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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 | * |
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18 | * You should have received a copy of the GNU General Public License |
|
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19 | * along with this program; if not, write to the Free Software |
|
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
17 | * |
|
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18 | * You should have received a copy of the Affero GNU General Public License |
|
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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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 | */ |
… | |
… | |
34 | static const int con_bonus[MAX_STAT + 1] = { |
33 | static const int con_bonus[MAX_STAT + 1] = { |
35 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
34 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
36 | 22, 25, 30, 40, 50 |
35 | 22, 25, 30, 40, 50 |
37 | }; |
36 | }; |
38 | |
37 | |
39 | /* changed the name of this to "sp_bonus" from "int_bonus" |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
40 | * because Pow can now be the stat that controls spellpoint |
39 | * because Pow can now be the stat that controls spellpoint |
41 | * advancement. -b.t. |
40 | * advancement. -b.t. |
42 | */ |
41 | */ |
43 | static const int sp_bonus[MAX_STAT + 1] = { |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
44 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
43 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
… | |
… | |
109 | * These limits are probably overly generous, but being there were no values |
108 | * These limits are probably overly generous, but being there were no values |
110 | * before, you need to start someplace. |
109 | * before, you need to start someplace. |
111 | */ |
110 | */ |
112 | |
111 | |
113 | const uint32 weight_limit[MAX_STAT + 1] = { |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
114 | 200000, /* 0 */ |
113 | 200000, /* 0 */ |
115 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
116 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
117 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
118 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
119 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
120 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
121 | }; |
120 | }; |
122 | |
121 | |
123 | const int learn_spell[MAX_STAT + 1] = { |
122 | const int learn_spell[MAX_STAT + 1] = { |
124 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
123 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
125 | 100, 100, 100, 100, 100, 100 |
124 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
140 | /* |
139 | /* |
141 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
142 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
143 | */ |
142 | */ |
144 | |
143 | |
145 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
146 | |
145 | |
147 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
148 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
149 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
150 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
… | |
… | |
157 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
158 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
159 | * -b.t. |
158 | * -b.t. |
160 | */ |
159 | */ |
161 | |
160 | |
162 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
163 | |
|
|
164 | extern sint64 *levels; |
|
|
165 | |
162 | |
166 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
167 | |
164 | |
168 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
169 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
263 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
260 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
264 | * make this macro to clean those up. Not usuable outside change_abil |
261 | * make this macro to clean those up. Not usuable outside change_abil |
265 | * function since some of the values passed to new_draw_info are hardcoded. |
262 | * function since some of the values passed to new_draw_info are hardcoded. |
266 | */ |
263 | */ |
267 | #define DIFF_MSG(flag, msg1, msg2) \ |
264 | #define DIFF_MSG(flag, msg1, msg2) \ |
268 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
265 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
269 | |
266 | |
270 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
267 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
271 | |
268 | |
272 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
269 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
273 | * the object. |
270 | * the object. |
… | |
… | |
281 | * that gives them that ability. |
278 | * that gives them that ability. |
282 | */ |
279 | */ |
283 | int |
280 | int |
284 | change_abil (object *op, object *tmp) |
281 | change_abil (object *op, object *tmp) |
285 | { |
282 | { |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
283 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
284 | int success = 0; |
287 | char message[MAX_BUF]; |
285 | char message[MAX_BUF]; |
288 | int potion_max = 0; |
286 | int potion_max = 0; |
289 | |
287 | |
290 | /* remember what object was like before it was changed. note that |
288 | // keep some stats for comparison purposes |
291 | * refop is a local copy of op only to be used for detecting changes |
289 | object::flags_t prev_flag = op->flag; |
292 | * found by update_stats. refop is not a real object |
290 | MoveType prev_move_type = op->move_type; |
293 | */ |
291 | sint16 prev_resist [NROFATTACKS]; // clumsy |
294 | object_copy refop = *op; |
292 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
293 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
295 | |
294 | |
296 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
297 | { |
296 | { |
298 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
299 | { |
298 | { |
300 | potion_max = 1; |
299 | potion_max = 1; |
|
|
300 | |
301 | for (int j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
302 | { |
302 | { |
303 | int ostat = op->contr->orig_stats.stat (j); |
303 | int ostat = op->contr->orig_stats.stat (j); |
304 | int i = tmp->stats.stat (j); |
304 | int i = tmp->stats.stat (j); |
305 | |
305 | |
306 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
307 | int nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
308 | |
308 | |
309 | /* Do some bounds checking. While I don't think any |
309 | /* 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 |
310 | * that adjust that stat by more than one point, so we need |
312 | * to allow for that. |
311 | * to allow for that. |
313 | */ |
312 | */ |
314 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
315 | nstat = 1; |
314 | nstat = 1; |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
316 | nstat = 20 + op->arch->stats.stat (j); |
318 | |
317 | |
319 | if (nstat != ostat) |
318 | if (nstat != ostat) |
320 | { |
319 | { |
321 | op->contr->orig_stats.stat (j) = nstat; |
320 | op->contr->orig_stats.stat (j) = nstat; |
322 | potion_max = 0; |
321 | potion_max = 0; |
… | |
… | |
367 | { |
366 | { |
368 | success = 1; |
367 | success = 1; |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
368 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 | } |
369 | } |
371 | |
370 | |
372 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
371 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
373 | { |
372 | { |
374 | success = 1; |
373 | success = 1; |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
374 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 | } |
375 | } |
377 | |
376 | |
378 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
377 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
379 | { |
378 | { |
380 | success = 1; |
379 | success = 1; |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
380 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 | } |
381 | } |
383 | |
382 | |
384 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
383 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
385 | { |
384 | { |
386 | success = 1; |
385 | success = 1; |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
386 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 | } |
387 | } |
389 | |
388 | |
… | |
… | |
391 | * user has multiple items giving the same type appled like we |
390 | * user has multiple items giving the same type appled like we |
392 | * used to - that is more work than what we gain, plus messages |
391 | * used to - that is more work than what we gain, plus messages |
393 | * can be misleading (a little higher could be miscontrued from |
392 | * can be misleading (a little higher could be miscontrued from |
394 | * from fly high) |
393 | * from fly high) |
395 | */ |
394 | */ |
396 | if (tmp->move_type && op->move_type != refop.move_type) |
395 | if (tmp->move_type && op->move_type != prev_move_type) |
397 | { |
396 | { |
398 | success = 1; |
397 | success = 1; |
399 | |
398 | |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
399 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | * status doesn't make a difference if you are flying high |
400 | * status doesn't make a difference if you are flying high |
402 | */ |
401 | */ |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
402 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 | { |
403 | { |
405 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
404 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
406 | } |
405 | } |
407 | |
406 | |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | { |
408 | { |
410 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | } |
414 | } |
416 | |
415 | |
417 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | |
|
|
420 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
421 | check_move_on (op, op); |
|
|
422 | } |
418 | } |
423 | |
419 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
421 | * originally undead may change their status |
426 | */ |
422 | */ |
427 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
423 | if (!op->arch->flag [FLAG_UNDEAD]) |
428 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
424 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
429 | { |
425 | { |
430 | success = 1; |
426 | success = 1; |
431 | if (flag > 0) |
427 | if (flag > 0) |
432 | { |
428 | { |
433 | op->race = "undead"; |
429 | op->race = "undead"; |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
430 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 | } |
431 | } |
436 | else |
432 | else |
437 | { |
433 | { |
438 | op->race = op->arch->clone.race; |
434 | op->race = op->arch->race; |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
435 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | } |
436 | } |
441 | } |
437 | } |
442 | |
438 | |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
439 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
444 | { |
440 | { |
445 | success = 1; |
441 | success = 1; |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
442 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
447 | } |
443 | } |
448 | |
444 | |
449 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
445 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
450 | { |
446 | { |
451 | success = 1; |
447 | success = 1; |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
448 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
453 | } |
449 | } |
454 | |
450 | |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
451 | /* blinded you can tell if more blinded since blinded player has minimal |
456 | * vision |
452 | * vision |
457 | */ |
453 | */ |
458 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
454 | if (tmp->flag [FLAG_BLIND]) |
459 | { |
455 | { |
460 | success = 1; |
456 | success = 1; |
461 | if (flag > 0) |
457 | if (flag > 0) |
462 | { |
458 | { |
463 | if (QUERY_FLAG (op, FLAG_WIZ)) |
459 | if (op->flag [FLAG_WIZ]) |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
465 | else |
461 | else |
466 | { |
462 | { |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
469 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
470 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
471 | } |
467 | } |
472 | } |
468 | } |
473 | else |
469 | else |
474 | { |
470 | { |
475 | if (QUERY_FLAG (op, FLAG_WIZ)) |
471 | if (op->flag [FLAG_WIZ]) |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
477 | else |
473 | else |
478 | { |
474 | { |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
481 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
482 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
483 | } |
479 | } |
484 | } |
480 | } |
485 | } |
481 | } |
486 | |
482 | |
487 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
483 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
488 | { |
484 | { |
489 | success = 1; |
485 | success = 1; |
490 | if (op->type == PLAYER) |
486 | if (op->type == PLAYER) |
491 | op->contr->do_los = 1; |
487 | op->contr->do_los = 1; |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
488 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
493 | } |
489 | } |
494 | |
490 | |
495 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
491 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
496 | { |
492 | { |
497 | success = 1; |
493 | success = 1; |
498 | if (flag > 0) |
494 | if (flag > 0) |
499 | { |
495 | { |
500 | if (QUERY_FLAG (op, FLAG_WIZ)) |
496 | if (op->flag [FLAG_WIZ]) |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
497 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
502 | else |
498 | else |
503 | { |
499 | { |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
505 | if (op->type == PLAYER) |
501 | if (op->type == PLAYER) |
506 | op->contr->do_los = 1; |
502 | op->contr->do_los = 1; |
507 | } |
503 | } |
508 | } |
504 | } |
509 | else |
505 | else |
510 | { |
506 | { |
511 | if (QUERY_FLAG (op, FLAG_WIZ)) |
507 | if (op->flag [FLAG_WIZ]) |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
508 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
513 | else |
509 | else |
514 | { |
510 | { |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
516 | if (op->type == PLAYER) |
512 | if (op->type == PLAYER) |
… | |
… | |
523 | { |
519 | { |
524 | success = 1; |
520 | success = 1; |
525 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
521 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
526 | } |
522 | } |
527 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
528 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
529 | { |
527 | { |
530 | success = 1; |
528 | success = 1; |
531 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
532 | } |
530 | } |
533 | |
531 | |
534 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
535 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
536 | success = 1; |
535 | success = 1; |
537 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
536 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
538 | } |
537 | } |
539 | |
538 | |
540 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
541 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
542 | { |
541 | { |
543 | success = 1; |
542 | success = 1; |
544 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
543 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
545 | } |
544 | } |
546 | |
545 | |
547 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
548 | { |
547 | { |
549 | success = 1; |
548 | success = 1; |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
550 | } |
551 | } |
551 | } |
552 | |
552 | |
553 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
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 | /* |
… | |
… | |
597 | object::drain_specific_stat (int deplete_stats) |
594 | object::drain_specific_stat (int deplete_stats) |
598 | { |
595 | { |
599 | object *tmp; |
596 | object *tmp; |
600 | archetype *at; |
597 | archetype *at; |
601 | |
598 | |
602 | at = archetype::find (ARCH_DEPLETION); |
599 | at = archetype::find (shstr_depletion); |
603 | if (!at) |
600 | if (!at) |
604 | { |
601 | { |
605 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
606 | return; |
603 | return; |
607 | } |
604 | } |
… | |
… | |
609 | { |
606 | { |
610 | tmp = present_arch_in_ob (at, this); |
607 | tmp = present_arch_in_ob (at, this); |
611 | |
608 | |
612 | if (!tmp) |
609 | if (!tmp) |
613 | { |
610 | { |
614 | tmp = arch_to_object (at); |
611 | tmp = at->instance (); |
615 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
616 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
617 | } |
614 | } |
618 | } |
615 | } |
619 | |
616 | |
620 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
621 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
627 | * via an applied bad_luck object. |
624 | * via an applied bad_luck object. |
628 | */ |
625 | */ |
629 | void |
626 | void |
630 | object::change_luck (int value) |
627 | object::change_luck (int value) |
631 | { |
628 | { |
632 | archetype *at = archetype::find ("luck"); |
629 | archetype *at = archetype::find (shstr_luck); |
633 | if (!at) |
630 | if (!at) |
634 | LOG (llevError, "Couldn't find archetype luck.\n"); |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
635 | else |
632 | else |
636 | { |
633 | { |
637 | object *tmp = present_arch_in_ob (at, this); |
634 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
639 | if (!tmp) |
636 | if (!tmp) |
640 | { |
637 | { |
641 | if (!value) |
638 | if (!value) |
642 | return; |
639 | return; |
643 | |
640 | |
644 | tmp = arch_to_object (at); |
641 | tmp = at->instance (); |
645 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
646 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
647 | } |
644 | } |
648 | |
645 | |
649 | if (value) |
646 | if (value) |
650 | { |
647 | { |
651 | /* Limit the luck value of the bad luck object to +/-100. This |
648 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
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 | static struct copy_flags : object::flags_t |
|
|
708 | { |
|
|
709 | copy_flags () |
|
|
710 | { |
|
|
711 | set (FLAG_LIFESAVE); |
|
|
712 | set (FLAG_REFL_SPELL); |
|
|
713 | set (FLAG_REFL_MISSILE); |
|
|
714 | set (FLAG_STEALTH); |
|
|
715 | set (FLAG_XRAYS); |
|
|
716 | set (FLAG_BLIND); |
|
|
717 | set (FLAG_SEE_IN_DARK); |
|
|
718 | } |
|
|
719 | } copy_flags; |
709 | |
720 | |
710 | /* |
721 | /* |
711 | * Updates all abilities given by applied objects in the inventory |
722 | * Updates all abilities given by applied objects in the inventory |
712 | * of the given object. Note: This function works for both monsters |
723 | * of the given object. Note: This function works for both monsters |
713 | * and players; the "player" in the name is purely an archaic inheritance. |
724 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
718 | * spell system split, grace points now added to system --peterm |
729 | * spell system split, grace points now added to system --peterm |
719 | */ |
730 | */ |
720 | void |
731 | void |
721 | object::update_stats () |
732 | object::update_stats () |
722 | { |
733 | { |
723 | int i, j; |
|
|
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
734 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
725 | int weapon_weight = 0, weapon_speed = 0; |
735 | weight_t weapon_weight = 0; |
|
|
736 | int weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
740 | float old_speed = speed; |
|
|
741 | int stat_sum [NUM_STATS]; |
|
|
742 | |
|
|
743 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
730 | |
744 | |
731 | /* First task is to clear all the values back to their original values */ |
745 | /* First task is to clear all the values back to their original values */ |
732 | if (type == PLAYER) |
746 | if (type == PLAYER) |
733 | { |
747 | { |
|
|
748 | contr->delayed_update = false; |
|
|
749 | |
734 | for (i = 0; i < NUM_STATS; i++) |
750 | for (int i = 0; i < NUM_STATS; i++) |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
751 | stat_sum [i] = contr->orig_stats.stat (i); |
736 | |
752 | |
737 | if (settings.spell_encumbrance == TRUE) |
753 | if (settings.spell_encumbrance == TRUE) |
738 | contr->encumbrance = 0; |
754 | contr->encumbrance = 0; |
739 | |
755 | |
740 | attacktype = 0; |
756 | attacktype = 0; |
… | |
… | |
750 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
766 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
751 | slot[i].used = slot[i].info; |
767 | slot[i].used = slot[i].info; |
752 | |
768 | |
753 | slaying = 0; |
769 | slaying = 0; |
754 | |
770 | |
755 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
771 | if (!this->flag [FLAG_WIZ]) |
756 | { |
|
|
757 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
758 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
759 | } |
772 | { |
|
|
773 | this->clr_flag (FLAG_XRAYS); |
|
|
774 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
775 | } |
760 | |
776 | |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
777 | this->clr_flag (FLAG_LIFESAVE); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
778 | this->clr_flag (FLAG_STEALTH); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
779 | this->clr_flag (FLAG_BLIND); |
764 | |
780 | |
765 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
781 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
766 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
782 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
767 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
783 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
768 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
784 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
769 | |
785 | |
770 | path_attuned = arch->clone.path_attuned; |
786 | path_attuned = arch->path_attuned; |
771 | path_repelled = arch->clone.path_repelled; |
787 | path_repelled = arch->path_repelled; |
772 | path_denied = arch->clone.path_denied; |
788 | path_denied = arch->path_denied; |
773 | glow_radius = arch->clone.glow_radius; |
789 | glow_radius = arch->glow_radius; |
774 | move_type = arch->clone.move_type; |
790 | move_type = arch->move_type; |
775 | |
|
|
776 | chosen_skill = 0; |
|
|
777 | |
791 | |
778 | /* initializing resistances from the values in player/monster's |
792 | /* initializing resistances from the values in player/monster's |
779 | * archetype clone |
793 | * archetype clone |
780 | */ |
794 | */ |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
795 | memcpy (&resist, &arch->resist, sizeof (resist)); |
782 | |
796 | |
783 | for (i = 0; i < NROFATTACKS; i++) |
797 | for (int i = 0; i < NROFATTACKS; i++) |
784 | { |
798 | { |
785 | if (resist[i] > 0) |
799 | if (resist[i] > 0) |
786 | prot[i] = resist[i], vuln[i] = 0; |
800 | prot[i] = resist[i], vuln[i] = 0; |
787 | else |
801 | else |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
802 | vuln[i] = -resist[i], prot[i] = 0; |
789 | |
803 | |
790 | potion_resist[i] = 0; |
804 | potion_resist[i] = -1000; |
791 | } |
805 | } |
792 | |
806 | |
793 | wc = arch->clone.stats.wc; |
807 | wc = arch->stats.wc; |
794 | stats.dam = arch->clone.stats.dam; |
808 | stats.dam = arch->stats.dam; |
795 | |
809 | |
796 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
810 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
811 | * plus a small amount of physical resist, those poor suckers. ;) |
798 | * the fact that maxlevel is factored in could be considered sort of bogus - |
812 | * 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, |
813 | * 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 |
814 | * basically, if a server updates its max level, these playes may find |
801 | * that their protection from physical goes down |
815 | * that their protection from physical goes down |
802 | */ |
816 | */ |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
817 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
804 | { |
818 | { |
805 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
819 | ac = max (-10, arch->stats.ac - level / 3); |
806 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
820 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
807 | } |
821 | } |
808 | else |
822 | else |
809 | ac = arch->clone.stats.ac; |
823 | ac = arch->stats.ac; |
810 | |
824 | |
811 | stats.luck = arch->clone.stats.luck; |
825 | stats.luck = arch->stats.luck; |
812 | speed = arch->clone.speed; |
826 | speed = arch->speed; |
|
|
827 | |
|
|
828 | chosen_skill = 0; |
813 | |
829 | |
814 | /* OK - we've reset most all the objects attributes to sane values. |
830 | /* 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. |
831 | * now go through and make adjustments for what the player has equipped. |
816 | */ |
832 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
833 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | { |
834 | { |
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 |
835 | /* This happens because apply_potion calls change_abil with the potion |
826 | * applied so we can tell the player what changed. But change_abil |
836 | * applied so we can tell the player what changed. But change_abil |
827 | * then calls this function. |
837 | * then calls this function. |
828 | */ |
838 | */ |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
839 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
830 | continue; |
840 | continue; |
|
|
841 | |
|
|
842 | glow_radius += tmp->glow_radius; |
831 | |
843 | |
832 | /* For some things, we don't care what is equipped */ |
844 | /* For some things, we don't care what is equipped */ |
833 | if (tmp->type == SKILL) |
845 | if (tmp->type == SKILL) |
834 | { |
846 | { |
835 | /* Want to take the highest skill here. */ |
847 | /* Want to take the highest skill here. */ |
… | |
… | |
848 | else if (tmp->level > grace_obj->level) |
860 | else if (tmp->level > grace_obj->level) |
849 | grace_obj = tmp; |
861 | grace_obj = tmp; |
850 | } |
862 | } |
851 | } |
863 | } |
852 | |
864 | |
853 | /* Container objects are not meant to adjust a players, but other applied |
865 | /* Container objects are not meant to adjust players, but other applied |
854 | * objects need to make adjustments. |
866 | * objects need to make adjustments. |
855 | * This block should handle all player specific changes |
867 | * This block should handle all player specific changes |
856 | * The check for Praying is a bit of a hack - god given bonuses are put |
868 | * 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. |
869 | * 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, |
870 | * It also means we need to put in additional checks for applied below, |
859 | * because the skill shouldn't count against body positions being used |
871 | * because the skill shouldn't count against body positions being used |
860 | * up, etc. |
872 | * up, etc. |
861 | */ |
873 | */ |
862 | if ((tmp->flag [FLAG_APPLIED] |
874 | if ((tmp->flag [FLAG_APPLIED] |
863 | && tmp->type != CONTAINER |
875 | && tmp->type != CONTAINER |
864 | && tmp->type != CLOSE_CON) |
876 | && tmp->type != CLOSE_CON |
865 | || (tmp->type == SKILL |
877 | && tmp->type != SPELL) |
866 | && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
867 | { |
879 | { |
868 | if (type == PLAYER) |
880 | if (type == PLAYER) |
869 | { |
881 | { |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
882 | contr->item_power += tmp->item_power; |
871 | if (tmp != current_weapon |
|
|
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
873 | && !tmp->flag [FLAG_CURSED] |
|
|
874 | && !tmp->flag [FLAG_DAMNED]) |
|
|
875 | continue; |
|
|
876 | |
883 | |
877 | for (i = 0; i < NUM_STATS; i++) |
884 | for (int i = 0; i < NUM_STATS; i++) |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
885 | stat_sum [i] += tmp->stats.stat (i); |
879 | |
886 | |
880 | /* These are the items that currently can change digestion, regeneration, |
887 | if (digest_types [tmp->type]) |
881 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
882 | * list, but other items store other info into stats array. |
|
|
883 | */ |
|
|
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
886 | tmp->type == SHIELD || tmp->type == RING || |
|
|
887 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
888 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
889 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
890 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
891 | tmp->type == SKILL) |
|
|
892 | { |
888 | { |
893 | contr->digestion += tmp->stats.food; |
889 | contr->digestion += tmp->stats.food; |
894 | contr->gen_hp += tmp->stats.hp; |
890 | contr->gen_hp += tmp->stats.hp; |
|
|
891 | if (tmp->type != BOW) // ugly exception for bows |
895 | contr->gen_sp += tmp->stats.sp; |
892 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_grace += tmp->stats.grace; |
893 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_sp_armour += tmp->gen_sp_armour; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->item_power += tmp->item_power; |
|
|
899 | } |
895 | } |
900 | } /* if this is a player */ |
896 | } /* if this is a player */ |
901 | else |
897 | else |
902 | { |
898 | { |
903 | if (tmp->type == WEAPON) |
899 | if (tmp->type == WEAPON) |
904 | current_weapon = tmp; |
900 | current_weapon = tmp; |
905 | } |
901 | } |
906 | |
902 | |
907 | /* Update slots used for items */ |
903 | /* Update slots used for items */ |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
910 | slot[i].used += tmp->slot[i].info; |
906 | slot[i].used += tmp->slot[i].info; |
911 | |
907 | |
912 | if (tmp->type == SYMPTOM) |
908 | if (tmp->type == SYMPTOM) |
913 | { |
|
|
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
909 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
915 | |
910 | |
916 | if (speed_reduce_from_disease == 0) |
|
|
917 | speed_reduce_from_disease = 1; |
|
|
918 | } |
|
|
919 | |
|
|
920 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
921 | * (Negative protections are calculated exactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
922 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
923 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
924 | */ |
915 | */ |
925 | if (tmp->type != POTION) |
916 | if (tmp->type == POTION_EFFECT) |
926 | { |
|
|
927 | for (i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
928 | { |
|
|
929 | /* Potential for cursed potions, in which case we just can use |
|
|
930 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
931 | */ |
|
|
932 | if (tmp->type == POTION_EFFECT) |
|
|
933 | { |
|
|
934 | if (potion_resist[i]) |
|
|
935 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
|
|
936 | else |
|
|
937 | potion_resist[i] = tmp->resist[i]; |
918 | max_it (potion_resist[i], tmp->resist[i]); |
938 | } |
919 | else if (tmp->type != POTION) |
|
|
920 | for (int i = 0; i < NROFATTACKS; i++) |
939 | else if (tmp->resist[i] > 0) |
921 | if (tmp->resist[i] > 0) |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
922 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
941 | else if (tmp->resist[i] < 0) |
923 | else if (tmp->resist[i] < 0) |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
924 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
943 | } |
|
|
944 | } |
|
|
945 | |
925 | |
946 | /* There may be other things that should not adjust the attacktype */ |
926 | /* There may be other things that should not adjust the attacktype */ |
947 | if (tmp->type != SYMPTOM) |
927 | if (tmp->type != SYMPTOM) |
948 | { |
928 | { |
949 | attacktype |= tmp->attacktype; |
929 | attacktype |= tmp->attacktype; |
… | |
… | |
952 | path_denied |= tmp->path_denied; |
932 | path_denied |= tmp->path_denied; |
953 | move_type |= tmp->move_type; |
933 | move_type |= tmp->move_type; |
954 | stats.luck += tmp->stats.luck; |
934 | stats.luck += tmp->stats.luck; |
955 | } |
935 | } |
956 | |
936 | |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
937 | flag |= tmp->flag & copy_flags; |
958 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
964 | |
938 | |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
939 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
966 | SET_FLAG (this, FLAG_UNDEAD); |
940 | this->set_flag (FLAG_UNDEAD); |
967 | |
941 | |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
942 | //TODO: copy_flags? |
|
|
943 | if (tmp->flag [FLAG_MAKE_INVIS]) |
969 | { |
944 | { |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
945 | set_flag (FLAG_MAKE_INVIS); |
971 | invisible = 1; |
946 | invisible = 1; |
972 | } |
947 | } |
973 | |
948 | |
974 | if (tmp->stats.exp && tmp->type != SKILL) |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
975 | { |
950 | { |
… | |
… | |
982 | added_speed += tmp->stats.exp; |
957 | added_speed += tmp->stats.exp; |
983 | } |
958 | } |
984 | |
959 | |
985 | switch (tmp->type) |
960 | switch (tmp->type) |
986 | { |
961 | { |
987 | #if 0 |
|
|
988 | case WAND: |
|
|
989 | case ROD: |
|
|
990 | case HORN: |
|
|
991 | if (type != PLAYER || current_weapon == tmp) |
|
|
992 | chosen_skill = tmp; |
|
|
993 | break; |
|
|
994 | #endif |
|
|
995 | |
|
|
996 | /* skills modifying the character -b.t. */ |
|
|
997 | /* for all skills and skill granting objects */ |
|
|
998 | case SKILL: |
962 | case SKILL: |
999 | { |
963 | { |
|
|
964 | // some skills will end up here without counting as "applied" |
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
965 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1001 | break; |
966 | break; |
1002 | |
967 | |
1003 | if (chosen_skill) |
968 | if (chosen_skill) |
1004 | { |
969 | { |
1005 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
970 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1007 | |
972 | |
1008 | tmp->flag [FLAG_APPLIED] = false; |
973 | tmp->flag [FLAG_APPLIED] = false; |
1009 | update_stats (); |
974 | update_stats (); |
1010 | return; |
975 | return; |
1011 | } |
976 | } |
1012 | else |
977 | |
1013 | chosen_skill = tmp; |
978 | chosen_skill = tmp; |
1014 | |
979 | |
1015 | if (tmp->stats.dam > 0) |
980 | if (tmp->stats.dam > 0) |
1016 | { /* skill is a 'weapon' */ |
981 | { /* skill is a 'weapon' */ |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
982 | if (!this->flag [FLAG_READY_WEAPON]) |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
983 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1019 | |
|
|
1020 | if (weapon_speed < 0) |
|
|
1021 | weapon_speed = 0; |
|
|
1022 | |
984 | |
1023 | weapon_weight = tmp->weight; |
985 | weapon_weight = tmp->weight; |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
986 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1025 | |
987 | |
1026 | if (tmp->magic) |
988 | if (tmp->magic) |
… | |
… | |
1035 | |
997 | |
1036 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
1037 | ac -= tmp->stats.ac + tmp->magic; |
999 | ac -= tmp->stats.ac + tmp->magic; |
1038 | |
1000 | |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1002 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1041 | } |
1003 | } |
1042 | |
1004 | |
1043 | break; |
1005 | break; |
1044 | |
1006 | |
1045 | case SHIELD: |
1007 | case SHIELD: |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
1009 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
|
|
1010 | //FALLTHROUGH |
1048 | case RING: |
1011 | case RING: |
1049 | case AMULET: |
1012 | case AMULET: |
1050 | case GIRDLE: |
1013 | case GIRDLE: |
1051 | case HELMET: |
1014 | case HELMET: |
1052 | case BOOTS: |
1015 | case BOOTS: |
… | |
… | |
1061 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1062 | ac -= tmp->stats.ac + tmp->magic; |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1063 | |
1026 | |
1064 | break; |
1027 | break; |
1065 | |
1028 | |
|
|
1029 | case RANGED: |
1066 | case BOW: |
1030 | case BOW: |
1067 | case WEAPON: |
1031 | case WEAPON: |
1068 | if (type != PLAYER || current_weapon == tmp) |
|
|
1069 | { |
|
|
1070 | wc -= tmp->stats.wc + tmp->magic; |
1032 | wc -= tmp->stats.wc + tmp->magic; |
1071 | |
1033 | |
1072 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1034 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1073 | ac -= tmp->stats.ac + tmp->magic; |
1035 | ac -= tmp->stats.ac + tmp->magic; |
1074 | |
1036 | |
1075 | stats.dam += tmp->stats.dam + tmp->magic; |
1037 | stats.dam += tmp->stats.dam + tmp->magic; |
1076 | weapon_weight = tmp->weight; |
1038 | weapon_weight = tmp->weight; |
1077 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1039 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1078 | |
1040 | |
1079 | if (weapon_speed < 0) |
1041 | if (weapon_speed < 0) |
1080 | weapon_speed = 0; |
1042 | weapon_speed = 0; |
1081 | |
1043 | |
1082 | slaying = tmp->slaying; |
1044 | slaying = tmp->slaying; |
1083 | |
1045 | |
1084 | /* If there is desire that two handed weapons should do |
1046 | /* If there is desire that two handed weapons should do |
1085 | * extra strength damage, this is where the code should |
1047 | * extra strength damage, this is where the code should |
1086 | * go. |
1048 | * go. |
1087 | */ |
1049 | */ |
1088 | |
1050 | |
1089 | if (type == PLAYER) |
1051 | if (type == PLAYER) |
1090 | if (settings.spell_encumbrance) |
1052 | if (settings.spell_encumbrance) |
1091 | contr->encumbrance += tmp->weight * 3 / 1000; |
1053 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1092 | } |
|
|
1093 | |
1054 | |
1094 | break; |
1055 | break; |
1095 | |
1056 | |
1096 | case ARMOUR: /* Only the best of these three are used: */ |
1057 | case ARMOUR: /* Only the best of these three are used: */ |
1097 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1098 | contr->encumbrance += tmp->weight / 1000; |
1059 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1099 | |
1060 | |
1100 | case BRACERS: |
1061 | case BRACERS: |
1101 | case FORCE: |
1062 | case FORCE: |
1102 | if (tmp->stats.wc) |
1063 | if (tmp->stats.wc) |
1103 | { |
1064 | { |
… | |
… | |
1120 | else /* To nullify the below effect */ |
1081 | else /* To nullify the below effect */ |
1121 | ac += tmp->stats.ac + tmp->magic; |
1082 | ac += tmp->stats.ac + tmp->magic; |
1122 | } |
1083 | } |
1123 | |
1084 | |
1124 | if (tmp->stats.wc) |
1085 | if (tmp->stats.wc) |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1086 | wc -= tmp->stats.wc + tmp->magic; |
1126 | |
1087 | |
1127 | if (tmp->stats.ac) |
1088 | if (tmp->stats.ac) |
1128 | ac -= (tmp->stats.ac + tmp->magic); |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1129 | |
1090 | |
1130 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1091 | if (ARMOUR_SPEED (tmp)) |
1131 | max = ARMOUR_SPEED (tmp) / 10.f; |
1092 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1132 | |
1093 | |
1133 | break; |
1094 | break; |
1134 | } /* switch tmp->type */ |
1095 | } /* switch tmp->type */ |
1135 | } /* item is equipped */ |
1096 | } /* item is equipped */ |
1136 | } /* for loop of items */ |
1097 | } /* for loop of items */ |
|
|
1098 | |
|
|
1099 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1137 | |
1100 | |
1138 | /* We've gone through all the objects the player has equipped. For many things, we |
1101 | /* We've gone through all the objects the player has equipped. For many things, we |
1139 | * have generated intermediate values which we now need to assign. |
1102 | * have generated intermediate values which we now need to assign. |
1140 | */ |
1103 | */ |
1141 | |
1104 | |
… | |
… | |
1143 | * If there is an uncursed potion in effect, granting more protection |
1106 | * If there is an uncursed potion in effect, granting more protection |
1144 | * than that, we take: 'total resistance = resistance from potion'. |
1107 | * than that, we take: 'total resistance = resistance from potion'. |
1145 | * If there is a cursed (and no uncursed) potion in effect, we take |
1108 | * If there is a cursed (and no uncursed) potion in effect, we take |
1146 | * 'total resistance = vulnerability from cursed potion'. |
1109 | * 'total resistance = vulnerability from cursed potion'. |
1147 | */ |
1110 | */ |
1148 | for (i = 0; i < NROFATTACKS; i++) |
1111 | for (int i = 0; i < NROFATTACKS; i++) |
1149 | { |
1112 | { |
1150 | resist[i] = prot[i] - vuln[i]; |
1113 | resist[i] = prot[i] - vuln[i]; |
1151 | |
1114 | |
1152 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1115 | if (potion_resist[i] != -1000 |
|
|
1116 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1153 | resist[i] = potion_resist[i]; |
1117 | resist[i] = potion_resist[i]; |
1154 | } |
1118 | } |
1155 | |
1119 | |
1156 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1157 | if (type == PLAYER) |
1120 | if (type == PLAYER) |
1158 | { |
1121 | { |
|
|
1122 | // clamp various player stats |
|
|
1123 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1124 | stats.stat (i) = stat_sum [i]; |
|
|
1125 | |
|
|
1126 | check_stat_bounds (&stats); |
|
|
1127 | |
|
|
1128 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1129 | |
|
|
1130 | /* Figure out the players sp/mana/hp totals. */ |
1159 | int pl_level; |
1131 | int pl_level; |
1160 | |
1132 | |
1161 | check_stat_bounds (&(stats)); |
|
|
1162 | pl_level = level; |
|
|
1163 | |
|
|
1164 | if (pl_level < 1) |
|
|
1165 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1133 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1166 | |
1134 | |
1167 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1135 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1168 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1136 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1169 | */ |
1137 | */ |
1170 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1138 | stats.maxhp = 0; |
|
|
1139 | for (int i = 1; i <= min (10, pl_level); i++) |
1171 | { |
1140 | { |
1172 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1141 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1173 | |
1142 | |
1174 | if (i % 2 && con_bonus[stats.Con] % 2) |
1143 | if (i % 2 && con_bonus[stats.Con] % 2) |
1175 | { |
|
|
1176 | if (con_bonus[stats.Con] > 0) |
1144 | if (con_bonus[stats.Con] > 0) |
1177 | j++; |
1145 | j++; |
1178 | else |
1146 | else |
1179 | j--; |
1147 | j--; |
1180 | } |
|
|
1181 | |
1148 | |
1182 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1149 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1183 | } |
1150 | } |
1184 | |
1151 | |
1185 | for (i = 11; i <= level; i++) |
1152 | stats.maxhp += 2 * max (0, level - 10); |
1186 | stats.maxhp += 2; |
|
|
1187 | |
1153 | |
1188 | if (stats.hp > stats.maxhp) |
1154 | if (stats.hp > stats.maxhp) |
1189 | stats.hp = stats.maxhp; |
1155 | stats.hp = stats.maxhp; |
1190 | |
1156 | |
1191 | /* Sp gain is controlled by the level of the player's |
1157 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1204 | |
1170 | |
1205 | if (mana_obj == this && type == PLAYER) |
1171 | if (mana_obj == this && type == PLAYER) |
1206 | stats.maxsp = 1; |
1172 | stats.maxsp = 1; |
1207 | else |
1173 | else |
1208 | { |
1174 | { |
1209 | sp_tmp = 0.f; |
1175 | float sp_tmp = 0.f; |
1210 | |
1176 | |
1211 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1177 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1212 | { |
1178 | { |
1213 | float stmp; |
1179 | float stmp; |
1214 | |
1180 | |
1215 | /* Got some extra bonus at first level */ |
1181 | /* Got some extra bonus at first level */ |
1216 | if (i < 2) |
1182 | if (i < 2) |
1217 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1183 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1218 | else |
1184 | else |
1219 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1185 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1220 | |
1186 | |
1221 | if (stmp < 1.f) |
|
|
1222 | stmp = 1.f; |
|
|
1223 | |
|
|
1224 | sp_tmp += stmp; |
1187 | sp_tmp += max (1.f, stmp); |
1225 | } |
1188 | } |
1226 | |
1189 | |
1227 | stats.maxsp = (sint16)sp_tmp; |
1190 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1228 | |
|
|
1229 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1230 | stats.maxsp += 2; |
|
|
1231 | } |
1191 | } |
1232 | |
1192 | |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1193 | /* Characters can get their sp supercharged via rune of transferrance */ |
1234 | if (stats.sp > stats.maxsp * 2) |
1194 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1235 | stats.sp = stats.maxsp * 2; |
|
|
1236 | |
1195 | |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1196 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1238 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1197 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1239 | grace_obj = this; |
1198 | grace_obj = this; |
1240 | |
1199 | |
… | |
… | |
1245 | /* store grace in a float - this way, the divisions below don't create |
1204 | /* store grace in a float - this way, the divisions below don't create |
1246 | * big jumps when you go from level to level - with int's, it then |
1205 | * big jumps when you go from level to level - with int's, it then |
1247 | * becomes big jumps when the sums of the bonuses jump to the next |
1206 | * becomes big jumps when the sums of the bonuses jump to the next |
1248 | * step of 8 - with floats, even fractional ones are useful. |
1207 | * step of 8 - with floats, even fractional ones are useful. |
1249 | */ |
1208 | */ |
1250 | sp_tmp = 0.f; |
1209 | float sp_tmp = 0.f; |
1251 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1210 | |
|
|
1211 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1252 | { |
1212 | { |
1253 | float grace_tmp = 0.f; |
1213 | float grace_tmp = 0.f; |
1254 | |
1214 | |
1255 | /* Got some extra bonus at first level */ |
1215 | /* Got some extra bonus at first level */ |
1256 | if (i < 2) |
1216 | if (i < 2) |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1217 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1258 | else |
1218 | else |
1259 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1219 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1260 | |
1220 | |
1261 | if (grace_tmp < 1.f) |
|
|
1262 | grace_tmp = 1.f; |
|
|
1263 | |
|
|
1264 | sp_tmp += grace_tmp; |
1221 | sp_tmp += max (1.f, grace_tmp); |
1265 | } |
1222 | } |
1266 | |
1223 | |
1267 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1268 | |
|
|
1269 | /* two grace points per level after 11 */ |
1224 | /* two grace points per level after 10 */ |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1225 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1271 | stats.maxgrace += 2; |
|
|
1272 | } |
1226 | } |
1273 | |
1227 | |
1274 | /* No limit on grace vs maxgrace */ |
1228 | /* No limit on grace vs maxgrace */ |
1275 | |
1229 | |
1276 | if (contr->braced) |
1230 | if (contr->braced) |
… | |
… | |
1296 | |
1250 | |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1251 | if (contr && wc_obj && wc_obj->level > 1) |
1298 | { |
1252 | { |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1253 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1300 | |
1254 | |
1301 | for (i = 1; i < wc_obj->level; i++) |
1255 | for (int i = 1; i < wc_obj->level; i++) |
1302 | { |
1256 | { |
1303 | /* additional wc every 6 levels */ |
1257 | /* additional wc every 6 levels */ |
1304 | if (!(i % 6)) |
1258 | if (!(i % 6)) |
1305 | wc--; |
1259 | wc--; |
1306 | |
1260 | |
… | |
… | |
1319 | |
1273 | |
1320 | speed = 1.f + speed_bonus[stats.Dex]; |
1274 | speed = 1.f + speed_bonus[stats.Dex]; |
1321 | |
1275 | |
1322 | if (settings.search_items && contr->search_str[0]) |
1276 | if (settings.search_items && contr->search_str[0]) |
1323 | speed -= 1; |
1277 | speed -= 1; |
1324 | |
|
|
1325 | if (attacktype == 0) |
|
|
1326 | attacktype = arch->clone.attacktype; |
|
|
1327 | } /* End if player */ |
1278 | } /* End if player */ |
1328 | |
1279 | |
1329 | if (added_speed >= 0) |
1280 | if (added_speed >= 0) |
1330 | speed += added_speed / 10.f; |
1281 | speed += added_speed / 10.f; |
1331 | else /* Something wrong here...: */ |
1282 | else /* Something wrong here...: */ |
1332 | speed /= 1.f - added_speed; |
1283 | speed /= 1.f - added_speed; |
1333 | |
1284 | |
1334 | /* Max is determined by armour */ |
1285 | /* Max is determined by armour */ |
1335 | if (speed > max) |
1286 | speed = min (speed, max_speed); |
1336 | speed = max; |
|
|
1337 | |
1287 | |
1338 | if (type == PLAYER) |
1288 | if (type == PLAYER) |
1339 | { |
1289 | { |
1340 | /* f is a number the represents the number of kg above (positive num) |
1290 | /* f is a number the represents the number of kg above (positive num) |
1341 | * or below (negative number) that the player is carrying. If above |
1291 | * or below (negative number) that the player is carrying. If above |
1342 | * weight limit, then player suffers a speed reduction based on how |
1292 | * weight limit, then player suffers a speed reduction based on how |
1343 | * much above he is, and what is max carry is |
1293 | * much above he is, and what is max carry is |
1344 | */ |
1294 | */ |
1345 | f = (carrying / 1000) - max_carry[stats.Str]; |
1295 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1346 | if (f > 0) |
1296 | if (f > 0.f) |
1347 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1297 | speed /= (1.f + f / max_carry[stats.Str]); |
1348 | } |
1298 | } |
1349 | |
1299 | |
1350 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1300 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1301 | speed *= speed_reduce_from_disease; |
1351 | |
1302 | |
1352 | /* Put a lower limit on speed. Note with this speed, you move once every |
1303 | /* Put a lower limit on speed. Note with this speed, you move once every |
1353 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1304 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1354 | */ |
1305 | */ |
1355 | speed = speed * speed_reduce_from_disease; |
1306 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1356 | |
1307 | |
1357 | if (speed < 0.01f && type == PLAYER) |
1308 | if (speed != old_speed) |
1358 | speed = 0.01f; |
1309 | set_speed (speed); |
1359 | |
1310 | |
1360 | if (type == PLAYER) |
1311 | if (type == PLAYER) |
1361 | { |
1312 | { |
1362 | /* (This formula was made by vidarl@ifi.uio.no) |
1313 | /* (This formula was made by vidarl@ifi.uio.no) |
1363 | * Note that we never used these values again - basically |
1314 | * Note that we never used these values again - basically |
… | |
… | |
1378 | |
1329 | |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1330 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1380 | } |
1331 | } |
1381 | |
1332 | |
1382 | /* I want to limit the power of small monsters with big weapons: */ |
1333 | /* I want to limit the power of small monsters with big weapons: */ |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1334 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1335 | stats.dam = arch->stats.dam * 3; |
1385 | |
1336 | |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1337 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1338 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1388 | |
1339 | |
1389 | /* if for some reason the creature doesn't have any move type, |
1340 | /* if for some reason the creature doesn't have any move type, |
… | |
… | |
1395 | if (move_type == 0) |
1346 | if (move_type == 0) |
1396 | move_type = MOVE_WALK; |
1347 | move_type = MOVE_WALK; |
1397 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1348 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1398 | move_type &= ~MOVE_WALK; |
1349 | move_type &= ~MOVE_WALK; |
1399 | |
1350 | |
1400 | if (speed != old_speed) |
1351 | // now apply the new move_type |
1401 | set_speed (speed); |
1352 | if (this->move_type != move_type) |
|
|
1353 | change_move_type (move_type); |
1402 | |
1354 | |
1403 | /* It is quite possible that a player's spell costing might have changed, |
1355 | /* It is quite possible that a player's spell costing might have changed, |
1404 | * so we will check that now. |
1356 | * so we will check that now. |
1405 | */ |
1357 | */ |
1406 | if (type == PLAYER) |
1358 | if (is_player ()) |
1407 | { |
1359 | contr->update_spells (); |
1408 | esrv_update_stats (contr); |
|
|
1409 | esrv_update_spells (contr); |
|
|
1410 | } |
|
|
1411 | |
1360 | |
1412 | // update the mapspace, if we are on a map |
1361 | // update the mapspace, if we are on a map |
1413 | if (!flag [FLAG_REMOVED] && map) |
1362 | if (!flag [FLAG_REMOVED] && map) |
1414 | map->at (x, y).flags_ = 0; |
1363 | map->at (x, y).flags_ = 0; |
1415 | } |
1364 | } |
1416 | |
1365 | |
1417 | /* |
1366 | void |
1418 | * Returns true if the given player is a legal class. |
1367 | object::set_glow_radius (sint8 rad) |
1419 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
1420 | * check if the stat becomes negative, thus this function |
|
|
1421 | * merely checks that all stats are 1 or more, and returns |
|
|
1422 | * false otherwise. |
|
|
1423 | */ |
|
|
1424 | int |
|
|
1425 | allowed_class (const object *op) |
|
|
1426 | { |
1368 | { |
1427 | return op->stats.Dex > 0 |
1369 | glow_radius = rad; |
1428 | && op->stats.Str > 0 |
1370 | |
1429 | && op->stats.Con > 0 |
1371 | if (is_on_map ()) |
1430 | && op->stats.Int > 0 |
1372 | update_all_los (map, x, y); |
1431 | && op->stats.Wis > 0 |
1373 | else if (object *env = outer_env ()) |
1432 | && op->stats.Pow > 0 |
1374 | { |
1433 | && op->stats.Cha > 0; |
1375 | env->update_stats (); |
|
|
1376 | |
|
|
1377 | if (env->is_on_map ()) |
|
|
1378 | update_all_los (env->map, env->x, env->y); |
|
|
1379 | } |
1434 | } |
1380 | } |
1435 | |
1381 | |
1436 | /* |
1382 | /* |
1437 | * set the new dragon name after gaining levels or |
1383 | * set the new dragon name after gaining levels or |
1438 | * changing ability focus (later this can be extended to |
1384 | * changing ability focus (later this can be extended to |
1439 | * eventually change the player's face and animation) |
1385 | * eventually change the player's face and animation) |
1440 | * |
|
|
1441 | * Note that the title is written to 'own_title' in the |
|
|
1442 | * player struct. This should be changed to 'ext_title' |
|
|
1443 | * as soon as clients support this! |
|
|
1444 | * Please, anyone, write support for 'ext_title'. |
|
|
1445 | */ |
1386 | */ |
1446 | void |
1387 | void |
1447 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1388 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1448 | { |
1389 | { |
1449 | int atnr = -1; /* attacknumber of highest level */ |
1390 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1467 | /* now if there are equals at highest level, pick the one with focus, |
1408 | /* now if there are equals at highest level, pick the one with focus, |
1468 | or else at random */ |
1409 | or else at random */ |
1469 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1410 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1470 | atnr = abil->stats.exp; |
1411 | atnr = abil->stats.exp; |
1471 | |
1412 | |
1472 | level = (int) (level / 5.); |
|
|
1473 | |
|
|
1474 | /* now set the new title */ |
1413 | /* now set the new title */ |
1475 | if (pl->contr != NULL) |
|
|
1476 | { |
|
|
1477 | if (level == 0) |
|
|
1478 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1414 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1479 | else if (level == 1) |
|
|
1480 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1415 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1481 | else if (level == 2) |
|
|
1482 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1416 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1483 | else if (level == 3) |
|
|
1484 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1417 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1485 | else |
1418 | else |
1486 | { |
1419 | { |
1487 | /* special titles for extra high resistance! */ |
1420 | /* special titles for extra high resistance! */ |
1488 | if (skin->resist[atnr] > 80) |
|
|
1489 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1421 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1490 | else if (skin->resist[atnr] > 50) |
|
|
1491 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1422 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1492 | else |
|
|
1493 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1423 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1494 | } |
|
|
1495 | } |
1424 | } |
1496 | |
1425 | |
1497 | strcpy (pl->contr->own_title, ""); |
1426 | strcpy (pl->contr->own_title, ""); |
1498 | } |
1427 | } |
1499 | |
1428 | |
1500 | /* |
1429 | /* |
1501 | * This function is called when a dragon-player gains |
1430 | * This function is called when a dragon-player gains |
1502 | * an overall level. Here, the dragon might gain new abilities |
1431 | * an overall level. Here, the dragon might gain new abilities |
1503 | * or change the ability-focus. |
1432 | * or change the ability-focus. |
1504 | */ |
1433 | */ |
1505 | void |
1434 | static void |
1506 | dragon_level_gain (object *who) |
1435 | dragon_level_gain (object *who) |
1507 | { |
1436 | { |
1508 | object *abil = NULL; /* pointer to dragon ability force */ |
1437 | object *abil = NULL; /* pointer to dragon ability force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1438 | object *skin = NULL; /* pointer to dragon skin force */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1439 | object *tmp = NULL; /* tmp. object */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1440 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1512 | |
1441 | |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1442 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1516 | |
|
|
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1443 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1518 | if (tmp->type == FORCE) |
1444 | if (tmp->type == FORCE) |
1519 | if (tmp->arch->name == dragon_ability_force) |
1445 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1520 | abil = tmp; |
1446 | abil = tmp; |
1521 | else if (tmp->arch->name == dragon_skin_force) |
1447 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1522 | skin = tmp; |
1448 | skin = tmp; |
1523 | |
1449 | |
1524 | /* if the force is missing -> bail out */ |
1450 | /* if the force is missing -> bail out */ |
1525 | if (abil == NULL) |
1451 | if (abil == NULL) |
1526 | return; |
1452 | return; |
… | |
… | |
1569 | object *skill_obj; |
1495 | object *skill_obj; |
1570 | |
1496 | |
1571 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1497 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1572 | if (!skill_obj) |
1498 | if (!skill_obj) |
1573 | { |
1499 | { |
1574 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1500 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1575 | return NULL; |
1501 | return NULL; |
1576 | } |
1502 | } |
1577 | |
1503 | |
1578 | /* clear the flag - exp goes into this bucket, but player |
1504 | /* clear the flag - exp goes into this bucket, but player |
1579 | * still doesn't know it. |
1505 | * still doesn't know it. |
1580 | */ |
1506 | */ |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1507 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1582 | skill_obj->stats.exp = 0; |
1508 | skill_obj->stats.exp = 0; |
1583 | skill_obj->level = 1; |
1509 | skill_obj->level = 1; |
1584 | insert_ob_in_ob (skill_obj, op); |
1510 | op->insert (skill_obj); |
1585 | |
1511 | |
1586 | if (player *pl = op->contr) |
1512 | if (player *pl = op->contr) |
1587 | { |
1513 | pl->link_skills (); |
1588 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1589 | if (pl->ns) |
|
|
1590 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1591 | } |
|
|
1592 | |
1514 | |
1593 | return skill_obj; |
1515 | return skill_obj; |
1594 | } |
1516 | } |
1595 | |
1517 | |
1596 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1518 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1602 | */ |
1524 | */ |
1603 | void |
1525 | void |
1604 | player_lvl_adj (object *who, object *op) |
1526 | player_lvl_adj (object *who, object *op) |
1605 | { |
1527 | { |
1606 | char buf[MAX_BUF]; |
1528 | char buf[MAX_BUF]; |
|
|
1529 | bool changed = false; |
1607 | |
1530 | |
1608 | if (!op) /* when rolling stats */ |
1531 | if (!op) /* when rolling stats */ |
1609 | op = who; |
1532 | op = who; |
1610 | |
1533 | |
1611 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1534 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1612 | { |
1535 | { |
|
|
1536 | changed = true; |
|
|
1537 | |
1613 | op->level++; |
1538 | op->level++; |
1614 | |
1539 | |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1540 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1616 | dragon_level_gain (who); |
1541 | dragon_level_gain (who); |
1617 | |
1542 | |
1618 | /* Only roll these if it is the player (who) that gained the level */ |
1543 | /* Only roll these if it is the player (who) that gained the level */ |
1619 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1544 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1620 | { |
1545 | { |
1621 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1546 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1622 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1547 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1623 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1548 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1624 | } |
1549 | } |
1625 | |
1550 | |
1626 | who->update_stats (); |
|
|
1627 | if (op->level > 1) |
1551 | if (op->level > 1) |
1628 | { |
1552 | { |
1629 | if (op->type != PLAYER) |
1553 | if (op->type != PLAYER) |
|
|
1554 | { |
|
|
1555 | who->contr->play_sound (sound_find ("skill_up")); |
1630 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1556 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1557 | } |
1631 | else |
1558 | else |
|
|
1559 | { |
|
|
1560 | who->contr->play_sound (sound_find ("level_up")); |
1632 | sprintf (buf, "You are now level %d.", op->level); |
1561 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1562 | } |
1633 | |
1563 | |
1634 | if (who) |
1564 | if (who) |
1635 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1565 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1636 | } |
1566 | } |
1637 | |
|
|
1638 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1639 | } |
1567 | } |
|
|
1568 | |
1640 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1569 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1641 | { |
1570 | { |
|
|
1571 | changed = true; |
|
|
1572 | |
1642 | op->level--; |
1573 | op->level--; |
1643 | who->update_stats (); |
|
|
1644 | |
1574 | |
1645 | if (op->type != PLAYER) |
1575 | if (op->type != PLAYER) |
1646 | { |
1576 | { |
1647 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1577 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1578 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | } |
1579 | } |
1650 | |
|
|
1651 | player_lvl_adj (who, op); /* To decrease more levels */ |
|
|
1652 | } |
1580 | } |
1653 | |
1581 | |
1654 | /* check if the spell data has changed */ |
1582 | if (changed) |
1655 | esrv_update_stats (who->contr); |
1583 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1656 | esrv_update_spells (who->contr); |
|
|
1657 | } |
1584 | } |
1658 | |
1585 | |
1659 | /* |
1586 | /* |
1660 | * Returns how much experience is needed for a player to become |
1587 | * Returns how much experience is needed for a player to become |
1661 | * the given level. level should really never exceed max_level |
1588 | * the given level. level should really never exceed max_level |
1662 | */ |
1589 | */ |
1663 | |
1590 | |
1664 | sint64 |
1591 | sint64 |
1665 | level_exp (int level, double expmul) |
1592 | level_exp (int level, double expmul) |
1666 | { |
1593 | { |
1667 | if (level > settings.max_level) |
1594 | return expmul * level_to_min_exp (level); |
1668 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1669 | |
|
|
1670 | return (sint64) (expmul * levels[level]); |
|
|
1671 | } |
1595 | } |
1672 | |
1596 | |
1673 | /* |
1597 | /* |
1674 | * Ensure that the permanent experience requirements in an exp object are met. |
1598 | * Ensure that the permanent experience requirements in an exp object are met. |
1675 | * This really just checks 'op to make sure the perm_exp value is within |
1599 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1703 | * NULL, in which case exp increases the players general |
1627 | * NULL, in which case exp increases the players general |
1704 | * total, but not any particular skill. |
1628 | * total, but not any particular skill. |
1705 | * flag is what to do if the player doesn't have the skill: |
1629 | * flag is what to do if the player doesn't have the skill: |
1706 | */ |
1630 | */ |
1707 | static void |
1631 | static void |
1708 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1632 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1709 | { |
1633 | { |
1710 | object *skill_obj = NULL; |
1634 | object *skill_obj; |
1711 | sint64 limit, exp_to_add; |
1635 | sint64 limit, exp_to_add; |
1712 | int i; |
|
|
1713 | |
1636 | |
1714 | /* prevents some forms of abuse. */ |
1637 | /* prevents some forms of abuse. */ |
1715 | if (op->contr->braced) |
1638 | if (op->contr->braced) |
1716 | exp /= 5; |
1639 | exp /= 5; |
1717 | |
1640 | |
1718 | /* Try to find the matching skill. |
1641 | /* Try to find the matching skill. |
1719 | * We do a shortcut/time saving mechanism first - see if it matches |
1642 | * We do a shortcut/time saving mechanism first - see if it matches |
1720 | * chosen_skill. This means we don't need to search through |
1643 | * chosen_skill. This means we don't need to search through |
1721 | * the players inventory. |
1644 | * the players inventory. |
1722 | */ |
1645 | */ |
|
|
1646 | skill_obj = 0; |
|
|
1647 | |
1723 | if (skill_name) |
1648 | if (skill_name) |
1724 | { |
1649 | { |
1725 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1650 | skill_obj = op->contr->find_skill (skill_name); |
1726 | skill_obj = op->chosen_skill; |
|
|
1727 | else |
|
|
1728 | { |
|
|
1729 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1730 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1731 | { |
|
|
1732 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1733 | break; |
|
|
1734 | } |
|
|
1735 | |
1651 | |
1736 | /* Player doesn't have the skill. Check to see what to do, and give |
1652 | /* Player doesn't have the skill. Check to see what to do, and give |
1737 | * it to the player if necessary |
1653 | * it to the player if necessary |
1738 | */ |
1654 | */ |
1739 | if (!skill_obj) |
1655 | if (!skill_obj) |
1740 | { |
1656 | { |
1741 | if (flag == SK_EXP_NONE) |
1657 | if (flag == SK_EXP_NONE) |
1742 | return; |
1658 | return; |
|
|
1659 | |
1743 | else if (flag == SK_EXP_ADD_SKILL) |
1660 | if (flag == SK_EXP_ADD_SKILL) |
1744 | give_skill_by_name (op, skill_name); |
1661 | skill_obj = give_skill_by_name (op, skill_name); |
1745 | } |
|
|
1746 | } |
1662 | } |
1747 | } |
1663 | } |
1748 | |
1664 | |
1749 | if (flag != SK_EXP_SKILL_ONLY) |
1665 | if (flag != SK_EXP_SKILL_ONLY) |
1750 | { |
1666 | { |
1751 | /* Basically, you can never gain more experience in one shot |
1667 | /* Basically, you can never gain more experience in one shot |
1752 | * than half what you need to gain for next level. |
1668 | * than half what you need to gain for next level. |
1753 | */ |
1669 | */ |
1754 | exp_to_add = exp; |
1670 | exp_to_add = exp; |
1755 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1671 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1756 | if (exp_to_add > limit) |
1672 | if (exp_to_add > limit) |
1757 | exp_to_add = limit; |
1673 | exp_to_add = limit; |
1758 | |
1674 | |
1759 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1675 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1760 | if (settings.permanent_exp_ratio) |
1676 | if (settings.permanent_exp_ratio) |
… | |
… | |
1767 | } |
1683 | } |
1768 | |
1684 | |
1769 | if (skill_obj) |
1685 | if (skill_obj) |
1770 | { |
1686 | { |
1771 | exp_to_add = exp; |
1687 | exp_to_add = exp; |
1772 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1688 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1773 | if (exp_to_add > limit) |
1689 | if (exp_to_add > limit) |
1774 | exp_to_add = limit; |
1690 | exp_to_add = limit; |
1775 | |
1691 | |
1776 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1692 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1777 | if (settings.permanent_exp_ratio) |
1693 | if (settings.permanent_exp_ratio) |
… | |
… | |
1783 | player_lvl_adj (op, skill_obj); |
1699 | player_lvl_adj (op, skill_obj); |
1784 | } |
1700 | } |
1785 | } |
1701 | } |
1786 | |
1702 | |
1787 | /* This function checks to make sure that object 'op' can |
1703 | /* This function checks to make sure that object 'op' can |
1788 | * lost 'exp' experience. It returns the amount of exp |
1704 | * lose 'exp' experience. It returns the amount of exp |
1789 | * object 'op' can in fact lose - it basically makes |
1705 | * object 'op' can in fact lose - it basically makes |
1790 | * adjustments based on permanent exp and the like. |
1706 | * adjustments based on permanent exp and the like. |
1791 | * This function should always be used for losing experience - |
1707 | * This function should always be used for losing experience - |
1792 | * the 'exp' value passed should be positive - this is the |
1708 | * the 'exp' value passed should be positive - this is the |
1793 | * amount that should get subtract from the player. |
1709 | * amount that should get subtract from the player. |
1794 | */ |
1710 | */ |
1795 | sint64 |
1711 | static sint64 |
1796 | check_exp_loss (const object *op, sint64 exp) |
1712 | check_exp_loss (const object *op, sint64 exp) |
1797 | { |
1713 | { |
1798 | sint64 del_exp; |
1714 | sint64 del_exp; |
1799 | |
1715 | |
1800 | if (exp > op->stats.exp) |
1716 | if (exp > op->stats.exp) |
1801 | exp = op->stats.exp; |
1717 | exp = op->stats.exp; |
|
|
1718 | |
1802 | if (settings.permanent_exp_ratio) |
1719 | if (settings.permanent_exp_ratio) |
1803 | { |
1720 | { |
1804 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1721 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1722 | |
1805 | if (del_exp < 0) |
1723 | if (del_exp < 0) |
1806 | del_exp = 0; |
1724 | del_exp = 0; |
|
|
1725 | |
1807 | if (exp > del_exp) |
1726 | if (exp > del_exp) |
1808 | exp = del_exp; |
1727 | exp = del_exp; |
1809 | } |
1728 | } |
|
|
1729 | |
1810 | return exp; |
1730 | return exp; |
1811 | } |
1731 | } |
1812 | |
1732 | |
1813 | sint64 |
1733 | sint64 |
1814 | check_exp_adjust (const object *op, sint64 exp) |
1734 | check_exp_adjust (const object *op, sint64 exp) |
1815 | { |
1735 | { |
1816 | if (exp < 0) |
1736 | if (exp < 0) |
1817 | return check_exp_loss (op, exp); |
1737 | return check_exp_loss (op, exp); |
1818 | else |
1738 | else |
1819 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1739 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1820 | } |
1740 | } |
1821 | |
|
|
1822 | |
1741 | |
1823 | /* Subtracts experience from player. |
1742 | /* Subtracts experience from player. |
1824 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1743 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1825 | * only subtract from the matching skill. Otherwise, |
1744 | * only subtract from the matching skill. Otherwise, |
1826 | * this subtracts a portion from all |
1745 | * this subtracts a portion from all |
… | |
… | |
1831 | * where everything is at the minimum perm exp, he would lose nothing. |
1750 | * where everything is at the minimum perm exp, he would lose nothing. |
1832 | * exp is the amount of exp to subtract - thus, it should be |
1751 | * exp is the amount of exp to subtract - thus, it should be |
1833 | * a postive number. |
1752 | * a postive number. |
1834 | */ |
1753 | */ |
1835 | static void |
1754 | static void |
1836 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1755 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1837 | { |
1756 | { |
1838 | float fraction = (float) exp / (float) op->stats.exp; |
1757 | float fraction = (float) exp / (float) op->stats.exp; |
1839 | object *tmp; |
1758 | object *tmp; |
1840 | sint64 del_exp; |
1759 | sint64 del_exp; |
1841 | |
1760 | |
1842 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1761 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1843 | if (tmp->type == SKILL && tmp->stats.exp) |
1762 | if (tmp->type == SKILL && tmp->stats.exp) |
1844 | { |
1763 | { |
1845 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1764 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1846 | { |
1765 | { |
1847 | del_exp = check_exp_loss (tmp, exp); |
1766 | del_exp = check_exp_loss (tmp, exp); |
1848 | tmp->stats.exp -= del_exp; |
1767 | tmp->stats.exp -= del_exp; |
1849 | player_lvl_adj (op, tmp); |
1768 | player_lvl_adj (op, tmp); |
1850 | } |
1769 | } |
1851 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1770 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1852 | { |
1771 | { |
1853 | /* only want to process other skills if we are not trying |
1772 | /* only want to process other skills if we are not trying |
1854 | * to match a specific skill. |
1773 | * to match a specific skill. |
1855 | */ |
1774 | */ |
1856 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1775 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1857 | tmp->stats.exp -= del_exp; |
1776 | tmp->stats.exp -= del_exp; |
1858 | player_lvl_adj (op, tmp); |
1777 | player_lvl_adj (op, tmp); |
1859 | } |
1778 | } |
1860 | } |
1779 | } |
1861 | |
1780 | |
… | |
… | |
1875 | * skill_name is the skill that should get the exp added. |
1794 | * skill_name is the skill that should get the exp added. |
1876 | * flag is what to do if player doesn't have the skill. |
1795 | * flag is what to do if player doesn't have the skill. |
1877 | * these last two values are only used for players. |
1796 | * these last two values are only used for players. |
1878 | */ |
1797 | */ |
1879 | void |
1798 | void |
1880 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1799 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1881 | { |
1800 | { |
1882 | #ifdef EXP_DEBUG |
1801 | #ifdef EXP_DEBUG |
1883 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1802 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1884 | #endif |
1803 | #endif |
1885 | |
1804 | |
… | |
… | |
1902 | * worth. |
1821 | * worth. |
1903 | */ |
1822 | */ |
1904 | if (op->type != PLAYER) |
1823 | if (op->type != PLAYER) |
1905 | { |
1824 | { |
1906 | /* Sanity check */ |
1825 | /* Sanity check */ |
1907 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1826 | if (!op->flag [FLAG_ALIVE]) |
1908 | return; |
1827 | return; |
1909 | |
1828 | |
1910 | /* reset exp to max allowed value. We subtract from |
1829 | /* reset exp to max allowed value. We subtract from |
1911 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1830 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1912 | * more than max exp, just return. |
1831 | * more than max exp, just return. |
… | |
… | |
1938 | * amount of permenent experience, whichever gives the lowest loss. |
1857 | * amount of permenent experience, whichever gives the lowest loss. |
1939 | */ |
1858 | */ |
1940 | void |
1859 | void |
1941 | apply_death_exp_penalty (object *op) |
1860 | apply_death_exp_penalty (object *op) |
1942 | { |
1861 | { |
1943 | object *tmp; |
|
|
1944 | sint64 loss; |
1862 | sint64 loss; |
1945 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1863 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1946 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1864 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1947 | |
1865 | |
1948 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1866 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1949 | if (tmp->type == SKILL && tmp->stats.exp) |
1867 | if (tmp->type == SKILL && tmp->stats.exp) |
1950 | { |
1868 | { |
1951 | |
|
|
1952 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1869 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1953 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1870 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1954 | |
1871 | |
1955 | /* With the revised exp system, you can get cases where |
1872 | /* With the revised exp system, you can get cases where |
1956 | * losing several levels would still require that you have more |
1873 | * losing several levels would still require that you have more |
1957 | * exp than you currently have - this is true if the levels |
1874 | * exp than you currently have - this is true if the levels |
1958 | * tables is a lot harder. |
1875 | * tables is a lot harder. |
1959 | */ |
1876 | */ |
1960 | if (level_loss < 0) |
1877 | if (level_loss < 0) |
1961 | level_loss = 0; |
1878 | level_loss = 0; |
1962 | |
1879 | |
1963 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1880 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1964 | |
1881 | |
1965 | tmp->stats.exp -= loss; |
1882 | tmp->stats.exp -= loss; |
1966 | player_lvl_adj (op, tmp); |
1883 | player_lvl_adj (op, tmp); |
1967 | } |
1884 | } |
1968 | |
1885 | |
1969 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1886 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1970 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1887 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1971 | |
1888 | |
1972 | if (level_loss < 0) |
1889 | if (level_loss < 0) |
1973 | level_loss = 0; |
1890 | level_loss = 0; |
|
|
1891 | |
1974 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1892 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1975 | |
1893 | |
1976 | op->stats.exp -= loss; |
1894 | op->stats.exp -= loss; |
1977 | player_lvl_adj (op, NULL); |
1895 | player_lvl_adj (op, NULL); |
1978 | } |
1896 | } |
1979 | |
1897 | |