… | |
… | |
242 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
243 | { |
243 | { |
244 | stats->stat (attr) += value; |
244 | stats->stat (attr) += value; |
245 | } |
245 | } |
246 | |
246 | |
247 | sint8 & |
|
|
248 | living::stat (int index) |
|
|
249 | { |
|
|
250 | switch (index) |
|
|
251 | { |
|
|
252 | case STR: return Str; |
|
|
253 | case DEX: return Dex; |
|
|
254 | case CON: return Con; |
|
|
255 | case INT: return Int; |
|
|
256 | case WIS: return Wis; |
|
|
257 | case POW: return Pow; |
|
|
258 | case CHA: return Cha; |
|
|
259 | } |
|
|
260 | |
|
|
261 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
262 | static sint8 dummy; |
|
|
263 | return dummy; |
|
|
264 | } |
|
|
265 | |
|
|
266 | sint8 |
|
|
267 | living::stat (int index) const |
|
|
268 | { |
|
|
269 | switch (index) |
|
|
270 | { |
|
|
271 | case STR: return Str; |
|
|
272 | case DEX: return Dex; |
|
|
273 | case CON: return Con; |
|
|
274 | case INT: return Int; |
|
|
275 | case WIS: return Wis; |
|
|
276 | case POW: return Pow; |
|
|
277 | case CHA: return Cha; |
|
|
278 | } |
|
|
279 | |
|
|
280 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
281 | static sint8 dummy; |
|
|
282 | return dummy; |
|
|
283 | } |
|
|
284 | |
|
|
285 | /* |
247 | /* |
286 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
287 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
288 | */ |
250 | */ |
289 | void |
251 | void |
… | |
… | |
319 | * that gives them that ability. |
281 | * that gives them that ability. |
320 | */ |
282 | */ |
321 | int |
283 | int |
322 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
323 | { |
285 | { |
324 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
325 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
326 | int potion_max = 0; |
288 | int potion_max = 0; |
327 | |
289 | |
328 | /* remember what object was like before it was changed. note that |
290 | /* remember what object was like before it was changed. note that |
329 | * refop is a local copy of op only to be used for detecting changes |
291 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
334 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
335 | { |
297 | { |
336 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
337 | { |
299 | { |
338 | potion_max = 1; |
300 | potion_max = 1; |
339 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
340 | { |
302 | { |
341 | int nstat, ostat; |
|
|
342 | |
|
|
343 | ostat = op->contr->orig_stats.stat (j); |
303 | int ostat = op->contr->orig_stats.stat (j); |
344 | i = tmp->stats.stat (j); |
304 | int i = tmp->stats.stat (j); |
345 | |
305 | |
346 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
347 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
348 | |
308 | |
349 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
350 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
351 | * 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 |
352 | * to allow for that. |
312 | * to allow for that. |
… | |
… | |
370 | |
330 | |
371 | /* 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 |
372 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
373 | * recalculates this anyway. |
333 | * recalculates this anyway. |
374 | */ |
334 | */ |
375 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
376 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
377 | |
337 | |
378 | check_stat_bounds (&op->stats); |
338 | check_stat_bounds (&op->stats); |
379 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
380 | } |
340 | } |
381 | |
341 | |
382 | /* 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 |
383 | * everything to set |
343 | * everything to set |
384 | */ |
344 | */ |
385 | if (flag == -1) |
345 | if (flag == -1) |
386 | { |
346 | { |
387 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
… | |
… | |
393 | */ |
353 | */ |
394 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
395 | } |
355 | } |
396 | |
356 | |
397 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
398 | * 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 |
399 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
400 | */ |
360 | */ |
401 | op->update_stats (); |
361 | op->update_stats (); |
402 | |
362 | |
403 | /* 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 |
404 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
405 | */ |
365 | */ |
406 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
407 | { |
367 | { |
408 | success = 1; |
368 | success = 1; |
… | |
… | |
448 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
449 | { |
409 | { |
450 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
451 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
452 | */ |
412 | */ |
453 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
454 | (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.")); |
455 | } |
415 | } |
456 | |
416 | |
457 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
458 | 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"); |
… | |
… | |
589 | success = 1; |
549 | success = 1; |
590 | 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."); |
591 | } |
551 | } |
592 | |
552 | |
593 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
594 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
595 | { |
555 | { |
596 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
597 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
598 | |
558 | |
599 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
608 | } |
568 | } |
609 | } |
569 | } |
610 | |
570 | |
611 | if (!potion_max) |
571 | if (!potion_max) |
612 | { |
572 | { |
613 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
614 | { |
574 | { |
615 | if ((i = tmp->stats.stat (j))) |
575 | if (int i = tmp->stats.stat (j)) |
616 | { |
576 | { |
617 | success = 1; |
577 | success = 1; |
618 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
619 | } |
579 | } |
620 | } |
580 | } |
… | |
… | |
723 | * Subtracts stat-bonuses given by the class which the player has chosen. |
683 | * Subtracts stat-bonuses given by the class which the player has chosen. |
724 | */ |
684 | */ |
725 | void |
685 | void |
726 | object::remove_statbonus () |
686 | object::remove_statbonus () |
727 | { |
687 | { |
728 | stats.Str -= arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
729 | stats.Dex -= arch->clone.stats.Dex; |
689 | { |
730 | stats.Con -= arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
731 | stats.Wis -= arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
732 | stats.Pow -= arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
733 | stats.Cha -= arch->clone.stats.Cha; |
693 | } |
734 | stats.Int -= arch->clone.stats.Int; |
|
|
735 | |
|
|
736 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
737 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
738 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
739 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
740 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
741 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
742 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
743 | } |
694 | } |
744 | |
695 | |
745 | /* |
696 | /* |
746 | * Adds stat-bonuses given by the class which the player has chosen. |
697 | * Adds stat-bonuses given by the class which the player has chosen. |
747 | */ |
698 | */ |
748 | void |
699 | void |
749 | object::add_statbonus () |
700 | object::add_statbonus () |
750 | { |
701 | { |
751 | stats.Str += arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
752 | stats.Dex += arch->clone.stats.Dex; |
703 | { |
753 | stats.Con += arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
754 | stats.Wis += arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
755 | stats.Pow += arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
756 | stats.Cha += arch->clone.stats.Cha; |
707 | } |
757 | stats.Int += arch->clone.stats.Int; |
|
|
758 | |
|
|
759 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
760 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
761 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
762 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
763 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
764 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
765 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
766 | } |
708 | } |
767 | |
709 | |
768 | /* |
710 | /* |
769 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
770 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
… | |
… | |
781 | int i, j; |
723 | int i, j; |
782 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
783 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
784 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
785 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
786 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
787 | float old_speed = speed; |
729 | float old_speed = speed; |
788 | |
730 | |
789 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
790 | if (type == PLAYER) |
732 | if (type == PLAYER) |
791 | { |
733 | { |
… | |
… | |
924 | && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
925 | { |
867 | { |
926 | if (type == PLAYER) |
868 | if (type == PLAYER) |
927 | { |
869 | { |
928 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
871 | if (tmp != current_weapon |
929 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
873 | && !tmp->flag [FLAG_CURSED] |
|
|
874 | && !tmp->flag [FLAG_DAMNED]) |
930 | continue; |
875 | continue; |
931 | |
876 | |
932 | for (i = 0; i < NUM_STATS; i++) |
877 | for (i = 0; i < NUM_STATS; i++) |
933 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
934 | |
879 | |
935 | /* these are the items that currently can change digestion, regeneration, |
880 | /* These are the items that currently can change digestion, regeneration, |
936 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
881 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
937 | * list, but other items store other info into stats array. |
882 | * list, but other items store other info into stats array. |
938 | */ |
883 | */ |
939 | if (tmp->type == WEAPON || tmp->type == BOW || |
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
940 | tmp->type == ARMOUR || tmp->type == HELMET || |
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
941 | tmp->type == SHIELD || tmp->type == RING || |
886 | tmp->type == SHIELD || tmp->type == RING || |
… | |
… | |
997 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
998 | } |
943 | } |
999 | } |
944 | } |
1000 | |
945 | |
1001 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
1002 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
1003 | || current_weapon == tmp) |
|
|
1004 | { |
948 | { |
1005 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
1006 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
1007 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
1008 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
… | |
… | |
1053 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
1054 | case SKILL: |
998 | case SKILL: |
1055 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1056 | break; |
1000 | break; |
1057 | |
1001 | |
1058 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1059 | wc_obj = tmp; |
|
|
1060 | |
|
|
1061 | if (chosen_skill) |
1002 | if (chosen_skill) |
1062 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1003 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1004 | &name, &chosen_skill->name, &tmp->name); |
1063 | |
1005 | |
1064 | chosen_skill = tmp; |
1006 | chosen_skill = tmp; |
1065 | |
1007 | |
1066 | if (tmp->stats.dam > 0) |
1008 | if (tmp->stats.dam > 0) |
1067 | { /* skill is a 'weapon' */ |
1009 | { /* skill is a 'weapon' */ |
… | |
… | |
1070 | |
1012 | |
1071 | if (weapon_speed < 0) |
1013 | if (weapon_speed < 0) |
1072 | weapon_speed = 0; |
1014 | weapon_speed = 0; |
1073 | |
1015 | |
1074 | weapon_weight = tmp->weight; |
1016 | weapon_weight = tmp->weight; |
1075 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1017 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1076 | |
1018 | |
1077 | if (tmp->magic) |
1019 | if (tmp->magic) |
1078 | stats.dam += tmp->magic; |
1020 | stats.dam += tmp->magic; |
1079 | } |
1021 | } |
1080 | |
1022 | |
… | |
… | |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1030 | ac -= tmp->stats.ac + tmp->magic; |
1089 | |
1031 | |
1090 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1032 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1091 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1033 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1092 | |
1034 | |
1093 | break; |
|
|
1094 | |
|
|
1095 | case SKILL_TOOL: |
|
|
1096 | if (chosen_skill) |
|
|
1097 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1098 | |
|
|
1099 | chosen_skill = tmp; |
|
|
1100 | break; |
1035 | break; |
1101 | |
1036 | |
1102 | case SHIELD: |
1037 | case SHIELD: |
1103 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1038 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1104 | contr->encumbrance += (int) tmp->weight / 2000; |
1039 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1284 | stats.maxsp = (sint16)sp_tmp; |
1219 | stats.maxsp = (sint16)sp_tmp; |
1285 | |
1220 | |
1286 | for (i = 11; i <= mana_obj->level; i++) |
1221 | for (i = 11; i <= mana_obj->level; i++) |
1287 | stats.maxsp += 2; |
1222 | stats.maxsp += 2; |
1288 | } |
1223 | } |
|
|
1224 | |
1289 | /* Characters can get their sp supercharged via rune of transferrance */ |
1225 | /* Characters can get their sp supercharged via rune of transferrance */ |
1290 | if (stats.sp > stats.maxsp * 2) |
1226 | if (stats.sp > stats.maxsp * 2) |
1291 | stats.sp = stats.maxsp * 2; |
1227 | stats.sp = stats.maxsp * 2; |
1292 | |
1228 | |
1293 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1229 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1324 | |
1260 | |
1325 | /* two grace points per level after 11 */ |
1261 | /* two grace points per level after 11 */ |
1326 | for (i = 11; i <= grace_obj->level; i++) |
1262 | for (i = 11; i <= grace_obj->level; i++) |
1327 | stats.maxgrace += 2; |
1263 | stats.maxgrace += 2; |
1328 | } |
1264 | } |
|
|
1265 | |
1329 | /* No limit on grace vs maxgrace */ |
1266 | /* No limit on grace vs maxgrace */ |
1330 | |
1267 | |
1331 | if (contr->braced) |
1268 | if (contr->braced) |
1332 | { |
1269 | { |
1333 | ac += 2; |
1270 | ac += 2; |
… | |
… | |
1345 | * improvement every level, now its fighterlevel/5. So |
1282 | * improvement every level, now its fighterlevel/5. So |
1346 | * we give the player a bonus here in wc and dam |
1283 | * we give the player a bonus here in wc and dam |
1347 | * to make up for the change. Note that I left the |
1284 | * to make up for the change. Note that I left the |
1348 | * monster bonus the same as before. -b.t. |
1285 | * monster bonus the same as before. -b.t. |
1349 | */ |
1286 | */ |
|
|
1287 | object *wc_obj = chosen_skill; |
1350 | |
1288 | |
1351 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1289 | if (contr && wc_obj && wc_obj->level > 1) |
1352 | { |
1290 | { |
1353 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1291 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1354 | |
1292 | |
1355 | for (i = 1; i < wc_obj->level; i++) |
1293 | for (i = 1; i < wc_obj->level; i++) |
1356 | { |
1294 | { |
1357 | /* addtional wc every 6 levels */ |
1295 | /* additional wc every 6 levels */ |
1358 | if (!(i % 6)) |
1296 | if (!(i % 6)) |
1359 | wc--; |
1297 | wc--; |
1360 | |
1298 | |
1361 | /* addtional dam every 4 levels. */ |
1299 | /* additional dam every 4 levels. */ |
1362 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1300 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1363 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1301 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1364 | } |
1302 | } |
1365 | } |
1303 | } |
1366 | else |
1304 | else |
… | |
… | |
1376 | if (settings.search_items && contr->search_str[0]) |
1314 | if (settings.search_items && contr->search_str[0]) |
1377 | speed -= 1; |
1315 | speed -= 1; |
1378 | |
1316 | |
1379 | if (attacktype == 0) |
1317 | if (attacktype == 0) |
1380 | attacktype = arch->clone.attacktype; |
1318 | attacktype = arch->clone.attacktype; |
1381 | |
|
|
1382 | } /* End if player */ |
1319 | } /* End if player */ |
1383 | |
1320 | |
1384 | if (added_speed >= 0) |
1321 | if (added_speed >= 0) |
1385 | speed += added_speed / 10.f; |
1322 | speed += added_speed / 10.f; |
1386 | else /* Something wrong here...: */ |
1323 | else /* Something wrong here...: */ |
… | |
… | |
1420 | * that would just be a real pain to read. |
1357 | * that would just be a real pain to read. |
1421 | */ |
1358 | */ |
1422 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1359 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1423 | float M2 = max_carry[stats.Str] / 100.f; |
1360 | float M2 = max_carry[stats.Str] / 100.f; |
1424 | float W = weapon_weight / 20000.f; |
1361 | float W = weapon_weight / 20000.f; |
1425 | float s = 2 - weapon_speed / 10.f; |
1362 | float s = (20 - weapon_speed) / 10.f; |
1426 | float D = (stats.Dex - 14) / 14.f; |
1363 | float D = (stats.Dex - 14) / 14.f; |
1427 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1364 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1428 | |
1365 | |
1429 | K *= (4 + level) *1.2f / (6 + level); |
1366 | K *= (4 + level) * 1.2f / (6 + level); |
1430 | |
1367 | |
1431 | if (K <= 0.f) |
1368 | if (K <= 0.01f) |
1432 | K = 0.01f; |
1369 | K = 0.01f; |
1433 | |
1370 | |
1434 | float S = speed / (K * s); |
1371 | float S = speed / (K * s); |
1435 | |
1372 | |
1436 | contr->weapon_sp = S; |
1373 | contr->weapon_sp = S; |
… | |
… | |
1438 | |
1375 | |
1439 | /* I want to limit the power of small monsters with big weapons: */ |
1376 | /* I want to limit the power of small monsters with big weapons: */ |
1440 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1377 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1441 | stats.dam = arch->clone.stats.dam * 3; |
1378 | stats.dam = arch->clone.stats.dam * 3; |
1442 | |
1379 | |
1443 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1380 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1444 | * should be more than enough - remember, AC is also in 8 bits, |
1381 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1445 | * so its value is the same. |
|
|
1446 | */ |
|
|
1447 | if (wc > 120) |
|
|
1448 | wc = 120; |
|
|
1449 | else if (wc < -120) |
|
|
1450 | wc = -120; |
|
|
1451 | |
|
|
1452 | stats.wc = wc; |
|
|
1453 | |
|
|
1454 | if (ac > 120) |
|
|
1455 | ac = 120; |
|
|
1456 | else if (ac < -120) |
|
|
1457 | ac = -120; |
|
|
1458 | |
|
|
1459 | stats.ac = ac; |
|
|
1460 | |
1382 | |
1461 | /* if for some reason the creature doesn't have any move type, |
1383 | /* if for some reason the creature doesn't have any move type, |
1462 | * give them walking as a default. |
1384 | * give them walking as a default. |
1463 | * The second case is a special case - to more closely mimic the |
1385 | * The second case is a special case - to more closely mimic the |
1464 | * old behaviour - if your flying, your not walking - just |
1386 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1644 | if (!skill_obj) |
1566 | if (!skill_obj) |
1645 | { |
1567 | { |
1646 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1568 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1647 | return NULL; |
1569 | return NULL; |
1648 | } |
1570 | } |
|
|
1571 | |
1649 | /* clear the flag - exp goes into this bucket, but player |
1572 | /* clear the flag - exp goes into this bucket, but player |
1650 | * still doesn't know it. |
1573 | * still doesn't know it. |
1651 | */ |
1574 | */ |
1652 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1575 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1653 | skill_obj->stats.exp = 0; |
1576 | skill_obj->stats.exp = 0; |
1654 | skill_obj->level = 1; |
1577 | skill_obj->level = 1; |
1655 | insert_ob_in_ob (skill_obj, op); |
1578 | insert_ob_in_ob (skill_obj, op); |
1656 | |
1579 | |
1657 | if (op->contr) |
1580 | if (player *pl = op->contr) |
1658 | { |
1581 | { |
1659 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1582 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1660 | if (op->contr->ns) |
1583 | if (pl->ns) |
1661 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1584 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1662 | } |
1585 | } |
1663 | |
1586 | |
1664 | return skill_obj; |
1587 | return skill_obj; |
1665 | } |
1588 | } |
1666 | |
|
|
1667 | |
1589 | |
1668 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1590 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1669 | * whether the player gets more hp, sp and new levels. |
1591 | * whether the player gets more hp, sp and new levels. |
1670 | * Note this this function should only be called for players. Monstes |
1592 | * Note this this function should only be called for players. Monstes |
1671 | * don't really gain levels |
1593 | * don't really gain levels |
… | |
… | |
1682 | |
1604 | |
1683 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1605 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1684 | { |
1606 | { |
1685 | op->level++; |
1607 | op->level++; |
1686 | |
1608 | |
1687 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1609 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1688 | dragon_level_gain (who); |
1610 | dragon_level_gain (who); |
1689 | |
1611 | |
1690 | /* Only roll these if it is the player (who) that gained the level */ |
1612 | /* Only roll these if it is the player (who) that gained the level */ |
1691 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1613 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1692 | { |
1614 | { |
… | |
… | |
1700 | { |
1622 | { |
1701 | if (op->type != PLAYER) |
1623 | if (op->type != PLAYER) |
1702 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1624 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1703 | else |
1625 | else |
1704 | sprintf (buf, "You are now level %d.", op->level); |
1626 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1627 | |
1705 | if (who) |
1628 | if (who) |
1706 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1629 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1707 | } |
1630 | } |
|
|
1631 | |
1708 | player_lvl_adj (who, op); /* To increase more levels */ |
1632 | player_lvl_adj (who, op); /* To increase more levels */ |
1709 | } |
1633 | } |
1710 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1634 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1711 | { |
1635 | { |
1712 | op->level--; |
1636 | op->level--; |
1713 | who->update_stats (); |
1637 | who->update_stats (); |
|
|
1638 | |
1714 | if (op->type != PLAYER) |
1639 | if (op->type != PLAYER) |
1715 | { |
1640 | { |
1716 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1641 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1717 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1642 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1718 | } |
1643 | } |
|
|
1644 | |
1719 | player_lvl_adj (who, op); /* To decrease more levels */ |
1645 | player_lvl_adj (who, op); /* To decrease more levels */ |
1720 | } |
1646 | } |
1721 | |
1647 | |
1722 | /* check if the spell data has changed */ |
1648 | /* check if the spell data has changed */ |
1723 | esrv_update_stats (who->contr); |
1649 | esrv_update_stats (who->contr); |
… | |
… | |
2034 | player_lvl_adj (op, tmp); |
1960 | player_lvl_adj (op, tmp); |
2035 | } |
1961 | } |
2036 | |
1962 | |
2037 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1963 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2038 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1964 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1965 | |
2039 | if (level_loss < 0) |
1966 | if (level_loss < 0) |
2040 | level_loss = 0; |
1967 | level_loss = 0; |
2041 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1968 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2042 | |
1969 | |
2043 | op->stats.exp -= loss; |
1970 | op->stats.exp -= loss; |