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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
|
|
27 | |
26 | |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
29 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
28 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
30 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
29 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
31 | */ |
30 | */ |
… | |
… | |
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; |
|
|
253 | case DEX: return Dex; |
|
|
254 | case CON: return Con; |
|
|
255 | case INT: return Int; |
|
|
256 | case WIS: return Wis; |
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257 | case POW: return Pow; |
|
|
258 | case CHA: return Cha; |
|
|
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; |
|
|
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, success = 0; |
285 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
286 | int 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 | // keep some stats for comparison purposes |
329 | * refop is a local copy of op only to be used for detecting changes |
291 | object::flags_t prev_flag = op->flag; |
330 | * found by update_stats. refop is not a real object |
292 | MoveType prev_move_type = op->move_type; |
331 | */ |
293 | sint16 prev_resist [NROFATTACKS]; // clumsy |
332 | object_copy refop = *op; |
294 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
295 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
333 | |
296 | |
334 | if (op->type == PLAYER) |
297 | if (op->type == PLAYER) |
335 | { |
298 | { |
336 | if (tmp->type == POTION) |
299 | if (tmp->type == POTION) |
337 | { |
300 | { |
338 | potion_max = 1; |
301 | potion_max = 1; |
|
|
302 | |
339 | for (int j = 0; j < NUM_STATS; j++) |
303 | for (int j = 0; j < NUM_STATS; j++) |
340 | { |
304 | { |
341 | int ostat = op->contr->orig_stats.stat (j); |
305 | int ostat = op->contr->orig_stats.stat (j); |
342 | int i = tmp->stats.stat (j); |
306 | int i = tmp->stats.stat (j); |
343 | |
307 | |
344 | /* nstat is what the stat will be after use of the potion */ |
308 | /* nstat is what the stat will be after use of the potion */ |
345 | int nstat = flag * i + ostat; |
309 | int nstat = flag * i + ostat; |
346 | |
310 | |
347 | /* Do some bounds checking. While I don't think any |
311 | /* Do some bounds checking. There is the potential for potions |
348 | * potions do so right now, there is the potential for potions |
|
|
349 | * that adjust that stat by more than one point, so we need |
312 | * that adjust that stat by more than one point, so we need |
350 | * to allow for that. |
313 | * to allow for that. |
351 | */ |
314 | */ |
352 | if (nstat < 1 && i * flag < 0) |
315 | if (nstat < 1 && i * flag < 0) |
353 | nstat = 1; |
316 | nstat = 1; |
354 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
317 | else if (nstat > 20 + op->arch->stats.stat (j)) |
355 | nstat = 20 + op->arch->clone.stats.stat (j); |
318 | nstat = 20 + op->arch->stats.stat (j); |
356 | |
319 | |
357 | if (nstat != ostat) |
320 | if (nstat != ostat) |
358 | { |
321 | { |
359 | op->contr->orig_stats.stat (j) = nstat; |
322 | op->contr->orig_stats.stat (j) = nstat; |
360 | potion_max = 0; |
323 | potion_max = 0; |
… | |
… | |
405 | { |
368 | { |
406 | success = 1; |
369 | success = 1; |
407 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
408 | } |
371 | } |
409 | |
372 | |
410 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
373 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
411 | { |
374 | { |
412 | success = 1; |
375 | success = 1; |
413 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
414 | } |
377 | } |
415 | |
378 | |
416 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
379 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
417 | { |
380 | { |
418 | success = 1; |
381 | success = 1; |
419 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
420 | } |
383 | } |
421 | |
384 | |
422 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
385 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
423 | { |
386 | { |
424 | success = 1; |
387 | success = 1; |
425 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
426 | } |
389 | } |
427 | |
390 | |
… | |
… | |
429 | * user has multiple items giving the same type appled like we |
392 | * user has multiple items giving the same type appled like we |
430 | * used to - that is more work than what we gain, plus messages |
393 | * used to - that is more work than what we gain, plus messages |
431 | * can be misleading (a little higher could be miscontrued from |
394 | * can be misleading (a little higher could be miscontrued from |
432 | * from fly high) |
395 | * from fly high) |
433 | */ |
396 | */ |
434 | if (tmp->move_type && op->move_type != refop.move_type) |
397 | if (tmp->move_type && op->move_type != prev_move_type) |
435 | { |
398 | { |
436 | success = 1; |
399 | success = 1; |
437 | |
400 | |
438 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
439 | * status doesn't make a difference if you are flying high |
402 | * status doesn't make a difference if you are flying high |
440 | */ |
403 | */ |
441 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
442 | { |
405 | { |
443 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
406 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
444 | } |
407 | } |
445 | |
408 | |
446 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | if (tmp->move_type & MOVE_FLY_HIGH) |
447 | { |
410 | { |
448 | /* double conditional - second case covers if you have move_fly_low - |
411 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
460 | } |
423 | } |
461 | |
424 | |
462 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
463 | * originally undead may change their status |
426 | * originally undead may change their status |
464 | */ |
427 | */ |
465 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
428 | if (!op->arch->flag [FLAG_UNDEAD]) |
466 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
429 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
467 | { |
430 | { |
468 | success = 1; |
431 | success = 1; |
469 | if (flag > 0) |
432 | if (flag > 0) |
470 | { |
433 | { |
471 | op->race = "undead"; |
434 | op->race = "undead"; |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
473 | } |
436 | } |
474 | else |
437 | else |
475 | { |
438 | { |
476 | op->race = op->arch->clone.race; |
439 | op->race = op->arch->race; |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
478 | } |
441 | } |
479 | } |
442 | } |
480 | |
443 | |
481 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
444 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
482 | { |
445 | { |
483 | success = 1; |
446 | success = 1; |
484 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
447 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
485 | } |
448 | } |
486 | |
449 | |
487 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
450 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
488 | { |
451 | { |
489 | success = 1; |
452 | success = 1; |
490 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
453 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
491 | } |
454 | } |
492 | |
455 | |
493 | /* blinded you can tell if more blinded since blinded player has minimal |
456 | /* blinded you can tell if more blinded since blinded player has minimal |
494 | * vision |
457 | * vision |
495 | */ |
458 | */ |
496 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
459 | if (tmp->flag [FLAG_BLIND]) |
497 | { |
460 | { |
498 | success = 1; |
461 | success = 1; |
499 | if (flag > 0) |
462 | if (flag > 0) |
500 | { |
463 | { |
501 | if (QUERY_FLAG (op, FLAG_WIZ)) |
464 | if (op->flag [FLAG_WIZ]) |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
503 | else |
466 | else |
504 | { |
467 | { |
505 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
506 | SET_FLAG (op, FLAG_BLIND); |
469 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
508 | op->contr->do_los = 1; |
471 | op->contr->do_los = 1; |
509 | } |
472 | } |
510 | } |
473 | } |
511 | else |
474 | else |
512 | { |
475 | { |
513 | if (QUERY_FLAG (op, FLAG_WIZ)) |
476 | if (op->flag [FLAG_WIZ]) |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
515 | else |
478 | else |
516 | { |
479 | { |
517 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
518 | CLEAR_FLAG (op, FLAG_BLIND); |
481 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
520 | op->contr->do_los = 1; |
483 | op->contr->do_los = 1; |
521 | } |
484 | } |
522 | } |
485 | } |
523 | } |
486 | } |
524 | |
487 | |
525 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
488 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
526 | { |
489 | { |
527 | success = 1; |
490 | success = 1; |
528 | if (op->type == PLAYER) |
491 | if (op->type == PLAYER) |
529 | op->contr->do_los = 1; |
492 | op->contr->do_los = 1; |
530 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
493 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
531 | } |
494 | } |
532 | |
495 | |
533 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
496 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
534 | { |
497 | { |
535 | success = 1; |
498 | success = 1; |
536 | if (flag > 0) |
499 | if (flag > 0) |
537 | { |
500 | { |
538 | if (QUERY_FLAG (op, FLAG_WIZ)) |
501 | if (op->flag [FLAG_WIZ]) |
539 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
540 | else |
503 | else |
541 | { |
504 | { |
542 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
505 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
543 | if (op->type == PLAYER) |
506 | if (op->type == PLAYER) |
544 | op->contr->do_los = 1; |
507 | op->contr->do_los = 1; |
545 | } |
508 | } |
546 | } |
509 | } |
547 | else |
510 | else |
548 | { |
511 | { |
549 | if (QUERY_FLAG (op, FLAG_WIZ)) |
512 | if (op->flag [FLAG_WIZ]) |
550 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
551 | else |
514 | else |
552 | { |
515 | { |
553 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
516 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
554 | if (op->type == PLAYER) |
517 | if (op->type == PLAYER) |
… | |
… | |
592 | for (int i = 0; i < NROFATTACKS; i++) |
555 | for (int i = 0; i < NROFATTACKS; i++) |
593 | { |
556 | { |
594 | if (i == ATNR_PHYSICAL) |
557 | if (i == ATNR_PHYSICAL) |
595 | continue; /* Don't display about armour */ |
558 | continue; /* Don't display about armour */ |
596 | |
559 | |
597 | if (op->resist[i] != refop.resist[i]) |
560 | if (op->resist [i] != prev_resist [i]) |
598 | { |
561 | { |
599 | success = 1; |
562 | success = 1; |
|
|
563 | |
600 | if (op->resist[i] > refop.resist[i]) |
564 | if (op->resist [i] > prev_resist [i]) |
601 | 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]); |
602 | else |
566 | else |
603 | 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]); |
604 | |
568 | |
605 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
569 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
606 | } |
570 | } |
607 | } |
571 | } |
608 | |
572 | |
609 | if (!potion_max) |
573 | if (!potion_max) |
610 | { |
|
|
611 | for (int j = 0; j < NUM_STATS; j++) |
574 | for (int j = 0; j < NUM_STATS; j++) |
612 | { |
|
|
613 | if (int i = tmp->stats.stat (j)) |
575 | if (int i = tmp->stats.stat (j)) |
614 | { |
576 | { |
615 | success = 1; |
577 | success = 1; |
616 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
617 | } |
579 | } |
618 | } |
|
|
619 | } |
|
|
620 | |
580 | |
621 | return success; |
581 | return success; |
622 | } |
582 | } |
623 | |
583 | |
624 | /* |
584 | /* |
… | |
… | |
723 | void |
683 | void |
724 | object::remove_statbonus () |
684 | object::remove_statbonus () |
725 | { |
685 | { |
726 | for (int i = 0; i < NUM_STATS; ++i) |
686 | for (int i = 0; i < NUM_STATS; ++i) |
727 | { |
687 | { |
728 | sint8 v = arch->clone.stats.stat (i); |
688 | sint8 v = arch->stats.stat (i); |
729 | stats.stat (i) -= v; |
689 | stats.stat (i) -= v; |
730 | contr->orig_stats.stat (i) -= v; |
690 | contr->orig_stats.stat (i) -= v; |
731 | } |
691 | } |
732 | } |
692 | } |
733 | |
693 | |
… | |
… | |
737 | void |
697 | void |
738 | object::add_statbonus () |
698 | object::add_statbonus () |
739 | { |
699 | { |
740 | for (int i = 0; i < NUM_STATS; ++i) |
700 | for (int i = 0; i < NUM_STATS; ++i) |
741 | { |
701 | { |
742 | sint8 v = arch->clone.stats.stat (i); |
702 | sint8 v = arch->stats.stat (i); |
743 | stats.stat (i) += v; |
703 | stats.stat (i) += v; |
744 | contr->orig_stats.stat (i) += v; |
704 | contr->orig_stats.stat (i) += v; |
745 | } |
705 | } |
746 | } |
706 | } |
|
|
707 | |
|
|
708 | /* These are the items that currently can change digestion, regeneration, |
|
|
709 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
710 | * list, but other items store other info into stats array. |
|
|
711 | */ |
|
|
712 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
713 | { |
|
|
714 | digest_types () |
|
|
715 | { |
|
|
716 | set (WEAPON); |
|
|
717 | set (BOW); |
|
|
718 | set (ARMOUR); |
|
|
719 | set (HELMET); |
|
|
720 | set (SHIELD); |
|
|
721 | set (RING); |
|
|
722 | set (BOOTS); |
|
|
723 | set (GLOVES); |
|
|
724 | set (AMULET); |
|
|
725 | set (GIRDLE); |
|
|
726 | set (BRACERS); |
|
|
727 | set (CLOAK); |
|
|
728 | set (DISEASE); |
|
|
729 | set (FORCE); |
|
|
730 | set (SKILL); |
|
|
731 | } |
|
|
732 | } digest_types; |
|
|
733 | |
|
|
734 | static struct copy_flags : object::flags_t |
|
|
735 | { |
|
|
736 | copy_flags () |
|
|
737 | { |
|
|
738 | set (FLAG_LIFESAVE); |
|
|
739 | set (FLAG_REFL_SPELL); |
|
|
740 | set (FLAG_REFL_MISSILE); |
|
|
741 | set (FLAG_STEALTH); |
|
|
742 | set (FLAG_XRAYS); |
|
|
743 | set (FLAG_BLIND); |
|
|
744 | set (FLAG_SEE_IN_DARK); |
|
|
745 | } |
|
|
746 | } copy_flags; |
747 | |
747 | |
748 | /* |
748 | /* |
749 | * Updates all abilities given by applied objects in the inventory |
749 | * Updates all abilities given by applied objects in the inventory |
750 | * of the given object. Note: This function works for both monsters |
750 | * of the given object. Note: This function works for both monsters |
751 | * and players; the "player" in the name is purely an archaic inheritance. |
751 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
756 | * spell system split, grace points now added to system --peterm |
756 | * spell system split, grace points now added to system --peterm |
757 | */ |
757 | */ |
758 | void |
758 | void |
759 | object::update_stats () |
759 | object::update_stats () |
760 | { |
760 | { |
761 | int i, j; |
|
|
762 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
761 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
763 | int weapon_weight = 0, weapon_speed = 0; |
762 | int weapon_weight = 0, weapon_speed = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
763 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
765 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | float old_speed = speed; |
766 | float old_speed = speed; |
|
|
767 | int stat_sum [NUM_STATS]; |
768 | |
768 | |
769 | /* First task is to clear all the values back to their original values */ |
769 | /* First task is to clear all the values back to their original values */ |
770 | if (type == PLAYER) |
770 | if (type == PLAYER) |
771 | { |
771 | { |
772 | for (i = 0; i < NUM_STATS; i++) |
772 | for (int i = 0; i < NUM_STATS; i++) |
773 | stats.stat (i) = contr->orig_stats.stat (i); |
773 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | |
774 | |
775 | if (settings.spell_encumbrance == TRUE) |
775 | if (settings.spell_encumbrance == TRUE) |
776 | contr->encumbrance = 0; |
776 | contr->encumbrance = 0; |
777 | |
777 | |
778 | attacktype = 0; |
778 | attacktype = 0; |
… | |
… | |
798 | |
798 | |
799 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
799 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_STEALTH); |
800 | CLEAR_FLAG (this, FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_BLIND); |
801 | CLEAR_FLAG (this, FLAG_BLIND); |
802 | |
802 | |
803 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
803 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
805 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
806 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
807 | |
807 | |
808 | path_attuned = arch->clone.path_attuned; |
808 | path_attuned = arch->path_attuned; |
809 | path_repelled = arch->clone.path_repelled; |
809 | path_repelled = arch->path_repelled; |
810 | path_denied = arch->clone.path_denied; |
810 | path_denied = arch->path_denied; |
811 | glow_radius = arch->clone.glow_radius; |
811 | glow_radius = arch->glow_radius; |
812 | move_type = arch->clone.move_type; |
812 | move_type = arch->move_type; |
813 | |
813 | |
814 | chosen_skill = 0; |
814 | chosen_skill = 0; |
815 | |
815 | |
816 | /* initializing resistances from the values in player/monster's |
816 | /* initializing resistances from the values in player/monster's |
817 | * archetype clone |
817 | * archetype clone |
818 | */ |
818 | */ |
819 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
819 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | |
820 | |
821 | for (i = 0; i < NROFATTACKS; i++) |
821 | for (int i = 0; i < NROFATTACKS; i++) |
822 | { |
822 | { |
823 | if (resist[i] > 0) |
823 | if (resist[i] > 0) |
824 | prot[i] = resist[i], vuln[i] = 0; |
824 | prot[i] = resist[i], vuln[i] = 0; |
825 | else |
825 | else |
826 | vuln[i] = -(resist[i]), prot[i] = 0; |
826 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | |
827 | |
828 | potion_resist[i] = 0; |
828 | potion_resist[i] = 0; |
829 | } |
829 | } |
830 | |
830 | |
831 | wc = arch->clone.stats.wc; |
831 | wc = arch->stats.wc; |
832 | stats.dam = arch->clone.stats.dam; |
832 | stats.dam = arch->stats.dam; |
833 | |
833 | |
834 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
834 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
835 | * plus a small amount of physical resist, those poor suckers. ;) |
835 | * plus a small amount of physical resist, those poor suckers. ;) |
836 | * the fact that maxlevel is factored in could be considered sort of bogus - |
836 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * we should probably give them some bonus and cap it off - otherwise, |
837 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * basically, if a server updates its max level, these playes may find |
838 | * basically, if a server updates its max level, these playes may find |
839 | * that their protection from physical goes down |
839 | * that their protection from physical goes down |
840 | */ |
840 | */ |
841 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
841 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | { |
842 | { |
843 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
843 | ac = max (-10, arch->stats.ac - level / 3); |
844 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
844 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | } |
845 | } |
846 | else |
846 | else |
847 | ac = arch->clone.stats.ac; |
847 | ac = arch->stats.ac; |
848 | |
848 | |
849 | stats.luck = arch->clone.stats.luck; |
849 | stats.luck = arch->stats.luck; |
850 | speed = arch->clone.speed; |
850 | speed = arch->speed; |
851 | |
851 | |
852 | /* OK - we've reset most all the objects attributes to sane values. |
852 | /* OK - we've reset most all the objects attributes to sane values. |
853 | * now go through and make adjustments for what the player has equipped. |
853 | * now go through and make adjustments for what the player has equipped. |
854 | */ |
854 | */ |
855 | for (tmp = inv; tmp; tmp = tmp->below) |
855 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | { |
856 | { |
857 | /* See note in map.c:update_position about making this additive |
|
|
858 | * since light sources are never applied, need to put check here. |
|
|
859 | */ |
|
|
860 | if (tmp->glow_radius > glow_radius) |
|
|
861 | glow_radius = tmp->glow_radius; |
|
|
862 | |
|
|
863 | /* This happens because apply_potion calls change_abil with the potion |
857 | /* This happens because apply_potion calls change_abil with the potion |
864 | * applied so we can tell the player what changed. But change_abil |
858 | * applied so we can tell the player what changed. But change_abil |
865 | * then calls this function. |
859 | * then calls this function. |
866 | */ |
860 | */ |
867 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
868 | continue; |
862 | continue; |
869 | |
863 | |
|
|
864 | glow_radius += tmp->glow_radius; |
|
|
865 | |
870 | /* For some things, we don't care what is equipped */ |
866 | /* For some things, we don't care what is equipped */ |
871 | if (tmp->type == SKILL) |
867 | if (tmp->type == SKILL) |
872 | { |
868 | { |
873 | /* Want to take the highest skill here. */ |
869 | /* Want to take the highest skill here. */ |
874 | if (IS_MANA_SKILL (tmp->subtype)) |
870 | if (IS_MANA_SKILL (tmp->subtype)) |
… | |
… | |
886 | else if (tmp->level > grace_obj->level) |
882 | else if (tmp->level > grace_obj->level) |
887 | grace_obj = tmp; |
883 | grace_obj = tmp; |
888 | } |
884 | } |
889 | } |
885 | } |
890 | |
886 | |
891 | /* Container objects are not meant to adjust a players, but other applied |
887 | /* Container objects are not meant to adjust players, but other applied |
892 | * objects need to make adjustments. |
888 | * objects need to make adjustments. |
893 | * This block should handle all player specific changes |
889 | * This block should handle all player specific changes |
894 | * The check for Praying is a bit of a hack - god given bonuses are put |
890 | * The check for Praying is a bit of a hack - god given bonuses are put |
895 | * in the praying skill, and the player should always get those. |
891 | * in the praying skill, and the player should always get those. |
896 | * It also means we need to put in additional checks for applied below, |
892 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
903 | || (tmp->type == SKILL |
899 | || (tmp->type == SKILL |
904 | && tmp->subtype == SK_PRAYING)) |
900 | && tmp->subtype == SK_PRAYING)) |
905 | { |
901 | { |
906 | if (type == PLAYER) |
902 | if (type == PLAYER) |
907 | { |
903 | { |
|
|
904 | contr->item_power += tmp->item_power; |
|
|
905 | |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
906 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
907 | if (tmp != current_weapon |
909 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
908 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
909 | && !tmp->flag [FLAG_CURSED] |
|
|
910 | && !tmp->flag [FLAG_DAMNED]) |
910 | continue; |
911 | continue; |
911 | |
912 | |
912 | for (i = 0; i < NUM_STATS; i++) |
913 | for (int i = 0; i < NUM_STATS; i++) |
913 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
914 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
914 | |
915 | |
915 | /* these are the items that currently can change digestion, regeneration, |
916 | if (digest_types [tmp->type]) |
916 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
917 | * list, but other items store other info into stats array. |
|
|
918 | */ |
|
|
919 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
920 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
921 | tmp->type == SHIELD || tmp->type == RING || |
|
|
922 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
923 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
924 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
925 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
926 | tmp->type == SKILL) |
|
|
927 | { |
917 | { |
928 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
929 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
|
|
920 | if (tmp->type != BOW) // ugly exception for bows |
930 | contr->gen_sp += tmp->stats.sp; |
921 | contr->gen_sp += tmp->stats.sp; |
931 | contr->gen_grace += tmp->stats.grace; |
922 | contr->gen_grace += tmp->stats.grace; |
932 | contr->gen_sp_armour += tmp->gen_sp_armour; |
923 | contr->gen_sp_armour += tmp->gen_sp_armour; |
933 | contr->item_power += tmp->item_power; |
|
|
934 | } |
924 | } |
935 | } /* if this is a player */ |
925 | } /* if this is a player */ |
936 | else |
926 | else |
937 | { |
927 | { |
938 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
939 | current_weapon = tmp; |
929 | current_weapon = tmp; |
940 | } |
930 | } |
941 | |
931 | |
942 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
944 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
945 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
946 | |
936 | |
947 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
948 | { |
|
|
949 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
950 | |
|
|
951 | if (speed_reduce_from_disease == 0) |
|
|
952 | speed_reduce_from_disease = 1; |
938 | speed_reduce_from_disease = |
953 | } |
939 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
954 | |
940 | |
955 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
941 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
956 | * (Negative protections are calculated exactly like positive.) |
942 | * (Negative protections are calculated exactly like positive.) |
957 | * Resistance from potions are treated special as well. If there's |
943 | * Resistance from potions are treated special as well. If there's |
958 | * more than one potion-effect, the bigger prot.-value is taken. |
944 | * more than one potion-effect, the bigger prot.-value is taken. |
959 | */ |
945 | */ |
960 | if (tmp->type != POTION) |
946 | if (tmp->type != POTION) |
961 | { |
947 | { |
962 | for (i = 0; i < NROFATTACKS; i++) |
948 | for (int i = 0; i < NROFATTACKS; i++) |
963 | { |
949 | { |
964 | /* Potential for cursed potions, in which case we just can use |
950 | /* Potential for cursed potions, in which case we just can use |
965 | * a straight MAX, as potion_resist is initialised to zero. |
951 | * a straight MAX, as potion_resist is initialised to zero. |
966 | */ |
952 | */ |
967 | if (tmp->type == POTION_EFFECT) |
953 | if (tmp->type == POTION_EFFECT) |
968 | { |
954 | { |
969 | if (potion_resist[i]) |
955 | if (potion_resist[i]) |
970 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
956 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
971 | else |
957 | else |
972 | potion_resist[i] = tmp->resist[i]; |
958 | potion_resist[i] = tmp->resist[i]; |
973 | } |
959 | } |
974 | else if (tmp->resist[i] > 0) |
960 | else if (tmp->resist[i] > 0) |
975 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
961 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
977 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
963 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
978 | } |
964 | } |
979 | } |
965 | } |
980 | |
966 | |
981 | /* There may be other things that should not adjust the attacktype */ |
967 | /* There may be other things that should not adjust the attacktype */ |
982 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
968 | if (tmp->type != SYMPTOM) |
983 | || current_weapon == tmp) |
|
|
984 | { |
969 | { |
985 | attacktype |= tmp->attacktype; |
970 | attacktype |= tmp->attacktype; |
986 | path_attuned |= tmp->path_attuned; |
971 | path_attuned |= tmp->path_attuned; |
987 | path_repelled |= tmp->path_repelled; |
972 | path_repelled |= tmp->path_repelled; |
988 | path_denied |= tmp->path_denied; |
973 | path_denied |= tmp->path_denied; |
989 | move_type |= tmp->move_type; |
974 | move_type |= tmp->move_type; |
990 | stats.luck += tmp->stats.luck; |
975 | stats.luck += tmp->stats.luck; |
991 | } |
976 | } |
992 | |
977 | |
993 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
978 | flag |= tmp->flag & copy_flags; |
994 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
995 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
996 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
997 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
998 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
999 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
1000 | |
979 | |
1001 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
980 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1002 | SET_FLAG (this, FLAG_UNDEAD); |
981 | SET_FLAG (this, FLAG_UNDEAD); |
1003 | |
982 | |
1004 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
983 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1005 | { |
984 | { |
1006 | SET_FLAG (this, FLAG_MAKE_INVIS); |
985 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1030 | #endif |
1009 | #endif |
1031 | |
1010 | |
1032 | /* skills modifying the character -b.t. */ |
1011 | /* skills modifying the character -b.t. */ |
1033 | /* for all skills and skill granting objects */ |
1012 | /* for all skills and skill granting objects */ |
1034 | case SKILL: |
1013 | case SKILL: |
1035 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1014 | { |
|
|
1015 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1036 | break; |
1016 | break; |
1037 | |
1017 | |
1038 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1039 | wc_obj = tmp; |
|
|
1040 | |
|
|
1041 | if (chosen_skill) |
1018 | if (chosen_skill) |
|
|
1019 | { |
1042 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1020 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1021 | &name, &chosen_skill->name, &tmp->name); |
1043 | |
1022 | |
|
|
1023 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1024 | update_stats (); |
|
|
1025 | return; |
|
|
1026 | } |
|
|
1027 | else |
1044 | chosen_skill = tmp; |
1028 | chosen_skill = tmp; |
1045 | |
1029 | |
1046 | if (tmp->stats.dam > 0) |
1030 | if (tmp->stats.dam > 0) |
1047 | { /* skill is a 'weapon' */ |
1031 | { /* skill is a 'weapon' */ |
1048 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1032 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1049 | weapon_speed = WEAPON_SPEED (tmp); |
1033 | weapon_speed = WEAPON_SPEED (tmp); |
1050 | |
1034 | |
1051 | if (weapon_speed < 0) |
1035 | if (weapon_speed < 0) |
1052 | weapon_speed = 0; |
1036 | weapon_speed = 0; |
1053 | |
1037 | |
1054 | weapon_weight = tmp->weight; |
1038 | weapon_weight = tmp->weight; |
1055 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1039 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1056 | |
1040 | |
1057 | if (tmp->magic) |
1041 | if (tmp->magic) |
1058 | stats.dam += tmp->magic; |
1042 | stats.dam += tmp->magic; |
1059 | } |
1043 | } |
1060 | |
1044 | |
1061 | if (tmp->stats.wc) |
1045 | if (tmp->stats.wc) |
1062 | wc -= tmp->stats.wc + tmp->magic; |
1046 | wc -= tmp->stats.wc + tmp->magic; |
1063 | |
1047 | |
1064 | if (tmp->slaying) |
1048 | if (tmp->slaying) |
1065 | slaying = tmp->slaying; |
1049 | slaying = tmp->slaying; |
1066 | |
1050 | |
1067 | if (tmp->stats.ac) |
1051 | if (tmp->stats.ac) |
1068 | ac -= tmp->stats.ac + tmp->magic; |
1052 | ac -= tmp->stats.ac + tmp->magic; |
1069 | |
1053 | |
1070 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1054 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1071 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1055 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1072 | |
|
|
1073 | break; |
1056 | } |
1074 | |
1057 | |
1075 | case SKILL_TOOL: |
|
|
1076 | if (chosen_skill) |
|
|
1077 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1078 | |
|
|
1079 | chosen_skill = tmp; |
|
|
1080 | break; |
1058 | break; |
1081 | |
1059 | |
1082 | case SHIELD: |
1060 | case SHIELD: |
1083 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1061 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1084 | contr->encumbrance += (int) tmp->weight / 2000; |
1062 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1157 | else /* To nullify the below effect */ |
1135 | else /* To nullify the below effect */ |
1158 | ac += tmp->stats.ac + tmp->magic; |
1136 | ac += tmp->stats.ac + tmp->magic; |
1159 | } |
1137 | } |
1160 | |
1138 | |
1161 | if (tmp->stats.wc) |
1139 | if (tmp->stats.wc) |
1162 | wc -= (tmp->stats.wc + tmp->magic); |
1140 | wc -= tmp->stats.wc + tmp->magic; |
1163 | |
1141 | |
1164 | if (tmp->stats.ac) |
1142 | if (tmp->stats.ac) |
1165 | ac -= (tmp->stats.ac + tmp->magic); |
1143 | ac -= tmp->stats.ac + tmp->magic; |
1166 | |
1144 | |
1167 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1145 | if (ARMOUR_SPEED (tmp)) |
1168 | max = ARMOUR_SPEED (tmp) / 10.f; |
1146 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1169 | |
1147 | |
1170 | break; |
1148 | break; |
1171 | } /* switch tmp->type */ |
1149 | } /* switch tmp->type */ |
1172 | } /* item is equipped */ |
1150 | } /* item is equipped */ |
1173 | } /* for loop of items */ |
1151 | } /* for loop of items */ |
|
|
1152 | |
|
|
1153 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1174 | |
1154 | |
1175 | /* We've gone through all the objects the player has equipped. For many things, we |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1176 | * have generated intermediate values which we now need to assign. |
1156 | * have generated intermediate values which we now need to assign. |
1177 | */ |
1157 | */ |
1178 | |
1158 | |
… | |
… | |
1180 | * If there is an uncursed potion in effect, granting more protection |
1160 | * If there is an uncursed potion in effect, granting more protection |
1181 | * than that, we take: 'total resistance = resistance from potion'. |
1161 | * than that, we take: 'total resistance = resistance from potion'. |
1182 | * If there is a cursed (and no uncursed) potion in effect, we take |
1162 | * If there is a cursed (and no uncursed) potion in effect, we take |
1183 | * 'total resistance = vulnerability from cursed potion'. |
1163 | * 'total resistance = vulnerability from cursed potion'. |
1184 | */ |
1164 | */ |
1185 | for (i = 0; i < NROFATTACKS; i++) |
1165 | for (int i = 0; i < NROFATTACKS; i++) |
1186 | { |
1166 | { |
1187 | resist[i] = prot[i] - vuln[i]; |
1167 | resist[i] = prot[i] - vuln[i]; |
1188 | |
1168 | |
1189 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1169 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1190 | resist[i] = potion_resist[i]; |
1170 | resist[i] = potion_resist[i]; |
1191 | } |
1171 | } |
1192 | |
1172 | |
1193 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1194 | if (type == PLAYER) |
1173 | if (type == PLAYER) |
1195 | { |
1174 | { |
|
|
1175 | // clamp various player stats |
|
|
1176 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1178 | |
|
|
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1180 | |
|
|
1181 | /* Figure out the players sp/mana/hp totals. */ |
1196 | int pl_level; |
1182 | int pl_level; |
1197 | |
1183 | |
1198 | check_stat_bounds (&(stats)); |
1184 | check_stat_bounds (&(stats)); |
1199 | pl_level = level; |
1185 | pl_level = level; |
1200 | |
1186 | |
… | |
… | |
1202 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1203 | |
1189 | |
1204 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1205 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1206 | */ |
1192 | */ |
1207 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1193 | stats.maxhp = 0; |
|
|
1194 | for (int i = 1; i <= min (10, pl_level); i++) |
1208 | { |
1195 | { |
1209 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1196 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1210 | |
1197 | |
1211 | if (i % 2 && con_bonus[stats.Con] % 2) |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1212 | { |
|
|
1213 | if (con_bonus[stats.Con] > 0) |
1199 | if (con_bonus[stats.Con] > 0) |
1214 | j++; |
1200 | j++; |
1215 | else |
1201 | else |
1216 | j--; |
1202 | j--; |
1217 | } |
|
|
1218 | |
1203 | |
1219 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1204 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1220 | } |
1205 | } |
1221 | |
1206 | |
1222 | for (i = 11; i <= level; i++) |
1207 | stats.maxhp += 2 * max (0, level - 10); |
1223 | stats.maxhp += 2; |
|
|
1224 | |
1208 | |
1225 | if (stats.hp > stats.maxhp) |
1209 | if (stats.hp > stats.maxhp) |
1226 | stats.hp = stats.maxhp; |
1210 | stats.hp = stats.maxhp; |
1227 | |
1211 | |
1228 | /* Sp gain is controlled by the level of the player's |
1212 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1241 | |
1225 | |
1242 | if (mana_obj == this && type == PLAYER) |
1226 | if (mana_obj == this && type == PLAYER) |
1243 | stats.maxsp = 1; |
1227 | stats.maxsp = 1; |
1244 | else |
1228 | else |
1245 | { |
1229 | { |
1246 | sp_tmp = 0.f; |
1230 | float sp_tmp = 0.f; |
1247 | |
1231 | |
1248 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1232 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1249 | { |
1233 | { |
1250 | float stmp; |
1234 | float stmp; |
1251 | |
1235 | |
1252 | /* Got some extra bonus at first level */ |
1236 | /* Got some extra bonus at first level */ |
1253 | if (i < 2) |
1237 | if (i < 2) |
1254 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1238 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1255 | else |
1239 | else |
1256 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1240 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1257 | |
1241 | |
1258 | if (stmp < 1.f) |
|
|
1259 | stmp = 1.f; |
|
|
1260 | |
|
|
1261 | sp_tmp += stmp; |
1242 | sp_tmp += max (1.f, stmp); |
1262 | } |
1243 | } |
1263 | |
1244 | |
1264 | stats.maxsp = (sint16)sp_tmp; |
1245 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1265 | |
|
|
1266 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1267 | stats.maxsp += 2; |
|
|
1268 | } |
1246 | } |
|
|
1247 | |
1269 | /* Characters can get their sp supercharged via rune of transferrance */ |
1248 | /* Characters can get their sp supercharged via rune of transferrance */ |
1270 | if (stats.sp > stats.maxsp * 2) |
1249 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1271 | stats.sp = stats.maxsp * 2; |
|
|
1272 | |
1250 | |
1273 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1251 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1274 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1252 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1275 | grace_obj = this; |
1253 | grace_obj = this; |
1276 | |
1254 | |
… | |
… | |
1281 | /* store grace in a float - this way, the divisions below don't create |
1259 | /* store grace in a float - this way, the divisions below don't create |
1282 | * big jumps when you go from level to level - with int's, it then |
1260 | * big jumps when you go from level to level - with int's, it then |
1283 | * becomes big jumps when the sums of the bonuses jump to the next |
1261 | * becomes big jumps when the sums of the bonuses jump to the next |
1284 | * step of 8 - with floats, even fractional ones are useful. |
1262 | * step of 8 - with floats, even fractional ones are useful. |
1285 | */ |
1263 | */ |
1286 | sp_tmp = 0.f; |
1264 | float sp_tmp = 0.f; |
1287 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1265 | |
|
|
1266 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1288 | { |
1267 | { |
1289 | float grace_tmp = 0.f; |
1268 | float grace_tmp = 0.f; |
1290 | |
1269 | |
1291 | /* Got some extra bonus at first level */ |
1270 | /* Got some extra bonus at first level */ |
1292 | if (i < 2) |
1271 | if (i < 2) |
1293 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1272 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1294 | else |
1273 | else |
1295 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1274 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1296 | |
1275 | |
1297 | if (grace_tmp < 1.f) |
|
|
1298 | grace_tmp = 1.f; |
|
|
1299 | |
|
|
1300 | sp_tmp += grace_tmp; |
1276 | sp_tmp += max (1.f, grace_tmp); |
1301 | } |
1277 | } |
1302 | |
1278 | |
1303 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1304 | |
|
|
1305 | /* two grace points per level after 11 */ |
1279 | /* two grace points per level after 10 */ |
1306 | for (i = 11; i <= grace_obj->level; i++) |
1280 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1307 | stats.maxgrace += 2; |
|
|
1308 | } |
1281 | } |
|
|
1282 | |
1309 | /* No limit on grace vs maxgrace */ |
1283 | /* No limit on grace vs maxgrace */ |
1310 | |
1284 | |
1311 | if (contr->braced) |
1285 | if (contr->braced) |
1312 | { |
1286 | { |
1313 | ac += 2; |
1287 | ac += 2; |
… | |
… | |
1325 | * improvement every level, now its fighterlevel/5. So |
1299 | * improvement every level, now its fighterlevel/5. So |
1326 | * we give the player a bonus here in wc and dam |
1300 | * we give the player a bonus here in wc and dam |
1327 | * to make up for the change. Note that I left the |
1301 | * to make up for the change. Note that I left the |
1328 | * monster bonus the same as before. -b.t. |
1302 | * monster bonus the same as before. -b.t. |
1329 | */ |
1303 | */ |
|
|
1304 | object *wc_obj = chosen_skill; |
1330 | |
1305 | |
1331 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1306 | if (contr && wc_obj && wc_obj->level > 1) |
1332 | { |
1307 | { |
1333 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1308 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1334 | |
1309 | |
1335 | for (i = 1; i < wc_obj->level; i++) |
1310 | for (int i = 1; i < wc_obj->level; i++) |
1336 | { |
1311 | { |
1337 | /* addtional wc every 6 levels */ |
1312 | /* additional wc every 6 levels */ |
1338 | if (!(i % 6)) |
1313 | if (!(i % 6)) |
1339 | wc--; |
1314 | wc--; |
1340 | |
1315 | |
1341 | /* addtional dam every 4 levels. */ |
1316 | /* additional dam every 4 levels. */ |
1342 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1317 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1343 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1318 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1344 | } |
1319 | } |
1345 | } |
1320 | } |
1346 | else |
1321 | else |
… | |
… | |
1353 | |
1328 | |
1354 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1355 | |
1330 | |
1356 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1357 | speed -= 1; |
1332 | speed -= 1; |
1358 | |
|
|
1359 | if (attacktype == 0) |
|
|
1360 | attacktype = arch->clone.attacktype; |
|
|
1361 | |
|
|
1362 | } /* End if player */ |
1333 | } /* End if player */ |
1363 | |
1334 | |
1364 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1365 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1366 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
1367 | speed /= 1.f - added_speed; |
1338 | speed /= 1.f - added_speed; |
1368 | |
1339 | |
1369 | /* Max is determined by armour */ |
1340 | /* Max is determined by armour */ |
1370 | if (speed > max) |
1341 | speed = min (speed, max_speed); |
1371 | speed = max; |
|
|
1372 | |
1342 | |
1373 | if (type == PLAYER) |
1343 | if (type == PLAYER) |
1374 | { |
1344 | { |
1375 | /* f is a number the represents the number of kg above (positive num) |
1345 | /* f is a number the represents the number of kg above (positive num) |
1376 | * or below (negative number) that the player is carrying. If above |
1346 | * or below (negative number) that the player is carrying. If above |
1377 | * weight limit, then player suffers a speed reduction based on how |
1347 | * weight limit, then player suffers a speed reduction based on how |
1378 | * much above he is, and what is max carry is |
1348 | * much above he is, and what is max carry is |
1379 | */ |
1349 | */ |
1380 | f = (carrying / 1000) - max_carry[stats.Str]; |
1350 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1381 | if (f > 0) |
1351 | if (f > 0.f) |
1382 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1352 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1383 | } |
1353 | } |
1384 | |
1354 | |
1385 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1355 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1356 | speed *= speed_reduce_from_disease; |
1386 | |
1357 | |
1387 | /* Put a lower limit on speed. Note with this speed, you move once every |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1388 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1389 | */ |
1360 | */ |
1390 | speed = speed * speed_reduce_from_disease; |
|
|
1391 | |
|
|
1392 | if (speed < 0.01f && type == PLAYER) |
1361 | if (speed < 0.04f && type == PLAYER) |
1393 | speed = 0.01f; |
1362 | speed = 0.04f; |
|
|
1363 | |
|
|
1364 | if (speed != old_speed) |
|
|
1365 | set_speed (speed); |
1394 | |
1366 | |
1395 | if (type == PLAYER) |
1367 | if (type == PLAYER) |
1396 | { |
1368 | { |
1397 | /* (This formula was made by vidarl@ifi.uio.no) |
1369 | /* (This formula was made by vidarl@ifi.uio.no) |
1398 | * Note that we never used these values again - basically |
1370 | * Note that we never used these values again - basically |
… | |
… | |
1400 | * that would just be a real pain to read. |
1372 | * that would just be a real pain to read. |
1401 | */ |
1373 | */ |
1402 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1374 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1403 | float M2 = max_carry[stats.Str] / 100.f; |
1375 | float M2 = max_carry[stats.Str] / 100.f; |
1404 | float W = weapon_weight / 20000.f; |
1376 | float W = weapon_weight / 20000.f; |
1405 | float s = 2 - weapon_speed / 10.f; |
1377 | float s = (20 - weapon_speed) / 10.f; |
1406 | float D = (stats.Dex - 14) / 14.f; |
1378 | float D = (stats.Dex - 14) / 14.f; |
1407 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1379 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1408 | |
1380 | |
1409 | K *= (4 + level) *1.2f / (6 + level); |
1381 | K *= (4 + level) * 1.2f / (6 + level); |
1410 | |
1382 | |
1411 | if (K <= 0.f) |
1383 | if (K <= 0.01f) |
1412 | K = 0.01f; |
1384 | K = 0.01f; |
1413 | |
1385 | |
1414 | float S = speed / (K * s); |
1386 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1415 | |
|
|
1416 | contr->weapon_sp = S; |
|
|
1417 | } |
1387 | } |
1418 | |
1388 | |
1419 | /* I want to limit the power of small monsters with big weapons: */ |
1389 | /* I want to limit the power of small monsters with big weapons: */ |
1420 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1390 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1421 | stats.dam = arch->clone.stats.dam * 3; |
1391 | stats.dam = arch->stats.dam * 3; |
1422 | |
1392 | |
1423 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1393 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1424 | * should be more than enough - remember, AC is also in 8 bits, |
1394 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1425 | * so its value is the same. |
|
|
1426 | */ |
|
|
1427 | if (wc > 120) |
|
|
1428 | wc = 120; |
|
|
1429 | else if (wc < -120) |
|
|
1430 | wc = -120; |
|
|
1431 | |
|
|
1432 | stats.wc = wc; |
|
|
1433 | |
|
|
1434 | if (ac > 120) |
|
|
1435 | ac = 120; |
|
|
1436 | else if (ac < -120) |
|
|
1437 | ac = -120; |
|
|
1438 | |
|
|
1439 | stats.ac = ac; |
|
|
1440 | |
1395 | |
1441 | /* if for some reason the creature doesn't have any move type, |
1396 | /* if for some reason the creature doesn't have any move type, |
1442 | * give them walking as a default. |
1397 | * give them walking as a default. |
1443 | * The second case is a special case - to more closely mimic the |
1398 | * The second case is a special case - to more closely mimic the |
1444 | * old behaviour - if your flying, your not walking - just |
1399 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1447 | if (move_type == 0) |
1402 | if (move_type == 0) |
1448 | move_type = MOVE_WALK; |
1403 | move_type = MOVE_WALK; |
1449 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1404 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1450 | move_type &= ~MOVE_WALK; |
1405 | move_type &= ~MOVE_WALK; |
1451 | |
1406 | |
1452 | if (speed != old_speed) |
|
|
1453 | set_speed (speed); |
|
|
1454 | |
|
|
1455 | /* It is quite possible that a player's spell costing might have changed, |
1407 | /* It is quite possible that a player's spell costing might have changed, |
1456 | * so we will check that now. |
1408 | * so we will check that now. |
1457 | */ |
1409 | */ |
1458 | if (type == PLAYER) |
1410 | if (type == PLAYER) |
1459 | { |
1411 | { |
… | |
… | |
1462 | } |
1414 | } |
1463 | |
1415 | |
1464 | // update the mapspace, if we are on a map |
1416 | // update the mapspace, if we are on a map |
1465 | if (!flag [FLAG_REMOVED] && map) |
1417 | if (!flag [FLAG_REMOVED] && map) |
1466 | map->at (x, y).flags_ = 0; |
1418 | map->at (x, y).flags_ = 0; |
|
|
1419 | } |
|
|
1420 | |
|
|
1421 | void |
|
|
1422 | object::set_glow_radius (sint8 rad) |
|
|
1423 | { |
|
|
1424 | glow_radius = rad; |
|
|
1425 | |
|
|
1426 | if (is_on_map ()) |
|
|
1427 | update_all_los (map, x, y); |
|
|
1428 | else if (object *env = outer_env ()) |
|
|
1429 | { |
|
|
1430 | env->update_stats (); |
|
|
1431 | |
|
|
1432 | if (env->is_on_map ()) |
|
|
1433 | update_all_los (env->map, env->x, env->y); |
|
|
1434 | } |
1467 | } |
1435 | } |
1468 | |
1436 | |
1469 | /* |
1437 | /* |
1470 | * Returns true if the given player is a legal class. |
1438 | * Returns true if the given player is a legal class. |
1471 | * The function to add and remove class-bonuses to the stats doesn't |
1439 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1487 | |
1455 | |
1488 | /* |
1456 | /* |
1489 | * set the new dragon name after gaining levels or |
1457 | * set the new dragon name after gaining levels or |
1490 | * changing ability focus (later this can be extended to |
1458 | * changing ability focus (later this can be extended to |
1491 | * eventually change the player's face and animation) |
1459 | * eventually change the player's face and animation) |
1492 | * |
|
|
1493 | * Note that the title is written to 'own_title' in the |
|
|
1494 | * player struct. This should be changed to 'ext_title' |
|
|
1495 | * as soon as clients support this! |
|
|
1496 | * Please, anyone, write support for 'ext_title'. |
|
|
1497 | */ |
1460 | */ |
1498 | void |
1461 | void |
1499 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1462 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1500 | { |
1463 | { |
1501 | int atnr = -1; /* attacknumber of highest level */ |
1464 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1519 | /* now if there are equals at highest level, pick the one with focus, |
1482 | /* now if there are equals at highest level, pick the one with focus, |
1520 | or else at random */ |
1483 | or else at random */ |
1521 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1484 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1522 | atnr = abil->stats.exp; |
1485 | atnr = abil->stats.exp; |
1523 | |
1486 | |
1524 | level = (int) (level / 5.); |
|
|
1525 | |
|
|
1526 | /* now set the new title */ |
1487 | /* now set the new title */ |
1527 | if (pl->contr != NULL) |
|
|
1528 | { |
|
|
1529 | if (level == 0) |
|
|
1530 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1531 | else if (level == 1) |
|
|
1532 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1489 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1533 | else if (level == 2) |
|
|
1534 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1490 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1535 | else if (level == 3) |
|
|
1536 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1491 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1537 | else |
1492 | else |
1538 | { |
1493 | { |
1539 | /* special titles for extra high resistance! */ |
1494 | /* special titles for extra high resistance! */ |
1540 | if (skin->resist[atnr] > 80) |
|
|
1541 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1495 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1542 | else if (skin->resist[atnr] > 50) |
|
|
1543 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1496 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1544 | else |
|
|
1545 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1497 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1546 | } |
|
|
1547 | } |
1498 | } |
1548 | |
1499 | |
1549 | strcpy (pl->contr->own_title, ""); |
1500 | strcpy (pl->contr->own_title, ""); |
1550 | } |
1501 | } |
1551 | |
1502 | |
… | |
… | |
1561 | object *skin = NULL; /* pointer to dragon skin force */ |
1512 | object *skin = NULL; /* pointer to dragon skin force */ |
1562 | object *tmp = NULL; /* tmp. object */ |
1513 | object *tmp = NULL; /* tmp. object */ |
1563 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1514 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1564 | |
1515 | |
1565 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1516 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1566 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1567 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1568 | |
|
|
1569 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1570 | if (tmp->type == FORCE) |
1518 | if (tmp->type == FORCE) |
1571 | if (tmp->arch->name == dragon_ability_force) |
1519 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1572 | abil = tmp; |
1520 | abil = tmp; |
1573 | else if (tmp->arch->name == dragon_skin_force) |
1521 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1574 | skin = tmp; |
1522 | skin = tmp; |
1575 | |
1523 | |
1576 | /* if the force is missing -> bail out */ |
1524 | /* if the force is missing -> bail out */ |
1577 | if (abil == NULL) |
1525 | if (abil == NULL) |
1578 | return; |
1526 | return; |
… | |
… | |
1621 | object *skill_obj; |
1569 | object *skill_obj; |
1622 | |
1570 | |
1623 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1571 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1624 | if (!skill_obj) |
1572 | if (!skill_obj) |
1625 | { |
1573 | { |
1626 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1574 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1627 | return NULL; |
1575 | return NULL; |
1628 | } |
1576 | } |
|
|
1577 | |
1629 | /* clear the flag - exp goes into this bucket, but player |
1578 | /* clear the flag - exp goes into this bucket, but player |
1630 | * still doesn't know it. |
1579 | * still doesn't know it. |
1631 | */ |
1580 | */ |
1632 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1633 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1634 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1635 | insert_ob_in_ob (skill_obj, op); |
1584 | op->insert (skill_obj); |
1636 | |
1585 | |
1637 | if (op->contr) |
1586 | if (player *pl = op->contr) |
1638 | { |
1587 | pl->link_skills (); |
1639 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1640 | if (op->contr->ns) |
|
|
1641 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1642 | } |
|
|
1643 | |
1588 | |
1644 | return skill_obj; |
1589 | return skill_obj; |
1645 | } |
1590 | } |
1646 | |
|
|
1647 | |
1591 | |
1648 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1592 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1649 | * whether the player gets more hp, sp and new levels. |
1593 | * whether the player gets more hp, sp and new levels. |
1650 | * Note this this function should only be called for players. Monstes |
1594 | * Note this this function should only be called for players. Monstes |
1651 | * don't really gain levels |
1595 | * don't really gain levels |
… | |
… | |
1654 | */ |
1598 | */ |
1655 | void |
1599 | void |
1656 | player_lvl_adj (object *who, object *op) |
1600 | player_lvl_adj (object *who, object *op) |
1657 | { |
1601 | { |
1658 | char buf[MAX_BUF]; |
1602 | char buf[MAX_BUF]; |
|
|
1603 | bool changed = false; |
1659 | |
1604 | |
1660 | if (!op) /* when rolling stats */ |
1605 | if (!op) /* when rolling stats */ |
1661 | op = who; |
1606 | op = who; |
1662 | |
1607 | |
1663 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1608 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1664 | { |
1609 | { |
|
|
1610 | changed = true; |
|
|
1611 | |
1665 | op->level++; |
1612 | op->level++; |
1666 | |
1613 | |
1667 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1614 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1668 | dragon_level_gain (who); |
1615 | dragon_level_gain (who); |
1669 | |
1616 | |
1670 | /* Only roll these if it is the player (who) that gained the level */ |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1671 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1672 | { |
1619 | { |
1673 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1620 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1674 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1621 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1675 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1622 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1676 | } |
1623 | } |
1677 | |
1624 | |
1678 | who->update_stats (); |
|
|
1679 | if (op->level > 1) |
1625 | if (op->level > 1) |
1680 | { |
1626 | { |
1681 | if (op->type != PLAYER) |
1627 | if (op->type != PLAYER) |
|
|
1628 | { |
|
|
1629 | who->contr->play_sound (sound_find ("skill_up")); |
1682 | 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); |
|
|
1631 | } |
1683 | else |
1632 | else |
|
|
1633 | { |
|
|
1634 | who->contr->play_sound (sound_find ("level_up")); |
1684 | sprintf (buf, "You are now level %d.", op->level); |
1635 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1636 | } |
|
|
1637 | |
1685 | if (who) |
1638 | if (who) |
1686 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1639 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1687 | } |
1640 | } |
1688 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1689 | } |
1641 | } |
|
|
1642 | |
1690 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1643 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1691 | { |
1644 | { |
|
|
1645 | changed = true; |
|
|
1646 | |
1692 | op->level--; |
1647 | op->level--; |
1693 | who->update_stats (); |
1648 | |
1694 | if (op->type != PLAYER) |
1649 | if (op->type != PLAYER) |
1695 | { |
1650 | { |
1696 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1651 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1697 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1652 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1698 | } |
1653 | } |
1699 | player_lvl_adj (who, op); /* To decrease more levels */ |
1654 | } |
|
|
1655 | |
|
|
1656 | if (changed) |
1700 | } |
1657 | { |
1701 | |
1658 | who->update_stats (); |
|
|
1659 | esrv_update_stats (who->contr); |
1702 | /* check if the spell data has changed */ |
1660 | /* check if the spell data has changed */ |
1703 | esrv_update_stats (who->contr); |
|
|
1704 | esrv_update_spells (who->contr); |
1661 | esrv_update_spells (who->contr); |
|
|
1662 | } |
1705 | } |
1663 | } |
1706 | |
1664 | |
1707 | /* |
1665 | /* |
1708 | * Returns how much experience is needed for a player to become |
1666 | * Returns how much experience is needed for a player to become |
1709 | * the given level. level should really never exceed max_level |
1667 | * the given level. level should really never exceed max_level |
… | |
… | |
1753 | * flag is what to do if the player doesn't have the skill: |
1711 | * flag is what to do if the player doesn't have the skill: |
1754 | */ |
1712 | */ |
1755 | static void |
1713 | static void |
1756 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1714 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1757 | { |
1715 | { |
1758 | object *skill_obj = NULL; |
1716 | object *skill_obj; |
1759 | sint64 limit, exp_to_add; |
1717 | sint64 limit, exp_to_add; |
1760 | int i; |
1718 | int i; |
1761 | |
1719 | |
1762 | /* prevents some forms of abuse. */ |
1720 | /* prevents some forms of abuse. */ |
1763 | if (op->contr->braced) |
1721 | if (op->contr->braced) |
… | |
… | |
1766 | /* Try to find the matching skill. |
1724 | /* Try to find the matching skill. |
1767 | * We do a shortcut/time saving mechanism first - see if it matches |
1725 | * We do a shortcut/time saving mechanism first - see if it matches |
1768 | * chosen_skill. This means we don't need to search through |
1726 | * chosen_skill. This means we don't need to search through |
1769 | * the players inventory. |
1727 | * the players inventory. |
1770 | */ |
1728 | */ |
|
|
1729 | skill_obj = 0; |
|
|
1730 | |
1771 | if (skill_name) |
1731 | if (skill_name) |
1772 | { |
1732 | { |
1773 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1733 | skill_obj = op->contr->find_skill (skill_name); |
1774 | skill_obj = op->chosen_skill; |
|
|
1775 | else |
|
|
1776 | { |
|
|
1777 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1778 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1779 | { |
|
|
1780 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1781 | break; |
|
|
1782 | } |
|
|
1783 | |
1734 | |
1784 | /* Player doesn't have the skill. Check to see what to do, and give |
1735 | /* Player doesn't have the skill. Check to see what to do, and give |
1785 | * it to the player if necessary |
1736 | * it to the player if necessary |
1786 | */ |
1737 | */ |
1787 | if (!skill_obj) |
1738 | if (!skill_obj) |
1788 | { |
1739 | { |
1789 | if (flag == SK_EXP_NONE) |
1740 | if (flag == SK_EXP_NONE) |
1790 | return; |
1741 | return; |
|
|
1742 | |
1791 | else if (flag == SK_EXP_ADD_SKILL) |
1743 | if (flag == SK_EXP_ADD_SKILL) |
1792 | give_skill_by_name (op, skill_name); |
1744 | skill_obj = give_skill_by_name (op, skill_name); |
1793 | } |
|
|
1794 | } |
1745 | } |
1795 | } |
1746 | } |
1796 | |
1747 | |
1797 | if (flag != SK_EXP_SKILL_ONLY) |
1748 | if (flag != SK_EXP_SKILL_ONLY) |
1798 | { |
1749 | { |
… | |
… | |
1831 | player_lvl_adj (op, skill_obj); |
1782 | player_lvl_adj (op, skill_obj); |
1832 | } |
1783 | } |
1833 | } |
1784 | } |
1834 | |
1785 | |
1835 | /* This function checks to make sure that object 'op' can |
1786 | /* This function checks to make sure that object 'op' can |
1836 | * lost 'exp' experience. It returns the amount of exp |
1787 | * lose 'exp' experience. It returns the amount of exp |
1837 | * object 'op' can in fact lose - it basically makes |
1788 | * object 'op' can in fact lose - it basically makes |
1838 | * adjustments based on permanent exp and the like. |
1789 | * adjustments based on permanent exp and the like. |
1839 | * This function should always be used for losing experience - |
1790 | * This function should always be used for losing experience - |
1840 | * the 'exp' value passed should be positive - this is the |
1791 | * the 'exp' value passed should be positive - this is the |
1841 | * amount that should get subtract from the player. |
1792 | * amount that should get subtract from the player. |
… | |
… | |
1845 | { |
1796 | { |
1846 | sint64 del_exp; |
1797 | sint64 del_exp; |
1847 | |
1798 | |
1848 | if (exp > op->stats.exp) |
1799 | if (exp > op->stats.exp) |
1849 | exp = op->stats.exp; |
1800 | exp = op->stats.exp; |
|
|
1801 | |
1850 | if (settings.permanent_exp_ratio) |
1802 | if (settings.permanent_exp_ratio) |
1851 | { |
1803 | { |
1852 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1804 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1805 | |
1853 | if (del_exp < 0) |
1806 | if (del_exp < 0) |
1854 | del_exp = 0; |
1807 | del_exp = 0; |
|
|
1808 | |
1855 | if (exp > del_exp) |
1809 | if (exp > del_exp) |
1856 | exp = del_exp; |
1810 | exp = del_exp; |
1857 | } |
1811 | } |
|
|
1812 | |
1858 | return exp; |
1813 | return exp; |
1859 | } |
1814 | } |
1860 | |
1815 | |
1861 | sint64 |
1816 | sint64 |
1862 | check_exp_adjust (const object *op, sint64 exp) |
1817 | check_exp_adjust (const object *op, sint64 exp) |
1863 | { |
1818 | { |
1864 | if (exp < 0) |
1819 | if (exp < 0) |
1865 | return check_exp_loss (op, exp); |
1820 | return check_exp_loss (op, exp); |
1866 | else |
1821 | else |
1867 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1822 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1868 | } |
1823 | } |
1869 | |
|
|
1870 | |
1824 | |
1871 | /* Subtracts experience from player. |
1825 | /* Subtracts experience from player. |
1872 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1826 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1873 | * only subtract from the matching skill. Otherwise, |
1827 | * only subtract from the matching skill. Otherwise, |
1874 | * this subtracts a portion from all |
1828 | * this subtracts a portion from all |
… | |
… | |
1888 | sint64 del_exp; |
1842 | sint64 del_exp; |
1889 | |
1843 | |
1890 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1844 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1891 | if (tmp->type == SKILL && tmp->stats.exp) |
1845 | if (tmp->type == SKILL && tmp->stats.exp) |
1892 | { |
1846 | { |
1893 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1847 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1894 | { |
1848 | { |
1895 | del_exp = check_exp_loss (tmp, exp); |
1849 | del_exp = check_exp_loss (tmp, exp); |
1896 | tmp->stats.exp -= del_exp; |
1850 | tmp->stats.exp -= del_exp; |
1897 | player_lvl_adj (op, tmp); |
1851 | player_lvl_adj (op, tmp); |
1898 | } |
1852 | } |
… | |
… | |
1986 | * amount of permenent experience, whichever gives the lowest loss. |
1940 | * amount of permenent experience, whichever gives the lowest loss. |
1987 | */ |
1941 | */ |
1988 | void |
1942 | void |
1989 | apply_death_exp_penalty (object *op) |
1943 | apply_death_exp_penalty (object *op) |
1990 | { |
1944 | { |
1991 | object *tmp; |
|
|
1992 | sint64 loss; |
1945 | sint64 loss; |
1993 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1946 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1994 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1947 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1995 | |
1948 | |
1996 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1949 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1997 | if (tmp->type == SKILL && tmp->stats.exp) |
1950 | if (tmp->type == SKILL && tmp->stats.exp) |
1998 | { |
1951 | { |
1999 | |
|
|
2000 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1952 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
2001 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1953 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
2002 | |
1954 | |
2003 | /* With the revised exp system, you can get cases where |
1955 | /* With the revised exp system, you can get cases where |
2004 | * losing several levels would still require that you have more |
1956 | * losing several levels would still require that you have more |
… | |
… | |
2006 | * tables is a lot harder. |
1958 | * tables is a lot harder. |
2007 | */ |
1959 | */ |
2008 | if (level_loss < 0) |
1960 | if (level_loss < 0) |
2009 | level_loss = 0; |
1961 | level_loss = 0; |
2010 | |
1962 | |
2011 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1963 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
2012 | |
1964 | |
2013 | tmp->stats.exp -= loss; |
1965 | tmp->stats.exp -= loss; |
2014 | player_lvl_adj (op, tmp); |
1966 | player_lvl_adj (op, tmp); |
2015 | } |
1967 | } |
2016 | |
1968 | |
2017 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1969 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2018 | 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 | |
2019 | if (level_loss < 0) |
1972 | if (level_loss < 0) |
2020 | level_loss = 0; |
1973 | level_loss = 0; |
|
|
1974 | |
2021 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1975 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
2022 | |
1976 | |
2023 | op->stats.exp -= loss; |
1977 | op->stats.exp -= loss; |
2024 | player_lvl_adj (op, NULL); |
1978 | player_lvl_adj (op, NULL); |
2025 | } |
1979 | } |
2026 | |
1980 | |