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 |
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 <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
|
|
27 | |
25 | |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
26 | /* 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 |
27 | * 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 |
28 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
31 | */ |
29 | */ |
… | |
… | |
281 | * that gives them that ability. |
279 | * that gives them that ability. |
282 | */ |
280 | */ |
283 | int |
281 | int |
284 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
285 | { |
283 | { |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
285 | int success = 0; |
287 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
288 | int potion_max = 0; |
287 | int potion_max = 0; |
289 | |
288 | |
290 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
291 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
292 | * found by update_stats. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
293 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
294 | object_copy refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
295 | |
295 | |
296 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
297 | { |
297 | { |
298 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
299 | { |
299 | { |
300 | potion_max = 1; |
300 | potion_max = 1; |
|
|
301 | |
301 | for (int j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
302 | { |
303 | { |
303 | int ostat = op->contr->orig_stats.stat (j); |
304 | int ostat = op->contr->orig_stats.stat (j); |
304 | int i = tmp->stats.stat (j); |
305 | int i = tmp->stats.stat (j); |
305 | |
306 | |
306 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
307 | int nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
308 | |
309 | |
309 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
|
|
311 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
312 | * to allow for that. |
312 | * to allow for that. |
313 | */ |
313 | */ |
314 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
315 | nstat = 1; |
315 | nstat = 1; |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
316 | else if (nstat > 20 + op->arch->stats.stat (j)) |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
317 | nstat = 20 + op->arch->stats.stat (j); |
318 | |
318 | |
319 | if (nstat != ostat) |
319 | if (nstat != ostat) |
320 | { |
320 | { |
321 | op->contr->orig_stats.stat (j) = nstat; |
321 | op->contr->orig_stats.stat (j) = nstat; |
322 | potion_max = 0; |
322 | potion_max = 0; |
… | |
… | |
367 | { |
367 | { |
368 | success = 1; |
368 | success = 1; |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 | } |
370 | } |
371 | |
371 | |
372 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
373 | { |
373 | { |
374 | success = 1; |
374 | success = 1; |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 | } |
376 | } |
377 | |
377 | |
378 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
379 | { |
379 | { |
380 | success = 1; |
380 | success = 1; |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 | } |
382 | } |
383 | |
383 | |
384 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
385 | { |
385 | { |
386 | success = 1; |
386 | success = 1; |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 | } |
388 | } |
389 | |
389 | |
… | |
… | |
391 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
392 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
393 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
394 | * from fly high) |
394 | * from fly high) |
395 | */ |
395 | */ |
396 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
397 | { |
397 | { |
398 | success = 1; |
398 | success = 1; |
399 | |
399 | |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
402 | */ |
402 | */ |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 | { |
404 | { |
405 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
406 | } |
406 | } |
407 | |
407 | |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | { |
409 | { |
410 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
422 | } |
422 | } |
423 | |
423 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
425 | * originally undead may change their status |
426 | */ |
426 | */ |
427 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
427 | if (!op->arch->flag [FLAG_UNDEAD]) |
428 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
429 | { |
429 | { |
430 | success = 1; |
430 | success = 1; |
431 | if (flag > 0) |
431 | if (flag > 0) |
432 | { |
432 | { |
433 | op->race = "undead"; |
433 | op->race = "undead"; |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 | } |
435 | } |
436 | else |
436 | else |
437 | { |
437 | { |
438 | op->race = op->arch->clone.race; |
438 | op->race = op->arch->race; |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | } |
440 | } |
441 | } |
441 | } |
442 | |
442 | |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
444 | { |
444 | { |
445 | success = 1; |
445 | success = 1; |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
447 | } |
447 | } |
448 | |
448 | |
449 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
450 | { |
450 | { |
451 | success = 1; |
451 | success = 1; |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
453 | } |
453 | } |
454 | |
454 | |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
456 | * vision |
456 | * vision |
457 | */ |
457 | */ |
458 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (tmp->flag [FLAG_BLIND]) |
459 | { |
459 | { |
460 | success = 1; |
460 | success = 1; |
461 | if (flag > 0) |
461 | if (flag > 0) |
462 | { |
462 | { |
463 | if (QUERY_FLAG (op, FLAG_WIZ)) |
463 | if (op->flag [FLAG_WIZ]) |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
465 | else |
465 | else |
466 | { |
466 | { |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 | SET_FLAG (op, FLAG_BLIND); |
468 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
470 | op->contr->do_los = 1; |
470 | op->contr->do_los = 1; |
471 | } |
471 | } |
472 | } |
472 | } |
473 | else |
473 | else |
474 | { |
474 | { |
475 | if (QUERY_FLAG (op, FLAG_WIZ)) |
475 | if (op->flag [FLAG_WIZ]) |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
477 | else |
477 | else |
478 | { |
478 | { |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
482 | op->contr->do_los = 1; |
482 | op->contr->do_los = 1; |
483 | } |
483 | } |
484 | } |
484 | } |
485 | } |
485 | } |
486 | |
486 | |
487 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
488 | { |
488 | { |
489 | success = 1; |
489 | success = 1; |
490 | if (op->type == PLAYER) |
490 | if (op->type == PLAYER) |
491 | op->contr->do_los = 1; |
491 | op->contr->do_los = 1; |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
493 | } |
493 | } |
494 | |
494 | |
495 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
496 | { |
496 | { |
497 | success = 1; |
497 | success = 1; |
498 | if (flag > 0) |
498 | if (flag > 0) |
499 | { |
499 | { |
500 | if (QUERY_FLAG (op, FLAG_WIZ)) |
500 | if (op->flag [FLAG_WIZ]) |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
502 | else |
502 | else |
503 | { |
503 | { |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
505 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
506 | op->contr->do_los = 1; |
506 | op->contr->do_los = 1; |
507 | } |
507 | } |
508 | } |
508 | } |
509 | else |
509 | else |
510 | { |
510 | { |
511 | if (QUERY_FLAG (op, FLAG_WIZ)) |
511 | if (op->flag [FLAG_WIZ]) |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
513 | else |
513 | else |
514 | { |
514 | { |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
516 | if (op->type == PLAYER) |
516 | if (op->type == PLAYER) |
… | |
… | |
554 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
555 | { |
555 | { |
556 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
557 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
558 | |
558 | |
559 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
560 | { |
560 | { |
561 | success = 1; |
561 | success = 1; |
|
|
562 | |
562 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
563 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
564 | else |
565 | else |
565 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
566 | |
567 | |
567 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | } |
569 | } |
569 | } |
570 | } |
570 | |
571 | |
571 | if (!potion_max) |
572 | if (!potion_max) |
572 | { |
|
|
573 | for (int j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
574 | { |
|
|
575 | if (int i = tmp->stats.stat (j)) |
574 | if (int i = tmp->stats.stat (j)) |
576 | { |
575 | { |
577 | success = 1; |
576 | success = 1; |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
579 | } |
578 | } |
580 | } |
|
|
581 | } |
|
|
582 | |
579 | |
583 | return success; |
580 | return success; |
584 | } |
581 | } |
585 | |
582 | |
586 | /* |
583 | /* |
… | |
… | |
685 | void |
682 | void |
686 | object::remove_statbonus () |
683 | object::remove_statbonus () |
687 | { |
684 | { |
688 | for (int i = 0; i < NUM_STATS; ++i) |
685 | for (int i = 0; i < NUM_STATS; ++i) |
689 | { |
686 | { |
690 | sint8 v = arch->clone.stats.stat (i); |
687 | sint8 v = arch->stats.stat (i); |
691 | stats.stat (i) -= v; |
688 | stats.stat (i) -= v; |
692 | contr->orig_stats.stat (i) -= v; |
689 | contr->orig_stats.stat (i) -= v; |
693 | } |
690 | } |
694 | } |
691 | } |
695 | |
692 | |
… | |
… | |
699 | void |
696 | void |
700 | object::add_statbonus () |
697 | object::add_statbonus () |
701 | { |
698 | { |
702 | for (int i = 0; i < NUM_STATS; ++i) |
699 | for (int i = 0; i < NUM_STATS; ++i) |
703 | { |
700 | { |
704 | sint8 v = arch->clone.stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
705 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
706 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
707 | } |
704 | } |
708 | } |
705 | } |
|
|
706 | |
|
|
707 | /* These are the items that currently can change digestion, regeneration, |
|
|
708 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
709 | * list, but other items store other info into stats array. |
|
|
710 | */ |
|
|
711 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
712 | { |
|
|
713 | digest_types () |
|
|
714 | { |
|
|
715 | set (WEAPON); |
|
|
716 | set (BOW); |
|
|
717 | set (ARMOUR); |
|
|
718 | set (HELMET); |
|
|
719 | set (SHIELD); |
|
|
720 | set (RING); |
|
|
721 | set (BOOTS); |
|
|
722 | set (GLOVES); |
|
|
723 | set (AMULET); |
|
|
724 | set (GIRDLE); |
|
|
725 | set (BRACERS); |
|
|
726 | set (CLOAK); |
|
|
727 | set (DISEASE); |
|
|
728 | set (FORCE); |
|
|
729 | set (SKILL); |
|
|
730 | } |
|
|
731 | } digest_types; |
|
|
732 | |
|
|
733 | static struct copy_flags : object::flags_t |
|
|
734 | { |
|
|
735 | copy_flags () |
|
|
736 | { |
|
|
737 | set (FLAG_LIFESAVE); |
|
|
738 | set (FLAG_REFL_SPELL); |
|
|
739 | set (FLAG_REFL_MISSILE); |
|
|
740 | set (FLAG_STEALTH); |
|
|
741 | set (FLAG_XRAYS); |
|
|
742 | set (FLAG_BLIND); |
|
|
743 | set (FLAG_SEE_IN_DARK); |
|
|
744 | } |
|
|
745 | } copy_flags; |
709 | |
746 | |
710 | /* |
747 | /* |
711 | * Updates all abilities given by applied objects in the inventory |
748 | * Updates all abilities given by applied objects in the inventory |
712 | * of the given object. Note: This function works for both monsters |
749 | * of the given object. Note: This function works for both monsters |
713 | * and players; the "player" in the name is purely an archaic inheritance. |
750 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
718 | * spell system split, grace points now added to system --peterm |
755 | * spell system split, grace points now added to system --peterm |
719 | */ |
756 | */ |
720 | void |
757 | void |
721 | object::update_stats () |
758 | object::update_stats () |
722 | { |
759 | { |
723 | int i, j; |
|
|
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
760 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
725 | int weapon_weight = 0, weapon_speed = 0; |
761 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
762 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
765 | float old_speed = speed; |
|
|
766 | int stat_sum [NUM_STATS]; |
730 | |
767 | |
731 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
732 | if (type == PLAYER) |
769 | if (type == PLAYER) |
733 | { |
770 | { |
734 | for (i = 0; i < NUM_STATS; i++) |
771 | for (int i = 0; i < NUM_STATS; i++) |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
736 | |
773 | |
737 | if (settings.spell_encumbrance == TRUE) |
774 | if (settings.spell_encumbrance == TRUE) |
738 | contr->encumbrance = 0; |
775 | contr->encumbrance = 0; |
739 | |
776 | |
740 | attacktype = 0; |
777 | attacktype = 0; |
… | |
… | |
760 | |
797 | |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
798 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
799 | CLEAR_FLAG (this, FLAG_STEALTH); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
800 | CLEAR_FLAG (this, FLAG_BLIND); |
764 | |
801 | |
765 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
802 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
766 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
803 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
767 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
804 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
768 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
805 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
769 | |
806 | |
770 | path_attuned = arch->clone.path_attuned; |
807 | path_attuned = arch->path_attuned; |
771 | path_repelled = arch->clone.path_repelled; |
808 | path_repelled = arch->path_repelled; |
772 | path_denied = arch->clone.path_denied; |
809 | path_denied = arch->path_denied; |
773 | glow_radius = arch->clone.glow_radius; |
810 | glow_radius = arch->glow_radius; |
774 | move_type = arch->clone.move_type; |
811 | move_type = arch->move_type; |
775 | |
812 | |
776 | chosen_skill = 0; |
813 | chosen_skill = 0; |
777 | |
814 | |
778 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
779 | * archetype clone |
816 | * archetype clone |
780 | */ |
817 | */ |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
782 | |
819 | |
783 | for (i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
784 | { |
821 | { |
785 | if (resist[i] > 0) |
822 | if (resist[i] > 0) |
786 | prot[i] = resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
787 | else |
824 | else |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
825 | vuln[i] = -(resist[i]), prot[i] = 0; |
789 | |
826 | |
790 | potion_resist[i] = 0; |
827 | potion_resist[i] = 0; |
791 | } |
828 | } |
792 | |
829 | |
793 | wc = arch->clone.stats.wc; |
830 | wc = arch->stats.wc; |
794 | stats.dam = arch->clone.stats.dam; |
831 | stats.dam = arch->stats.dam; |
795 | |
832 | |
796 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
833 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
834 | * plus a small amount of physical resist, those poor suckers. ;) |
798 | * the fact that maxlevel is factored in could be considered sort of bogus - |
835 | * the fact that maxlevel is factored in could be considered sort of bogus - |
799 | * we should probably give them some bonus and cap it off - otherwise, |
836 | * we should probably give them some bonus and cap it off - otherwise, |
800 | * basically, if a server updates its max level, these playes may find |
837 | * basically, if a server updates its max level, these playes may find |
801 | * that their protection from physical goes down |
838 | * that their protection from physical goes down |
802 | */ |
839 | */ |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
840 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
804 | { |
841 | { |
805 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
842 | ac = max (-10, arch->stats.ac - level / 3); |
806 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
843 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
807 | } |
844 | } |
808 | else |
845 | else |
809 | ac = arch->clone.stats.ac; |
846 | ac = arch->stats.ac; |
810 | |
847 | |
811 | stats.luck = arch->clone.stats.luck; |
848 | stats.luck = arch->stats.luck; |
812 | speed = arch->clone.speed; |
849 | speed = arch->speed; |
813 | |
850 | |
814 | /* OK - we've reset most all the objects attributes to sane values. |
851 | /* OK - we've reset most all the objects attributes to sane values. |
815 | * now go through and make adjustments for what the player has equipped. |
852 | * now go through and make adjustments for what the player has equipped. |
816 | */ |
853 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
854 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | { |
855 | { |
819 | /* See note in map.c:update_position about making this additive |
|
|
820 | * since light sources are never applied, need to put check here. |
|
|
821 | */ |
|
|
822 | if (tmp->glow_radius > glow_radius) |
|
|
823 | glow_radius = tmp->glow_radius; |
|
|
824 | |
|
|
825 | /* This happens because apply_potion calls change_abil with the potion |
856 | /* This happens because apply_potion calls change_abil with the potion |
826 | * applied so we can tell the player what changed. But change_abil |
857 | * applied so we can tell the player what changed. But change_abil |
827 | * then calls this function. |
858 | * then calls this function. |
828 | */ |
859 | */ |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
830 | continue; |
861 | continue; |
831 | |
862 | |
|
|
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
|
|
867 | |
832 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
833 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
834 | { |
870 | { |
835 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
836 | if (IS_MANA_SKILL (tmp->subtype)) |
872 | if (IS_MANA_SKILL (tmp->subtype)) |
… | |
… | |
848 | else if (tmp->level > grace_obj->level) |
884 | else if (tmp->level > grace_obj->level) |
849 | grace_obj = tmp; |
885 | grace_obj = tmp; |
850 | } |
886 | } |
851 | } |
887 | } |
852 | |
888 | |
853 | /* Container objects are not meant to adjust a players, but other applied |
889 | /* Container objects are not meant to adjust players, but other applied |
854 | * objects need to make adjustments. |
890 | * objects need to make adjustments. |
855 | * This block should handle all player specific changes |
891 | * This block should handle all player specific changes |
856 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
857 | * in the praying skill, and the player should always get those. |
893 | * in the praying skill, and the player should always get those. |
858 | * It also means we need to put in additional checks for applied below, |
894 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
865 | || (tmp->type == SKILL |
901 | || (tmp->type == SKILL |
866 | && tmp->subtype == SK_PRAYING)) |
902 | && tmp->subtype == SK_PRAYING)) |
867 | { |
903 | { |
868 | if (type == PLAYER) |
904 | if (type == PLAYER) |
869 | { |
905 | { |
|
|
906 | contr->item_power += tmp->item_power; |
|
|
907 | |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
909 | if (tmp != current_weapon |
871 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
911 | && !tmp->flag [FLAG_CURSED] |
|
|
912 | && !tmp->flag [FLAG_DAMNED]) |
872 | continue; |
913 | continue; |
873 | |
914 | |
874 | for (i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
876 | |
917 | |
877 | /* these are the items that currently can change digestion, regeneration, |
918 | if (digest_types [tmp->type]) |
878 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
879 | * list, but other items store other info into stats array. |
|
|
880 | */ |
|
|
881 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
882 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
883 | tmp->type == SHIELD || tmp->type == RING || |
|
|
884 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
885 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
886 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
887 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
888 | tmp->type == SKILL) |
|
|
889 | { |
919 | { |
890 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
891 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
|
|
922 | if (tmp->type != BOW) // ugly exception for bows |
892 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_sp += tmp->stats.sp; |
893 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_grace += tmp->stats.grace; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | contr->gen_sp_armour += tmp->gen_sp_armour; |
895 | contr->item_power += tmp->item_power; |
|
|
896 | } |
926 | } |
897 | } /* if this is a player */ |
927 | } /* if this is a player */ |
898 | else |
928 | else |
899 | { |
929 | { |
900 | if (tmp->type == WEAPON) |
930 | if (tmp->type == WEAPON) |
901 | current_weapon = tmp; |
931 | current_weapon = tmp; |
902 | } |
932 | } |
903 | |
933 | |
904 | /* Update slots used for items */ |
934 | /* Update slots used for items */ |
905 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
906 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
907 | slot[i].used += tmp->slot[i].info; |
937 | slot[i].used += tmp->slot[i].info; |
908 | |
938 | |
909 | if (tmp->type == SYMPTOM) |
939 | if (tmp->type == SYMPTOM) |
910 | { |
|
|
911 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
912 | |
|
|
913 | if (speed_reduce_from_disease == 0) |
|
|
914 | speed_reduce_from_disease = 1; |
940 | speed_reduce_from_disease = |
915 | } |
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
916 | |
942 | |
917 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
918 | * (Negative protections are calculated exactly like positive.) |
944 | * (Negative protections are calculated exactly like positive.) |
919 | * Resistance from potions are treated special as well. If there's |
945 | * Resistance from potions are treated special as well. If there's |
920 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
921 | */ |
947 | */ |
922 | if (tmp->type != POTION) |
948 | if (tmp->type != POTION) |
923 | { |
949 | { |
924 | for (i = 0; i < NROFATTACKS; i++) |
950 | for (int i = 0; i < NROFATTACKS; i++) |
925 | { |
951 | { |
926 | /* Potential for cursed potions, in which case we just can use |
952 | /* Potential for cursed potions, in which case we just can use |
927 | * a straight MAX, as potion_resist is initialised to zero. |
953 | * a straight MAX, as potion_resist is initialised to zero. |
928 | */ |
954 | */ |
929 | if (tmp->type == POTION_EFFECT) |
955 | if (tmp->type == POTION_EFFECT) |
930 | { |
956 | { |
931 | if (potion_resist[i]) |
957 | if (potion_resist[i]) |
932 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
958 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
933 | else |
959 | else |
934 | potion_resist[i] = tmp->resist[i]; |
960 | potion_resist[i] = tmp->resist[i]; |
935 | } |
961 | } |
936 | else if (tmp->resist[i] > 0) |
962 | else if (tmp->resist[i] > 0) |
937 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
965 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
940 | } |
966 | } |
941 | } |
967 | } |
942 | |
968 | |
943 | /* There may be other things that should not adjust the attacktype */ |
969 | /* There may be other things that should not adjust the attacktype */ |
944 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
970 | if (tmp->type != SYMPTOM) |
945 | || current_weapon == tmp) |
|
|
946 | { |
971 | { |
947 | attacktype |= tmp->attacktype; |
972 | attacktype |= tmp->attacktype; |
948 | path_attuned |= tmp->path_attuned; |
973 | path_attuned |= tmp->path_attuned; |
949 | path_repelled |= tmp->path_repelled; |
974 | path_repelled |= tmp->path_repelled; |
950 | path_denied |= tmp->path_denied; |
975 | path_denied |= tmp->path_denied; |
951 | move_type |= tmp->move_type; |
976 | move_type |= tmp->move_type; |
952 | stats.luck += tmp->stats.luck; |
977 | stats.luck += tmp->stats.luck; |
953 | } |
978 | } |
954 | |
979 | |
955 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
980 | flag |= tmp->flag & copy_flags; |
956 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
957 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
958 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
960 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
962 | |
981 | |
963 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
982 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
964 | SET_FLAG (this, FLAG_UNDEAD); |
983 | SET_FLAG (this, FLAG_UNDEAD); |
965 | |
984 | |
966 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
985 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
967 | { |
986 | { |
968 | SET_FLAG (this, FLAG_MAKE_INVIS); |
987 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
992 | #endif |
1011 | #endif |
993 | |
1012 | |
994 | /* skills modifying the character -b.t. */ |
1013 | /* skills modifying the character -b.t. */ |
995 | /* for all skills and skill granting objects */ |
1014 | /* for all skills and skill granting objects */ |
996 | case SKILL: |
1015 | case SKILL: |
997 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1016 | { |
|
|
1017 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
998 | break; |
1018 | break; |
999 | |
1019 | |
1000 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1001 | wc_obj = tmp; |
|
|
1002 | |
|
|
1003 | if (chosen_skill) |
1020 | if (chosen_skill) |
|
|
1021 | { |
1004 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1022 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1023 | &name, &chosen_skill->name, &tmp->name); |
1005 | |
1024 | |
|
|
1025 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1026 | update_stats (); |
|
|
1027 | return; |
|
|
1028 | } |
|
|
1029 | else |
1006 | chosen_skill = tmp; |
1030 | chosen_skill = tmp; |
1007 | |
1031 | |
1008 | if (tmp->stats.dam > 0) |
1032 | if (tmp->stats.dam > 0) |
1009 | { /* skill is a 'weapon' */ |
1033 | { /* skill is a 'weapon' */ |
1010 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1034 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1011 | weapon_speed = WEAPON_SPEED (tmp); |
1035 | weapon_speed = WEAPON_SPEED (tmp); |
1012 | |
1036 | |
1013 | if (weapon_speed < 0) |
1037 | if (weapon_speed < 0) |
1014 | weapon_speed = 0; |
1038 | weapon_speed = 0; |
1015 | |
1039 | |
1016 | weapon_weight = tmp->weight; |
1040 | weapon_weight = tmp->weight; |
1017 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1041 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1018 | |
1042 | |
1019 | if (tmp->magic) |
1043 | if (tmp->magic) |
1020 | stats.dam += tmp->magic; |
1044 | stats.dam += tmp->magic; |
1021 | } |
1045 | } |
1022 | |
1046 | |
1023 | if (tmp->stats.wc) |
1047 | if (tmp->stats.wc) |
1024 | wc -= tmp->stats.wc + tmp->magic; |
1048 | wc -= tmp->stats.wc + tmp->magic; |
1025 | |
1049 | |
1026 | if (tmp->slaying) |
1050 | if (tmp->slaying) |
1027 | slaying = tmp->slaying; |
1051 | slaying = tmp->slaying; |
1028 | |
1052 | |
1029 | if (tmp->stats.ac) |
1053 | if (tmp->stats.ac) |
1030 | ac -= tmp->stats.ac + tmp->magic; |
1054 | ac -= tmp->stats.ac + tmp->magic; |
1031 | |
1055 | |
1032 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1056 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1057 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | |
|
|
1035 | break; |
1058 | } |
1036 | |
1059 | |
1037 | case SKILL_TOOL: |
|
|
1038 | if (chosen_skill) |
|
|
1039 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1040 | |
|
|
1041 | chosen_skill = tmp; |
|
|
1042 | break; |
1060 | break; |
1043 | |
1061 | |
1044 | case SHIELD: |
1062 | case SHIELD: |
1045 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | contr->encumbrance += (int) tmp->weight / 2000; |
1064 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1124 | wc -= (tmp->stats.wc + tmp->magic); |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1125 | |
1143 | |
1126 | if (tmp->stats.ac) |
1144 | if (tmp->stats.ac) |
1127 | ac -= (tmp->stats.ac + tmp->magic); |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1128 | |
1146 | |
1129 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1147 | if (ARMOUR_SPEED (tmp)) |
1130 | max = ARMOUR_SPEED (tmp) / 10.f; |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1131 | |
1149 | |
1132 | break; |
1150 | break; |
1133 | } /* switch tmp->type */ |
1151 | } /* switch tmp->type */ |
1134 | } /* item is equipped */ |
1152 | } /* item is equipped */ |
1135 | } /* for loop of items */ |
1153 | } /* for loop of items */ |
|
|
1154 | fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D |
1136 | |
1155 | |
1137 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | /* We've gone through all the objects the player has equipped. For many things, we |
1138 | * have generated intermediate values which we now need to assign. |
1157 | * have generated intermediate values which we now need to assign. |
1139 | */ |
1158 | */ |
1140 | |
1159 | |
… | |
… | |
1142 | * If there is an uncursed potion in effect, granting more protection |
1161 | * If there is an uncursed potion in effect, granting more protection |
1143 | * than that, we take: 'total resistance = resistance from potion'. |
1162 | * than that, we take: 'total resistance = resistance from potion'. |
1144 | * If there is a cursed (and no uncursed) potion in effect, we take |
1163 | * If there is a cursed (and no uncursed) potion in effect, we take |
1145 | * 'total resistance = vulnerability from cursed potion'. |
1164 | * 'total resistance = vulnerability from cursed potion'. |
1146 | */ |
1165 | */ |
1147 | for (i = 0; i < NROFATTACKS; i++) |
1166 | for (int i = 0; i < NROFATTACKS; i++) |
1148 | { |
1167 | { |
1149 | resist[i] = prot[i] - vuln[i]; |
1168 | resist[i] = prot[i] - vuln[i]; |
1150 | |
1169 | |
1151 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1170 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1152 | resist[i] = potion_resist[i]; |
1171 | resist[i] = potion_resist[i]; |
1153 | } |
1172 | } |
1154 | |
1173 | |
1155 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1156 | if (type == PLAYER) |
1174 | if (type == PLAYER) |
1157 | { |
1175 | { |
|
|
1176 | // clamp various player stats |
|
|
1177 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1178 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1179 | |
|
|
1180 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1181 | |
|
|
1182 | /* Figure out the players sp/mana/hp totals. */ |
1158 | int pl_level; |
1183 | int pl_level; |
1159 | |
1184 | |
1160 | check_stat_bounds (&(stats)); |
1185 | check_stat_bounds (&(stats)); |
1161 | pl_level = level; |
1186 | pl_level = level; |
1162 | |
1187 | |
… | |
… | |
1164 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1189 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1165 | |
1190 | |
1166 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1191 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1167 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1168 | */ |
1193 | */ |
1169 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1194 | stats.maxhp = 0; |
|
|
1195 | for (int i = 1; i <= min (10, pl_level); i++) |
1170 | { |
1196 | { |
1171 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1197 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1172 | |
1198 | |
1173 | if (i % 2 && con_bonus[stats.Con] % 2) |
1199 | if (i % 2 && con_bonus[stats.Con] % 2) |
1174 | { |
|
|
1175 | if (con_bonus[stats.Con] > 0) |
1200 | if (con_bonus[stats.Con] > 0) |
1176 | j++; |
1201 | j++; |
1177 | else |
1202 | else |
1178 | j--; |
1203 | j--; |
1179 | } |
|
|
1180 | |
1204 | |
1181 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1205 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1182 | } |
1206 | } |
1183 | |
1207 | |
1184 | for (i = 11; i <= level; i++) |
1208 | stats.maxhp += 2 * max (0, level - 10); |
1185 | stats.maxhp += 2; |
|
|
1186 | |
1209 | |
1187 | if (stats.hp > stats.maxhp) |
1210 | if (stats.hp > stats.maxhp) |
1188 | stats.hp = stats.maxhp; |
1211 | stats.hp = stats.maxhp; |
1189 | |
1212 | |
1190 | /* Sp gain is controlled by the level of the player's |
1213 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1203 | |
1226 | |
1204 | if (mana_obj == this && type == PLAYER) |
1227 | if (mana_obj == this && type == PLAYER) |
1205 | stats.maxsp = 1; |
1228 | stats.maxsp = 1; |
1206 | else |
1229 | else |
1207 | { |
1230 | { |
1208 | sp_tmp = 0.f; |
1231 | float sp_tmp = 0.f; |
1209 | |
1232 | |
1210 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1233 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1211 | { |
1234 | { |
1212 | float stmp; |
1235 | float stmp; |
1213 | |
1236 | |
1214 | /* Got some extra bonus at first level */ |
1237 | /* Got some extra bonus at first level */ |
1215 | if (i < 2) |
1238 | if (i < 2) |
1216 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1239 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1217 | else |
1240 | else |
1218 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1241 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1219 | |
1242 | |
1220 | if (stmp < 1.f) |
|
|
1221 | stmp = 1.f; |
|
|
1222 | |
|
|
1223 | sp_tmp += stmp; |
1243 | sp_tmp += max (1.f, stmp); |
1224 | } |
1244 | } |
1225 | |
1245 | |
1226 | stats.maxsp = (sint16)sp_tmp; |
1246 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1227 | |
|
|
1228 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1229 | stats.maxsp += 2; |
|
|
1230 | } |
1247 | } |
|
|
1248 | |
1231 | /* Characters can get their sp supercharged via rune of transferrance */ |
1249 | /* Characters can get their sp supercharged via rune of transferrance */ |
1232 | if (stats.sp > stats.maxsp * 2) |
1250 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1233 | stats.sp = stats.maxsp * 2; |
|
|
1234 | |
1251 | |
1235 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1252 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1236 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1253 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1237 | grace_obj = this; |
1254 | grace_obj = this; |
1238 | |
1255 | |
… | |
… | |
1243 | /* store grace in a float - this way, the divisions below don't create |
1260 | /* store grace in a float - this way, the divisions below don't create |
1244 | * big jumps when you go from level to level - with int's, it then |
1261 | * big jumps when you go from level to level - with int's, it then |
1245 | * becomes big jumps when the sums of the bonuses jump to the next |
1262 | * becomes big jumps when the sums of the bonuses jump to the next |
1246 | * step of 8 - with floats, even fractional ones are useful. |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1247 | */ |
1264 | */ |
1248 | sp_tmp = 0.f; |
1265 | float sp_tmp = 0.f; |
1249 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1266 | |
|
|
1267 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1250 | { |
1268 | { |
1251 | float grace_tmp = 0.f; |
1269 | float grace_tmp = 0.f; |
1252 | |
1270 | |
1253 | /* Got some extra bonus at first level */ |
1271 | /* Got some extra bonus at first level */ |
1254 | if (i < 2) |
1272 | if (i < 2) |
1255 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1273 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1256 | else |
1274 | else |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1275 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1258 | |
1276 | |
1259 | if (grace_tmp < 1.f) |
|
|
1260 | grace_tmp = 1.f; |
|
|
1261 | |
|
|
1262 | sp_tmp += grace_tmp; |
1277 | sp_tmp += max (1.f, grace_tmp); |
1263 | } |
1278 | } |
1264 | |
1279 | |
1265 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1266 | |
|
|
1267 | /* two grace points per level after 11 */ |
1280 | /* two grace points per level after 10 */ |
1268 | for (i = 11; i <= grace_obj->level; i++) |
1281 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1269 | stats.maxgrace += 2; |
|
|
1270 | } |
1282 | } |
|
|
1283 | |
1271 | /* No limit on grace vs maxgrace */ |
1284 | /* No limit on grace vs maxgrace */ |
1272 | |
1285 | |
1273 | if (contr->braced) |
1286 | if (contr->braced) |
1274 | { |
1287 | { |
1275 | ac += 2; |
1288 | ac += 2; |
… | |
… | |
1287 | * improvement every level, now its fighterlevel/5. So |
1300 | * improvement every level, now its fighterlevel/5. So |
1288 | * we give the player a bonus here in wc and dam |
1301 | * we give the player a bonus here in wc and dam |
1289 | * to make up for the change. Note that I left the |
1302 | * to make up for the change. Note that I left the |
1290 | * monster bonus the same as before. -b.t. |
1303 | * monster bonus the same as before. -b.t. |
1291 | */ |
1304 | */ |
|
|
1305 | object *wc_obj = chosen_skill; |
1292 | |
1306 | |
1293 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1307 | if (contr && wc_obj && wc_obj->level > 1) |
1294 | { |
1308 | { |
1295 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1309 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1296 | |
1310 | |
1297 | for (i = 1; i < wc_obj->level; i++) |
1311 | for (int i = 1; i < wc_obj->level; i++) |
1298 | { |
1312 | { |
1299 | /* addtional wc every 6 levels */ |
1313 | /* additional wc every 6 levels */ |
1300 | if (!(i % 6)) |
1314 | if (!(i % 6)) |
1301 | wc--; |
1315 | wc--; |
1302 | |
1316 | |
1303 | /* addtional dam every 4 levels. */ |
1317 | /* additional dam every 4 levels. */ |
1304 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1318 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1305 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1319 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1306 | } |
1320 | } |
1307 | } |
1321 | } |
1308 | else |
1322 | else |
… | |
… | |
1317 | |
1331 | |
1318 | if (settings.search_items && contr->search_str[0]) |
1332 | if (settings.search_items && contr->search_str[0]) |
1319 | speed -= 1; |
1333 | speed -= 1; |
1320 | |
1334 | |
1321 | if (attacktype == 0) |
1335 | if (attacktype == 0) |
1322 | attacktype = arch->clone.attacktype; |
1336 | attacktype = arch->attacktype; |
1323 | |
|
|
1324 | } /* End if player */ |
1337 | } /* End if player */ |
1325 | |
1338 | |
1326 | if (added_speed >= 0) |
1339 | if (added_speed >= 0) |
1327 | speed += added_speed / 10.f; |
1340 | speed += added_speed / 10.f; |
1328 | else /* Something wrong here...: */ |
1341 | else /* Something wrong here...: */ |
1329 | speed /= 1.f - added_speed; |
1342 | speed /= 1.f - added_speed; |
1330 | |
1343 | |
1331 | /* Max is determined by armour */ |
1344 | /* Max is determined by armour */ |
1332 | if (speed > max) |
1345 | speed = min (speed, max_speed); |
1333 | speed = max; |
|
|
1334 | |
1346 | |
1335 | if (type == PLAYER) |
1347 | if (type == PLAYER) |
1336 | { |
1348 | { |
1337 | /* f is a number the represents the number of kg above (positive num) |
1349 | /* f is a number the represents the number of kg above (positive num) |
1338 | * or below (negative number) that the player is carrying. If above |
1350 | * or below (negative number) that the player is carrying. If above |
1339 | * weight limit, then player suffers a speed reduction based on how |
1351 | * weight limit, then player suffers a speed reduction based on how |
1340 | * much above he is, and what is max carry is |
1352 | * much above he is, and what is max carry is |
1341 | */ |
1353 | */ |
1342 | f = (carrying / 1000) - max_carry[stats.Str]; |
1354 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1343 | if (f > 0) |
1355 | if (f > 0.f) |
1344 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1356 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1345 | } |
1357 | } |
1346 | |
1358 | |
1347 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1359 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1360 | speed *= speed_reduce_from_disease; |
1348 | |
1361 | |
1349 | /* Put a lower limit on speed. Note with this speed, you move once every |
1362 | /* Put a lower limit on speed. Note with this speed, you move once every |
1350 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1363 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1351 | */ |
1364 | */ |
1352 | speed = speed * speed_reduce_from_disease; |
|
|
1353 | |
|
|
1354 | if (speed < 0.01f && type == PLAYER) |
1365 | if (speed < 0.04f && type == PLAYER) |
1355 | speed = 0.01f; |
1366 | speed = 0.04f; |
|
|
1367 | |
|
|
1368 | if (speed != old_speed) |
|
|
1369 | set_speed (speed); |
1356 | |
1370 | |
1357 | if (type == PLAYER) |
1371 | if (type == PLAYER) |
1358 | { |
1372 | { |
1359 | /* (This formula was made by vidarl@ifi.uio.no) |
1373 | /* (This formula was made by vidarl@ifi.uio.no) |
1360 | * Note that we never used these values again - basically |
1374 | * Note that we never used these values again - basically |
… | |
… | |
1362 | * that would just be a real pain to read. |
1376 | * that would just be a real pain to read. |
1363 | */ |
1377 | */ |
1364 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1378 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1365 | float M2 = max_carry[stats.Str] / 100.f; |
1379 | float M2 = max_carry[stats.Str] / 100.f; |
1366 | float W = weapon_weight / 20000.f; |
1380 | float W = weapon_weight / 20000.f; |
1367 | float s = 2 - weapon_speed / 10.f; |
1381 | float s = (20 - weapon_speed) / 10.f; |
1368 | float D = (stats.Dex - 14) / 14.f; |
1382 | float D = (stats.Dex - 14) / 14.f; |
1369 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1383 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1370 | |
1384 | |
1371 | K *= (4 + level) *1.2f / (6 + level); |
1385 | K *= (4 + level) * 1.2f / (6 + level); |
1372 | |
1386 | |
1373 | if (K <= 0.f) |
1387 | if (K <= 0.01f) |
1374 | K = 0.01f; |
1388 | K = 0.01f; |
1375 | |
1389 | |
1376 | float S = speed / (K * s); |
1390 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1377 | |
|
|
1378 | contr->weapon_sp = S; |
|
|
1379 | } |
1391 | } |
1380 | |
1392 | |
1381 | /* I want to limit the power of small monsters with big weapons: */ |
1393 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1394 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1383 | stats.dam = arch->clone.stats.dam * 3; |
1395 | stats.dam = arch->stats.dam * 3; |
1384 | |
1396 | |
1385 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1397 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1386 | * should be more than enough - remember, AC is also in 8 bits, |
1398 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1387 | * so its value is the same. |
|
|
1388 | */ |
|
|
1389 | if (wc > 120) |
|
|
1390 | wc = 120; |
|
|
1391 | else if (wc < -120) |
|
|
1392 | wc = -120; |
|
|
1393 | |
|
|
1394 | stats.wc = wc; |
|
|
1395 | |
|
|
1396 | if (ac > 120) |
|
|
1397 | ac = 120; |
|
|
1398 | else if (ac < -120) |
|
|
1399 | ac = -120; |
|
|
1400 | |
|
|
1401 | stats.ac = ac; |
|
|
1402 | |
1399 | |
1403 | /* if for some reason the creature doesn't have any move type, |
1400 | /* if for some reason the creature doesn't have any move type, |
1404 | * give them walking as a default. |
1401 | * give them walking as a default. |
1405 | * The second case is a special case - to more closely mimic the |
1402 | * The second case is a special case - to more closely mimic the |
1406 | * old behaviour - if your flying, your not walking - just |
1403 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1409 | if (move_type == 0) |
1406 | if (move_type == 0) |
1410 | move_type = MOVE_WALK; |
1407 | move_type = MOVE_WALK; |
1411 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1408 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1412 | move_type &= ~MOVE_WALK; |
1409 | move_type &= ~MOVE_WALK; |
1413 | |
1410 | |
1414 | if (speed != old_speed) |
|
|
1415 | set_speed (speed); |
|
|
1416 | |
|
|
1417 | /* It is quite possible that a player's spell costing might have changed, |
1411 | /* It is quite possible that a player's spell costing might have changed, |
1418 | * so we will check that now. |
1412 | * so we will check that now. |
1419 | */ |
1413 | */ |
1420 | if (type == PLAYER) |
1414 | if (type == PLAYER) |
1421 | { |
1415 | { |
… | |
… | |
1449 | |
1443 | |
1450 | /* |
1444 | /* |
1451 | * set the new dragon name after gaining levels or |
1445 | * set the new dragon name after gaining levels or |
1452 | * changing ability focus (later this can be extended to |
1446 | * changing ability focus (later this can be extended to |
1453 | * eventually change the player's face and animation) |
1447 | * eventually change the player's face and animation) |
1454 | * |
|
|
1455 | * Note that the title is written to 'own_title' in the |
|
|
1456 | * player struct. This should be changed to 'ext_title' |
|
|
1457 | * as soon as clients support this! |
|
|
1458 | * Please, anyone, write support for 'ext_title'. |
|
|
1459 | */ |
1448 | */ |
1460 | void |
1449 | void |
1461 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1450 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1462 | { |
1451 | { |
1463 | int atnr = -1; /* attacknumber of highest level */ |
1452 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1481 | /* now if there are equals at highest level, pick the one with focus, |
1470 | /* now if there are equals at highest level, pick the one with focus, |
1482 | or else at random */ |
1471 | or else at random */ |
1483 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1472 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1484 | atnr = abil->stats.exp; |
1473 | atnr = abil->stats.exp; |
1485 | |
1474 | |
1486 | level = (int) (level / 5.); |
|
|
1487 | |
|
|
1488 | /* now set the new title */ |
1475 | /* now set the new title */ |
1489 | if (pl->contr != NULL) |
|
|
1490 | { |
|
|
1491 | if (level == 0) |
|
|
1492 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1476 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1493 | else if (level == 1) |
|
|
1494 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1477 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1495 | else if (level == 2) |
|
|
1496 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1478 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1497 | else if (level == 3) |
|
|
1498 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1479 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1499 | else |
1480 | else |
1500 | { |
1481 | { |
1501 | /* special titles for extra high resistance! */ |
1482 | /* special titles for extra high resistance! */ |
1502 | if (skin->resist[atnr] > 80) |
|
|
1503 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1483 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1504 | else if (skin->resist[atnr] > 50) |
|
|
1505 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1484 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1506 | else |
|
|
1507 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1485 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1508 | } |
|
|
1509 | } |
1486 | } |
1510 | |
1487 | |
1511 | strcpy (pl->contr->own_title, ""); |
1488 | strcpy (pl->contr->own_title, ""); |
1512 | } |
1489 | } |
1513 | |
1490 | |
… | |
… | |
1523 | object *skin = NULL; /* pointer to dragon skin force */ |
1500 | object *skin = NULL; /* pointer to dragon skin force */ |
1524 | object *tmp = NULL; /* tmp. object */ |
1501 | object *tmp = NULL; /* tmp. object */ |
1525 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1502 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1526 | |
1503 | |
1527 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1504 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1528 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1529 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1530 | |
|
|
1531 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1505 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1532 | if (tmp->type == FORCE) |
1506 | if (tmp->type == FORCE) |
1533 | if (tmp->arch->name == dragon_ability_force) |
1507 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1534 | abil = tmp; |
1508 | abil = tmp; |
1535 | else if (tmp->arch->name == dragon_skin_force) |
1509 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1536 | skin = tmp; |
1510 | skin = tmp; |
1537 | |
1511 | |
1538 | /* if the force is missing -> bail out */ |
1512 | /* if the force is missing -> bail out */ |
1539 | if (abil == NULL) |
1513 | if (abil == NULL) |
1540 | return; |
1514 | return; |
… | |
… | |
1583 | object *skill_obj; |
1557 | object *skill_obj; |
1584 | |
1558 | |
1585 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1559 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1586 | if (!skill_obj) |
1560 | if (!skill_obj) |
1587 | { |
1561 | { |
1588 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1562 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1589 | return NULL; |
1563 | return NULL; |
1590 | } |
1564 | } |
|
|
1565 | |
1591 | /* clear the flag - exp goes into this bucket, but player |
1566 | /* clear the flag - exp goes into this bucket, but player |
1592 | * still doesn't know it. |
1567 | * still doesn't know it. |
1593 | */ |
1568 | */ |
1594 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1569 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1595 | skill_obj->stats.exp = 0; |
1570 | skill_obj->stats.exp = 0; |
1596 | skill_obj->level = 1; |
1571 | skill_obj->level = 1; |
1597 | insert_ob_in_ob (skill_obj, op); |
1572 | op->insert (skill_obj); |
1598 | |
1573 | |
1599 | if (op->contr) |
1574 | if (player *pl = op->contr) |
1600 | { |
1575 | pl->link_skills (); |
1601 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1602 | if (op->contr->ns) |
|
|
1603 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1604 | } |
|
|
1605 | |
1576 | |
1606 | return skill_obj; |
1577 | return skill_obj; |
1607 | } |
1578 | } |
1608 | |
|
|
1609 | |
1579 | |
1610 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1580 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1611 | * whether the player gets more hp, sp and new levels. |
1581 | * whether the player gets more hp, sp and new levels. |
1612 | * Note this this function should only be called for players. Monstes |
1582 | * Note this this function should only be called for players. Monstes |
1613 | * don't really gain levels |
1583 | * don't really gain levels |
… | |
… | |
1616 | */ |
1586 | */ |
1617 | void |
1587 | void |
1618 | player_lvl_adj (object *who, object *op) |
1588 | player_lvl_adj (object *who, object *op) |
1619 | { |
1589 | { |
1620 | char buf[MAX_BUF]; |
1590 | char buf[MAX_BUF]; |
|
|
1591 | bool changed = false; |
1621 | |
1592 | |
1622 | if (!op) /* when rolling stats */ |
1593 | if (!op) /* when rolling stats */ |
1623 | op = who; |
1594 | op = who; |
1624 | |
1595 | |
1625 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1596 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1626 | { |
1597 | { |
|
|
1598 | changed = true; |
|
|
1599 | |
1627 | op->level++; |
1600 | op->level++; |
1628 | |
1601 | |
1629 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1602 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1630 | dragon_level_gain (who); |
1603 | dragon_level_gain (who); |
1631 | |
1604 | |
1632 | /* Only roll these if it is the player (who) that gained the level */ |
1605 | /* Only roll these if it is the player (who) that gained the level */ |
1633 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1606 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1634 | { |
1607 | { |
1635 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1608 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1636 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1609 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1637 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1610 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1638 | } |
1611 | } |
1639 | |
1612 | |
1640 | who->update_stats (); |
|
|
1641 | if (op->level > 1) |
1613 | if (op->level > 1) |
1642 | { |
1614 | { |
1643 | if (op->type != PLAYER) |
1615 | if (op->type != PLAYER) |
|
|
1616 | { |
|
|
1617 | who->contr->play_sound (sound_find ("skill_up")); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1618 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1619 | } |
1645 | else |
1620 | else |
|
|
1621 | { |
|
|
1622 | who->contr->play_sound (sound_find ("level_up")); |
1646 | sprintf (buf, "You are now level %d.", op->level); |
1623 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1624 | } |
|
|
1625 | |
1647 | if (who) |
1626 | if (who) |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1627 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | } |
1628 | } |
1650 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1651 | } |
1629 | } |
|
|
1630 | |
1652 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1631 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1653 | { |
1632 | { |
|
|
1633 | changed = true; |
|
|
1634 | |
1654 | op->level--; |
1635 | op->level--; |
1655 | who->update_stats (); |
1636 | |
1656 | if (op->type != PLAYER) |
1637 | if (op->type != PLAYER) |
1657 | { |
1638 | { |
1658 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1639 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1659 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1640 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1660 | } |
1641 | } |
1661 | player_lvl_adj (who, op); /* To decrease more levels */ |
1642 | } |
|
|
1643 | |
|
|
1644 | if (changed) |
1662 | } |
1645 | { |
1663 | |
1646 | who->update_stats (); |
|
|
1647 | esrv_update_stats (who->contr); |
1664 | /* check if the spell data has changed */ |
1648 | /* check if the spell data has changed */ |
1665 | esrv_update_stats (who->contr); |
|
|
1666 | esrv_update_spells (who->contr); |
1649 | esrv_update_spells (who->contr); |
|
|
1650 | } |
1667 | } |
1651 | } |
1668 | |
1652 | |
1669 | /* |
1653 | /* |
1670 | * Returns how much experience is needed for a player to become |
1654 | * Returns how much experience is needed for a player to become |
1671 | * the given level. level should really never exceed max_level |
1655 | * the given level. level should really never exceed max_level |
… | |
… | |
1715 | * flag is what to do if the player doesn't have the skill: |
1699 | * flag is what to do if the player doesn't have the skill: |
1716 | */ |
1700 | */ |
1717 | static void |
1701 | static void |
1718 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1702 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1719 | { |
1703 | { |
1720 | object *skill_obj = NULL; |
1704 | object *skill_obj; |
1721 | sint64 limit, exp_to_add; |
1705 | sint64 limit, exp_to_add; |
1722 | int i; |
1706 | int i; |
1723 | |
1707 | |
1724 | /* prevents some forms of abuse. */ |
1708 | /* prevents some forms of abuse. */ |
1725 | if (op->contr->braced) |
1709 | if (op->contr->braced) |
… | |
… | |
1728 | /* Try to find the matching skill. |
1712 | /* Try to find the matching skill. |
1729 | * We do a shortcut/time saving mechanism first - see if it matches |
1713 | * We do a shortcut/time saving mechanism first - see if it matches |
1730 | * chosen_skill. This means we don't need to search through |
1714 | * chosen_skill. This means we don't need to search through |
1731 | * the players inventory. |
1715 | * the players inventory. |
1732 | */ |
1716 | */ |
|
|
1717 | skill_obj = 0; |
|
|
1718 | |
1733 | if (skill_name) |
1719 | if (skill_name) |
1734 | { |
1720 | { |
1735 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1721 | skill_obj = op->contr->find_skill (skill_name); |
1736 | skill_obj = op->chosen_skill; |
|
|
1737 | else |
|
|
1738 | { |
|
|
1739 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1740 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1741 | { |
|
|
1742 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1743 | break; |
|
|
1744 | } |
|
|
1745 | |
1722 | |
1746 | /* Player doesn't have the skill. Check to see what to do, and give |
1723 | /* Player doesn't have the skill. Check to see what to do, and give |
1747 | * it to the player if necessary |
1724 | * it to the player if necessary |
1748 | */ |
1725 | */ |
1749 | if (!skill_obj) |
1726 | if (!skill_obj) |
1750 | { |
1727 | { |
1751 | if (flag == SK_EXP_NONE) |
1728 | if (flag == SK_EXP_NONE) |
1752 | return; |
1729 | return; |
|
|
1730 | |
1753 | else if (flag == SK_EXP_ADD_SKILL) |
1731 | if (flag == SK_EXP_ADD_SKILL) |
1754 | give_skill_by_name (op, skill_name); |
1732 | skill_obj = give_skill_by_name (op, skill_name); |
1755 | } |
|
|
1756 | } |
1733 | } |
1757 | } |
1734 | } |
1758 | |
1735 | |
1759 | if (flag != SK_EXP_SKILL_ONLY) |
1736 | if (flag != SK_EXP_SKILL_ONLY) |
1760 | { |
1737 | { |
… | |
… | |
1826 | if (exp < 0) |
1803 | if (exp < 0) |
1827 | return check_exp_loss (op, exp); |
1804 | return check_exp_loss (op, exp); |
1828 | else |
1805 | else |
1829 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1806 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1830 | } |
1807 | } |
1831 | |
|
|
1832 | |
1808 | |
1833 | /* Subtracts experience from player. |
1809 | /* Subtracts experience from player. |
1834 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1810 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1835 | * only subtract from the matching skill. Otherwise, |
1811 | * only subtract from the matching skill. Otherwise, |
1836 | * this subtracts a portion from all |
1812 | * this subtracts a portion from all |
… | |
… | |
1850 | sint64 del_exp; |
1826 | sint64 del_exp; |
1851 | |
1827 | |
1852 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1828 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1853 | if (tmp->type == SKILL && tmp->stats.exp) |
1829 | if (tmp->type == SKILL && tmp->stats.exp) |
1854 | { |
1830 | { |
1855 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1831 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1856 | { |
1832 | { |
1857 | del_exp = check_exp_loss (tmp, exp); |
1833 | del_exp = check_exp_loss (tmp, exp); |
1858 | tmp->stats.exp -= del_exp; |
1834 | tmp->stats.exp -= del_exp; |
1859 | player_lvl_adj (op, tmp); |
1835 | player_lvl_adj (op, tmp); |
1860 | } |
1836 | } |
… | |
… | |
1976 | player_lvl_adj (op, tmp); |
1952 | player_lvl_adj (op, tmp); |
1977 | } |
1953 | } |
1978 | |
1954 | |
1979 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1980 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1956 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1957 | |
1981 | if (level_loss < 0) |
1958 | if (level_loss < 0) |
1982 | level_loss = 0; |
1959 | level_loss = 0; |
1983 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1960 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1984 | |
1961 | |
1985 | op->stats.exp -= loss; |
1962 | op->stats.exp -= loss; |