1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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22 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <funcpoint.h> |
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27 | |
27 | |
28 | /* 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 |
29 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
29 | * 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 |
30 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
31 | */ |
31 | */ |
… | |
… | |
34 | static const int con_bonus[MAX_STAT + 1] = { |
34 | static const int con_bonus[MAX_STAT + 1] = { |
35 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
35 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
36 | 22, 25, 30, 40, 50 |
36 | 22, 25, 30, 40, 50 |
37 | }; |
37 | }; |
38 | |
38 | |
39 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | /* changed the name of this to "sp_bonus" from "int_bonus" |
40 | * because Pow can now be the stat that controls spellpoint |
40 | * because Pow can now be the stat that controls spellpoint |
41 | * advancement. -b.t. |
41 | * advancement. -b.t. |
42 | */ |
42 | */ |
43 | static const int sp_bonus[MAX_STAT + 1] = { |
43 | static const int sp_bonus[MAX_STAT + 1] = { |
44 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
44 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
… | |
… | |
48 | static const int grace_bonus[MAX_STAT + 1] = { |
48 | static const int grace_bonus[MAX_STAT + 1] = { |
49 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
49 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
50 | 30, 40, 50, 70, 100 |
50 | 30, 40, 50, 70, 100 |
51 | }; |
51 | }; |
52 | |
52 | |
53 | /* 0.92.7 Changed way charisma works. Values now |
53 | /* 0.92.7 Changed way charisma works. Values now |
54 | * represent how much more it costs to buy something than to sell it |
54 | * represent how much more it costs to buy something than to sell it |
55 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
55 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
56 | * would only get 5 gp when you sell.) Let query_cost do the calculations |
56 | * would only get 5 gp when you sell.) Let query_cost do the calculations |
57 | * on how to really do this. Buy keeping it this simple number, it is |
57 | * on how to really do this. Buy keeping it this simple number, it is |
58 | * much easier to know how things will be influenced. A value of '1' means |
58 | * much easier to know how things will be influenced. A value of '1' means |
59 | * buying and selling is both the same value - any value less than or equal |
59 | * buying and selling is both the same value - any value less than or equal |
60 | * to 1 should not be used. |
60 | * to 1 should not be used. |
61 | * At least as of now, the only place that uses this code is query_cost, |
61 | * At least as of now, the only place that uses this code is query_cost, |
62 | * in server/shop.c. This bonus is split evenly between buying and selling |
62 | * in server/shop.c. This bonus is split evenly between buying and selling |
63 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
63 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
64 | * at .667 |
64 | * at .667 |
65 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
65 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
… | |
… | |
109 | * These limits are probably overly generous, but being there were no values |
109 | * These limits are probably overly generous, but being there were no values |
110 | * before, you need to start someplace. |
110 | * before, you need to start someplace. |
111 | */ |
111 | */ |
112 | |
112 | |
113 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | const uint32 weight_limit[MAX_STAT + 1] = { |
114 | 200000, /* 0 */ |
114 | 200000, /* 0 */ |
115 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
116 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
117 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
118 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
119 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
120 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
120 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
121 | }; |
121 | }; |
122 | |
122 | |
123 | const int learn_spell[MAX_STAT + 1] = { |
123 | const int learn_spell[MAX_STAT + 1] = { |
124 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
124 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
125 | 100, 100, 100, 100, 100, 100 |
125 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
140 | /* |
140 | /* |
141 | Since this is nowhere defined ... |
141 | Since this is nowhere defined ... |
142 | Both come in handy at least in function add_exp() |
142 | Both come in handy at least in function add_exp() |
143 | */ |
143 | */ |
144 | |
144 | |
145 | #define MAX_EXPERIENCE levels[settings.max_level] |
145 | #define MAX_EXPERIENCE levels [settings.max_level] |
146 | |
146 | |
147 | /* because exp_obj sum to make the total score, |
147 | /* because exp_obj sum to make the total score, |
148 | * we cannot allow that sum to exceed the maximum |
148 | * we cannot allow that sum to exceed the maximum |
149 | * amount of experience a player can gain. Thus |
149 | * amount of experience a player can gain. Thus |
150 | * we define MAX_EXP_IN_OBJ. It is important to try |
150 | * we define MAX_EXP_IN_OBJ. It is important to try |
151 | * to make the value of MAX_EXP_CAT close to the |
151 | * to make the value of MAX_EXP_CAT close to the |
152 | * actual number of experience objects in the game, |
152 | * actual number of experience objects in the game, |
153 | * otherwise the maximum level in any experience |
153 | * otherwise the maximum level in any experience |
154 | * category could be quite low. To help the situation |
154 | * category could be quite low. To help the situation |
155 | * out a little I added 10 more levels, and jacked |
155 | * out a little I added 10 more levels, and jacked |
156 | * up the last level experience value. Its out of |
156 | * up the last level experience value. Its out of |
157 | * line with progression of previous levels, so |
157 | * line with progression of previous levels, so |
158 | * if more levels are desired, this should be fixed. |
158 | * if more levels are desired, this should be fixed. |
159 | * -b.t. |
159 | * -b.t. |
160 | */ |
160 | */ |
161 | |
161 | |
162 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
162 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
163 | |
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164 | extern sint64 *levels; |
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165 | |
163 | |
166 | #define MAX_SAVE_LEVEL 110 |
164 | #define MAX_SAVE_LEVEL 110 |
167 | |
165 | |
168 | /* This no longer needs to be changed anytime the number of |
166 | /* This no longer needs to be changed anytime the number of |
169 | * levels is increased - rather, did_make_save will do the |
167 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
231 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
232 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
233 | }; |
236 | |
234 | |
237 | /* |
235 | /* |
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 | */ |
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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) |
236 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
237 | * is added to the specified stat. |
273 | */ |
238 | */ |
274 | void |
239 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
240 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
241 | { |
277 | if (value == 0) |
242 | 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 | } |
243 | } |
328 | |
244 | |
329 | /* |
245 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
246 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
247 | * 1-30 stat limit. |
332 | */ |
248 | */ |
333 | |
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334 | void |
249 | void |
335 | check_stat_bounds (living *stats) |
250 | check_stat_bounds (living *stats) |
336 | { |
251 | { |
337 | int i, v; |
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338 | |
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339 | for (i = 0; i < NUM_STATS; i++) |
252 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
253 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
254 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
255 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
256 | } |
344 | } |
257 | } |
345 | |
258 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
259 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
260 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
261 | /* 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 |
262 | * 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. |
263 | * function since some of the values passed to new_draw_info are hardcoded. |
351 | */ |
264 | */ |
352 | #define DIFF_MSG(flag, msg1, msg2) \ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
353 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
266 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
354 | |
267 | |
355 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
356 | |
269 | |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
271 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
272 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
273 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
274 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
275 | * 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 |
276 | * 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 |
277 | * 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 |
278 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
279 | * that gives them that ability. |
367 | */ |
280 | */ |
368 | int |
281 | int |
369 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
370 | { |
283 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
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285 | int success = 0; |
372 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
287 | int potion_max = 0; |
374 | |
288 | |
375 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
376 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
377 | * found by update_stats. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
378 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
379 | object_copy refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
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294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
380 | |
295 | |
381 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
382 | { |
297 | { |
383 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
384 | { |
299 | { |
385 | potion_max = 1; |
300 | potion_max = 1; |
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301 | |
386 | for (j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
303 | { |
388 | int nstat, ostat; |
304 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
305 | 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 | |
306 | |
393 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
395 | |
309 | |
396 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
397 | * potions do so right now, there is the potential for potions |
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398 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
312 | * to allow for that. |
400 | */ |
313 | */ |
401 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
315 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->stats.stat (j)) |
404 | { |
317 | nstat = 20 + op->arch->stats.stat (j); |
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
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406 | } |
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407 | |
318 | |
408 | if (nstat != ostat) |
319 | if (nstat != ostat) |
409 | { |
320 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
322 | potion_max = 0; |
412 | } |
323 | } |
413 | else if (i) |
324 | else if (i) |
414 | { |
325 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
419 | |
330 | |
420 | /* This section of code ups the characters normal stats also. I am not |
331 | /* 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 |
332 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
333 | * recalculates this anyway. |
423 | */ |
334 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
426 | |
337 | |
427 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
429 | } |
340 | } |
430 | |
341 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
432 | * everything to set |
343 | * everything to set |
433 | */ |
344 | */ |
434 | if (flag == -1) |
345 | if (flag == -1) |
435 | { |
346 | { |
436 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
442 | */ |
353 | */ |
443 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
444 | } |
355 | } |
445 | |
356 | |
446 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
358 | * to multiple items. if update_stats always has to be called after |
448 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
449 | */ |
360 | */ |
450 | op->update_stats (); |
361 | op->update_stats (); |
451 | |
362 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
363 | /* update_stats won't add the bows ability to the player, so don't |
453 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
454 | */ |
365 | */ |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
456 | { |
367 | { |
457 | success = 1; |
368 | success = 1; |
458 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
459 | } |
370 | } |
460 | |
371 | |
461 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
462 | { |
373 | { |
463 | success = 1; |
374 | success = 1; |
464 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
465 | } |
376 | } |
466 | |
377 | |
467 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
468 | { |
379 | { |
469 | success = 1; |
380 | success = 1; |
470 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
471 | } |
382 | } |
472 | |
383 | |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
474 | { |
385 | { |
475 | success = 1; |
386 | success = 1; |
476 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
477 | } |
388 | } |
478 | |
389 | |
… | |
… | |
480 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
481 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
482 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
483 | * from fly high) |
394 | * from fly high) |
484 | */ |
395 | */ |
485 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
486 | { |
397 | { |
487 | success = 1; |
398 | success = 1; |
488 | |
399 | |
489 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
490 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
491 | */ |
402 | */ |
492 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
493 | { |
404 | { |
494 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
495 | } |
406 | } |
496 | |
407 | |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
498 | { |
409 | { |
499 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
500 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
501 | */ |
412 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | 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.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
415 | } |
|
|
416 | |
505 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | 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 | } |
419 | } |
511 | |
420 | |
512 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
421 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
513 | * originally undead may change their status |
422 | * originally undead may change their status |
514 | */ |
423 | */ |
515 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
424 | if (!op->arch->flag [FLAG_UNDEAD]) |
516 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
425 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
517 | { |
426 | { |
518 | success = 1; |
427 | success = 1; |
519 | if (flag > 0) |
428 | if (flag > 0) |
520 | { |
429 | { |
521 | op->race = "undead"; |
430 | op->race = "undead"; |
522 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
431 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
523 | } |
432 | } |
524 | else |
433 | else |
525 | { |
434 | { |
526 | op->race = op->arch->clone.race; |
435 | op->race = op->arch->race; |
527 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
436 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
528 | } |
437 | } |
529 | } |
438 | } |
530 | |
439 | |
531 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
440 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
532 | { |
441 | { |
533 | success = 1; |
442 | success = 1; |
534 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
443 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
535 | } |
444 | } |
536 | |
445 | |
537 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
446 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
538 | { |
447 | { |
539 | success = 1; |
448 | success = 1; |
540 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
449 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
541 | } |
450 | } |
542 | |
451 | |
543 | /* blinded you can tell if more blinded since blinded player has minimal |
452 | /* blinded you can tell if more blinded since blinded player has minimal |
544 | * vision |
453 | * vision |
545 | */ |
454 | */ |
546 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
455 | if (tmp->flag [FLAG_BLIND]) |
547 | { |
456 | { |
548 | success = 1; |
457 | success = 1; |
549 | if (flag > 0) |
458 | if (flag > 0) |
550 | { |
459 | { |
551 | if (QUERY_FLAG (op, FLAG_WIZ)) |
460 | if (op->flag [FLAG_WIZ]) |
552 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
461 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
553 | else |
462 | else |
554 | { |
463 | { |
555 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
556 | SET_FLAG (op, FLAG_BLIND); |
465 | op->set_flag (FLAG_BLIND); |
557 | if (op->type == PLAYER) |
466 | if (op->type == PLAYER) |
558 | op->contr->do_los = 1; |
467 | op->contr->do_los = 1; |
559 | } |
468 | } |
560 | } |
469 | } |
561 | else |
470 | else |
562 | { |
471 | { |
563 | if (QUERY_FLAG (op, FLAG_WIZ)) |
472 | if (op->flag [FLAG_WIZ]) |
564 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
565 | else |
474 | else |
566 | { |
475 | { |
567 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
568 | CLEAR_FLAG (op, FLAG_BLIND); |
477 | op->clr_flag (FLAG_BLIND); |
569 | if (op->type == PLAYER) |
478 | if (op->type == PLAYER) |
570 | op->contr->do_los = 1; |
479 | op->contr->do_los = 1; |
571 | } |
480 | } |
572 | } |
481 | } |
573 | } |
482 | } |
574 | |
483 | |
575 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
484 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
576 | { |
485 | { |
577 | success = 1; |
486 | success = 1; |
578 | if (op->type == PLAYER) |
487 | if (op->type == PLAYER) |
579 | op->contr->do_los = 1; |
488 | op->contr->do_los = 1; |
580 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
489 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
581 | } |
490 | } |
582 | |
491 | |
583 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
492 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
584 | { |
493 | { |
585 | success = 1; |
494 | success = 1; |
586 | if (flag > 0) |
495 | if (flag > 0) |
587 | { |
496 | { |
588 | if (QUERY_FLAG (op, FLAG_WIZ)) |
497 | if (op->flag [FLAG_WIZ]) |
589 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
498 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
590 | else |
499 | else |
591 | { |
500 | { |
592 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
593 | if (op->type == PLAYER) |
502 | if (op->type == PLAYER) |
594 | op->contr->do_los = 1; |
503 | op->contr->do_los = 1; |
595 | } |
504 | } |
596 | } |
505 | } |
597 | else |
506 | else |
598 | { |
507 | { |
599 | if (QUERY_FLAG (op, FLAG_WIZ)) |
508 | if (op->flag [FLAG_WIZ]) |
600 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
509 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
601 | else |
510 | else |
602 | { |
511 | { |
603 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
604 | if (op->type == PLAYER) |
513 | if (op->type == PLAYER) |
… | |
… | |
611 | { |
520 | { |
612 | success = 1; |
521 | success = 1; |
613 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
522 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
614 | } |
523 | } |
615 | |
524 | |
|
|
525 | if (digest_types [tmp->type]) |
|
|
526 | { |
616 | if (tmp->stats.hp && op->type == PLAYER) |
527 | if (tmp->stats.hp && op->type == PLAYER) |
617 | { |
528 | { |
618 | success = 1; |
529 | success = 1; |
619 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
530 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
620 | } |
531 | } |
621 | |
532 | |
622 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
533 | if (tmp->stats.sp && op->type == PLAYER |
623 | { |
534 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
535 | { |
624 | success = 1; |
536 | success = 1; |
625 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
537 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
626 | } |
538 | } |
627 | |
539 | |
628 | /* for the future when artifacts set this -b.t. */ |
540 | /* for the future when artifacts set this -b.t. */ |
629 | if (tmp->stats.grace && op->type == PLAYER) |
541 | if (tmp->stats.grace && op->type == PLAYER) |
630 | { |
542 | { |
631 | success = 1; |
543 | success = 1; |
632 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
544 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
633 | } |
545 | } |
634 | |
546 | |
635 | if (tmp->stats.food && op->type == PLAYER) |
547 | if (tmp->stats.food && op->type == PLAYER) |
636 | { |
548 | { |
637 | success = 1; |
549 | success = 1; |
638 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
551 | } |
639 | } |
552 | } |
640 | |
553 | |
641 | /* Messages for changed resistance */ |
554 | /* Messages for changed resistance */ |
642 | for (i = 0; i < NROFATTACKS; i++) |
555 | for (int i = 0; i < NROFATTACKS; i++) |
643 | { |
556 | { |
644 | if (i == ATNR_PHYSICAL) |
557 | if (i == ATNR_PHYSICAL) |
645 | continue; /* Don't display about armour */ |
558 | continue; /* Don't display about armour */ |
646 | |
559 | |
647 | if (op->resist[i] != refop.resist[i]) |
560 | if (op->resist [i] != prev_resist [i]) |
648 | { |
561 | { |
649 | success = 1; |
562 | success = 1; |
|
|
563 | |
650 | if (op->resist[i] > refop.resist[i]) |
564 | if (op->resist [i] > prev_resist [i]) |
651 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
565 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
652 | else |
566 | else |
653 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
567 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
654 | |
568 | |
655 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
569 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
656 | } |
570 | } |
657 | } |
571 | } |
658 | |
572 | |
659 | if (!potion_max) |
573 | if (!potion_max) |
660 | { |
|
|
661 | for (j = 0; j < NUM_STATS; j++) |
574 | for (int j = 0; j < NUM_STATS; j++) |
662 | { |
575 | if (int i = tmp->stats.stat (j)) |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
|
|
664 | { |
576 | { |
665 | success = 1; |
577 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
579 | } |
668 | } |
|
|
669 | } |
|
|
670 | |
580 | |
671 | return success; |
581 | return success; |
672 | } |
582 | } |
673 | |
583 | |
674 | /* |
584 | /* |
675 | * Stat draining by Vick 930307 |
585 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
586 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
587 | */ |
678 | |
|
|
679 | void |
588 | void |
680 | object::drain_stat () |
589 | object::drain_stat () |
681 | { |
590 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
591 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
592 | } |
… | |
… | |
686 | object::drain_specific_stat (int deplete_stats) |
595 | object::drain_specific_stat (int deplete_stats) |
687 | { |
596 | { |
688 | object *tmp; |
597 | object *tmp; |
689 | archetype *at; |
598 | archetype *at; |
690 | |
599 | |
691 | at = archetype::find (ARCH_DEPLETION); |
600 | at = archetype::find (shstr_depletion); |
692 | if (!at) |
601 | if (!at) |
693 | { |
602 | { |
694 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
695 | return; |
604 | return; |
696 | } |
605 | } |
… | |
… | |
698 | { |
607 | { |
699 | tmp = present_arch_in_ob (at, this); |
608 | tmp = present_arch_in_ob (at, this); |
700 | |
609 | |
701 | if (!tmp) |
610 | if (!tmp) |
702 | { |
611 | { |
703 | tmp = arch_to_object (at); |
612 | tmp = at->instance (); |
704 | tmp = insert_ob_in_ob (tmp, this); |
613 | tmp = insert_ob_in_ob (tmp, this); |
705 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | tmp->set_flag (FLAG_APPLIED); |
706 | } |
615 | } |
707 | } |
616 | } |
708 | |
617 | |
709 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
618 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
710 | change_attr_value (&tmp->stats, deplete_stats, -1); |
619 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
716 | * via an applied bad_luck object. |
625 | * via an applied bad_luck object. |
717 | */ |
626 | */ |
718 | void |
627 | void |
719 | object::change_luck (int value) |
628 | object::change_luck (int value) |
720 | { |
629 | { |
721 | archetype *at = archetype::find ("luck"); |
630 | archetype *at = archetype::find (shstr_luck); |
722 | if (!at) |
631 | if (!at) |
723 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | LOG (llevError, "Couldn't find archetype luck.\n"); |
724 | else |
633 | else |
725 | { |
634 | { |
726 | object *tmp = present_arch_in_ob (at, this); |
635 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
728 | if (!tmp) |
637 | if (!tmp) |
729 | { |
638 | { |
730 | if (!value) |
639 | if (!value) |
731 | return; |
640 | return; |
732 | |
641 | |
733 | tmp = arch_to_object (at); |
642 | tmp = at->instance (); |
734 | tmp = insert_ob_in_ob (tmp, this); |
643 | tmp = insert_ob_in_ob (tmp, this); |
735 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | tmp->set_flag (FLAG_APPLIED); |
736 | } |
645 | } |
737 | |
646 | |
738 | if (value) |
647 | if (value) |
739 | { |
648 | { |
740 | /* Limit the luck value of the bad luck object to +/-100. This |
649 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
772 | * Subtracts stat-bonuses given by the class which the player has chosen. |
681 | * Subtracts stat-bonuses given by the class which the player has chosen. |
773 | */ |
682 | */ |
774 | void |
683 | void |
775 | object::remove_statbonus () |
684 | object::remove_statbonus () |
776 | { |
685 | { |
777 | stats.Str -= arch->clone.stats.Str; |
686 | for (int i = 0; i < NUM_STATS; ++i) |
778 | stats.Dex -= arch->clone.stats.Dex; |
687 | { |
779 | stats.Con -= arch->clone.stats.Con; |
688 | sint8 v = arch->stats.stat (i); |
780 | stats.Wis -= arch->clone.stats.Wis; |
689 | stats.stat (i) -= v; |
781 | stats.Pow -= arch->clone.stats.Pow; |
690 | contr->orig_stats.stat (i) -= v; |
782 | stats.Cha -= arch->clone.stats.Cha; |
691 | } |
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 | } |
692 | } |
793 | |
693 | |
794 | /* |
694 | /* |
795 | * Adds stat-bonuses given by the class which the player has chosen. |
695 | * Adds stat-bonuses given by the class which the player has chosen. |
796 | */ |
696 | */ |
797 | void |
697 | void |
798 | object::add_statbonus () |
698 | object::add_statbonus () |
799 | { |
699 | { |
800 | stats.Str += arch->clone.stats.Str; |
700 | for (int i = 0; i < NUM_STATS; ++i) |
801 | stats.Dex += arch->clone.stats.Dex; |
701 | { |
802 | stats.Con += arch->clone.stats.Con; |
702 | sint8 v = arch->stats.stat (i); |
803 | stats.Wis += arch->clone.stats.Wis; |
703 | stats.stat (i) += v; |
804 | stats.Pow += arch->clone.stats.Pow; |
704 | contr->orig_stats.stat (i) += v; |
805 | stats.Cha += arch->clone.stats.Cha; |
705 | } |
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 | } |
706 | } |
|
|
707 | |
|
|
708 | static struct copy_flags : object::flags_t |
|
|
709 | { |
|
|
710 | copy_flags () |
|
|
711 | { |
|
|
712 | set (FLAG_LIFESAVE); |
|
|
713 | set (FLAG_REFL_SPELL); |
|
|
714 | set (FLAG_REFL_MISSILE); |
|
|
715 | set (FLAG_STEALTH); |
|
|
716 | set (FLAG_XRAYS); |
|
|
717 | set (FLAG_BLIND); |
|
|
718 | set (FLAG_SEE_IN_DARK); |
|
|
719 | } |
|
|
720 | } copy_flags; |
816 | |
721 | |
817 | /* |
722 | /* |
818 | * Updates all abilities given by applied objects in the inventory |
723 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
724 | * of the given object. Note: This function works for both monsters |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
725 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
825 | * spell system split, grace points now added to system --peterm |
730 | * spell system split, grace points now added to system --peterm |
826 | */ |
731 | */ |
827 | void |
732 | void |
828 | object::update_stats () |
733 | object::update_stats () |
829 | { |
734 | { |
830 | int i, j; |
|
|
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
735 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
832 | int weapon_weight = 0, weapon_speed = 0; |
736 | weight_t weapon_weight = 0; |
|
|
737 | int weapon_speed = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
738 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
739 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
740 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
836 | float old_speed = speed; |
741 | float old_speed = speed; |
|
|
742 | int stat_sum [NUM_STATS]; |
|
|
743 | |
|
|
744 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
837 | |
745 | |
838 | /* First task is to clear all the values back to their original values */ |
746 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
747 | if (type == PLAYER) |
840 | { |
748 | { |
|
|
749 | contr->delayed_update = false; |
|
|
750 | |
841 | for (i = 0; i < NUM_STATS; i++) |
751 | for (int i = 0; i < NUM_STATS; i++) |
842 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
752 | stat_sum [i] = contr->orig_stats.stat (i); |
843 | |
753 | |
844 | if (settings.spell_encumbrance == TRUE) |
754 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
755 | contr->encumbrance = 0; |
846 | |
756 | |
847 | attacktype = 0; |
757 | attacktype = 0; |
|
|
758 | |
848 | contr->digestion = 0; |
759 | contr->digestion = 0; |
849 | contr->gen_hp = 0; |
760 | contr->gen_hp = 0; |
850 | contr->gen_sp = 0; |
761 | contr->gen_sp = 0; |
851 | contr->gen_grace = 0; |
762 | contr->gen_grace = 0; |
852 | contr->gen_sp_armour = 10; |
763 | contr->gen_sp_armour = 10; |
853 | contr->item_power = 0; |
764 | contr->item_power = 0; |
854 | |
|
|
855 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
856 | * gets reset for no good reason, and we don't want to reset |
|
|
857 | * range_magic (what spell is readied). These three below |
|
|
858 | * well get filled in based on what the player has equipped. |
|
|
859 | */ |
|
|
860 | contr->ranges[range_bow] = 0; |
|
|
861 | contr->ranges[range_misc] = 0; |
|
|
862 | contr->ranges[range_skill] = 0; |
|
|
863 | } |
765 | } |
864 | |
766 | |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
767 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
|
|
768 | slot[i].used = slot[i].info; |
866 | |
769 | |
867 | slaying = 0; |
770 | slaying = 0; |
868 | |
771 | |
869 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
772 | if (!this->flag [FLAG_WIZ]) |
870 | { |
|
|
871 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
872 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
873 | } |
773 | { |
|
|
774 | this->clr_flag (FLAG_XRAYS); |
|
|
775 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
776 | } |
874 | |
777 | |
875 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
778 | this->clr_flag (FLAG_LIFESAVE); |
876 | CLEAR_FLAG (this, FLAG_STEALTH); |
779 | this->clr_flag (FLAG_STEALTH); |
877 | CLEAR_FLAG (this, FLAG_BLIND); |
780 | this->clr_flag (FLAG_BLIND); |
878 | |
781 | |
879 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
782 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
880 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
783 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
784 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
785 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
883 | |
786 | |
884 | path_attuned = arch->clone.path_attuned; |
787 | path_attuned = arch->path_attuned; |
885 | path_repelled = arch->clone.path_repelled; |
788 | path_repelled = arch->path_repelled; |
886 | path_denied = arch->clone.path_denied; |
789 | path_denied = arch->path_denied; |
887 | glow_radius = arch->clone.glow_radius; |
790 | glow_radius = arch->glow_radius; |
888 | move_type = arch->clone.move_type; |
791 | move_type = arch->move_type; |
889 | chosen_skill = NULL; |
|
|
890 | |
792 | |
891 | /* initializing resistances from the values in player/monster's |
793 | /* initializing resistances from the values in player/monster's |
892 | * archetype clone |
794 | * archetype clone |
893 | */ |
795 | */ |
894 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
796 | memcpy (&resist, &arch->resist, sizeof (resist)); |
895 | |
797 | |
896 | for (i = 0; i < NROFATTACKS; i++) |
798 | for (int i = 0; i < NROFATTACKS; i++) |
897 | { |
799 | { |
898 | if (resist[i] > 0) |
800 | if (resist[i] > 0) |
899 | prot[i] = resist[i], vuln[i] = 0; |
801 | prot[i] = resist[i], vuln[i] = 0; |
900 | else |
802 | else |
901 | vuln[i] = -(resist[i]), prot[i] = 0; |
803 | vuln[i] = -resist[i], prot[i] = 0; |
|
|
804 | |
902 | potion_resist[i] = 0; |
805 | potion_resist[i] = -1000; |
903 | } |
806 | } |
904 | |
807 | |
905 | wc = arch->clone.stats.wc; |
808 | wc = arch->stats.wc; |
906 | stats.dam = arch->clone.stats.dam; |
809 | stats.dam = arch->stats.dam; |
907 | |
810 | |
908 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
811 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
909 | * plus a small amount of physical resist, those poor suckers. ;) |
812 | * plus a small amount of physical resist, those poor suckers. ;) |
910 | * the fact that maxlevel is factored in could be considered sort of bogus - |
813 | * the fact that maxlevel is factored in could be considered sort of bogus - |
911 | * we should probably give them some bonus and cap it off - otherwise, |
814 | * we should probably give them some bonus and cap it off - otherwise, |
912 | * basically, if a server updates its max level, these playes may find |
815 | * basically, if a server updates its max level, these playes may find |
913 | * that their protection from physical goes down |
816 | * that their protection from physical goes down |
914 | */ |
817 | */ |
915 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
818 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
916 | { |
819 | { |
917 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
820 | ac = max (-10, arch->stats.ac - level / 3); |
918 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
821 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
919 | } |
822 | } |
920 | else |
823 | else |
921 | ac = arch->clone.stats.ac; |
824 | ac = arch->stats.ac; |
922 | |
825 | |
923 | stats.luck = arch->clone.stats.luck; |
826 | stats.luck = arch->stats.luck; |
924 | speed = arch->clone.speed; |
827 | speed = arch->speed; |
|
|
828 | |
|
|
829 | chosen_skill = 0; |
925 | |
830 | |
926 | /* OK - we've reset most all the objects attributes to sane values. |
831 | /* OK - we've reset most all the objects attributes to sane values. |
927 | * now go through and make adjustments for what the player has equipped. |
832 | * now go through and make adjustments for what the player has equipped. |
928 | */ |
833 | */ |
929 | for (tmp = inv; tmp; tmp = tmp->below) |
834 | for (tmp = inv; tmp; tmp = tmp->below) |
930 | { |
835 | { |
931 | /* See note in map.c:update_position about making this additive |
|
|
932 | * since light sources are never applied, need to put check here. |
|
|
933 | */ |
|
|
934 | if (tmp->glow_radius > glow_radius) |
|
|
935 | glow_radius = tmp->glow_radius; |
|
|
936 | |
|
|
937 | /* This happens because apply_potion calls change_abil with the potion |
836 | /* This happens because apply_potion calls change_abil with the potion |
938 | * applied so we can tell the player what chagned. But change_abil |
837 | * applied so we can tell the player what changed. But change_abil |
939 | * then calls this function. |
838 | * then calls this function. |
940 | */ |
839 | */ |
941 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
840 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
942 | continue; |
841 | continue; |
|
|
842 | |
|
|
843 | glow_radius += tmp->glow_radius; |
943 | |
844 | |
944 | /* For some things, we don't care what is equipped */ |
845 | /* For some things, we don't care what is equipped */ |
945 | if (tmp->type == SKILL) |
846 | if (tmp->type == SKILL) |
946 | { |
847 | { |
947 | /* Want to take the highest skill here. */ |
848 | /* Want to take the highest skill here. */ |
… | |
… | |
960 | else if (tmp->level > grace_obj->level) |
861 | else if (tmp->level > grace_obj->level) |
961 | grace_obj = tmp; |
862 | grace_obj = tmp; |
962 | } |
863 | } |
963 | } |
864 | } |
964 | |
865 | |
965 | /* Container objects are not meant to adjust a players, but other applied |
866 | /* Container objects are not meant to adjust players, but other applied |
966 | * objects need to make adjustments. |
867 | * objects need to make adjustments. |
967 | * This block should handle all player specific changes |
868 | * This block should handle all player specific changes |
968 | * The check for Praying is a bit of a hack - god given bonuses are put |
869 | * The check for Praying is a bit of a hack - god given bonuses are put |
969 | * in the praying skill, and the player should always get those. |
870 | * in the praying skill, and the player should always get those. |
970 | * It also means we need to put in additional checks for applied below, |
871 | * It also means we need to put in additional checks for applied below, |
971 | * because the skill shouldn't count against body positions being used |
872 | * because the skill shouldn't count against body positions being used |
972 | * up, etc. |
873 | * up, etc. |
973 | */ |
874 | */ |
974 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
875 | if ((tmp->flag [FLAG_APPLIED] |
|
|
876 | && tmp->type != CONTAINER |
|
|
877 | && tmp->type != CLOSE_CON |
|
|
878 | && tmp->type != SPELL) |
975 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
879 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
976 | { |
880 | { |
977 | if (type == PLAYER) |
881 | if (type == PLAYER) |
978 | { |
882 | { |
979 | if (tmp->type == BOW) |
883 | contr->item_power += tmp->item_power; |
980 | contr->ranges[range_bow] = tmp; |
|
|
981 | |
884 | |
982 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
983 | contr->ranges[range_misc] = tmp; |
|
|
984 | |
|
|
985 | for (i = 0; i < NUM_STATS; i++) |
885 | for (int i = 0; i < NUM_STATS; i++) |
986 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
886 | stat_sum [i] += tmp->stats.stat (i); |
987 | |
887 | |
988 | /* these are the items that currently can change digestion, regeneration, |
888 | if (digest_types [tmp->type]) |
989 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
990 | * list, but other items store other info into stats array. |
|
|
991 | */ |
|
|
992 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
|
|
993 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
994 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
995 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
996 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
|
|
997 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
|
|
998 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
|
|
999 | (tmp->type == SKILL)) |
|
|
1000 | { |
889 | { |
1001 | contr->digestion += tmp->stats.food; |
890 | contr->digestion += tmp->stats.food; |
1002 | contr->gen_hp += tmp->stats.hp; |
891 | contr->gen_hp += tmp->stats.hp; |
|
|
892 | if (tmp->type != BOW) // ugly exception for bows |
1003 | contr->gen_sp += tmp->stats.sp; |
893 | contr->gen_sp += tmp->stats.sp; |
1004 | contr->gen_grace += tmp->stats.grace; |
894 | contr->gen_grace += tmp->stats.grace; |
1005 | contr->gen_sp_armour += tmp->gen_sp_armour; |
895 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1006 | contr->item_power += tmp->item_power; |
|
|
1007 | } |
896 | } |
1008 | } /* if this is a player */ |
897 | } /* if this is a player */ |
|
|
898 | else |
|
|
899 | { |
|
|
900 | if (tmp->type == WEAPON) |
|
|
901 | current_weapon = tmp; |
|
|
902 | } |
1009 | |
903 | |
1010 | /* Update slots used for items */ |
904 | /* Update slots used for items */ |
1011 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
1012 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
906 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
1013 | body_used[i] += tmp->body_info[i]; |
907 | slot[i].used += tmp->slot[i].info; |
1014 | |
908 | |
1015 | if (tmp->type == SYMPTOM) |
909 | if (tmp->type == SYMPTOM) |
1016 | { |
|
|
1017 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
910 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
1018 | if (speed_reduce_from_disease == 0) |
|
|
1019 | speed_reduce_from_disease = 1; |
|
|
1020 | } |
|
|
1021 | |
911 | |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
912 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
1023 | * (Negative protections are calculated exactly like positive.) |
913 | * (Negative protections are calculated exactly like positive.) |
1024 | * Resistance from potions are treated special as well. If there's |
914 | * Resistance from potions are treated special as well. If there's |
1025 | * more than one potion-effect, the bigger prot.-value is taken. |
915 | * more than one potion-effect, the bigger prot.-value is taken. |
1026 | */ |
916 | */ |
|
|
917 | if (tmp->type == POTION_EFFECT) |
|
|
918 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
919 | max_it (potion_resist[i], tmp->resist[i]); |
1027 | if (tmp->type != POTION) |
920 | else if (tmp->type != POTION) |
|
|
921 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
922 | if (tmp->resist[i] > 0) |
|
|
923 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
|
|
924 | else if (tmp->resist[i] < 0) |
|
|
925 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
|
|
926 | |
|
|
927 | /* There may be other things that should not adjust the attacktype */ |
|
|
928 | if (tmp->type != SYMPTOM) |
1028 | { |
929 | { |
1029 | for (i = 0; i < NROFATTACKS; i++) |
930 | attacktype |= tmp->attacktype; |
1030 | { |
931 | path_attuned |= tmp->path_attuned; |
1031 | /* Potential for cursed potions, in which case we just can use |
932 | path_repelled |= tmp->path_repelled; |
1032 | * a straight MAX, as potion_resist is initialised to zero. |
933 | path_denied |= tmp->path_denied; |
1033 | */ |
934 | move_type |= tmp->move_type; |
1034 | if (tmp->type == POTION_EFFECT) |
935 | stats.luck += tmp->stats.luck; |
1035 | { |
|
|
1036 | if (potion_resist[i]) |
|
|
1037 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
|
|
1038 | else |
|
|
1039 | potion_resist[i] = tmp->resist[i]; |
|
|
1040 | } |
|
|
1041 | else if (tmp->resist[i] > 0) |
|
|
1042 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
|
|
1043 | else if (tmp->resist[i] < 0) |
|
|
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
|
|
1045 | } |
|
|
1046 | } |
936 | } |
1047 | |
937 | |
1048 | /* There may be other things that should not adjust the attacktype */ |
938 | flag |= tmp->flag & copy_flags; |
1049 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1050 | attacktype |= tmp->attacktype; |
|
|
1051 | |
939 | |
1052 | path_attuned |= tmp->path_attuned; |
940 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
1053 | path_repelled |= tmp->path_repelled; |
941 | this->set_flag (FLAG_UNDEAD); |
1054 | path_denied |= tmp->path_denied; |
|
|
1055 | stats.luck += tmp->stats.luck; |
|
|
1056 | move_type |= tmp->move_type; |
|
|
1057 | |
942 | |
1058 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
943 | //TODO: copy_flags? |
1059 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
944 | if (tmp->flag [FLAG_MAKE_INVIS]) |
1060 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
1061 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
1063 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
1065 | |
|
|
1066 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
|
|
1067 | SET_FLAG (this, FLAG_UNDEAD); |
|
|
1068 | |
|
|
1069 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
|
|
1070 | { |
945 | { |
1071 | SET_FLAG (this, FLAG_MAKE_INVIS); |
946 | set_flag (FLAG_MAKE_INVIS); |
1072 | invisible = 1; |
947 | invisible = 1; |
1073 | } |
948 | } |
1074 | |
949 | |
1075 | if (tmp->stats.exp && tmp->type != SKILL) |
950 | if (tmp->stats.exp && tmp->type != SKILL) |
1076 | { |
951 | { |
1077 | if (tmp->stats.exp > 0) |
952 | if (tmp->stats.exp > 0) |
1078 | { |
953 | { |
1079 | added_speed += (float) tmp->stats.exp / 3.0; |
954 | added_speed += tmp->stats.exp / 3.f; |
1080 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
955 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1081 | } |
956 | } |
1082 | else |
957 | else |
1083 | added_speed += (float) tmp->stats.exp; |
958 | added_speed += tmp->stats.exp; |
1084 | } |
959 | } |
1085 | |
960 | |
1086 | switch (tmp->type) |
961 | switch (tmp->type) |
1087 | { |
962 | { |
1088 | /* skills modifying the character -b.t. */ |
|
|
1089 | /* for all skills and skill granting objects */ |
|
|
1090 | case SKILL: |
963 | case SKILL: |
1091 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
964 | { |
|
|
965 | // some skills will end up here without counting as "applied" |
|
|
966 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1092 | break; |
967 | break; |
1093 | |
968 | |
1094 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1095 | wc_obj = tmp; |
|
|
1096 | |
|
|
1097 | if (chosen_skill) |
969 | if (chosen_skill) |
|
|
970 | { |
1098 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
971 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
972 | &name, &chosen_skill->name, &tmp->name); |
1099 | |
973 | |
|
|
974 | tmp->flag [FLAG_APPLIED] = false; |
|
|
975 | update_stats (); |
|
|
976 | return; |
|
|
977 | } |
|
|
978 | |
1100 | chosen_skill = tmp; |
979 | chosen_skill = tmp; |
1101 | |
980 | |
1102 | if (tmp->stats.dam > 0) |
981 | if (tmp->stats.dam > 0) |
1103 | { /* skill is a 'weapon' */ |
982 | { /* skill is a 'weapon' */ |
1104 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
983 | if (!this->flag [FLAG_READY_WEAPON]) |
1105 | weapon_speed = (int) WEAPON_SPEED (tmp); |
984 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1106 | |
985 | |
1107 | if (weapon_speed < 0) |
|
|
1108 | weapon_speed = 0; |
|
|
1109 | |
|
|
1110 | weapon_weight = tmp->weight; |
986 | weapon_weight = tmp->weight; |
1111 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
987 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1112 | |
988 | |
1113 | if (tmp->magic) |
989 | if (tmp->magic) |
1114 | stats.dam += tmp->magic; |
990 | stats.dam += tmp->magic; |
1115 | } |
991 | } |
1116 | |
992 | |
1117 | if (tmp->stats.wc) |
993 | if (tmp->stats.wc) |
1118 | wc -= (tmp->stats.wc + tmp->magic); |
994 | wc -= tmp->stats.wc + tmp->magic; |
1119 | |
995 | |
1120 | if (tmp->slaying != NULL) |
996 | if (tmp->slaying) |
1121 | slaying = tmp->slaying; |
997 | slaying = tmp->slaying; |
1122 | |
998 | |
1123 | if (tmp->stats.ac) |
999 | if (tmp->stats.ac) |
1124 | ac -= (tmp->stats.ac + tmp->magic); |
1000 | ac -= tmp->stats.ac + tmp->magic; |
1125 | |
1001 | |
1126 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1002 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1127 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1003 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1128 | |
|
|
1129 | if (type == PLAYER) |
|
|
1130 | contr->ranges[range_skill] = this; |
|
|
1131 | |
|
|
1132 | break; |
1004 | } |
1133 | |
1005 | |
1134 | case SKILL_TOOL: |
|
|
1135 | if (chosen_skill) |
|
|
1136 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1137 | |
|
|
1138 | chosen_skill = tmp; |
|
|
1139 | |
|
|
1140 | if (type == PLAYER) |
|
|
1141 | contr->ranges[range_skill] = this; |
|
|
1142 | break; |
1006 | break; |
1143 | |
1007 | |
1144 | case SHIELD: |
1008 | case SHIELD: |
1145 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1009 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1146 | contr->encumbrance += (int) tmp->weight / 2000; |
1010 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
|
|
1011 | //FALLTHROUGH |
1147 | case RING: |
1012 | case RING: |
1148 | case AMULET: |
1013 | case AMULET: |
1149 | case GIRDLE: |
1014 | case GIRDLE: |
1150 | case HELMET: |
1015 | case HELMET: |
1151 | case BOOTS: |
1016 | case BOOTS: |
… | |
… | |
1160 | if (tmp->stats.ac) |
1025 | if (tmp->stats.ac) |
1161 | ac -= tmp->stats.ac + tmp->magic; |
1026 | ac -= tmp->stats.ac + tmp->magic; |
1162 | |
1027 | |
1163 | break; |
1028 | break; |
1164 | |
1029 | |
|
|
1030 | case RANGED: |
1165 | case BOW: |
1031 | case BOW: |
1166 | case WEAPON: |
1032 | case WEAPON: |
1167 | wc -= tmp->stats.wc + tmp->magic; |
1033 | wc -= tmp->stats.wc + tmp->magic; |
1168 | |
1034 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1035 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1036 | ac -= tmp->stats.ac + tmp->magic; |
1171 | |
1037 | |
1172 | stats.dam += tmp->stats.dam + tmp->magic; |
1038 | stats.dam += tmp->stats.dam + tmp->magic; |
1173 | weapon_weight = tmp->weight; |
1039 | weapon_weight = tmp->weight; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1040 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | |
1041 | |
1176 | if (weapon_speed < 0) |
1042 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1043 | weapon_speed = 0; |
1178 | |
1044 | |
1179 | slaying = tmp->slaying; |
1045 | slaying = tmp->slaying; |
|
|
1046 | |
1180 | /* If there is desire that two handed weapons should do |
1047 | /* If there is desire that two handed weapons should do |
1181 | * extra strength damage, this is where the code should |
1048 | * extra strength damage, this is where the code should |
1182 | * go. |
1049 | * go. |
1183 | */ |
1050 | */ |
1184 | current_weapon = tmp; |
1051 | |
|
|
1052 | if (type == PLAYER) |
1185 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1053 | if (settings.spell_encumbrance) |
1186 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1054 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1187 | |
1055 | |
1188 | break; |
1056 | break; |
1189 | |
1057 | |
1190 | case ARMOUR: /* Only the best of these three are used: */ |
1058 | case ARMOUR: /* Only the best of these three are used: */ |
1191 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1059 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1192 | contr->encumbrance += (int) tmp->weight / 1000; |
1060 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1193 | |
1061 | |
1194 | case BRACERS: |
1062 | case BRACERS: |
1195 | case FORCE: |
1063 | case FORCE: |
1196 | if (tmp->stats.wc) |
1064 | if (tmp->stats.wc) |
1197 | { |
1065 | { |
… | |
… | |
1214 | else /* To nullify the below effect */ |
1082 | else /* To nullify the below effect */ |
1215 | ac += tmp->stats.ac + tmp->magic; |
1083 | ac += tmp->stats.ac + tmp->magic; |
1216 | } |
1084 | } |
1217 | |
1085 | |
1218 | if (tmp->stats.wc) |
1086 | if (tmp->stats.wc) |
1219 | wc -= (tmp->stats.wc + tmp->magic); |
1087 | wc -= tmp->stats.wc + tmp->magic; |
1220 | |
1088 | |
1221 | if (tmp->stats.ac) |
1089 | if (tmp->stats.ac) |
1222 | ac -= (tmp->stats.ac + tmp->magic); |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1223 | |
1091 | |
1224 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1092 | if (ARMOUR_SPEED (tmp)) |
1225 | max = ARMOUR_SPEED (tmp) / 10.0; |
1093 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1226 | |
1094 | |
1227 | break; |
1095 | break; |
1228 | } /* switch tmp->type */ |
1096 | } /* switch tmp->type */ |
1229 | } /* item is equipped */ |
1097 | } /* item is equipped */ |
1230 | } /* for loop of items */ |
1098 | } /* for loop of items */ |
1231 | |
1099 | |
|
|
1100 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
|
|
1101 | |
1232 | /* We've gone through all the objects the player has equipped. For many things, we |
1102 | /* We've gone through all the objects the player has equipped. For many things, we |
1233 | * have generated intermediate values which we now need to assign. |
1103 | * have generated intermediate values which we now need to assign. |
1234 | */ |
1104 | */ |
1235 | |
1105 | |
1236 | /* 'total resistance = total protections - total vulnerabilities'. |
1106 | /* 'total resistance = total protections - total vulnerabilities'. |
1237 | * If there is an uncursed potion in effect, granting more protection |
1107 | * If there is an uncursed potion in effect, granting more protection |
1238 | * than that, we take: 'total resistance = resistance from potion'. |
1108 | * than that, we take: 'total resistance = resistance from potion'. |
1239 | * If there is a cursed (and no uncursed) potion in effect, we take |
1109 | * If there is a cursed (and no uncursed) potion in effect, we take |
1240 | * 'total resistance = vulnerability from cursed potion'. |
1110 | * 'total resistance = vulnerability from cursed potion'. |
1241 | */ |
1111 | */ |
1242 | for (i = 0; i < NROFATTACKS; i++) |
1112 | for (int i = 0; i < NROFATTACKS; i++) |
1243 | { |
1113 | { |
1244 | resist[i] = prot[i] - vuln[i]; |
1114 | resist[i] = prot[i] - vuln[i]; |
1245 | |
1115 | |
1246 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1116 | if (potion_resist[i] != -1000 |
|
|
1117 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1247 | resist[i] = potion_resist[i]; |
1118 | resist[i] = potion_resist[i]; |
1248 | } |
1119 | } |
1249 | |
1120 | |
1250 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1251 | if (type == PLAYER) |
1121 | if (type == PLAYER) |
1252 | { |
1122 | { |
|
|
1123 | // clamp various player stats |
|
|
1124 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1125 | stats.stat (i) = stat_sum [i]; |
|
|
1126 | |
|
|
1127 | check_stat_bounds (&stats); |
|
|
1128 | |
|
|
1129 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1130 | |
|
|
1131 | /* Figure out the players sp/mana/hp totals. */ |
1253 | int pl_level; |
1132 | int pl_level; |
1254 | |
1133 | |
1255 | check_stat_bounds (&(stats)); |
|
|
1256 | pl_level = level; |
|
|
1257 | |
|
|
1258 | if (pl_level < 1) |
|
|
1259 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1134 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1260 | |
1135 | |
1261 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1136 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1262 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1137 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1263 | */ |
1138 | */ |
1264 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1139 | stats.maxhp = 0; |
|
|
1140 | for (int i = 1; i <= min (10, pl_level); i++) |
1265 | { |
1141 | { |
1266 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1142 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1267 | |
1143 | |
1268 | if (i % 2 && con_bonus[stats.Con] % 2) |
1144 | if (i % 2 && con_bonus[stats.Con] % 2) |
1269 | { |
|
|
1270 | if (con_bonus[stats.Con] > 0) |
1145 | if (con_bonus[stats.Con] > 0) |
1271 | j++; |
1146 | j++; |
1272 | else |
1147 | else |
1273 | j--; |
1148 | j--; |
1274 | } |
|
|
1275 | |
1149 | |
1276 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1150 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1277 | } |
1151 | } |
1278 | |
1152 | |
1279 | for (i = 11; i <= level; i++) |
1153 | stats.maxhp += 2 * max (0, level - 10); |
1280 | stats.maxhp += 2; |
|
|
1281 | |
1154 | |
1282 | if (stats.hp > stats.maxhp) |
1155 | if (stats.hp > stats.maxhp) |
1283 | stats.hp = stats.maxhp; |
1156 | stats.hp = stats.maxhp; |
1284 | |
1157 | |
1285 | /* Sp gain is controlled by the level of the player's |
1158 | /* Sp gain is controlled by the level of the player's |
1286 | * relevant experience object (mana_obj, see above) |
1159 | * relevant experience object (mana_obj, see above) |
1287 | */ |
1160 | */ |
1288 | /* following happen when skills system is not used */ |
1161 | /* following happen when skills system is not used */ |
1289 | if (!mana_obj) |
1162 | if (!mana_obj) |
1290 | mana_obj = this; |
1163 | mana_obj = this; |
1291 | |
1164 | |
… | |
… | |
1298 | |
1171 | |
1299 | if (mana_obj == this && type == PLAYER) |
1172 | if (mana_obj == this && type == PLAYER) |
1300 | stats.maxsp = 1; |
1173 | stats.maxsp = 1; |
1301 | else |
1174 | else |
1302 | { |
1175 | { |
1303 | sp_tmp = 0.0; |
1176 | float sp_tmp = 0.f; |
1304 | |
1177 | |
1305 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1178 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1306 | { |
1179 | { |
1307 | float stmp; |
1180 | float stmp; |
1308 | |
1181 | |
1309 | /* Got some extra bonus at first level */ |
1182 | /* Got some extra bonus at first level */ |
1310 | if (i < 2) |
1183 | if (i < 2) |
1311 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1184 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1312 | else |
1185 | else |
1313 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1186 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1314 | |
1187 | |
1315 | if (stmp < 1.0) |
|
|
1316 | stmp = 1.0; |
|
|
1317 | |
|
|
1318 | sp_tmp += stmp; |
1188 | sp_tmp += max (1.f, stmp); |
1319 | } |
1189 | } |
1320 | |
1190 | |
1321 | stats.maxsp = (int) sp_tmp; |
1191 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1322 | |
|
|
1323 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1324 | stats.maxsp += 2; |
|
|
1325 | } |
1192 | } |
|
|
1193 | |
1326 | /* Characters can get their sp supercharged via rune of transferrance */ |
1194 | /* Characters can get their sp supercharged via rune of transferrance */ |
1327 | if (stats.sp > stats.maxsp * 2) |
1195 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1328 | stats.sp = stats.maxsp * 2; |
|
|
1329 | |
1196 | |
1330 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1197 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1331 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1198 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1332 | grace_obj = this; |
1199 | grace_obj = this; |
1333 | |
1200 | |
… | |
… | |
1338 | /* store grace in a float - this way, the divisions below don't create |
1205 | /* store grace in a float - this way, the divisions below don't create |
1339 | * big jumps when you go from level to level - with int's, it then |
1206 | * big jumps when you go from level to level - with int's, it then |
1340 | * becomes big jumps when the sums of the bonuses jump to the next |
1207 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1208 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1209 | */ |
1343 | sp_tmp = 0.0; |
1210 | float sp_tmp = 0.f; |
1344 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1211 | |
|
|
1212 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1345 | { |
1213 | { |
1346 | float grace_tmp = 0.0; |
1214 | float grace_tmp = 0.f; |
1347 | |
1215 | |
1348 | /* Got some extra bonus at first level */ |
1216 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1217 | if (i < 2) |
1350 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1218 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1351 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1352 | else |
1219 | else |
1353 | grace_tmp = (float) contr->levgrace[i] |
|
|
1354 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1220 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1355 | |
1221 | |
1356 | if (grace_tmp < 1.0) |
|
|
1357 | grace_tmp = 1.0; |
|
|
1358 | |
|
|
1359 | sp_tmp += grace_tmp; |
1222 | sp_tmp += max (1.f, grace_tmp); |
1360 | } |
1223 | } |
1361 | |
1224 | |
1362 | stats.maxgrace = (int) sp_tmp; |
|
|
1363 | |
|
|
1364 | /* two grace points per level after 11 */ |
1225 | /* two grace points per level after 10 */ |
1365 | for (i = 11; i <= grace_obj->level; i++) |
1226 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1366 | stats.maxgrace += 2; |
|
|
1367 | } |
1227 | } |
|
|
1228 | |
1368 | /* No limit on grace vs maxgrace */ |
1229 | /* No limit on grace vs maxgrace */ |
1369 | |
1230 | |
1370 | if (contr->braced) |
1231 | if (contr->braced) |
1371 | { |
1232 | { |
1372 | ac += 2; |
1233 | ac += 2; |
1373 | wc += 4; |
1234 | wc += 4; |
1374 | } |
1235 | } |
1375 | else |
1236 | else |
1376 | ac -= dex_bonus[stats.Dex]; |
1237 | ac -= dex_bonus[stats.Dex]; |
1377 | |
1238 | |
1378 | /* In new exp/skills system, wc bonuses are related to |
1239 | /* In new exp/skills system, wc bonuses are related to |
1379 | * the players level in a relevant exp object (wc_obj) |
1240 | * the players level in a relevant exp object (wc_obj) |
1380 | * not the general player level -b.t. |
1241 | * not the general player level -b.t. |
1381 | * I changed this slightly so that wc bonuses are better |
1242 | * I changed this slightly so that wc bonuses are better |
1382 | * than before. This is to balance out the fact that |
1243 | * than before. This is to balance out the fact that |
1383 | * the player no longer gets a personal weapon w/ 1 |
1244 | * the player no longer gets a personal weapon w/ 1 |
1384 | * improvement every level, now its fighterlevel/5. So |
1245 | * improvement every level, now its fighterlevel/5. So |
1385 | * we give the player a bonus here in wc and dam |
1246 | * we give the player a bonus here in wc and dam |
1386 | * to make up for the change. Note that I left the |
1247 | * to make up for the change. Note that I left the |
1387 | * monster bonus the same as before. -b.t. |
1248 | * monster bonus the same as before. -b.t. |
1388 | */ |
1249 | */ |
|
|
1250 | object *wc_obj = chosen_skill; |
1389 | |
1251 | |
1390 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1252 | if (contr && wc_obj && wc_obj->level > 1) |
1391 | { |
1253 | { |
1392 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1254 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1393 | |
1255 | |
1394 | for (i = 1; i < wc_obj->level; i++) |
1256 | for (int i = 1; i < wc_obj->level; i++) |
1395 | { |
1257 | { |
1396 | /* addtional wc every 6 levels */ |
1258 | /* additional wc every 6 levels */ |
1397 | if (!(i % 6)) |
1259 | if (!(i % 6)) |
1398 | wc--; |
1260 | wc--; |
1399 | |
1261 | |
1400 | /* addtional dam every 4 levels. */ |
1262 | /* additional dam every 4 levels. */ |
1401 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1263 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1402 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1264 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1403 | } |
1265 | } |
1404 | } |
1266 | } |
1405 | else |
1267 | else |
… | |
… | |
1408 | stats.dam += dam_bonus[stats.Str]; |
1270 | stats.dam += dam_bonus[stats.Str]; |
1409 | |
1271 | |
1410 | if (stats.dam < 1) |
1272 | if (stats.dam < 1) |
1411 | stats.dam = 1; |
1273 | stats.dam = 1; |
1412 | |
1274 | |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
1275 | speed = 1.f + speed_bonus[stats.Dex]; |
1414 | |
1276 | |
1415 | if (settings.search_items && contr->search_str[0]) |
1277 | if (settings.search_items && contr->search_str[0]) |
1416 | speed -= 1; |
1278 | speed -= 1; |
1417 | |
|
|
1418 | if (attacktype == 0) |
|
|
1419 | attacktype = arch->clone.attacktype; |
|
|
1420 | |
|
|
1421 | } /* End if player */ |
1279 | } /* End if player */ |
1422 | |
1280 | |
1423 | if (added_speed >= 0) |
1281 | if (added_speed >= 0) |
1424 | speed += added_speed / 10.0; |
1282 | speed += added_speed / 10.f; |
1425 | else /* Something wrong here...: */ |
1283 | else /* Something wrong here...: */ |
1426 | speed /= (float) (1.0 - added_speed); |
1284 | speed /= 1.f - added_speed; |
1427 | |
1285 | |
1428 | /* Max is determined by armour */ |
1286 | /* Max is determined by armour */ |
1429 | if (speed > max) |
1287 | speed = min (speed, max_speed); |
1430 | speed = max; |
|
|
1431 | |
1288 | |
1432 | if (type == PLAYER) |
1289 | if (type == PLAYER) |
1433 | { |
1290 | { |
1434 | /* f is a number the represents the number of kg above (positive num) |
1291 | /* 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 |
1292 | * or below (negative number) that the player is carrying. If above |
1436 | * weight limit, then player suffers a speed reduction based on how |
1293 | * weight limit, then player suffers a speed reduction based on how |
1437 | * much above he is, and what is max carry is |
1294 | * much above he is, and what is max carry is |
1438 | */ |
1295 | */ |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1296 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1440 | if (f > 0) |
1297 | if (f > 0.f) |
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1298 | speed /= (1.f + f / max_carry[stats.Str]); |
1442 | } |
1299 | } |
1443 | |
1300 | |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1301 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1302 | speed *= speed_reduce_from_disease; |
1445 | |
1303 | |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1304 | /* 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. |
1305 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1448 | */ |
1306 | */ |
1449 | speed = speed * speed_reduce_from_disease; |
1307 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1450 | |
1308 | |
1451 | if (speed < 0.01 && type == PLAYER) |
1309 | if (speed != old_speed) |
1452 | speed = 0.01; |
1310 | set_speed (speed); |
1453 | |
1311 | |
1454 | if (type == PLAYER) |
1312 | if (type == PLAYER) |
1455 | { |
1313 | { |
1456 | float M, W, s, D, K, S, M2; |
|
|
1457 | |
|
|
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1314 | /* (This formula was made by vidarl@ifi.uio.no) |
1459 | * Note that we never used these values again - basically |
1315 | * Note that we never used these values again - basically |
1460 | * all of these could be subbed into one big equation, but |
1316 | * all of these could be subbed into one big equation, but |
1461 | * that would just be a real pain to read. |
1317 | * that would just be a real pain to read. |
1462 | */ |
1318 | */ |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1319 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1320 | float M2 = max_carry[stats.Str] / 100.f; |
1465 | W = weapon_weight / 20000.0; |
1321 | float W = weapon_weight / 20000.f; |
1466 | s = 2 - weapon_speed / 10.0; |
1322 | float s = (20 - weapon_speed) / 10.f; |
1467 | D = (stats.Dex - 14) / 14.0; |
1323 | float D = (stats.Dex - 14) / 14.f; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1324 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1325 | |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1326 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1327 | |
1470 | if (K <= 0) |
1328 | if (K <= 0.01f) |
1471 | K = 0.01; |
1329 | K = 0.01f; |
1472 | S = speed / (K * s); |
1330 | |
1473 | contr->weapon_sp = S; |
1331 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1474 | } |
1332 | } |
1475 | |
1333 | |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1334 | /* 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) |
1335 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1336 | stats.dam = arch->stats.dam * 3; |
1479 | |
1337 | |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1338 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1339 | 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 | |
1340 | |
1498 | /* if for some reason the creature doesn't have any move type, |
1341 | /* if for some reason the creature doesn't have any move type, |
1499 | * give them walking as a default. |
1342 | * give them walking as a default. |
1500 | * The second case is a special case - to more closely mimic the |
1343 | * The second case is a special case - to more closely mimic the |
1501 | * old behaviour - if your flying, your not walking - just |
1344 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1504 | if (move_type == 0) |
1347 | if (move_type == 0) |
1505 | move_type = MOVE_WALK; |
1348 | move_type = MOVE_WALK; |
1506 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1349 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1507 | move_type &= ~MOVE_WALK; |
1350 | move_type &= ~MOVE_WALK; |
1508 | |
1351 | |
1509 | if (speed != old_speed) |
1352 | // now apply the new move_type |
1510 | set_speed (speed); |
1353 | if (this->move_type != move_type) |
|
|
1354 | change_move_type (move_type); |
1511 | |
1355 | |
1512 | /* It is quite possible that a player's spell costing might have changed, |
1356 | /* It is quite possible that a player's spell costing might have changed, |
1513 | * so we will check that now. |
1357 | * so we will check that now. |
1514 | */ |
1358 | */ |
1515 | if (type == PLAYER) |
1359 | if (is_player ()) |
1516 | { |
1360 | contr->update_spells (); |
1517 | esrv_update_stats (contr); |
|
|
1518 | esrv_update_spells (contr); |
|
|
1519 | } |
|
|
1520 | |
1361 | |
1521 | // update the mapspace, if we are on a map |
1362 | // update the mapspace, if we are on a map |
1522 | if (!flag [FLAG_REMOVED] && map) |
1363 | if (!flag [FLAG_REMOVED] && map) |
1523 | map->at (x, y).flags_ = 0; |
1364 | map->at (x, y).flags_ = 0; |
1524 | } |
1365 | } |
1525 | |
1366 | |
1526 | /* |
1367 | void |
1527 | * Returns true if the given player is a legal class. |
1368 | object::set_glow_radius (sint8 rad) |
1528 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
1529 | * check if the stat becomes negative, thus this function |
|
|
1530 | * merely checks that all stats are 1 or more, and returns |
|
|
1531 | * false otherwise. |
|
|
1532 | */ |
|
|
1533 | int |
|
|
1534 | allowed_class (const object *op) |
|
|
1535 | { |
1369 | { |
1536 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1370 | glow_radius = rad; |
1537 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1371 | |
|
|
1372 | if (is_on_map ()) |
|
|
1373 | update_all_los (map, x, y); |
|
|
1374 | else if (object *env = outer_env ()) |
|
|
1375 | { |
|
|
1376 | env->update_stats (); |
|
|
1377 | |
|
|
1378 | if (env->is_on_map ()) |
|
|
1379 | update_all_los (env->map, env->x, env->y); |
|
|
1380 | } |
1538 | } |
1381 | } |
1539 | |
1382 | |
1540 | /* |
1383 | /* |
1541 | * set the new dragon name after gaining levels or |
1384 | * set the new dragon name after gaining levels or |
1542 | * changing ability focus (later this can be extended to |
1385 | * changing ability focus (later this can be extended to |
1543 | * eventually change the player's face and animation) |
1386 | * eventually change the player's face and animation) |
1544 | * |
|
|
1545 | * Note that the title is written to 'own_title' in the |
|
|
1546 | * player struct. This should be changed to 'ext_title' |
|
|
1547 | * as soon as clients support this! |
|
|
1548 | * Please, anyone, write support for 'ext_title'. |
|
|
1549 | */ |
1387 | */ |
1550 | void |
1388 | void |
1551 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1389 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1552 | { |
1390 | { |
1553 | int atnr = -1; /* attacknumber of highest level */ |
1391 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1571 | /* now if there are equals at highest level, pick the one with focus, |
1409 | /* now if there are equals at highest level, pick the one with focus, |
1572 | or else at random */ |
1410 | or else at random */ |
1573 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1411 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1574 | atnr = abil->stats.exp; |
1412 | atnr = abil->stats.exp; |
1575 | |
1413 | |
1576 | level = (int) (level / 5.); |
|
|
1577 | |
|
|
1578 | /* now set the new title */ |
1414 | /* now set the new title */ |
1579 | if (pl->contr != NULL) |
|
|
1580 | { |
|
|
1581 | if (level == 0) |
|
|
1582 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1415 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1583 | else if (level == 1) |
|
|
1584 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1416 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1585 | else if (level == 2) |
|
|
1586 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1417 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1587 | else if (level == 3) |
|
|
1588 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1418 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1589 | else |
1419 | else |
1590 | { |
1420 | { |
1591 | /* special titles for extra high resistance! */ |
1421 | /* special titles for extra high resistance! */ |
1592 | if (skin->resist[atnr] > 80) |
|
|
1593 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1422 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1594 | else if (skin->resist[atnr] > 50) |
|
|
1595 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1423 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1596 | else |
|
|
1597 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1424 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1598 | } |
|
|
1599 | } |
1425 | } |
1600 | |
1426 | |
1601 | strcpy (pl->contr->own_title, ""); |
1427 | strcpy (pl->contr->own_title, ""); |
1602 | } |
1428 | } |
1603 | |
1429 | |
1604 | /* |
1430 | /* |
1605 | * This function is called when a dragon-player gains |
1431 | * This function is called when a dragon-player gains |
1606 | * an overall level. Here, the dragon might gain new abilities |
1432 | * an overall level. Here, the dragon might gain new abilities |
1607 | * or change the ability-focus. |
1433 | * or change the ability-focus. |
1608 | */ |
1434 | */ |
1609 | void |
1435 | static void |
1610 | dragon_level_gain (object *who) |
1436 | dragon_level_gain (object *who) |
1611 | { |
1437 | { |
1612 | object *abil = NULL; /* pointer to dragon ability force */ |
1438 | object *abil = NULL; /* pointer to dragon ability force */ |
1613 | object *skin = NULL; /* pointer to dragon skin force */ |
1439 | object *skin = NULL; /* pointer to dragon skin force */ |
1614 | object *tmp = NULL; /* tmp. object */ |
1440 | object *tmp = NULL; /* tmp. object */ |
1615 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1441 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1616 | |
1442 | |
1617 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1443 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1618 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1619 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1620 | |
|
|
1621 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1444 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1622 | if (tmp->type == FORCE) |
1445 | if (tmp->type == FORCE) |
1623 | if (tmp->arch->name == dragon_ability_force) |
1446 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1624 | abil = tmp; |
1447 | abil = tmp; |
1625 | else if (tmp->arch->name == dragon_skin_force) |
1448 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1626 | skin = tmp; |
1449 | skin = tmp; |
1627 | |
1450 | |
1628 | /* if the force is missing -> bail out */ |
1451 | /* if the force is missing -> bail out */ |
1629 | if (abil == NULL) |
1452 | if (abil == NULL) |
1630 | return; |
1453 | return; |
1631 | |
1454 | |
1632 | /* The ability_force keeps track of maximum level ever achieved. |
1455 | /* The ability_force keeps track of maximum level ever achieved. |
1633 | * New abilties can only be gained by surpassing this max level |
1456 | * New abilties can only be gained by surpassing this max level |
1634 | */ |
1457 | */ |
1635 | if (who->level > abil->level) |
1458 | if (who->level > abil->level) |
1636 | { |
1459 | { |
1637 | /* increase our focused ability */ |
1460 | /* increase our focused ability */ |
1638 | abil->resist[abil->stats.exp]++; |
1461 | abil->resist[abil->stats.exp]++; |
… | |
… | |
1673 | object *skill_obj; |
1496 | object *skill_obj; |
1674 | |
1497 | |
1675 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1498 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1676 | if (!skill_obj) |
1499 | if (!skill_obj) |
1677 | { |
1500 | { |
1678 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1501 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1679 | return NULL; |
1502 | return NULL; |
1680 | } |
1503 | } |
|
|
1504 | |
1681 | /* clear the flag - exp goes into this bucket, but player |
1505 | /* clear the flag - exp goes into this bucket, but player |
1682 | * still doesn't know it. |
1506 | * still doesn't know it. |
1683 | */ |
1507 | */ |
1684 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1508 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1685 | skill_obj->stats.exp = 0; |
1509 | skill_obj->stats.exp = 0; |
1686 | skill_obj->level = 1; |
1510 | skill_obj->level = 1; |
1687 | insert_ob_in_ob (skill_obj, op); |
1511 | op->insert (skill_obj); |
1688 | |
1512 | |
1689 | if (op->contr) |
1513 | if (player *pl = op->contr) |
1690 | { |
1514 | pl->link_skills (); |
1691 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1692 | if (op->contr->ns) |
|
|
1693 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1694 | } |
|
|
1695 | |
1515 | |
1696 | return skill_obj; |
1516 | return skill_obj; |
1697 | } |
1517 | } |
1698 | |
|
|
1699 | |
1518 | |
1700 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1519 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1701 | * whether the player gets more hp, sp and new levels. |
1520 | * whether the player gets more hp, sp and new levels. |
1702 | * Note this this function should only be called for players. Monstes |
1521 | * Note this this function should only be called for players. Monstes |
1703 | * don't really gain levels |
1522 | * don't really gain levels |
… | |
… | |
1706 | */ |
1525 | */ |
1707 | void |
1526 | void |
1708 | player_lvl_adj (object *who, object *op) |
1527 | player_lvl_adj (object *who, object *op) |
1709 | { |
1528 | { |
1710 | char buf[MAX_BUF]; |
1529 | char buf[MAX_BUF]; |
|
|
1530 | bool changed = false; |
1711 | |
1531 | |
1712 | if (!op) /* when rolling stats */ |
1532 | if (!op) /* when rolling stats */ |
1713 | op = who; |
1533 | op = who; |
1714 | |
1534 | |
1715 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1535 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1716 | { |
1536 | { |
|
|
1537 | changed = true; |
|
|
1538 | |
1717 | op->level++; |
1539 | op->level++; |
1718 | |
1540 | |
1719 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1541 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1720 | dragon_level_gain (who); |
1542 | dragon_level_gain (who); |
1721 | |
1543 | |
1722 | /* Only roll these if it is the player (who) that gained the level */ |
1544 | /* Only roll these if it is the player (who) that gained the level */ |
1723 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1545 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1724 | { |
1546 | { |
1725 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1547 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1726 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1548 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1727 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1549 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1728 | } |
1550 | } |
1729 | |
1551 | |
1730 | who->update_stats (); |
|
|
1731 | if (op->level > 1) |
1552 | if (op->level > 1) |
1732 | { |
1553 | { |
1733 | if (op->type != PLAYER) |
1554 | if (op->type != PLAYER) |
|
|
1555 | { |
|
|
1556 | who->contr->play_sound (sound_find ("skill_up")); |
1734 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1557 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1558 | } |
1735 | else |
1559 | else |
|
|
1560 | { |
|
|
1561 | who->contr->play_sound (sound_find ("level_up")); |
1736 | sprintf (buf, "You are now level %d.", op->level); |
1562 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1563 | } |
|
|
1564 | |
1737 | if (who) |
1565 | if (who) |
1738 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1566 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1739 | } |
1567 | } |
1740 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1741 | } |
1568 | } |
|
|
1569 | |
1742 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1570 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1743 | { |
1571 | { |
|
|
1572 | changed = true; |
|
|
1573 | |
1744 | op->level--; |
1574 | op->level--; |
1745 | who->update_stats (); |
1575 | |
1746 | if (op->type != PLAYER) |
1576 | if (op->type != PLAYER) |
1747 | { |
1577 | { |
1748 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1578 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1749 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1579 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1750 | } |
1580 | } |
1751 | player_lvl_adj (who, op); /* To decrease more levels */ |
|
|
1752 | } |
1581 | } |
1753 | |
1582 | |
1754 | /* check if the spell data has changed */ |
1583 | if (changed) |
1755 | esrv_update_stats (who->contr); |
1584 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1756 | esrv_update_spells (who->contr); |
|
|
1757 | } |
1585 | } |
1758 | |
1586 | |
1759 | /* |
1587 | /* |
1760 | * Returns how much experience is needed for a player to become |
1588 | * Returns how much experience is needed for a player to become |
1761 | * the given level. level should really never exceed max_level |
1589 | * the given level. level should really never exceed max_level |
1762 | */ |
1590 | */ |
1763 | |
1591 | |
1764 | sint64 |
1592 | sint64 |
1765 | level_exp (int level, double expmul) |
1593 | level_exp (int level, double expmul) |
1766 | { |
1594 | { |
1767 | if (level > settings.max_level) |
1595 | return expmul * level_to_min_exp (level); |
1768 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1769 | return (sint64) (expmul * levels[level]); |
|
|
1770 | } |
1596 | } |
1771 | |
1597 | |
1772 | /* |
1598 | /* |
1773 | * Ensure that the permanent experience requirements in an exp object are met. |
1599 | * Ensure that the permanent experience requirements in an exp object are met. |
1774 | * This really just checks 'op to make sure the perm_exp value is within |
1600 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1780 | calc_perm_exp (object *op) |
1606 | calc_perm_exp (object *op) |
1781 | { |
1607 | { |
1782 | int p_exp_min; |
1608 | int p_exp_min; |
1783 | |
1609 | |
1784 | /* Ensure that our permanent experience minimum is met. |
1610 | /* Ensure that our permanent experience minimum is met. |
1785 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1611 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1786 | * to get the fraction */ |
1612 | * to get the fraction */ |
1787 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1613 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1788 | |
1614 | |
1789 | if (op->perm_exp < p_exp_min) |
1615 | if (op->perm_exp < p_exp_min) |
1790 | op->perm_exp = p_exp_min; |
1616 | op->perm_exp = p_exp_min; |
… | |
… | |
1802 | * NULL, in which case exp increases the players general |
1628 | * NULL, in which case exp increases the players general |
1803 | * total, but not any particular skill. |
1629 | * total, but not any particular skill. |
1804 | * flag is what to do if the player doesn't have the skill: |
1630 | * flag is what to do if the player doesn't have the skill: |
1805 | */ |
1631 | */ |
1806 | static void |
1632 | static void |
1807 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1633 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1808 | { |
1634 | { |
1809 | object *skill_obj = NULL; |
1635 | object *skill_obj; |
1810 | sint64 limit, exp_to_add; |
1636 | sint64 limit, exp_to_add; |
1811 | int i; |
|
|
1812 | |
1637 | |
1813 | /* prevents some forms of abuse. */ |
1638 | /* prevents some forms of abuse. */ |
1814 | if (op->contr->braced) |
1639 | if (op->contr->braced) |
1815 | exp = exp / 5; |
1640 | exp /= 5; |
1816 | |
1641 | |
1817 | /* Try to find the matching skill. |
1642 | /* Try to find the matching skill. |
1818 | * We do a shortcut/time saving mechanism first - see if it matches |
1643 | * We do a shortcut/time saving mechanism first - see if it matches |
1819 | * chosen_skill. This means we don't need to search through |
1644 | * chosen_skill. This means we don't need to search through |
1820 | * the players inventory. |
1645 | * the players inventory. |
1821 | */ |
1646 | */ |
|
|
1647 | skill_obj = 0; |
|
|
1648 | |
1822 | if (skill_name) |
1649 | if (skill_name) |
1823 | { |
1650 | { |
1824 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1651 | skill_obj = op->contr->find_skill (skill_name); |
1825 | skill_obj = op->chosen_skill; |
|
|
1826 | else |
|
|
1827 | { |
|
|
1828 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1829 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1830 | { |
|
|
1831 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1832 | break; |
|
|
1833 | } |
|
|
1834 | |
1652 | |
1835 | /* Player doesn't have the skill. Check to see what to do, and give |
1653 | /* Player doesn't have the skill. Check to see what to do, and give |
1836 | * it to the player if necessary |
1654 | * it to the player if necessary |
1837 | */ |
1655 | */ |
1838 | if (!skill_obj) |
1656 | if (!skill_obj) |
1839 | { |
1657 | { |
1840 | if (flag == SK_EXP_NONE) |
1658 | if (flag == SK_EXP_NONE) |
1841 | return; |
1659 | return; |
|
|
1660 | |
1842 | else if (flag == SK_EXP_ADD_SKILL) |
1661 | if (flag == SK_EXP_ADD_SKILL) |
1843 | give_skill_by_name (op, skill_name); |
1662 | skill_obj = give_skill_by_name (op, skill_name); |
1844 | } |
|
|
1845 | } |
1663 | } |
1846 | } |
1664 | } |
1847 | |
1665 | |
1848 | if (flag != SK_EXP_SKILL_ONLY) |
1666 | if (flag != SK_EXP_SKILL_ONLY) |
1849 | { |
1667 | { |
1850 | /* Basically, you can never gain more experience in one shot |
1668 | /* Basically, you can never gain more experience in one shot |
1851 | * than half what you need to gain for next level. |
1669 | * than half what you need to gain for next level. |
1852 | */ |
1670 | */ |
1853 | exp_to_add = exp; |
1671 | exp_to_add = exp; |
1854 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1672 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1855 | if (exp_to_add > limit) |
1673 | if (exp_to_add > limit) |
1856 | exp_to_add = limit; |
1674 | exp_to_add = limit; |
1857 | |
1675 | |
1858 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1676 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1859 | if (settings.permanent_exp_ratio) |
1677 | if (settings.permanent_exp_ratio) |
… | |
… | |
1866 | } |
1684 | } |
1867 | |
1685 | |
1868 | if (skill_obj) |
1686 | if (skill_obj) |
1869 | { |
1687 | { |
1870 | exp_to_add = exp; |
1688 | exp_to_add = exp; |
1871 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1689 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1872 | if (exp_to_add > limit) |
1690 | if (exp_to_add > limit) |
1873 | exp_to_add = limit; |
1691 | exp_to_add = limit; |
1874 | |
1692 | |
1875 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1693 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1876 | if (settings.permanent_exp_ratio) |
1694 | if (settings.permanent_exp_ratio) |
… | |
… | |
1882 | player_lvl_adj (op, skill_obj); |
1700 | player_lvl_adj (op, skill_obj); |
1883 | } |
1701 | } |
1884 | } |
1702 | } |
1885 | |
1703 | |
1886 | /* This function checks to make sure that object 'op' can |
1704 | /* This function checks to make sure that object 'op' can |
1887 | * lost 'exp' experience. It returns the amount of exp |
1705 | * lose 'exp' experience. It returns the amount of exp |
1888 | * object 'op' can in fact lose - it basically makes |
1706 | * object 'op' can in fact lose - it basically makes |
1889 | * adjustments based on permanent exp and the like. |
1707 | * adjustments based on permanent exp and the like. |
1890 | * This function should always be used for losing experience - |
1708 | * This function should always be used for losing experience - |
1891 | * the 'exp' value passed should be positive - this is the |
1709 | * the 'exp' value passed should be positive - this is the |
1892 | * amount that should get subtract from the player. |
1710 | * amount that should get subtract from the player. |
1893 | */ |
1711 | */ |
1894 | sint64 |
1712 | static sint64 |
1895 | check_exp_loss (const object *op, sint64 exp) |
1713 | check_exp_loss (const object *op, sint64 exp) |
1896 | { |
1714 | { |
1897 | sint64 del_exp; |
1715 | sint64 del_exp; |
1898 | |
1716 | |
1899 | if (exp > op->stats.exp) |
1717 | if (exp > op->stats.exp) |
1900 | exp = op->stats.exp; |
1718 | exp = op->stats.exp; |
|
|
1719 | |
1901 | if (settings.permanent_exp_ratio) |
1720 | if (settings.permanent_exp_ratio) |
1902 | { |
1721 | { |
1903 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1722 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1723 | |
1904 | if (del_exp < 0) |
1724 | if (del_exp < 0) |
1905 | del_exp = 0; |
1725 | del_exp = 0; |
|
|
1726 | |
1906 | if (exp > del_exp) |
1727 | if (exp > del_exp) |
1907 | exp = del_exp; |
1728 | exp = del_exp; |
1908 | } |
1729 | } |
|
|
1730 | |
1909 | return exp; |
1731 | return exp; |
1910 | } |
1732 | } |
1911 | |
1733 | |
1912 | sint64 |
1734 | sint64 |
1913 | check_exp_adjust (const object *op, sint64 exp) |
1735 | check_exp_adjust (const object *op, sint64 exp) |
1914 | { |
1736 | { |
1915 | if (exp < 0) |
1737 | if (exp < 0) |
1916 | return check_exp_loss (op, exp); |
1738 | return check_exp_loss (op, exp); |
1917 | else |
1739 | else |
1918 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1740 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1919 | } |
1741 | } |
1920 | |
|
|
1921 | |
1742 | |
1922 | /* Subtracts experience from player. |
1743 | /* Subtracts experience from player. |
1923 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1744 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1924 | * only subtract from the matching skill. Otherwise, |
1745 | * only subtract from the matching skill. Otherwise, |
1925 | * this subtracts a portion from all |
1746 | * this subtracts a portion from all |
… | |
… | |
1930 | * where everything is at the minimum perm exp, he would lose nothing. |
1751 | * where everything is at the minimum perm exp, he would lose nothing. |
1931 | * exp is the amount of exp to subtract - thus, it should be |
1752 | * exp is the amount of exp to subtract - thus, it should be |
1932 | * a postive number. |
1753 | * a postive number. |
1933 | */ |
1754 | */ |
1934 | static void |
1755 | static void |
1935 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1756 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1936 | { |
1757 | { |
1937 | float fraction = (float) exp / (float) op->stats.exp; |
1758 | float fraction = (float) exp / (float) op->stats.exp; |
1938 | object *tmp; |
1759 | object *tmp; |
1939 | sint64 del_exp; |
1760 | sint64 del_exp; |
1940 | |
1761 | |
1941 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1762 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1763 | if (tmp->type == SKILL && tmp->stats.exp) |
1943 | { |
1764 | { |
1944 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1765 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1945 | { |
1766 | { |
1946 | del_exp = check_exp_loss (tmp, exp); |
1767 | del_exp = check_exp_loss (tmp, exp); |
1947 | tmp->stats.exp -= del_exp; |
1768 | tmp->stats.exp -= del_exp; |
1948 | player_lvl_adj (op, tmp); |
1769 | player_lvl_adj (op, tmp); |
1949 | } |
1770 | } |
1950 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1771 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1951 | { |
1772 | { |
1952 | /* only want to process other skills if we are not trying |
1773 | /* only want to process other skills if we are not trying |
1953 | * to match a specific skill. |
1774 | * to match a specific skill. |
1954 | */ |
1775 | */ |
1955 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1776 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1956 | tmp->stats.exp -= del_exp; |
1777 | tmp->stats.exp -= del_exp; |
1957 | player_lvl_adj (op, tmp); |
1778 | player_lvl_adj (op, tmp); |
1958 | } |
1779 | } |
1959 | } |
1780 | } |
1960 | |
1781 | |
… | |
… | |
1974 | * skill_name is the skill that should get the exp added. |
1795 | * skill_name is the skill that should get the exp added. |
1975 | * flag is what to do if player doesn't have the skill. |
1796 | * flag is what to do if player doesn't have the skill. |
1976 | * these last two values are only used for players. |
1797 | * these last two values are only used for players. |
1977 | */ |
1798 | */ |
1978 | void |
1799 | void |
1979 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1800 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1980 | { |
1801 | { |
1981 | #ifdef EXP_DEBUG |
1802 | #ifdef EXP_DEBUG |
1982 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1803 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1983 | #endif |
1804 | #endif |
1984 | |
1805 | |
… | |
… | |
1993 | * won't do anything if the value is 0 anyways. |
1814 | * won't do anything if the value is 0 anyways. |
1994 | */ |
1815 | */ |
1995 | if (exp == 0) |
1816 | if (exp == 0) |
1996 | return; |
1817 | return; |
1997 | |
1818 | |
1998 | /* Monsters are easy - we just adjust their exp - we |
1819 | /* Monsters are easy - we just adjust their exp - we |
1999 | * don't adjust level, since in most cases it is unrelated to |
1820 | * don't adjust level, since in most cases it is unrelated to |
2000 | * the exp they have - the monsters exp represents what its |
1821 | * the exp they have - the monsters exp represents what its |
2001 | * worth. |
1822 | * worth. |
2002 | */ |
1823 | */ |
2003 | if (op->type != PLAYER) |
1824 | if (op->type != PLAYER) |
2004 | { |
1825 | { |
2005 | /* Sanity check */ |
1826 | /* Sanity check */ |
2006 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1827 | if (!op->flag [FLAG_ALIVE]) |
2007 | return; |
1828 | return; |
2008 | |
1829 | |
2009 | /* reset exp to max allowed value. We subtract from |
1830 | /* reset exp to max allowed value. We subtract from |
2010 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1831 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
2011 | * more than max exp, just return. |
1832 | * more than max exp, just return. |
… | |
… | |
2030 | */ |
1851 | */ |
2031 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1852 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2032 | } |
1853 | } |
2033 | } |
1854 | } |
2034 | |
1855 | |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
1856 | /* 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 |
1857 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
1858 | * amount of permenent experience, whichever gives the lowest loss. |
2038 | */ |
1859 | */ |
2039 | void |
1860 | void |
2040 | apply_death_exp_penalty (object *op) |
1861 | apply_death_exp_penalty (object *op) |
2041 | { |
1862 | { |
2042 | object *tmp; |
|
|
2043 | sint64 loss; |
1863 | sint64 loss; |
2044 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1864 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
2045 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1865 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
2046 | |
1866 | |
2047 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1867 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2048 | if (tmp->type == SKILL && tmp->stats.exp) |
1868 | if (tmp->type == SKILL && tmp->stats.exp) |
2049 | { |
1869 | { |
2050 | |
|
|
2051 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1870 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
2052 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1871 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
2053 | |
1872 | |
2054 | /* With the revised exp system, you can get cases where |
1873 | /* With the revised exp system, you can get cases where |
2055 | * losing several levels would still require that you have more |
1874 | * losing several levels would still require that you have more |
2056 | * exp than you currently have - this is true if the levels |
1875 | * exp than you currently have - this is true if the levels |
2057 | * tables is a lot harder. |
1876 | * tables is a lot harder. |
2058 | */ |
1877 | */ |
2059 | if (level_loss < 0) |
1878 | if (level_loss < 0) |
2060 | level_loss = 0; |
1879 | level_loss = 0; |
2061 | |
1880 | |
2062 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1881 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
2063 | |
1882 | |
2064 | tmp->stats.exp -= loss; |
1883 | tmp->stats.exp -= loss; |
2065 | player_lvl_adj (op, tmp); |
1884 | player_lvl_adj (op, tmp); |
2066 | } |
1885 | } |
2067 | |
1886 | |
2068 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1887 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2069 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1888 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
|
|
1889 | |
2070 | if (level_loss < 0) |
1890 | if (level_loss < 0) |
2071 | level_loss = 0; |
1891 | level_loss = 0; |
|
|
1892 | |
2072 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1893 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
2073 | |
1894 | |
2074 | op->stats.exp -= loss; |
1895 | op->stats.exp -= loss; |
2075 | player_lvl_adj (op, NULL); |
1896 | player_lvl_adj (op, NULL); |
2076 | } |
1897 | } |
2077 | |
1898 | |