1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
27 | |
26 | |
… | |
… | |
242 | change_attr_value (living *stats, int attr, sint8 value) |
241 | change_attr_value (living *stats, int attr, sint8 value) |
243 | { |
242 | { |
244 | stats->stat (attr) += value; |
243 | stats->stat (attr) += value; |
245 | } |
244 | } |
246 | |
245 | |
247 | sint8 & |
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248 | living::stat (int index) |
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249 | { |
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250 | switch (index) |
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251 | { |
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252 | case STR: return Str; |
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253 | case DEX: return Dex; |
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254 | case CON: return Con; |
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255 | case INT: return Int; |
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|
256 | case WIS: return Wis; |
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257 | case POW: return Pow; |
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258 | case CHA: return Cha; |
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|
259 | } |
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260 | |
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|
261 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
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|
262 | static sint8 dummy; |
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263 | return dummy; |
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|
264 | } |
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265 | |
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266 | sint8 |
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267 | living::stat (int index) const |
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268 | { |
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269 | switch (index) |
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270 | { |
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271 | case STR: return Str; |
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272 | case DEX: return Dex; |
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273 | case CON: return Con; |
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274 | case INT: return Int; |
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275 | case WIS: return Wis; |
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276 | case POW: return Pow; |
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277 | case CHA: return Cha; |
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278 | } |
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279 | |
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280 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
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281 | static sint8 dummy; |
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282 | return dummy; |
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|
283 | } |
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284 | |
|
|
285 | /* |
246 | /* |
286 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
247 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
287 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
288 | */ |
249 | */ |
289 | void |
250 | void |
… | |
… | |
319 | * that gives them that ability. |
280 | * that gives them that ability. |
320 | */ |
281 | */ |
321 | int |
282 | int |
322 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
323 | { |
284 | { |
324 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
325 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
326 | int potion_max = 0; |
287 | int potion_max = 0; |
327 | |
288 | |
328 | /* remember what object was like before it was changed. note that |
289 | /* 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 |
290 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
334 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
335 | { |
296 | { |
336 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
337 | { |
298 | { |
338 | potion_max = 1; |
299 | potion_max = 1; |
339 | for (j = 0; j < NUM_STATS; j++) |
300 | for (int j = 0; j < NUM_STATS; j++) |
340 | { |
301 | { |
341 | int nstat, ostat; |
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342 | |
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343 | ostat = op->contr->orig_stats.stat (j); |
302 | int ostat = op->contr->orig_stats.stat (j); |
344 | i = tmp->stats.stat (j); |
303 | int i = tmp->stats.stat (j); |
345 | |
304 | |
346 | /* nstat is what the stat will be after use of the potion */ |
305 | /* nstat is what the stat will be after use of the potion */ |
347 | nstat = flag * i + ostat; |
306 | int nstat = flag * i + ostat; |
348 | |
307 | |
349 | /* Do some bounds checking. While I don't think any |
308 | /* Do some bounds checking. While I don't think any |
350 | * potions do so right now, there is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
351 | * that adjust that stat by more than one point, so we need |
310 | * that adjust that stat by more than one point, so we need |
352 | * to allow for that. |
311 | * to allow for that. |
353 | */ |
312 | */ |
354 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
355 | nstat = 1; |
314 | nstat = 1; |
356 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
357 | nstat = 20 + op->arch->clone.stats.stat (j); |
316 | nstat = 20 + op->arch->stats.stat (j); |
358 | |
317 | |
359 | if (nstat != ostat) |
318 | if (nstat != ostat) |
360 | { |
319 | { |
361 | op->contr->orig_stats.stat (j) = nstat; |
320 | op->contr->orig_stats.stat (j) = nstat; |
362 | potion_max = 0; |
321 | potion_max = 0; |
… | |
… | |
370 | |
329 | |
371 | /* This section of code ups the characters normal stats also. I am not |
330 | /* 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 |
331 | * sure if this is strictly necessary, being that fix_player probably |
373 | * recalculates this anyway. |
332 | * recalculates this anyway. |
374 | */ |
333 | */ |
375 | for (j = 0; j < NUM_STATS; j++) |
334 | for (int j = 0; j < NUM_STATS; j++) |
376 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
335 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
377 | |
336 | |
378 | check_stat_bounds (&op->stats); |
337 | check_stat_bounds (&op->stats); |
379 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
380 | } |
339 | } |
381 | |
340 | |
382 | /* reset attributes that fix_player doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
383 | * everything to set |
342 | * everything to set |
384 | */ |
343 | */ |
385 | if (flag == -1) |
344 | if (flag == -1) |
386 | { |
345 | { |
387 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
… | |
… | |
393 | */ |
352 | */ |
394 | op->move_type &= ~tmp->move_type; |
353 | op->move_type &= ~tmp->move_type; |
395 | } |
354 | } |
396 | |
355 | |
397 | /* call fix_player since op object could have whatever attribute due |
356 | /* call fix_player since op object could have whatever attribute due |
398 | * to multiple items. if fix_player always has to be called after |
357 | * to multiple items. if update_stats always has to be called after |
399 | * change_ability then might as well call it from here |
358 | * change_ability then might as well call it from here |
400 | */ |
359 | */ |
401 | op->update_stats (); |
360 | op->update_stats (); |
402 | |
361 | |
403 | /* Fix player won't add the bows ability to the player, so don't |
362 | /* update_stats won't add the bows ability to the player, so don't |
404 | * print out message if this is a bow. |
363 | * print out message if this is a bow. |
405 | */ |
364 | */ |
406 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
365 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
407 | { |
366 | { |
408 | success = 1; |
367 | success = 1; |
… | |
… | |
448 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
449 | { |
408 | { |
450 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* double conditional - second case covers if you have move_fly_low - |
451 | * in that case, you don't actually land |
410 | * in that case, you don't actually land |
452 | */ |
411 | */ |
453 | DIFF_MSG (flag, "You soar into the air air!.", |
412 | 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.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
455 | } |
414 | } |
456 | |
415 | |
457 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
458 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
… | |
… | |
462 | } |
421 | } |
463 | |
422 | |
464 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
465 | * originally undead may change their status |
424 | * originally undead may change their status |
466 | */ |
425 | */ |
467 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
468 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
469 | { |
428 | { |
470 | success = 1; |
429 | success = 1; |
471 | if (flag > 0) |
430 | if (flag > 0) |
472 | { |
431 | { |
473 | op->race = "undead"; |
432 | op->race = "undead"; |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
433 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
475 | } |
434 | } |
476 | else |
435 | else |
477 | { |
436 | { |
478 | op->race = op->arch->clone.race; |
437 | op->race = op->arch->race; |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
480 | } |
439 | } |
481 | } |
440 | } |
482 | |
441 | |
483 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
… | |
… | |
589 | success = 1; |
548 | success = 1; |
590 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
591 | } |
550 | } |
592 | |
551 | |
593 | /* Messages for changed resistance */ |
552 | /* Messages for changed resistance */ |
594 | for (i = 0; i < NROFATTACKS; i++) |
553 | for (int i = 0; i < NROFATTACKS; i++) |
595 | { |
554 | { |
596 | if (i == ATNR_PHYSICAL) |
555 | if (i == ATNR_PHYSICAL) |
597 | continue; /* Don't display about armour */ |
556 | continue; /* Don't display about armour */ |
598 | |
557 | |
599 | if (op->resist[i] != refop.resist[i]) |
558 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
608 | } |
567 | } |
609 | } |
568 | } |
610 | |
569 | |
611 | if (!potion_max) |
570 | if (!potion_max) |
612 | { |
571 | { |
613 | for (j = 0; j < NUM_STATS; j++) |
572 | for (int j = 0; j < NUM_STATS; j++) |
614 | { |
573 | { |
615 | if ((i = tmp->stats.stat (j))) |
574 | if (int i = tmp->stats.stat (j)) |
616 | { |
575 | { |
617 | success = 1; |
576 | success = 1; |
618 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
619 | } |
578 | } |
620 | } |
579 | } |
… | |
… | |
723 | * Subtracts stat-bonuses given by the class which the player has chosen. |
682 | * Subtracts stat-bonuses given by the class which the player has chosen. |
724 | */ |
683 | */ |
725 | void |
684 | void |
726 | object::remove_statbonus () |
685 | object::remove_statbonus () |
727 | { |
686 | { |
728 | stats.Str -= arch->clone.stats.Str; |
687 | for (int i = 0; i < NUM_STATS; ++i) |
729 | stats.Dex -= arch->clone.stats.Dex; |
688 | { |
730 | stats.Con -= arch->clone.stats.Con; |
689 | sint8 v = arch->stats.stat (i); |
731 | stats.Wis -= arch->clone.stats.Wis; |
690 | stats.stat (i) -= v; |
732 | stats.Pow -= arch->clone.stats.Pow; |
691 | contr->orig_stats.stat (i) -= v; |
733 | stats.Cha -= arch->clone.stats.Cha; |
692 | } |
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 | } |
693 | } |
744 | |
694 | |
745 | /* |
695 | /* |
746 | * Adds stat-bonuses given by the class which the player has chosen. |
696 | * Adds stat-bonuses given by the class which the player has chosen. |
747 | */ |
697 | */ |
748 | void |
698 | void |
749 | object::add_statbonus () |
699 | object::add_statbonus () |
750 | { |
700 | { |
751 | stats.Str += arch->clone.stats.Str; |
701 | for (int i = 0; i < NUM_STATS; ++i) |
752 | stats.Dex += arch->clone.stats.Dex; |
702 | { |
753 | stats.Con += arch->clone.stats.Con; |
703 | sint8 v = arch->stats.stat (i); |
754 | stats.Wis += arch->clone.stats.Wis; |
704 | stats.stat (i) += v; |
755 | stats.Pow += arch->clone.stats.Pow; |
705 | contr->orig_stats.stat (i) += v; |
756 | stats.Cha += arch->clone.stats.Cha; |
706 | } |
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 | } |
707 | } |
767 | |
708 | |
768 | /* |
709 | /* |
769 | * Updates all abilities given by applied objects in the inventory |
710 | * Updates all abilities given by applied objects in the inventory |
770 | * of the given object. Note: This function works for both monsters |
711 | * of the given object. Note: This function works for both monsters |
… | |
… | |
781 | int i, j; |
722 | int i, j; |
782 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
723 | 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; |
724 | int weapon_weight = 0, weapon_speed = 0; |
784 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
785 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
786 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
787 | float old_speed = speed; |
728 | float old_speed = speed; |
788 | |
729 | |
789 | /* First task is to clear all the values back to their original values */ |
730 | /* First task is to clear all the values back to their original values */ |
790 | if (type == PLAYER) |
731 | if (type == PLAYER) |
791 | { |
732 | { |
… | |
… | |
818 | |
759 | |
819 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
760 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
820 | CLEAR_FLAG (this, FLAG_STEALTH); |
761 | CLEAR_FLAG (this, FLAG_STEALTH); |
821 | CLEAR_FLAG (this, FLAG_BLIND); |
762 | CLEAR_FLAG (this, FLAG_BLIND); |
822 | |
763 | |
823 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
764 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
824 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
765 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
825 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
766 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
826 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
767 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
827 | |
768 | |
828 | path_attuned = arch->clone.path_attuned; |
769 | path_attuned = arch->path_attuned; |
829 | path_repelled = arch->clone.path_repelled; |
770 | path_repelled = arch->path_repelled; |
830 | path_denied = arch->clone.path_denied; |
771 | path_denied = arch->path_denied; |
831 | glow_radius = arch->clone.glow_radius; |
772 | glow_radius = arch->glow_radius; |
832 | move_type = arch->clone.move_type; |
773 | move_type = arch->move_type; |
833 | |
774 | |
834 | chosen_skill = 0; |
775 | chosen_skill = 0; |
835 | |
776 | |
836 | /* initializing resistances from the values in player/monster's |
777 | /* initializing resistances from the values in player/monster's |
837 | * archetype clone |
778 | * archetype clone |
838 | */ |
779 | */ |
839 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
780 | memcpy (&resist, &arch->resist, sizeof (resist)); |
840 | |
781 | |
841 | for (i = 0; i < NROFATTACKS; i++) |
782 | for (i = 0; i < NROFATTACKS; i++) |
842 | { |
783 | { |
843 | if (resist[i] > 0) |
784 | if (resist[i] > 0) |
844 | prot[i] = resist[i], vuln[i] = 0; |
785 | prot[i] = resist[i], vuln[i] = 0; |
… | |
… | |
846 | vuln[i] = -(resist[i]), prot[i] = 0; |
787 | vuln[i] = -(resist[i]), prot[i] = 0; |
847 | |
788 | |
848 | potion_resist[i] = 0; |
789 | potion_resist[i] = 0; |
849 | } |
790 | } |
850 | |
791 | |
851 | wc = arch->clone.stats.wc; |
792 | wc = arch->stats.wc; |
852 | stats.dam = arch->clone.stats.dam; |
793 | stats.dam = arch->stats.dam; |
853 | |
794 | |
854 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
795 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
855 | * plus a small amount of physical resist, those poor suckers. ;) |
796 | * plus a small amount of physical resist, those poor suckers. ;) |
856 | * the fact that maxlevel is factored in could be considered sort of bogus - |
797 | * the fact that maxlevel is factored in could be considered sort of bogus - |
857 | * we should probably give them some bonus and cap it off - otherwise, |
798 | * we should probably give them some bonus and cap it off - otherwise, |
858 | * basically, if a server updates its max level, these playes may find |
799 | * basically, if a server updates its max level, these playes may find |
859 | * that their protection from physical goes down |
800 | * that their protection from physical goes down |
860 | */ |
801 | */ |
861 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
862 | { |
803 | { |
863 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
864 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
805 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
865 | } |
806 | } |
866 | else |
807 | else |
867 | ac = arch->clone.stats.ac; |
808 | ac = arch->stats.ac; |
868 | |
809 | |
869 | stats.luck = arch->clone.stats.luck; |
810 | stats.luck = arch->stats.luck; |
870 | speed = arch->clone.speed; |
811 | speed = arch->speed; |
871 | |
812 | |
872 | /* OK - we've reset most all the objects attributes to sane values. |
813 | /* OK - we've reset most all the objects attributes to sane values. |
873 | * now go through and make adjustments for what the player has equipped. |
814 | * now go through and make adjustments for what the player has equipped. |
874 | */ |
815 | */ |
875 | for (tmp = inv; tmp; tmp = tmp->below) |
816 | for (tmp = inv; tmp; tmp = tmp->below) |
876 | { |
817 | { |
877 | /* See note in map.c:update_position about making this additive |
|
|
878 | * since light sources are never applied, need to put check here. |
|
|
879 | */ |
|
|
880 | if (tmp->glow_radius > glow_radius) |
|
|
881 | glow_radius = tmp->glow_radius; |
|
|
882 | |
|
|
883 | /* This happens because apply_potion calls change_abil with the potion |
818 | /* This happens because apply_potion calls change_abil with the potion |
884 | * applied so we can tell the player what changed. But change_abil |
819 | * applied so we can tell the player what changed. But change_abil |
885 | * then calls this function. |
820 | * then calls this function. |
886 | */ |
821 | */ |
887 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
822 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
888 | continue; |
823 | continue; |
|
|
824 | |
|
|
825 | /* See note in map.c:update_position about making this additive |
|
|
826 | * since light sources are never applied, need to put check here. |
|
|
827 | */ |
|
|
828 | if (tmp->glow_radius > glow_radius) |
|
|
829 | glow_radius = tmp->glow_radius; |
889 | |
830 | |
890 | /* For some things, we don't care what is equipped */ |
831 | /* For some things, we don't care what is equipped */ |
891 | if (tmp->type == SKILL) |
832 | if (tmp->type == SKILL) |
892 | { |
833 | { |
893 | /* Want to take the highest skill here. */ |
834 | /* Want to take the highest skill here. */ |
… | |
… | |
923 | || (tmp->type == SKILL |
864 | || (tmp->type == SKILL |
924 | && tmp->subtype == SK_PRAYING)) |
865 | && tmp->subtype == SK_PRAYING)) |
925 | { |
866 | { |
926 | if (type == PLAYER) |
867 | if (type == PLAYER) |
927 | { |
868 | { |
|
|
869 | contr->item_power += tmp->item_power; |
|
|
870 | |
928 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
871 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
872 | if (tmp != current_weapon |
929 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
873 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
874 | && !tmp->flag [FLAG_CURSED] |
|
|
875 | && !tmp->flag [FLAG_DAMNED]) |
930 | continue; |
876 | continue; |
931 | |
877 | |
932 | for (i = 0; i < NUM_STATS; i++) |
878 | for (i = 0; i < NUM_STATS; i++) |
933 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
879 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
934 | |
880 | |
935 | /* these are the items that currently can change digestion, regeneration, |
881 | /* These are the items that currently can change digestion, regeneration, |
936 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
882 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
937 | * list, but other items store other info into stats array. |
883 | * list, but other items store other info into stats array. |
938 | */ |
884 | */ |
939 | if (tmp->type == WEAPON || tmp->type == BOW || |
885 | if (tmp->type == WEAPON || tmp->type == BOW || |
940 | tmp->type == ARMOUR || tmp->type == HELMET || |
886 | tmp->type == ARMOUR || tmp->type == HELMET || |
941 | tmp->type == SHIELD || tmp->type == RING || |
887 | tmp->type == SHIELD || tmp->type == RING || |
… | |
… | |
948 | contr->digestion += tmp->stats.food; |
894 | contr->digestion += tmp->stats.food; |
949 | contr->gen_hp += tmp->stats.hp; |
895 | contr->gen_hp += tmp->stats.hp; |
950 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_sp += tmp->stats.sp; |
951 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_grace += tmp->stats.grace; |
952 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
953 | contr->item_power += tmp->item_power; |
|
|
954 | } |
899 | } |
955 | } /* if this is a player */ |
900 | } /* if this is a player */ |
956 | else |
901 | else |
957 | { |
902 | { |
958 | if (tmp->type == WEAPON) |
903 | if (tmp->type == WEAPON) |
… | |
… | |
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; |
… | |
… | |
1016 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1017 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
1018 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
1019 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
1020 | |
964 | |
1021 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1022 | SET_FLAG (this, FLAG_UNDEAD); |
966 | SET_FLAG (this, FLAG_UNDEAD); |
1023 | |
967 | |
1024 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1025 | { |
969 | { |
1026 | SET_FLAG (this, FLAG_MAKE_INVIS); |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1050 | #endif |
994 | #endif |
1051 | |
995 | |
1052 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
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 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1056 | break; |
1001 | break; |
1057 | |
1002 | |
1058 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1059 | wc_obj = tmp; |
|
|
1060 | |
|
|
1061 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1062 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1005 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1006 | &name, &chosen_skill->name, &tmp->name); |
1063 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1064 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1065 | |
1014 | |
1066 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1067 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1068 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1069 | weapon_speed = WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1070 | |
1019 | |
1071 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1072 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1073 | |
1022 | |
1074 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1075 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1076 | |
1025 | |
1077 | if (tmp->magic) |
1026 | if (tmp->magic) |
1078 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1079 | } |
1028 | } |
1080 | |
1029 | |
1081 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1082 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1083 | |
1032 | |
1084 | if (tmp->slaying) |
1033 | if (tmp->slaying) |
1085 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1086 | |
1035 | |
1087 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1089 | |
1038 | |
1090 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1091 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1092 | |
|
|
1093 | break; |
1041 | } |
1094 | |
1042 | |
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; |
1043 | break; |
1101 | |
1044 | |
1102 | case SHIELD: |
1045 | case SHIELD: |
1103 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1104 | contr->encumbrance += (int) tmp->weight / 2000; |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1284 | stats.maxsp = (sint16)sp_tmp; |
1227 | stats.maxsp = (sint16)sp_tmp; |
1285 | |
1228 | |
1286 | for (i = 11; i <= mana_obj->level; i++) |
1229 | for (i = 11; i <= mana_obj->level; i++) |
1287 | stats.maxsp += 2; |
1230 | stats.maxsp += 2; |
1288 | } |
1231 | } |
|
|
1232 | |
1289 | /* Characters can get their sp supercharged via rune of transferrance */ |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1290 | if (stats.sp > stats.maxsp * 2) |
1234 | if (stats.sp > stats.maxsp * 2) |
1291 | stats.sp = stats.maxsp * 2; |
1235 | stats.sp = stats.maxsp * 2; |
1292 | |
1236 | |
1293 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1324 | |
1268 | |
1325 | /* two grace points per level after 11 */ |
1269 | /* two grace points per level after 11 */ |
1326 | for (i = 11; i <= grace_obj->level; i++) |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1327 | stats.maxgrace += 2; |
1271 | stats.maxgrace += 2; |
1328 | } |
1272 | } |
|
|
1273 | |
1329 | /* No limit on grace vs maxgrace */ |
1274 | /* No limit on grace vs maxgrace */ |
1330 | |
1275 | |
1331 | if (contr->braced) |
1276 | if (contr->braced) |
1332 | { |
1277 | { |
1333 | ac += 2; |
1278 | ac += 2; |
… | |
… | |
1345 | * improvement every level, now its fighterlevel/5. So |
1290 | * improvement every level, now its fighterlevel/5. So |
1346 | * we give the player a bonus here in wc and dam |
1291 | * we give the player a bonus here in wc and dam |
1347 | * to make up for the change. Note that I left the |
1292 | * to make up for the change. Note that I left the |
1348 | * monster bonus the same as before. -b.t. |
1293 | * monster bonus the same as before. -b.t. |
1349 | */ |
1294 | */ |
|
|
1295 | object *wc_obj = chosen_skill; |
1350 | |
1296 | |
1351 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1352 | { |
1298 | { |
1353 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1354 | |
1300 | |
1355 | for (i = 1; i < wc_obj->level; i++) |
1301 | for (i = 1; i < wc_obj->level; i++) |
1356 | { |
1302 | { |
1357 | /* addtional wc every 6 levels */ |
1303 | /* additional wc every 6 levels */ |
1358 | if (!(i % 6)) |
1304 | if (!(i % 6)) |
1359 | wc--; |
1305 | wc--; |
1360 | |
1306 | |
1361 | /* addtional dam every 4 levels. */ |
1307 | /* additional dam every 4 levels. */ |
1362 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1308 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1363 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1309 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1364 | } |
1310 | } |
1365 | } |
1311 | } |
1366 | else |
1312 | else |
… | |
… | |
1375 | |
1321 | |
1376 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1377 | speed -= 1; |
1323 | speed -= 1; |
1378 | |
1324 | |
1379 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1380 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->attacktype; |
1381 | |
|
|
1382 | } /* End if player */ |
1327 | } /* End if player */ |
1383 | |
1328 | |
1384 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1385 | speed += added_speed / 10.f; |
1330 | speed += added_speed / 10.f; |
1386 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
… | |
… | |
1420 | * that would just be a real pain to read. |
1365 | * that would just be a real pain to read. |
1421 | */ |
1366 | */ |
1422 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1367 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1423 | float M2 = max_carry[stats.Str] / 100.f; |
1368 | float M2 = max_carry[stats.Str] / 100.f; |
1424 | float W = weapon_weight / 20000.f; |
1369 | float W = weapon_weight / 20000.f; |
1425 | float s = 2 - weapon_speed / 10.f; |
1370 | float s = (20 - weapon_speed) / 10.f; |
1426 | float D = (stats.Dex - 14) / 14.f; |
1371 | float D = (stats.Dex - 14) / 14.f; |
1427 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1372 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1428 | |
1373 | |
1429 | K *= (4 + level) *1.2f / (6 + level); |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
1430 | |
1375 | |
1431 | if (K <= 0.f) |
1376 | if (K <= 0.01f) |
1432 | K = 0.01f; |
1377 | K = 0.01f; |
1433 | |
1378 | |
1434 | float S = speed / (K * s); |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1435 | |
|
|
1436 | contr->weapon_sp = S; |
|
|
1437 | } |
1380 | } |
1438 | |
1381 | |
1439 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | /* I want to limit the power of small monsters with big weapons: */ |
1440 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1441 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->stats.dam * 3; |
1442 | |
1385 | |
1443 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1444 | * should be more than enough - remember, AC is also in 8 bits, |
1387 | 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 | |
1388 | |
1461 | /* if for some reason the creature doesn't have any move type, |
1389 | /* if for some reason the creature doesn't have any move type, |
1462 | * give them walking as a default. |
1390 | * give them walking as a default. |
1463 | * The second case is a special case - to more closely mimic the |
1391 | * The second case is a special case - to more closely mimic the |
1464 | * old behaviour - if your flying, your not walking - just |
1392 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1586 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1587 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1588 | |
1516 | |
1589 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1590 | if (tmp->type == FORCE) |
1518 | if (tmp->type == FORCE) |
1591 | if (tmp->arch->name == dragon_ability_force) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1592 | abil = tmp; |
1520 | abil = tmp; |
1593 | else if (tmp->arch->name == dragon_skin_force) |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1594 | skin = tmp; |
1522 | skin = tmp; |
1595 | |
1523 | |
1596 | /* if the force is missing -> bail out */ |
1524 | /* if the force is missing -> bail out */ |
1597 | if (abil == NULL) |
1525 | if (abil == NULL) |
1598 | return; |
1526 | return; |
… | |
… | |
1644 | if (!skill_obj) |
1572 | if (!skill_obj) |
1645 | { |
1573 | { |
1646 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1574 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1647 | return NULL; |
1575 | return NULL; |
1648 | } |
1576 | } |
|
|
1577 | |
1649 | /* clear the flag - exp goes into this bucket, but player |
1578 | /* clear the flag - exp goes into this bucket, but player |
1650 | * still doesn't know it. |
1579 | * still doesn't know it. |
1651 | */ |
1580 | */ |
1652 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1653 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1654 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1655 | insert_ob_in_ob (skill_obj, op); |
1584 | insert_ob_in_ob (skill_obj, op); |
1656 | |
1585 | |
1657 | if (op->contr) |
1586 | if (player *pl = op->contr) |
1658 | { |
1587 | { |
1659 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1588 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1660 | if (op->contr->ns) |
1589 | if (pl->ns) |
1661 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1590 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1662 | } |
1591 | } |
1663 | |
1592 | |
1664 | return skill_obj; |
1593 | return skill_obj; |
1665 | } |
1594 | } |
1666 | |
|
|
1667 | |
1595 | |
1668 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1596 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1669 | * whether the player gets more hp, sp and new levels. |
1597 | * whether the player gets more hp, sp and new levels. |
1670 | * Note this this function should only be called for players. Monstes |
1598 | * Note this this function should only be called for players. Monstes |
1671 | * don't really gain levels |
1599 | * don't really gain levels |
… | |
… | |
1682 | |
1610 | |
1683 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1611 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1684 | { |
1612 | { |
1685 | op->level++; |
1613 | op->level++; |
1686 | |
1614 | |
1687 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1688 | dragon_level_gain (who); |
1616 | dragon_level_gain (who); |
1689 | |
1617 | |
1690 | /* Only roll these if it is the player (who) that gained the level */ |
1618 | /* Only roll these if it is the player (who) that gained the level */ |
1691 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1619 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1692 | { |
1620 | { |
… | |
… | |
1700 | { |
1628 | { |
1701 | if (op->type != PLAYER) |
1629 | if (op->type != PLAYER) |
1702 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1630 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1703 | else |
1631 | else |
1704 | sprintf (buf, "You are now level %d.", op->level); |
1632 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1633 | |
1705 | if (who) |
1634 | if (who) |
1706 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1635 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1707 | } |
1636 | } |
|
|
1637 | |
1708 | player_lvl_adj (who, op); /* To increase more levels */ |
1638 | player_lvl_adj (who, op); /* To increase more levels */ |
1709 | } |
1639 | } |
1710 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1640 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1711 | { |
1641 | { |
1712 | op->level--; |
1642 | op->level--; |
1713 | who->update_stats (); |
1643 | who->update_stats (); |
|
|
1644 | |
1714 | if (op->type != PLAYER) |
1645 | if (op->type != PLAYER) |
1715 | { |
1646 | { |
1716 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1647 | 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); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1718 | } |
1649 | } |
|
|
1650 | |
1719 | player_lvl_adj (who, op); /* To decrease more levels */ |
1651 | player_lvl_adj (who, op); /* To decrease more levels */ |
1720 | } |
1652 | } |
1721 | |
1653 | |
1722 | /* check if the spell data has changed */ |
1654 | /* check if the spell data has changed */ |
1723 | esrv_update_stats (who->contr); |
1655 | esrv_update_stats (who->contr); |
… | |
… | |
2034 | player_lvl_adj (op, tmp); |
1966 | player_lvl_adj (op, tmp); |
2035 | } |
1967 | } |
2036 | |
1968 | |
2037 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1969 | 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)]; |
1970 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1971 | |
2039 | if (level_loss < 0) |
1972 | if (level_loss < 0) |
2040 | level_loss = 0; |
1973 | level_loss = 0; |
2041 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1974 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2042 | |
1975 | |
2043 | op->stats.exp -= loss; |
1976 | op->stats.exp -= loss; |