|
|
1073 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) |
|
|
1074 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1075 | |
1067 | |
1076 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
1068 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
1077 | SET_FLAG (op, FLAG_UNDEAD); |
1069 | SET_FLAG (this, FLAG_UNDEAD); |
1078 | |
1070 | |
1079 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1071 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1080 | { |
1072 | { |
1081 | SET_FLAG (op, FLAG_MAKE_INVIS); |
1073 | SET_FLAG (this, FLAG_MAKE_INVIS); |
1082 | op->invisible = 1; |
1074 | invisible = 1; |
1083 | } |
1075 | } |
1084 | |
1076 | |
1085 | if (tmp->stats.exp && tmp->type != SKILL) |
1077 | if (tmp->stats.exp && tmp->type != SKILL) |
1086 | { |
1078 | { |
1087 | if (tmp->stats.exp > 0) |
1079 | if (tmp->stats.exp > 0) |
… | |
… | |
1102 | break; |
1094 | break; |
1103 | |
1095 | |
1104 | if (IS_COMBAT_SKILL (tmp->subtype)) |
1096 | if (IS_COMBAT_SKILL (tmp->subtype)) |
1105 | wc_obj = tmp; |
1097 | wc_obj = tmp; |
1106 | |
1098 | |
1107 | if (op->chosen_skill) |
1099 | if (chosen_skill) |
1108 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
1100 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1109 | |
1101 | |
1110 | op->chosen_skill = tmp; |
1102 | chosen_skill = tmp; |
1111 | |
1103 | |
1112 | if (tmp->stats.dam > 0) |
1104 | if (tmp->stats.dam > 0) |
1113 | { /* skill is a 'weapon' */ |
1105 | { /* skill is a 'weapon' */ |
1114 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1106 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1115 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1107 | weapon_speed = (int) WEAPON_SPEED (tmp); |
|
|
1108 | |
1116 | if (weapon_speed < 0) |
1109 | if (weapon_speed < 0) |
1117 | weapon_speed = 0; |
1110 | weapon_speed = 0; |
|
|
1111 | |
1118 | weapon_weight = tmp->weight; |
1112 | weapon_weight = tmp->weight; |
1119 | op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); |
1113 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
|
|
1114 | |
1120 | if (tmp->magic) |
1115 | if (tmp->magic) |
1121 | op->stats.dam += tmp->magic; |
1116 | stats.dam += tmp->magic; |
1122 | } |
1117 | } |
1123 | |
1118 | |
1124 | if (tmp->stats.wc) |
1119 | if (tmp->stats.wc) |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1120 | wc -= (tmp->stats.wc + tmp->magic); |
1126 | |
1121 | |
1127 | if (tmp->slaying != NULL) |
1122 | if (tmp->slaying != NULL) |
1128 | op->slaying = tmp->slaying; |
1123 | slaying = tmp->slaying; |
1129 | |
1124 | |
1130 | if (tmp->stats.ac) |
1125 | if (tmp->stats.ac) |
1131 | ac -= (tmp->stats.ac + tmp->magic); |
1126 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1127 | |
1132 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1128 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1133 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1129 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1134 | |
1130 | |
1135 | if (op->type == PLAYER) |
1131 | if (type == PLAYER) |
1136 | op->contr->ranges[range_skill] = op; |
1132 | contr->ranges[range_skill] = this; |
|
|
1133 | |
1137 | break; |
1134 | break; |
1138 | |
1135 | |
1139 | case SKILL_TOOL: |
1136 | case SKILL_TOOL: |
1140 | if (op->chosen_skill) |
1137 | if (chosen_skill) |
1141 | { |
|
|
1142 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
1138 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1143 | } |
1139 | |
1144 | op->chosen_skill = tmp; |
1140 | chosen_skill = tmp; |
|
|
1141 | |
1145 | if (op->type == PLAYER) |
1142 | if (type == PLAYER) |
1146 | op->contr->ranges[range_skill] = op; |
1143 | contr->ranges[range_skill] = this; |
1147 | break; |
1144 | break; |
1148 | |
1145 | |
1149 | case SHIELD: |
1146 | case SHIELD: |
1150 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1147 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1151 | op->contr->encumbrance += (int) tmp->weight / 2000; |
1148 | contr->encumbrance += (int) tmp->weight / 2000; |
1152 | case RING: |
1149 | case RING: |
1153 | case AMULET: |
1150 | case AMULET: |
1154 | case GIRDLE: |
1151 | case GIRDLE: |
1155 | case HELMET: |
1152 | case HELMET: |
1156 | case BOOTS: |
1153 | case BOOTS: |
1157 | case GLOVES: |
1154 | case GLOVES: |
1158 | case CLOAK: |
1155 | case CLOAK: |
1159 | if (tmp->stats.wc) |
1156 | if (tmp->stats.wc) |
1160 | wc -= (tmp->stats.wc + tmp->magic); |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1158 | |
1161 | if (tmp->stats.dam) |
1159 | if (tmp->stats.dam) |
1162 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1160 | stats.dam += (tmp->stats.dam + tmp->magic); |
|
|
1161 | |
1163 | if (tmp->stats.ac) |
1162 | if (tmp->stats.ac) |
1164 | ac -= (tmp->stats.ac + tmp->magic); |
1163 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1164 | |
1165 | break; |
1165 | break; |
1166 | |
1166 | |
1167 | case WEAPON: |
1167 | case WEAPON: |
1168 | wc -= (tmp->stats.wc + tmp->magic); |
1168 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1169 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1171 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1172 | |
1171 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1173 | stats.dam += (tmp->stats.dam + tmp->magic); |
1172 | weapon_weight = tmp->weight; |
1174 | weapon_weight = tmp->weight; |
1173 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1176 | |
1174 | if (weapon_speed < 0) |
1177 | if (weapon_speed < 0) |
1175 | weapon_speed = 0; |
1178 | weapon_speed = 0; |
|
|
1179 | |
1176 | op->slaying = tmp->slaying; |
1180 | slaying = tmp->slaying; |
1177 | /* If there is desire that two handed weapons should do |
1181 | /* If there is desire that two handed weapons should do |
1178 | * extra strength damage, this is where the code should |
1182 | * extra strength damage, this is where the code should |
1179 | * go. |
1183 | * go. |
1180 | */ |
1184 | */ |
1181 | op->current_weapon = tmp; |
1185 | current_weapon = tmp; |
1182 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1186 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1183 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1187 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1184 | |
1188 | |
1185 | break; |
1189 | break; |
1186 | |
1190 | |
1187 | case ARMOUR: /* Only the best of these three are used: */ |
1191 | case ARMOUR: /* Only the best of these three are used: */ |
1188 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1192 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1189 | op->contr->encumbrance += (int) tmp->weight / 1000; |
1193 | contr->encumbrance += (int) tmp->weight / 1000; |
1190 | |
1194 | |
1191 | case BRACERS: |
1195 | case BRACERS: |
1192 | case FORCE: |
1196 | case FORCE: |
1193 | if (tmp->stats.wc) |
1197 | if (tmp->stats.wc) |
1194 | { |
1198 | { |
… | |
… | |
1198 | best_wc = tmp->stats.wc + tmp->magic; |
1202 | best_wc = tmp->stats.wc + tmp->magic; |
1199 | } |
1203 | } |
1200 | else |
1204 | else |
1201 | wc += tmp->stats.wc + tmp->magic; |
1205 | wc += tmp->stats.wc + tmp->magic; |
1202 | } |
1206 | } |
|
|
1207 | |
1203 | if (tmp->stats.ac) |
1208 | if (tmp->stats.ac) |
1204 | { |
1209 | { |
1205 | if (best_ac < tmp->stats.ac + tmp->magic) |
1210 | if (best_ac < tmp->stats.ac + tmp->magic) |
1206 | { |
1211 | { |
1207 | ac += best_ac; /* Remove last bonus */ |
1212 | ac += best_ac; /* Remove last bonus */ |
1208 | best_ac = tmp->stats.ac + tmp->magic; |
1213 | best_ac = tmp->stats.ac + tmp->magic; |
1209 | } |
1214 | } |
1210 | else /* To nullify the below effect */ |
1215 | else /* To nullify the below effect */ |
1211 | ac += tmp->stats.ac + tmp->magic; |
1216 | ac += tmp->stats.ac + tmp->magic; |
1212 | } |
1217 | } |
|
|
1218 | |
1213 | if (tmp->stats.wc) |
1219 | if (tmp->stats.wc) |
1214 | wc -= (tmp->stats.wc + tmp->magic); |
1220 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1221 | |
1215 | if (tmp->stats.ac) |
1222 | if (tmp->stats.ac) |
1216 | ac -= (tmp->stats.ac + tmp->magic); |
1223 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1224 | |
1217 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1225 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1218 | max = ARMOUR_SPEED (tmp) / 10.0; |
1226 | max = ARMOUR_SPEED (tmp) / 10.0; |
|
|
1227 | |
1219 | break; |
1228 | break; |
1220 | } /* switch tmp->type */ |
1229 | } /* switch tmp->type */ |
1221 | } /* item is equipped */ |
1230 | } /* item is equipped */ |
1222 | } /* for loop of items */ |
1231 | } /* for loop of items */ |
1223 | |
1232 | |
… | |
… | |
1231 | * If there is a cursed (and no uncursed) potion in effect, we take |
1240 | * If there is a cursed (and no uncursed) potion in effect, we take |
1232 | * 'total resistance = vulnerability from cursed potion'. |
1241 | * 'total resistance = vulnerability from cursed potion'. |
1233 | */ |
1242 | */ |
1234 | for (i = 0; i < NROFATTACKS; i++) |
1243 | for (i = 0; i < NROFATTACKS; i++) |
1235 | { |
1244 | { |
1236 | op->resist[i] = prot[i] - vuln[i]; |
1245 | resist[i] = prot[i] - vuln[i]; |
|
|
1246 | |
1237 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) |
1247 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1238 | op->resist[i] = potion_resist[i]; |
1248 | resist[i] = potion_resist[i]; |
1239 | } |
1249 | } |
1240 | |
1250 | |
1241 | /* Figure out the players sp/mana/hp totals. */ |
1251 | /* Figure out the players sp/mana/hp totals. */ |
1242 | if (op->type == PLAYER) |
1252 | if (type == PLAYER) |
1243 | { |
1253 | { |
1244 | int pl_level; |
1254 | int pl_level; |
1245 | |
1255 | |
1246 | check_stat_bounds (&(op->stats)); |
1256 | check_stat_bounds (&(stats)); |
1247 | pl_level = op->level; |
1257 | pl_level = level; |
1248 | |
1258 | |
1249 | if (pl_level < 1) |
1259 | if (pl_level < 1) |
1250 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1260 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1251 | |
1261 | |
1252 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1262 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1253 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1263 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1254 | */ |
1264 | */ |
1255 | for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1265 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1256 | { |
1266 | { |
1257 | j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; |
1267 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1268 | |
1258 | if (i % 2 && con_bonus[op->stats.Con] % 2) |
1269 | if (i % 2 && con_bonus[stats.Con] % 2) |
1259 | { |
1270 | { |
1260 | if (con_bonus[op->stats.Con] > 0) |
1271 | if (con_bonus[stats.Con] > 0) |
1261 | j++; |
1272 | j++; |
1262 | else |
1273 | else |
1263 | j--; |
1274 | j--; |
1264 | } |
1275 | } |
|
|
1276 | |
1265 | op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1277 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1266 | } |
1278 | } |
1267 | |
1279 | |
1268 | for (i = 11; i <= op->level; i++) |
1280 | for (i = 11; i <= level; i++) |
1269 | op->stats.maxhp += 2; |
1281 | stats.maxhp += 2; |
1270 | |
1282 | |
1271 | if (op->stats.hp > op->stats.maxhp) |
1283 | if (stats.hp > stats.maxhp) |
1272 | op->stats.hp = op->stats.maxhp; |
1284 | stats.hp = stats.maxhp; |
1273 | |
1285 | |
1274 | /* Sp gain is controlled by the level of the player's |
1286 | /* Sp gain is controlled by the level of the player's |
1275 | * relevant experience object (mana_obj, see above) |
1287 | * relevant experience object (mana_obj, see above) |
1276 | */ |
1288 | */ |
1277 | /* following happen when skills system is not used */ |
1289 | /* following happen when skills system is not used */ |
1278 | if (!mana_obj) |
1290 | if (!mana_obj) |
1279 | mana_obj = op; |
1291 | mana_obj = this; |
|
|
1292 | |
1280 | if (!grace_obj) |
1293 | if (!grace_obj) |
1281 | grace_obj = op; |
1294 | grace_obj = this; |
|
|
1295 | |
1282 | /* set maxsp */ |
1296 | /* set maxsp */ |
1283 | if (!mana_obj || !mana_obj->level || op->type != PLAYER) |
1297 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
1284 | mana_obj = op; |
1298 | mana_obj = this; |
1285 | |
1299 | |
1286 | if (mana_obj == op && op->type == PLAYER) |
1300 | if (mana_obj == this && type == PLAYER) |
1287 | { |
|
|
1288 | op->stats.maxsp = 1; |
1301 | stats.maxsp = 1; |
1289 | } |
|
|
1290 | else |
1302 | else |
1291 | { |
1303 | { |
1292 | sp_tmp = 0.0; |
1304 | sp_tmp = 0.0; |
|
|
1305 | |
1293 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1306 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1294 | { |
1307 | { |
1295 | float stmp; |
1308 | float stmp; |
1296 | |
1309 | |
1297 | /* Got some extra bonus at first level */ |
1310 | /* Got some extra bonus at first level */ |
1298 | if (i < 2) |
1311 | if (i < 2) |
1299 | { |
|
|
1300 | stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); |
1312 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1301 | } |
|
|
1302 | else |
1313 | else |
1303 | { |
|
|
1304 | stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; |
1314 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1305 | } |
1315 | |
1306 | if (stmp < 1.0) |
1316 | if (stmp < 1.0) |
1307 | stmp = 1.0; |
1317 | stmp = 1.0; |
|
|
1318 | |
1308 | sp_tmp += stmp; |
1319 | sp_tmp += stmp; |
1309 | } |
1320 | } |
|
|
1321 | |
1310 | op->stats.maxsp = (int) sp_tmp; |
1322 | stats.maxsp = (int) sp_tmp; |
1311 | |
1323 | |
1312 | for (i = 11; i <= mana_obj->level; i++) |
1324 | for (i = 11; i <= mana_obj->level; i++) |
1313 | op->stats.maxsp += 2; |
1325 | stats.maxsp += 2; |
1314 | } |
1326 | } |
1315 | /* Characters can get their sp supercharged via rune of transferrance */ |
1327 | /* Characters can get their sp supercharged via rune of transferrance */ |
1316 | if (op->stats.sp > op->stats.maxsp * 2) |
1328 | if (stats.sp > stats.maxsp * 2) |
1317 | op->stats.sp = op->stats.maxsp * 2; |
1329 | stats.sp = stats.maxsp * 2; |
1318 | |
1330 | |
1319 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1331 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1320 | if (!grace_obj || !grace_obj->level || op->type != PLAYER) |
1332 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1321 | grace_obj = op; |
1333 | grace_obj = this; |
1322 | |
1334 | |
1323 | if (grace_obj == op && op->type == PLAYER) |
1335 | if (grace_obj == this && type == PLAYER) |
1324 | { |
|
|
1325 | op->stats.maxgrace = 1; |
1336 | stats.maxgrace = 1; |
1326 | } |
|
|
1327 | else |
1337 | else |
1328 | { |
1338 | { |
1329 | /* store grace in a float - this way, the divisions below don't create |
1339 | /* store grace in a float - this way, the divisions below don't create |
1330 | * big jumps when you go from level to level - with int's, it then |
1340 | * big jumps when you go from level to level - with int's, it then |
1331 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * becomes big jumps when the sums of the bonuses jump to the next |
1332 | * step of 8 - with floats, even fractional ones are useful. |
1342 | * step of 8 - with floats, even fractional ones are useful. |
1333 | */ |
1343 | */ |
1334 | sp_tmp = 0.0; |
1344 | sp_tmp = 0.0; |
1335 | for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1345 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1336 | { |
1346 | { |
1337 | float grace_tmp = 0.0; |
1347 | float grace_tmp = 0.0; |
1338 | |
1348 | |
1339 | /* Got some extra bonus at first level */ |
1349 | /* Got some extra bonus at first level */ |
1340 | if (i < 2) |
1350 | if (i < 2) |
1341 | { |
|
|
1342 | grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + |
1351 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1343 | 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); |
1352 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
1344 | } |
|
|
1345 | else |
1353 | else |
1346 | { |
|
|
1347 | grace_tmp = (float) op->contr->levgrace[i] |
1354 | grace_tmp = (float) contr->levgrace[i] |
1348 | + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; |
1355 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1349 | } |
1356 | |
1350 | if (grace_tmp < 1.0) |
1357 | if (grace_tmp < 1.0) |
1351 | grace_tmp = 1.0; |
1358 | grace_tmp = 1.0; |
|
|
1359 | |
1352 | sp_tmp += grace_tmp; |
1360 | sp_tmp += grace_tmp; |
1353 | } |
1361 | } |
|
|
1362 | |
1354 | op->stats.maxgrace = (int) sp_tmp; |
1363 | stats.maxgrace = (int) sp_tmp; |
1355 | |
1364 | |
1356 | /* two grace points per level after 11 */ |
1365 | /* two grace points per level after 11 */ |
1357 | for (i = 11; i <= grace_obj->level; i++) |
1366 | for (i = 11; i <= grace_obj->level; i++) |
1358 | op->stats.maxgrace += 2; |
1367 | stats.maxgrace += 2; |
1359 | } |
1368 | } |
1360 | /* No limit on grace vs maxgrace */ |
1369 | /* No limit on grace vs maxgrace */ |
1361 | |
1370 | |
1362 | if (op->contr->braced) |
1371 | if (contr->braced) |
1363 | { |
1372 | { |
1364 | ac += 2; |
1373 | ac += 2; |
1365 | wc += 4; |
1374 | wc += 4; |
1366 | } |
1375 | } |
1367 | else |
1376 | else |
1368 | ac -= dex_bonus[op->stats.Dex]; |
1377 | ac -= dex_bonus[stats.Dex]; |
1369 | |
1378 | |
1370 | /* In new exp/skills system, wc bonuses are related to |
1379 | /* In new exp/skills system, wc bonuses are related to |
1371 | * the players level in a relevant exp object (wc_obj) |
1380 | * the players level in a relevant exp object (wc_obj) |
1372 | * not the general player level -b.t. |
1381 | * not the general player level -b.t. |
1373 | * I changed this slightly so that wc bonuses are better |
1382 | * I changed this slightly so that wc bonuses are better |
… | |
… | |
1377 | * we give the player a bonus here in wc and dam |
1386 | * we give the player a bonus here in wc and dam |
1378 | * to make up for the change. Note that I left the |
1387 | * to make up for the change. Note that I left the |
1379 | * monster bonus the same as before. -b.t. |
1388 | * monster bonus the same as before. -b.t. |
1380 | */ |
1389 | */ |
1381 | |
1390 | |
1382 | if (op->type == PLAYER && wc_obj && wc_obj->level > 1) |
1391 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1383 | { |
1392 | { |
1384 | wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); |
1393 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1385 | for (i = 1; i < wc_obj->level; i++) |
1394 | for (i = 1; i < wc_obj->level; i++) |
1386 | { |
1395 | { |
1387 | /* addtional wc every 6 levels */ |
1396 | /* addtional wc every 6 levels */ |
1388 | if (!(i % 6)) |
1397 | if (!(i % 6)) |
1389 | wc--; |
1398 | wc--; |
1390 | /* addtional dam every 4 levels. */ |
1399 | /* addtional dam every 4 levels. */ |
1391 | if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) |
1400 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1392 | op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); |
1401 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1393 | } |
1402 | } |
1394 | } |
1403 | } |
1395 | else |
1404 | else |
1396 | wc -= (op->level + thaco_bonus[op->stats.Str]); |
1405 | wc -= (level + thaco_bonus[stats.Str]); |
1397 | |
1406 | |
1398 | op->stats.dam += dam_bonus[op->stats.Str]; |
1407 | stats.dam += dam_bonus[stats.Str]; |
1399 | |
1408 | |
1400 | if (op->stats.dam < 1) |
1409 | if (stats.dam < 1) |
1401 | op->stats.dam = 1; |
1410 | stats.dam = 1; |
1402 | |
1411 | |
1403 | op->speed = 1.0 + speed_bonus[op->stats.Dex]; |
1412 | speed = 1.0 + speed_bonus[stats.Dex]; |
|
|
1413 | |
1404 | if (settings.search_items && op->contr->search_str[0]) |
1414 | if (settings.search_items && contr->search_str[0]) |
1405 | op->speed -= 1; |
1415 | speed -= 1; |
|
|
1416 | |
1406 | if (op->attacktype == 0) |
1417 | if (attacktype == 0) |
1407 | op->attacktype = op->arch->clone.attacktype; |
1418 | attacktype = arch->clone.attacktype; |
1408 | |
1419 | |
1409 | } /* End if player */ |
1420 | } /* End if player */ |
1410 | |
1421 | |
1411 | if (added_speed >= 0) |
1422 | if (added_speed >= 0) |
1412 | op->speed += added_speed / 10.0; |
1423 | speed += added_speed / 10.0; |
1413 | else /* Something wrong here...: */ |
1424 | else /* Something wrong here...: */ |
1414 | op->speed /= (float) (1.0 - added_speed); |
1425 | speed /= (float) (1.0 - added_speed); |
1415 | |
1426 | |
1416 | /* Max is determined by armour */ |
1427 | /* Max is determined by armour */ |
1417 | if (op->speed > max) |
1428 | if (speed > max) |
1418 | op->speed = max; |
1429 | speed = max; |
1419 | |
1430 | |
1420 | if (op->type == PLAYER) |
1431 | if (type == PLAYER) |
1421 | { |
1432 | { |
1422 | /* f is a number the represents the number of kg above (positive num) |
1433 | /* f is a number the represents the number of kg above (positive num) |
1423 | * or below (negative number) that the player is carrying. If above |
1434 | * or below (negative number) that the player is carrying. If above |
1424 | * weight limit, then player suffers a speed reduction based on how |
1435 | * weight limit, then player suffers a speed reduction based on how |
1425 | * much above he is, and what is max carry is |
1436 | * much above he is, and what is max carry is |
1426 | */ |
1437 | */ |
1427 | f = (op->carrying / 1000) - max_carry[op->stats.Str]; |
1438 | f = (carrying / 1000) - max_carry[stats.Str]; |
1428 | if (f > 0) |
1439 | if (f > 0) |
1429 | op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); |
1440 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1430 | } |
1441 | } |
1431 | |
1442 | |
1432 | op->speed += bonus_speed / 10.0; /* Not affected by limits */ |
1443 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1433 | |
1444 | |
1434 | /* Put a lower limit on speed. Note with this speed, you move once every |
1445 | /* Put a lower limit on speed. Note with this speed, you move once every |
1435 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1446 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1436 | */ |
1447 | */ |
1437 | op->speed = op->speed * speed_reduce_from_disease; |
1448 | speed = speed * speed_reduce_from_disease; |
1438 | |
1449 | |
1439 | if (op->speed < 0.01 && op->type == PLAYER) |
1450 | if (speed < 0.01 && type == PLAYER) |
1440 | op->speed = 0.01; |
1451 | speed = 0.01; |
1441 | |
1452 | |
1442 | if (op->type == PLAYER) |
1453 | if (type == PLAYER) |
1443 | { |
1454 | { |
1444 | float M, W, s, D, K, S, M2; |
1455 | float M, W, s, D, K, S, M2; |
1445 | |
1456 | |
1446 | /* (This formula was made by vidarl@ifi.uio.no) |
1457 | /* (This formula was made by vidarl@ifi.uio.no) |
1447 | * Note that we never used these values again - basically |
1458 | * Note that we never used these values again - basically |
1448 | * all of these could be subbed into one big equation, but |
1459 | * all of these could be subbed into one big equation, but |
1449 | * that would just be a real pain to read. |
1460 | * that would just be a real pain to read. |
1450 | */ |
1461 | */ |
1451 | M = (max_carry[op->stats.Str] - 121) / 121.0; |
1462 | M = (max_carry[stats.Str] - 121) / 121.0; |
1452 | M2 = max_carry[op->stats.Str] / 100.0; |
1463 | M2 = max_carry[stats.Str] / 100.0; |
1453 | W = weapon_weight / 20000.0; |
1464 | W = weapon_weight / 20000.0; |
1454 | s = 2 - weapon_speed / 10.0; |
1465 | s = 2 - weapon_speed / 10.0; |
1455 | D = (op->stats.Dex - 14) / 14.0; |
1466 | D = (stats.Dex - 14) / 14.0; |
1456 | K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; |
1467 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1457 | K *= (4 + op->level) / (float) (6 + op->level) * 1.2; |
1468 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1458 | if (K <= 0) |
1469 | if (K <= 0) |
1459 | K = 0.01; |
1470 | K = 0.01; |
1460 | S = op->speed / (K * s); |
1471 | S = speed / (K * s); |
1461 | op->contr->weapon_sp = S; |
1472 | contr->weapon_sp = S; |
1462 | } |
1473 | } |
|
|
1474 | |
1463 | /* I want to limit the power of small monsters with big weapons: */ |
1475 | /* I want to limit the power of small monsters with big weapons: */ |
1464 | if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) |
1476 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1465 | op->stats.dam = op->arch->clone.stats.dam * 3; |
1477 | stats.dam = arch->clone.stats.dam * 3; |
1466 | |
1478 | |
1467 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1479 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1468 | * should be more than enough - remember, AC is also in 8 bits, |
1480 | * should be more than enough - remember, AC is also in 8 bits, |
1469 | * so its value is the same. |
1481 | * so its value is the same. |
1470 | */ |
1482 | */ |
1471 | if (wc > 120) |
1483 | if (wc > 120) |
1472 | wc = 120; |
1484 | wc = 120; |
1473 | else if (wc < -120) |
1485 | else if (wc < -120) |
1474 | wc = -120; |
1486 | wc = -120; |
|
|
1487 | |
1475 | op->stats.wc = wc; |
1488 | stats.wc = wc; |
1476 | |
1489 | |
1477 | if (ac > 120) |
1490 | if (ac > 120) |
1478 | ac = 120; |
1491 | ac = 120; |
1479 | else if (ac < -120) |
1492 | else if (ac < -120) |
1480 | ac = -120; |
1493 | ac = -120; |
|
|
1494 | |
1481 | op->stats.ac = ac; |
1495 | stats.ac = ac; |
1482 | |
1496 | |
1483 | /* if for some reason the creature doesn't have any move type, |
1497 | /* if for some reason the creature doesn't have any move type, |
1484 | * give them walking as a default. |
1498 | * give them walking as a default. |
1485 | * The second case is a special case - to more closely mimic the |
1499 | * The second case is a special case - to more closely mimic the |
1486 | * old behaviour - if your flying, your not walking - just |
1500 | * old behaviour - if your flying, your not walking - just |
1487 | * one or the other. |
1501 | * one or the other. |
1488 | */ |
1502 | */ |
1489 | if (op->move_type == 0) |
1503 | if (move_type == 0) |
1490 | op->move_type = MOVE_WALK; |
1504 | move_type = MOVE_WALK; |
1491 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1492 | op->move_type &= ~MOVE_WALK; |
1506 | move_type &= ~MOVE_WALK; |
1493 | |
1507 | |
1494 | update_ob_speed (op); |
1508 | if (speed != old_speed) |
|
|
1509 | set_speed (speed); |
1495 | |
1510 | |
1496 | /* It is quite possible that a player's spell costing might have changed, |
1511 | /* It is quite possible that a player's spell costing might have changed, |
1497 | * so we will check that now. |
1512 | * so we will check that now. |
1498 | */ |
1513 | */ |
1499 | if (op->type == PLAYER) |
1514 | if (type == PLAYER) |
|
|
1515 | { |
|
|
1516 | esrv_update_stats (contr); |
1500 | esrv_update_spells (op->contr); |
1517 | esrv_update_spells (contr); |
|
|
1518 | } |
|
|
1519 | |
|
|
1520 | // update the mapspace, if we are on a map |
|
|
1521 | if (!flag [FLAG_REMOVED] && map) |
|
|
1522 | map->at (x, y).flags_ = 0; |
1501 | } |
1523 | } |
1502 | |
1524 | |
1503 | /* |
1525 | /* |
1504 | * Returns true if the given player is a legal class. |
1526 | * Returns true if the given player is a legal class. |
1505 | * The function to add and remove class-bonuses to the stats doesn't |
1527 | * The function to add and remove class-bonuses to the stats doesn't |
1506 | * check if the stat becomes negative, thus this function |
1528 | * check if the stat becomes negative, thus this function |
1507 | * merely checks that all stats are 1 or more, and returns |
1529 | * merely checks that all stats are 1 or more, and returns |
1508 | * false otherwise. |
1530 | * false otherwise. |
1509 | */ |
1531 | */ |
1510 | |
|
|
1511 | int |
1532 | int |
1512 | allowed_class (const object *op) |
1533 | allowed_class (const object *op) |
1513 | { |
1534 | { |
1514 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1535 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1515 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1536 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
… | |
… | |
1591 | object *skin = NULL; /* pointer to dragon skin force */ |
1612 | object *skin = NULL; /* pointer to dragon skin force */ |
1592 | object *tmp = NULL; /* tmp. object */ |
1613 | object *tmp = NULL; /* tmp. object */ |
1593 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1614 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1594 | |
1615 | |
1595 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1616 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1617 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1618 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1619 | |
1596 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1620 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1597 | { |
|
|
1598 | if (tmp->type == FORCE) |
1621 | if (tmp->type == FORCE) |
1599 | { |
|
|
1600 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1622 | if (tmp->arch->name == dragon_ability_force) |
1601 | abil = tmp; |
1623 | abil = tmp; |
1602 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1624 | else if (tmp->arch->name == dragon_skin_force) |
1603 | skin = tmp; |
1625 | skin = tmp; |
1604 | } |
1626 | |
1605 | } |
|
|
1606 | /* if the force is missing -> bail out */ |
1627 | /* if the force is missing -> bail out */ |
1607 | if (abil == NULL) |
1628 | if (abil == NULL) |
1608 | return; |
1629 | return; |
1609 | |
1630 | |
1610 | /* The ability_force keeps track of maximum level ever achieved. |
1631 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1661 | */ |
1682 | */ |
1662 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1683 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1663 | skill_obj->stats.exp = 0; |
1684 | skill_obj->stats.exp = 0; |
1664 | skill_obj->level = 1; |
1685 | skill_obj->level = 1; |
1665 | insert_ob_in_ob (skill_obj, op); |
1686 | insert_ob_in_ob (skill_obj, op); |
|
|
1687 | |
1666 | if (op->contr) |
1688 | if (op->contr) |
1667 | { |
1689 | { |
1668 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1690 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1669 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1691 | if (op->contr->ns) |
|
|
1692 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1670 | } |
1693 | } |
|
|
1694 | |
1671 | return skill_obj; |
1695 | return skill_obj; |
1672 | } |
1696 | } |
1673 | |
1697 | |
1674 | |
1698 | |
1675 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1699 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1700 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1724 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1701 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1725 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1702 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1726 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1703 | } |
1727 | } |
1704 | |
1728 | |
1705 | fix_player (who); |
1729 | who->update_stats (); |
1706 | if (op->level > 1) |
1730 | if (op->level > 1) |
1707 | { |
1731 | { |
1708 | if (op->type != PLAYER) |
1732 | if (op->type != PLAYER) |
1709 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1733 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1710 | else |
1734 | else |
… | |
… | |
1715 | player_lvl_adj (who, op); /* To increase more levels */ |
1739 | player_lvl_adj (who, op); /* To increase more levels */ |
1716 | } |
1740 | } |
1717 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1741 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1718 | { |
1742 | { |
1719 | op->level--; |
1743 | op->level--; |
1720 | fix_player (who); |
1744 | who->update_stats (); |
1721 | if (op->type != PLAYER) |
1745 | if (op->type != PLAYER) |
1722 | { |
1746 | { |
1723 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1747 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1724 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1748 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1725 | } |
1749 | } |
1726 | player_lvl_adj (who, op); /* To decrease more levels */ |
1750 | player_lvl_adj (who, op); /* To decrease more levels */ |
1727 | } |
1751 | } |
|
|
1752 | |
1728 | /* check if the spell data has changed */ |
1753 | /* check if the spell data has changed */ |
|
|
1754 | esrv_update_stats (who->contr); |
1729 | esrv_update_spells (who->contr); |
1755 | esrv_update_spells (who->contr); |
1730 | } |
1756 | } |
1731 | |
1757 | |
1732 | /* |
1758 | /* |
1733 | * Returns how much experience is needed for a player to become |
1759 | * Returns how much experience is needed for a player to become |
… | |
… | |
1767 | op->perm_exp = 0; |
1793 | op->perm_exp = 0; |
1768 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1794 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1769 | op->perm_exp = MAX_EXPERIENCE; |
1795 | op->perm_exp = MAX_EXPERIENCE; |
1770 | } |
1796 | } |
1771 | |
1797 | |
1772 | |
|
|
1773 | /* Add experience to a player - exp should only be positive. |
1798 | /* Add experience to a player - exp should only be positive. |
1774 | * Updates permanent exp for the skill we are adding to. |
1799 | * Updates permanent exp for the skill we are adding to. |
1775 | * skill_name is the skill to add exp to. Skill name can be |
1800 | * skill_name is the skill to add exp to. Skill name can be |
1776 | * NULL, in which case exp increases the players general |
1801 | * NULL, in which case exp increases the players general |
1777 | * total, but not any particular skill. |
1802 | * total, but not any particular skill. |
1778 | * flag is what to do if the player doesn't have the skill: |
1803 | * flag is what to do if the player doesn't have the skill: |
1779 | */ |
1804 | */ |
1780 | |
|
|
1781 | static void |
1805 | static void |
1782 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1806 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1783 | { |
1807 | { |
1784 | object *skill_obj = NULL; |
1808 | object *skill_obj = NULL; |
1785 | sint64 limit, exp_to_add; |
1809 | sint64 limit, exp_to_add; |
… | |
… | |
1930 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1954 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1931 | tmp->stats.exp -= del_exp; |
1955 | tmp->stats.exp -= del_exp; |
1932 | player_lvl_adj (op, tmp); |
1956 | player_lvl_adj (op, tmp); |
1933 | } |
1957 | } |
1934 | } |
1958 | } |
|
|
1959 | |
1935 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1960 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1936 | { |
1961 | { |
1937 | del_exp = check_exp_loss (op, exp); |
1962 | del_exp = check_exp_loss (op, exp); |
1938 | op->stats.exp -= del_exp; |
1963 | op->stats.exp -= del_exp; |
1939 | player_lvl_adj (op, NULL); |
1964 | player_lvl_adj (op, NULL); |
1940 | } |
1965 | } |
1941 | } |
1966 | } |
1942 | |
|
|
1943 | |
|
|
1944 | |
1967 | |
1945 | /* change_exp() - changes experience to a player/monster. This |
1968 | /* change_exp() - changes experience to a player/monster. This |
1946 | * does bounds checking to make sure we don't overflow the max exp. |
1969 | * does bounds checking to make sure we don't overflow the max exp. |
1947 | * |
1970 | * |
1948 | * The exp passed is typically not modified much by this function - |
1971 | * The exp passed is typically not modified much by this function - |
1949 | * it is assumed the caller has modified the exp as needed. |
1972 | * it is assumed the caller has modified the exp as needed. |
1950 | * skill_name is the skill that should get the exp added. |
1973 | * skill_name is the skill that should get the exp added. |
1951 | * flag is what to do if player doesn't have the skill. |
1974 | * flag is what to do if player doesn't have the skill. |
1952 | * these last two values are only used for players. |
1975 | * these last two values are only used for players. |
1953 | */ |
1976 | */ |
1954 | |
|
|
1955 | void |
1977 | void |
1956 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1978 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1957 | { |
1979 | { |
1958 | |
1980 | |
1959 | #ifdef EXP_DEBUG |
1981 | #ifdef EXP_DEBUG |
1960 | # ifndef WIN32 |
|
|
1961 | LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); |
|
|
1962 | # else |
|
|
1963 | LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); |
1982 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1964 | # endif |
|
|
1965 | #endif |
1983 | #endif |
1966 | |
1984 | |
1967 | /* safety */ |
1985 | /* safety */ |
1968 | if (!op) |
1986 | if (!op) |
1969 | { |
1987 | { |
… | |
… | |
2008 | else |
2026 | else |
2009 | /* note that when you lose exp, it doesn't go against |
2027 | /* note that when you lose exp, it doesn't go against |
2010 | * a particular skill, so we don't need to pass that |
2028 | * a particular skill, so we don't need to pass that |
2011 | * along. |
2029 | * along. |
2012 | */ |
2030 | */ |
2013 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2031 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2014 | |
|
|
2015 | } |
2032 | } |
2016 | } |
2033 | } |
2017 | |
2034 | |
2018 | /* Applies a death penalty experience, the size of this is defined by the |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
2019 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2036 | * settings death_penalty_percentage and death_penalty_levels, and by the |
… | |
… | |
2072 | if (level > MAX_SAVE_LEVEL) |
2089 | if (level > MAX_SAVE_LEVEL) |
2073 | level = MAX_SAVE_LEVEL; |
2090 | level = MAX_SAVE_LEVEL; |
2074 | |
2091 | |
2075 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2092 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2076 | return 0; |
2093 | return 0; |
|
|
2094 | |
2077 | return 1; |
2095 | return 1; |
2078 | } |
2096 | } |