1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT 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 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | |
26 | |
27 | /* 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 |
28 | * 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 |
29 | * 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 |
30 | */ |
30 | */ |
… | |
… | |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
265 | */ |
265 | */ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
267 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
268 | |
268 | |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
270 | |
270 | |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | * the object. |
272 | * the object. |
… | |
… | |
280 | * that gives them that ability. |
280 | * that gives them that ability. |
281 | */ |
281 | */ |
282 | int |
282 | int |
283 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
284 | { |
284 | { |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
285 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
286 | int success = 0; |
286 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
287 | int potion_max = 0; |
288 | int potion_max = 0; |
288 | |
289 | |
289 | /* remember what object was like before it was changed. note that |
290 | // keep some stats for comparison purposes |
290 | * refop is a local copy of op only to be used for detecting changes |
291 | object::flags_t prev_flag = op->flag; |
291 | * found by update_stats. refop is not a real object |
292 | MoveType prev_move_type = op->move_type; |
292 | */ |
293 | sint16 prev_resist [NROFATTACKS]; // clumsy |
293 | object_copy refop = *op; |
294 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
295 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
294 | |
296 | |
295 | if (op->type == PLAYER) |
297 | if (op->type == PLAYER) |
296 | { |
298 | { |
297 | if (tmp->type == POTION) |
299 | if (tmp->type == POTION) |
298 | { |
300 | { |
299 | potion_max = 1; |
301 | potion_max = 1; |
|
|
302 | |
300 | for (int j = 0; j < NUM_STATS; j++) |
303 | for (int j = 0; j < NUM_STATS; j++) |
301 | { |
304 | { |
302 | int ostat = op->contr->orig_stats.stat (j); |
305 | int ostat = op->contr->orig_stats.stat (j); |
303 | int i = tmp->stats.stat (j); |
306 | int i = tmp->stats.stat (j); |
304 | |
307 | |
305 | /* nstat is what the stat will be after use of the potion */ |
308 | /* nstat is what the stat will be after use of the potion */ |
306 | int nstat = flag * i + ostat; |
309 | int nstat = flag * i + ostat; |
307 | |
310 | |
308 | /* Do some bounds checking. While I don't think any |
311 | /* Do some bounds checking. There is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
|
|
310 | * that adjust that stat by more than one point, so we need |
312 | * that adjust that stat by more than one point, so we need |
311 | * to allow for that. |
313 | * to allow for that. |
312 | */ |
314 | */ |
313 | if (nstat < 1 && i * flag < 0) |
315 | if (nstat < 1 && i * flag < 0) |
314 | nstat = 1; |
316 | nstat = 1; |
… | |
… | |
366 | { |
368 | { |
367 | success = 1; |
369 | success = 1; |
368 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
370 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | } |
371 | } |
370 | |
372 | |
371 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
373 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
372 | { |
374 | { |
373 | success = 1; |
375 | success = 1; |
374 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
376 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | } |
377 | } |
376 | |
378 | |
377 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
379 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
378 | { |
380 | { |
379 | success = 1; |
381 | success = 1; |
380 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
382 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | } |
383 | } |
382 | |
384 | |
383 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
385 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
384 | { |
386 | { |
385 | success = 1; |
387 | success = 1; |
386 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
388 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | } |
389 | } |
388 | |
390 | |
… | |
… | |
390 | * user has multiple items giving the same type appled like we |
392 | * user has multiple items giving the same type appled like we |
391 | * used to - that is more work than what we gain, plus messages |
393 | * used to - that is more work than what we gain, plus messages |
392 | * can be misleading (a little higher could be miscontrued from |
394 | * can be misleading (a little higher could be miscontrued from |
393 | * from fly high) |
395 | * from fly high) |
394 | */ |
396 | */ |
395 | if (tmp->move_type && op->move_type != refop.move_type) |
397 | if (tmp->move_type && op->move_type != prev_move_type) |
396 | { |
398 | { |
397 | success = 1; |
399 | success = 1; |
398 | |
400 | |
399 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
401 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | * status doesn't make a difference if you are flying high |
402 | * status doesn't make a difference if you are flying high |
401 | */ |
403 | */ |
402 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
404 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | { |
405 | { |
404 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
406 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
405 | } |
407 | } |
406 | |
408 | |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | { |
410 | { |
409 | /* double conditional - second case covers if you have move_fly_low - |
411 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | } |
416 | } |
415 | |
417 | |
416 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | |
|
|
419 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
420 | check_move_on (op, op); |
|
|
421 | } |
420 | } |
422 | |
421 | |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | * originally undead may change their status |
423 | * originally undead may change their status |
425 | */ |
424 | */ |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
425 | if (!op->arch->flag [FLAG_UNDEAD]) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
426 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
428 | { |
427 | { |
429 | success = 1; |
428 | success = 1; |
430 | if (flag > 0) |
429 | if (flag > 0) |
431 | { |
430 | { |
432 | op->race = "undead"; |
431 | op->race = "undead"; |
… | |
… | |
437 | op->race = op->arch->race; |
436 | op->race = op->arch->race; |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | } |
438 | } |
440 | } |
439 | } |
441 | |
440 | |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
441 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
443 | { |
442 | { |
444 | success = 1; |
443 | success = 1; |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | } |
445 | } |
447 | |
446 | |
448 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
447 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
449 | { |
448 | { |
450 | success = 1; |
449 | success = 1; |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | } |
451 | } |
453 | |
452 | |
454 | /* blinded you can tell if more blinded since blinded player has minimal |
453 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | * vision |
454 | * vision |
456 | */ |
455 | */ |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
456 | if (tmp->flag [FLAG_BLIND]) |
458 | { |
457 | { |
459 | success = 1; |
458 | success = 1; |
460 | if (flag > 0) |
459 | if (flag > 0) |
461 | { |
460 | { |
462 | if (QUERY_FLAG (op, FLAG_WIZ)) |
461 | if (op->flag [FLAG_WIZ]) |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | else |
463 | else |
465 | { |
464 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | SET_FLAG (op, FLAG_BLIND); |
466 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
469 | op->contr->do_los = 1; |
468 | op->contr->do_los = 1; |
470 | } |
469 | } |
471 | } |
470 | } |
472 | else |
471 | else |
473 | { |
472 | { |
474 | if (QUERY_FLAG (op, FLAG_WIZ)) |
473 | if (op->flag [FLAG_WIZ]) |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | else |
475 | else |
477 | { |
476 | { |
478 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | CLEAR_FLAG (op, FLAG_BLIND); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
481 | op->contr->do_los = 1; |
480 | op->contr->do_los = 1; |
482 | } |
481 | } |
483 | } |
482 | } |
484 | } |
483 | } |
485 | |
484 | |
486 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
485 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
487 | { |
486 | { |
488 | success = 1; |
487 | success = 1; |
489 | if (op->type == PLAYER) |
488 | if (op->type == PLAYER) |
490 | op->contr->do_los = 1; |
489 | op->contr->do_los = 1; |
491 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
490 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | } |
491 | } |
493 | |
492 | |
494 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
493 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
495 | { |
494 | { |
496 | success = 1; |
495 | success = 1; |
497 | if (flag > 0) |
496 | if (flag > 0) |
498 | { |
497 | { |
499 | if (QUERY_FLAG (op, FLAG_WIZ)) |
498 | if (op->flag [FLAG_WIZ]) |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | else |
500 | else |
502 | { |
501 | { |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | if (op->type == PLAYER) |
503 | if (op->type == PLAYER) |
505 | op->contr->do_los = 1; |
504 | op->contr->do_los = 1; |
506 | } |
505 | } |
507 | } |
506 | } |
508 | else |
507 | else |
509 | { |
508 | { |
510 | if (QUERY_FLAG (op, FLAG_WIZ)) |
509 | if (op->flag [FLAG_WIZ]) |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
510 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | else |
511 | else |
513 | { |
512 | { |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | if (op->type == PLAYER) |
514 | if (op->type == PLAYER) |
… | |
… | |
553 | for (int i = 0; i < NROFATTACKS; i++) |
552 | for (int i = 0; i < NROFATTACKS; i++) |
554 | { |
553 | { |
555 | if (i == ATNR_PHYSICAL) |
554 | if (i == ATNR_PHYSICAL) |
556 | continue; /* Don't display about armour */ |
555 | continue; /* Don't display about armour */ |
557 | |
556 | |
558 | if (op->resist[i] != refop.resist[i]) |
557 | if (op->resist [i] != prev_resist [i]) |
559 | { |
558 | { |
560 | success = 1; |
559 | success = 1; |
|
|
560 | |
561 | if (op->resist[i] > refop.resist[i]) |
561 | if (op->resist [i] > prev_resist [i]) |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
563 | else |
563 | else |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
565 | |
565 | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
567 | } |
568 | } |
568 | } |
569 | |
569 | |
570 | if (!potion_max) |
570 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
571 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
572 | if (int i = tmp->stats.stat (j)) |
575 | { |
573 | { |
576 | success = 1; |
574 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
575 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
576 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
577 | |
582 | return success; |
578 | return success; |
583 | } |
579 | } |
584 | |
580 | |
585 | /* |
581 | /* |
… | |
… | |
596 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
597 | { |
593 | { |
598 | object *tmp; |
594 | object *tmp; |
599 | archetype *at; |
595 | archetype *at; |
600 | |
596 | |
601 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
602 | if (!at) |
598 | if (!at) |
603 | { |
599 | { |
604 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
605 | return; |
601 | return; |
606 | } |
602 | } |
… | |
… | |
608 | { |
604 | { |
609 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
610 | |
606 | |
611 | if (!tmp) |
607 | if (!tmp) |
612 | { |
608 | { |
613 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
614 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
615 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
616 | } |
612 | } |
617 | } |
613 | } |
618 | |
614 | |
… | |
… | |
626 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
627 | */ |
623 | */ |
628 | void |
624 | void |
629 | object::change_luck (int value) |
625 | object::change_luck (int value) |
630 | { |
626 | { |
631 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
632 | if (!at) |
628 | if (!at) |
633 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
634 | else |
630 | else |
635 | { |
631 | { |
636 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
638 | if (!tmp) |
634 | if (!tmp) |
639 | { |
635 | { |
640 | if (!value) |
636 | if (!value) |
641 | return; |
637 | return; |
642 | |
638 | |
643 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
644 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
645 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
646 | } |
642 | } |
647 | |
643 | |
648 | if (value) |
644 | if (value) |
… | |
… | |
703 | sint8 v = arch->stats.stat (i); |
699 | sint8 v = arch->stats.stat (i); |
704 | stats.stat (i) += v; |
700 | stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
701 | contr->orig_stats.stat (i) += v; |
706 | } |
702 | } |
707 | } |
703 | } |
|
|
704 | |
|
|
705 | /* These are the items that currently can change digestion, regeneration, |
|
|
706 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
707 | * list, but other items store other info into stats array. |
|
|
708 | */ |
|
|
709 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
710 | { |
|
|
711 | digest_types () |
|
|
712 | { |
|
|
713 | set (WEAPON); |
|
|
714 | set (BOW); |
|
|
715 | set (ARMOUR); |
|
|
716 | set (HELMET); |
|
|
717 | set (SHIELD); |
|
|
718 | set (RING); |
|
|
719 | set (BOOTS); |
|
|
720 | set (GLOVES); |
|
|
721 | set (AMULET); |
|
|
722 | set (GIRDLE); |
|
|
723 | set (BRACERS); |
|
|
724 | set (CLOAK); |
|
|
725 | set (DISEASE); |
|
|
726 | set (FORCE); |
|
|
727 | set (SKILL); |
|
|
728 | } |
|
|
729 | } digest_types; |
|
|
730 | |
|
|
731 | static struct copy_flags : object::flags_t |
|
|
732 | { |
|
|
733 | copy_flags () |
|
|
734 | { |
|
|
735 | set (FLAG_LIFESAVE); |
|
|
736 | set (FLAG_REFL_SPELL); |
|
|
737 | set (FLAG_REFL_MISSILE); |
|
|
738 | set (FLAG_STEALTH); |
|
|
739 | set (FLAG_XRAYS); |
|
|
740 | set (FLAG_BLIND); |
|
|
741 | set (FLAG_SEE_IN_DARK); |
|
|
742 | } |
|
|
743 | } copy_flags; |
708 | |
744 | |
709 | /* |
745 | /* |
710 | * Updates all abilities given by applied objects in the inventory |
746 | * Updates all abilities given by applied objects in the inventory |
711 | * of the given object. Note: This function works for both monsters |
747 | * of the given object. Note: This function works for both monsters |
712 | * and players; the "player" in the name is purely an archaic inheritance. |
748 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
717 | * spell system split, grace points now added to system --peterm |
753 | * spell system split, grace points now added to system --peterm |
718 | */ |
754 | */ |
719 | void |
755 | void |
720 | object::update_stats () |
756 | object::update_stats () |
721 | { |
757 | { |
722 | int i, j; |
|
|
723 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
758 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
724 | int weapon_weight = 0, weapon_speed = 0; |
759 | int weapon_weight = 0, weapon_speed = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
760 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
728 | float old_speed = speed; |
763 | float old_speed = speed; |
|
|
764 | int stat_sum [NUM_STATS]; |
|
|
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
729 | |
767 | |
730 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
731 | if (type == PLAYER) |
769 | if (type == PLAYER) |
732 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
733 | for (i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
734 | stats.stat (i) = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
735 | |
775 | |
736 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
737 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
738 | |
778 | |
739 | attacktype = 0; |
779 | attacktype = 0; |
… | |
… | |
770 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
771 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
772 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
773 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
774 | |
814 | |
775 | chosen_skill = 0; |
|
|
776 | |
|
|
777 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
778 | * archetype clone |
816 | * archetype clone |
779 | */ |
817 | */ |
780 | memcpy (&resist, &arch->resist, sizeof (resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
781 | |
819 | |
782 | for (i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
783 | { |
821 | { |
784 | if (resist[i] > 0) |
822 | if (resist[i] > 0) |
785 | prot[i] = resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
786 | else |
824 | else |
787 | vuln[i] = -(resist[i]), prot[i] = 0; |
825 | vuln[i] = -resist[i], prot[i] = 0; |
788 | |
826 | |
789 | potion_resist[i] = 0; |
827 | potion_resist[i] = -1000; |
790 | } |
828 | } |
791 | |
829 | |
792 | wc = arch->stats.wc; |
830 | wc = arch->stats.wc; |
793 | stats.dam = arch->stats.dam; |
831 | stats.dam = arch->stats.dam; |
794 | |
832 | |
… | |
… | |
799 | * basically, if a server updates its max level, these playes may find |
837 | * basically, if a server updates its max level, these playes may find |
800 | * that their protection from physical goes down |
838 | * that their protection from physical goes down |
801 | */ |
839 | */ |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
840 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
803 | { |
841 | { |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
842 | ac = max (-10, arch->stats.ac - level / 3); |
805 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
843 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
806 | } |
844 | } |
807 | else |
845 | else |
808 | ac = arch->stats.ac; |
846 | ac = arch->stats.ac; |
809 | |
847 | |
810 | stats.luck = arch->stats.luck; |
848 | stats.luck = arch->stats.luck; |
811 | speed = arch->speed; |
849 | speed = arch->speed; |
|
|
850 | |
|
|
851 | chosen_skill = 0; |
812 | |
852 | |
813 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
814 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
815 | */ |
855 | */ |
816 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
… | |
… | |
820 | * then calls this function. |
860 | * then calls this function. |
821 | */ |
861 | */ |
822 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
823 | continue; |
863 | continue; |
824 | |
864 | |
825 | /* See note in map.c:update_position about making this additive |
|
|
826 | * since light sources are never applied, need to put check here. |
|
|
827 | */ |
|
|
828 | if (tmp->glow_radius > glow_radius) |
|
|
829 | glow_radius = tmp->glow_radius; |
865 | glow_radius += tmp->glow_radius; |
830 | |
866 | |
831 | /* For some things, we don't care what is equipped */ |
867 | /* For some things, we don't care what is equipped */ |
832 | if (tmp->type == SKILL) |
868 | if (tmp->type == SKILL) |
833 | { |
869 | { |
834 | /* Want to take the highest skill here. */ |
870 | /* Want to take the highest skill here. */ |
… | |
… | |
847 | else if (tmp->level > grace_obj->level) |
883 | else if (tmp->level > grace_obj->level) |
848 | grace_obj = tmp; |
884 | grace_obj = tmp; |
849 | } |
885 | } |
850 | } |
886 | } |
851 | |
887 | |
852 | /* Container objects are not meant to adjust a players, but other applied |
888 | /* Container objects are not meant to adjust players, but other applied |
853 | * objects need to make adjustments. |
889 | * objects need to make adjustments. |
854 | * This block should handle all player specific changes |
890 | * This block should handle all player specific changes |
855 | * The check for Praying is a bit of a hack - god given bonuses are put |
891 | * The check for Praying is a bit of a hack - god given bonuses are put |
856 | * in the praying skill, and the player should always get those. |
892 | * in the praying skill, and the player should always get those. |
857 | * It also means we need to put in additional checks for applied below, |
893 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
859 | * up, etc. |
895 | * up, etc. |
860 | */ |
896 | */ |
861 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
862 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
863 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
864 | || (tmp->type == SKILL |
|
|
865 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
866 | { |
901 | { |
867 | if (type == PLAYER) |
902 | if (type == PLAYER) |
868 | { |
903 | { |
869 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
870 | |
905 | |
871 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
872 | if (tmp != current_weapon |
|
|
873 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
874 | && !tmp->flag [FLAG_CURSED] |
|
|
875 | && !tmp->flag [FLAG_DAMNED]) |
|
|
876 | continue; |
|
|
877 | |
|
|
878 | for (i = 0; i < NUM_STATS; i++) |
906 | for (int i = 0; i < NUM_STATS; i++) |
879 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
907 | stat_sum [i] += tmp->stats.stat (i); |
880 | |
908 | |
881 | /* These are the items that currently can change digestion, regeneration, |
909 | if (digest_types [tmp->type]) |
882 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
883 | * list, but other items store other info into stats array. |
|
|
884 | */ |
|
|
885 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
886 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
887 | tmp->type == SHIELD || tmp->type == RING || |
|
|
888 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
889 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
890 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
891 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
892 | tmp->type == SKILL) |
|
|
893 | { |
910 | { |
894 | contr->digestion += tmp->stats.food; |
911 | contr->digestion += tmp->stats.food; |
895 | contr->gen_hp += tmp->stats.hp; |
912 | contr->gen_hp += tmp->stats.hp; |
|
|
913 | if (tmp->type != BOW) // ugly exception for bows |
896 | contr->gen_sp += tmp->stats.sp; |
914 | contr->gen_sp += tmp->stats.sp; |
897 | contr->gen_grace += tmp->stats.grace; |
915 | contr->gen_grace += tmp->stats.grace; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
916 | contr->gen_sp_armour += tmp->gen_sp_armour; |
899 | } |
917 | } |
900 | } /* if this is a player */ |
918 | } /* if this is a player */ |
901 | else |
919 | else |
… | |
… | |
903 | if (tmp->type == WEAPON) |
921 | if (tmp->type == WEAPON) |
904 | current_weapon = tmp; |
922 | current_weapon = tmp; |
905 | } |
923 | } |
906 | |
924 | |
907 | /* Update slots used for items */ |
925 | /* Update slots used for items */ |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
926 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
927 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
910 | slot[i].used += tmp->slot[i].info; |
928 | slot[i].used += tmp->slot[i].info; |
911 | |
929 | |
912 | if (tmp->type == SYMPTOM) |
930 | if (tmp->type == SYMPTOM) |
913 | { |
|
|
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
931 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
915 | |
932 | |
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). |
933 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
921 | * (Negative protections are calculated exactly like positive.) |
934 | * (Negative protections are calculated exactly like positive.) |
922 | * Resistance from potions are treated special as well. If there's |
935 | * Resistance from potions are treated special as well. If there's |
923 | * more than one potion-effect, the bigger prot.-value is taken. |
936 | * more than one potion-effect, the bigger prot.-value is taken. |
924 | */ |
937 | */ |
925 | if (tmp->type != POTION) |
938 | if (tmp->type == POTION_EFFECT) |
926 | { |
|
|
927 | for (i = 0; i < NROFATTACKS; i++) |
939 | 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]; |
940 | max_it (potion_resist[i], tmp->resist[i]); |
938 | } |
941 | else if (tmp->type != POTION) |
|
|
942 | for (int i = 0; i < NROFATTACKS; i++) |
939 | else if (tmp->resist[i] > 0) |
943 | if (tmp->resist[i] > 0) |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
944 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
941 | else if (tmp->resist[i] < 0) |
945 | else if (tmp->resist[i] < 0) |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
946 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
943 | } |
|
|
944 | } |
|
|
945 | |
947 | |
946 | /* There may be other things that should not adjust the attacktype */ |
948 | /* There may be other things that should not adjust the attacktype */ |
947 | if (tmp->type != SYMPTOM) |
949 | if (tmp->type != SYMPTOM) |
948 | { |
950 | { |
949 | attacktype |= tmp->attacktype; |
951 | attacktype |= tmp->attacktype; |
… | |
… | |
952 | path_denied |= tmp->path_denied; |
954 | path_denied |= tmp->path_denied; |
953 | move_type |= tmp->move_type; |
955 | move_type |= tmp->move_type; |
954 | stats.luck += tmp->stats.luck; |
956 | stats.luck += tmp->stats.luck; |
955 | } |
957 | } |
956 | |
958 | |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
959 | 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 | |
960 | |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
961 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
966 | SET_FLAG (this, FLAG_UNDEAD); |
962 | SET_FLAG (this, FLAG_UNDEAD); |
967 | |
963 | |
|
|
964 | //TODO: copy_flags? |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
965 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
969 | { |
966 | { |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
967 | SET_FLAG (this, FLAG_MAKE_INVIS); |
971 | invisible = 1; |
968 | invisible = 1; |
972 | } |
969 | } |
… | |
… | |
982 | added_speed += tmp->stats.exp; |
979 | added_speed += tmp->stats.exp; |
983 | } |
980 | } |
984 | |
981 | |
985 | switch (tmp->type) |
982 | switch (tmp->type) |
986 | { |
983 | { |
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: |
984 | case SKILL: |
999 | { |
985 | { |
|
|
986 | // some skills will end up here without counting as "applied" |
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
987 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1001 | break; |
988 | break; |
1002 | |
989 | |
1003 | if (chosen_skill) |
990 | if (chosen_skill) |
1004 | { |
991 | { |
1005 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
992 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1007 | |
994 | |
1008 | tmp->flag [FLAG_APPLIED] = false; |
995 | tmp->flag [FLAG_APPLIED] = false; |
1009 | update_stats (); |
996 | update_stats (); |
1010 | return; |
997 | return; |
1011 | } |
998 | } |
1012 | else |
999 | |
1013 | chosen_skill = tmp; |
1000 | chosen_skill = tmp; |
1014 | |
1001 | |
1015 | if (tmp->stats.dam > 0) |
1002 | if (tmp->stats.dam > 0) |
1016 | { /* skill is a 'weapon' */ |
1003 | { /* skill is a 'weapon' */ |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1004 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1005 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1019 | |
|
|
1020 | if (weapon_speed < 0) |
|
|
1021 | weapon_speed = 0; |
|
|
1022 | |
1006 | |
1023 | weapon_weight = tmp->weight; |
1007 | weapon_weight = tmp->weight; |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1008 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1025 | |
1009 | |
1026 | if (tmp->magic) |
1010 | if (tmp->magic) |
… | |
… | |
1035 | |
1019 | |
1036 | if (tmp->stats.ac) |
1020 | if (tmp->stats.ac) |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1021 | ac -= tmp->stats.ac + tmp->magic; |
1038 | |
1022 | |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1023 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1024 | contr->encumbrance += 3 * tmp->weight / 1000; |
1041 | } |
1025 | } |
1042 | |
1026 | |
1043 | break; |
1027 | break; |
1044 | |
1028 | |
1045 | case SHIELD: |
1029 | case SHIELD: |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1030 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
1031 | contr->encumbrance += tmp->weight / 2000; |
|
|
1032 | //FALLTHROUGH |
1048 | case RING: |
1033 | case RING: |
1049 | case AMULET: |
1034 | case AMULET: |
1050 | case GIRDLE: |
1035 | case GIRDLE: |
1051 | case HELMET: |
1036 | case HELMET: |
1052 | case BOOTS: |
1037 | case BOOTS: |
… | |
… | |
1061 | if (tmp->stats.ac) |
1046 | if (tmp->stats.ac) |
1062 | ac -= tmp->stats.ac + tmp->magic; |
1047 | ac -= tmp->stats.ac + tmp->magic; |
1063 | |
1048 | |
1064 | break; |
1049 | break; |
1065 | |
1050 | |
|
|
1051 | case WAND: |
|
|
1052 | case ROD: |
|
|
1053 | case HORN: |
|
|
1054 | break; |
|
|
1055 | |
1066 | case BOW: |
1056 | case BOW: |
1067 | case WEAPON: |
1057 | case WEAPON: |
1068 | if (type != PLAYER || current_weapon == tmp) |
|
|
1069 | { |
|
|
1070 | wc -= tmp->stats.wc + tmp->magic; |
1058 | wc -= tmp->stats.wc + tmp->magic; |
1071 | |
1059 | |
1072 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1060 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1073 | ac -= tmp->stats.ac + tmp->magic; |
1061 | ac -= tmp->stats.ac + tmp->magic; |
1074 | |
1062 | |
1075 | stats.dam += tmp->stats.dam + tmp->magic; |
1063 | stats.dam += tmp->stats.dam + tmp->magic; |
1076 | weapon_weight = tmp->weight; |
1064 | weapon_weight = tmp->weight; |
1077 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1065 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1078 | |
1066 | |
1079 | if (weapon_speed < 0) |
1067 | if (weapon_speed < 0) |
1080 | weapon_speed = 0; |
1068 | weapon_speed = 0; |
1081 | |
1069 | |
1082 | slaying = tmp->slaying; |
1070 | slaying = tmp->slaying; |
1083 | |
1071 | |
1084 | /* If there is desire that two handed weapons should do |
1072 | /* If there is desire that two handed weapons should do |
1085 | * extra strength damage, this is where the code should |
1073 | * extra strength damage, this is where the code should |
1086 | * go. |
1074 | * go. |
1087 | */ |
1075 | */ |
1088 | |
1076 | |
1089 | if (type == PLAYER) |
1077 | if (type == PLAYER) |
1090 | if (settings.spell_encumbrance) |
1078 | if (settings.spell_encumbrance) |
1091 | contr->encumbrance += tmp->weight * 3 / 1000; |
1079 | contr->encumbrance += tmp->weight * 3 / 1000; |
1092 | } |
|
|
1093 | |
1080 | |
1094 | break; |
1081 | break; |
1095 | |
1082 | |
1096 | case ARMOUR: /* Only the best of these three are used: */ |
1083 | case ARMOUR: /* Only the best of these three are used: */ |
1097 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1084 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1120 | else /* To nullify the below effect */ |
1107 | else /* To nullify the below effect */ |
1121 | ac += tmp->stats.ac + tmp->magic; |
1108 | ac += tmp->stats.ac + tmp->magic; |
1122 | } |
1109 | } |
1123 | |
1110 | |
1124 | if (tmp->stats.wc) |
1111 | if (tmp->stats.wc) |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1112 | wc -= tmp->stats.wc + tmp->magic; |
1126 | |
1113 | |
1127 | if (tmp->stats.ac) |
1114 | if (tmp->stats.ac) |
1128 | ac -= (tmp->stats.ac + tmp->magic); |
1115 | ac -= tmp->stats.ac + tmp->magic; |
1129 | |
1116 | |
1130 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1117 | if (ARMOUR_SPEED (tmp)) |
1131 | max = ARMOUR_SPEED (tmp) / 10.f; |
1118 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1132 | |
1119 | |
1133 | break; |
1120 | break; |
1134 | } /* switch tmp->type */ |
1121 | } /* switch tmp->type */ |
1135 | } /* item is equipped */ |
1122 | } /* item is equipped */ |
1136 | } /* for loop of items */ |
1123 | } /* for loop of items */ |
|
|
1124 | |
|
|
1125 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1137 | |
1126 | |
1138 | /* We've gone through all the objects the player has equipped. For many things, we |
1127 | /* 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. |
1128 | * have generated intermediate values which we now need to assign. |
1140 | */ |
1129 | */ |
1141 | |
1130 | |
… | |
… | |
1143 | * If there is an uncursed potion in effect, granting more protection |
1132 | * If there is an uncursed potion in effect, granting more protection |
1144 | * than that, we take: 'total resistance = resistance from potion'. |
1133 | * than that, we take: 'total resistance = resistance from potion'. |
1145 | * If there is a cursed (and no uncursed) potion in effect, we take |
1134 | * If there is a cursed (and no uncursed) potion in effect, we take |
1146 | * 'total resistance = vulnerability from cursed potion'. |
1135 | * 'total resistance = vulnerability from cursed potion'. |
1147 | */ |
1136 | */ |
1148 | for (i = 0; i < NROFATTACKS; i++) |
1137 | for (int i = 0; i < NROFATTACKS; i++) |
1149 | { |
1138 | { |
1150 | resist[i] = prot[i] - vuln[i]; |
1139 | resist[i] = prot[i] - vuln[i]; |
1151 | |
1140 | |
1152 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1141 | if (potion_resist[i] != -1000 |
|
|
1142 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1153 | resist[i] = potion_resist[i]; |
1143 | resist[i] = potion_resist[i]; |
1154 | } |
1144 | } |
1155 | |
1145 | |
1156 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1157 | if (type == PLAYER) |
1146 | if (type == PLAYER) |
1158 | { |
1147 | { |
|
|
1148 | // clamp various player stats |
|
|
1149 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1150 | stats.stat (i) = stat_sum [i]; |
|
|
1151 | |
|
|
1152 | check_stat_bounds (&stats); |
|
|
1153 | |
|
|
1154 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1155 | |
|
|
1156 | /* Figure out the players sp/mana/hp totals. */ |
1159 | int pl_level; |
1157 | int pl_level; |
1160 | |
1158 | |
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! */ |
1159 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1166 | |
1160 | |
1167 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1161 | /* 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. |
1162 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1169 | */ |
1163 | */ |
1170 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1164 | stats.maxhp = 0; |
|
|
1165 | for (int i = 1; i <= min (10, pl_level); i++) |
1171 | { |
1166 | { |
1172 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1167 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1173 | |
1168 | |
1174 | if (i % 2 && con_bonus[stats.Con] % 2) |
1169 | if (i % 2 && con_bonus[stats.Con] % 2) |
1175 | { |
|
|
1176 | if (con_bonus[stats.Con] > 0) |
1170 | if (con_bonus[stats.Con] > 0) |
1177 | j++; |
1171 | j++; |
1178 | else |
1172 | else |
1179 | j--; |
1173 | j--; |
1180 | } |
|
|
1181 | |
1174 | |
1182 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1175 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1183 | } |
1176 | } |
1184 | |
1177 | |
1185 | for (i = 11; i <= level; i++) |
1178 | stats.maxhp += 2 * max (0, level - 10); |
1186 | stats.maxhp += 2; |
|
|
1187 | |
1179 | |
1188 | if (stats.hp > stats.maxhp) |
1180 | if (stats.hp > stats.maxhp) |
1189 | stats.hp = stats.maxhp; |
1181 | stats.hp = stats.maxhp; |
1190 | |
1182 | |
1191 | /* Sp gain is controlled by the level of the player's |
1183 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1204 | |
1196 | |
1205 | if (mana_obj == this && type == PLAYER) |
1197 | if (mana_obj == this && type == PLAYER) |
1206 | stats.maxsp = 1; |
1198 | stats.maxsp = 1; |
1207 | else |
1199 | else |
1208 | { |
1200 | { |
1209 | sp_tmp = 0.f; |
1201 | float sp_tmp = 0.f; |
1210 | |
1202 | |
1211 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1203 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1212 | { |
1204 | { |
1213 | float stmp; |
1205 | float stmp; |
1214 | |
1206 | |
1215 | /* Got some extra bonus at first level */ |
1207 | /* Got some extra bonus at first level */ |
1216 | if (i < 2) |
1208 | if (i < 2) |
1217 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1209 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1218 | else |
1210 | else |
1219 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1211 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1220 | |
1212 | |
1221 | if (stmp < 1.f) |
|
|
1222 | stmp = 1.f; |
|
|
1223 | |
|
|
1224 | sp_tmp += stmp; |
1213 | sp_tmp += max (1.f, stmp); |
1225 | } |
1214 | } |
1226 | |
1215 | |
1227 | stats.maxsp = (sint16)sp_tmp; |
1216 | 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 | } |
1217 | } |
1232 | |
1218 | |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1219 | /* Characters can get their sp supercharged via rune of transferrance */ |
1234 | if (stats.sp > stats.maxsp * 2) |
1220 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1235 | stats.sp = stats.maxsp * 2; |
|
|
1236 | |
1221 | |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1222 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1238 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1223 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1239 | grace_obj = this; |
1224 | grace_obj = this; |
1240 | |
1225 | |
… | |
… | |
1245 | /* store grace in a float - this way, the divisions below don't create |
1230 | /* 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 |
1231 | * 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 |
1232 | * becomes big jumps when the sums of the bonuses jump to the next |
1248 | * step of 8 - with floats, even fractional ones are useful. |
1233 | * step of 8 - with floats, even fractional ones are useful. |
1249 | */ |
1234 | */ |
1250 | sp_tmp = 0.f; |
1235 | float sp_tmp = 0.f; |
1251 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1236 | |
|
|
1237 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1252 | { |
1238 | { |
1253 | float grace_tmp = 0.f; |
1239 | float grace_tmp = 0.f; |
1254 | |
1240 | |
1255 | /* Got some extra bonus at first level */ |
1241 | /* Got some extra bonus at first level */ |
1256 | if (i < 2) |
1242 | if (i < 2) |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1243 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1258 | else |
1244 | else |
1259 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1245 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1260 | |
1246 | |
1261 | if (grace_tmp < 1.f) |
|
|
1262 | grace_tmp = 1.f; |
|
|
1263 | |
|
|
1264 | sp_tmp += grace_tmp; |
1247 | sp_tmp += max (1.f, grace_tmp); |
1265 | } |
1248 | } |
1266 | |
1249 | |
1267 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1268 | |
|
|
1269 | /* two grace points per level after 11 */ |
1250 | /* two grace points per level after 10 */ |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1251 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1271 | stats.maxgrace += 2; |
|
|
1272 | } |
1252 | } |
1273 | |
1253 | |
1274 | /* No limit on grace vs maxgrace */ |
1254 | /* No limit on grace vs maxgrace */ |
1275 | |
1255 | |
1276 | if (contr->braced) |
1256 | if (contr->braced) |
… | |
… | |
1296 | |
1276 | |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1277 | if (contr && wc_obj && wc_obj->level > 1) |
1298 | { |
1278 | { |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1279 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1300 | |
1280 | |
1301 | for (i = 1; i < wc_obj->level; i++) |
1281 | for (int i = 1; i < wc_obj->level; i++) |
1302 | { |
1282 | { |
1303 | /* additional wc every 6 levels */ |
1283 | /* additional wc every 6 levels */ |
1304 | if (!(i % 6)) |
1284 | if (!(i % 6)) |
1305 | wc--; |
1285 | wc--; |
1306 | |
1286 | |
… | |
… | |
1319 | |
1299 | |
1320 | speed = 1.f + speed_bonus[stats.Dex]; |
1300 | speed = 1.f + speed_bonus[stats.Dex]; |
1321 | |
1301 | |
1322 | if (settings.search_items && contr->search_str[0]) |
1302 | if (settings.search_items && contr->search_str[0]) |
1323 | speed -= 1; |
1303 | speed -= 1; |
1324 | |
|
|
1325 | if (attacktype == 0) |
|
|
1326 | attacktype = arch->attacktype; |
|
|
1327 | } /* End if player */ |
1304 | } /* End if player */ |
1328 | |
1305 | |
1329 | if (added_speed >= 0) |
1306 | if (added_speed >= 0) |
1330 | speed += added_speed / 10.f; |
1307 | speed += added_speed / 10.f; |
1331 | else /* Something wrong here...: */ |
1308 | else /* Something wrong here...: */ |
1332 | speed /= 1.f - added_speed; |
1309 | speed /= 1.f - added_speed; |
1333 | |
1310 | |
1334 | /* Max is determined by armour */ |
1311 | /* Max is determined by armour */ |
1335 | if (speed > max) |
1312 | speed = min (speed, max_speed); |
1336 | speed = max; |
|
|
1337 | |
1313 | |
1338 | if (type == PLAYER) |
1314 | if (type == PLAYER) |
1339 | { |
1315 | { |
1340 | /* f is a number the represents the number of kg above (positive num) |
1316 | /* 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 |
1317 | * or below (negative number) that the player is carrying. If above |
1342 | * weight limit, then player suffers a speed reduction based on how |
1318 | * weight limit, then player suffers a speed reduction based on how |
1343 | * much above he is, and what is max carry is |
1319 | * much above he is, and what is max carry is |
1344 | */ |
1320 | */ |
1345 | f = (carrying / 1000) - max_carry[stats.Str]; |
1321 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1346 | if (f > 0) |
1322 | if (f > 0.f) |
1347 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1323 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1348 | } |
1324 | } |
1349 | |
1325 | |
1350 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1326 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1327 | speed *= speed_reduce_from_disease; |
1351 | |
1328 | |
1352 | /* Put a lower limit on speed. Note with this speed, you move once every |
1329 | /* 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. |
1330 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1354 | */ |
1331 | */ |
1355 | speed = speed * speed_reduce_from_disease; |
1332 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1356 | |
1333 | |
1357 | if (speed < 0.01f && type == PLAYER) |
1334 | if (speed != old_speed) |
1358 | speed = 0.01f; |
1335 | set_speed (speed); |
1359 | |
1336 | |
1360 | if (type == PLAYER) |
1337 | if (type == PLAYER) |
1361 | { |
1338 | { |
1362 | /* (This formula was made by vidarl@ifi.uio.no) |
1339 | /* (This formula was made by vidarl@ifi.uio.no) |
1363 | * Note that we never used these values again - basically |
1340 | * Note that we never used these values again - basically |
… | |
… | |
1395 | if (move_type == 0) |
1372 | if (move_type == 0) |
1396 | move_type = MOVE_WALK; |
1373 | move_type = MOVE_WALK; |
1397 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1374 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1398 | move_type &= ~MOVE_WALK; |
1375 | move_type &= ~MOVE_WALK; |
1399 | |
1376 | |
1400 | if (speed != old_speed) |
1377 | // now apply the new move_type |
1401 | set_speed (speed); |
1378 | if (this->move_type != move_type) |
|
|
1379 | change_move_type (move_type); |
1402 | |
1380 | |
1403 | /* It is quite possible that a player's spell costing might have changed, |
1381 | /* It is quite possible that a player's spell costing might have changed, |
1404 | * so we will check that now. |
1382 | * so we will check that now. |
1405 | */ |
1383 | */ |
1406 | if (type == PLAYER) |
1384 | if (is_player ()) |
1407 | { |
1385 | contr->update_spells (); |
1408 | esrv_update_stats (contr); |
|
|
1409 | esrv_update_spells (contr); |
|
|
1410 | } |
|
|
1411 | |
1386 | |
1412 | // update the mapspace, if we are on a map |
1387 | // update the mapspace, if we are on a map |
1413 | if (!flag [FLAG_REMOVED] && map) |
1388 | if (!flag [FLAG_REMOVED] && map) |
1414 | map->at (x, y).flags_ = 0; |
1389 | map->at (x, y).flags_ = 0; |
|
|
1390 | } |
|
|
1391 | |
|
|
1392 | void |
|
|
1393 | object::set_glow_radius (sint8 rad) |
|
|
1394 | { |
|
|
1395 | glow_radius = rad; |
|
|
1396 | |
|
|
1397 | if (is_on_map ()) |
|
|
1398 | update_all_los (map, x, y); |
|
|
1399 | else if (object *env = outer_env ()) |
|
|
1400 | { |
|
|
1401 | env->update_stats (); |
|
|
1402 | |
|
|
1403 | if (env->is_on_map ()) |
|
|
1404 | update_all_los (env->map, env->x, env->y); |
|
|
1405 | } |
1415 | } |
1406 | } |
1416 | |
1407 | |
1417 | /* |
1408 | /* |
1418 | * Returns true if the given player is a legal class. |
1409 | * Returns true if the given player is a legal class. |
1419 | * The function to add and remove class-bonuses to the stats doesn't |
1410 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1435 | |
1426 | |
1436 | /* |
1427 | /* |
1437 | * set the new dragon name after gaining levels or |
1428 | * set the new dragon name after gaining levels or |
1438 | * changing ability focus (later this can be extended to |
1429 | * changing ability focus (later this can be extended to |
1439 | * eventually change the player's face and animation) |
1430 | * 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 | */ |
1431 | */ |
1446 | void |
1432 | void |
1447 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1433 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1448 | { |
1434 | { |
1449 | int atnr = -1; /* attacknumber of highest level */ |
1435 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1467 | /* now if there are equals at highest level, pick the one with focus, |
1453 | /* now if there are equals at highest level, pick the one with focus, |
1468 | or else at random */ |
1454 | or else at random */ |
1469 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1455 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1470 | atnr = abil->stats.exp; |
1456 | atnr = abil->stats.exp; |
1471 | |
1457 | |
1472 | level = (int) (level / 5.); |
|
|
1473 | |
|
|
1474 | /* now set the new title */ |
1458 | /* now set the new title */ |
1475 | if (pl->contr != NULL) |
|
|
1476 | { |
|
|
1477 | if (level == 0) |
|
|
1478 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1459 | 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]); |
1460 | 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]); |
1461 | 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]); |
1462 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1485 | else |
1463 | else |
1486 | { |
1464 | { |
1487 | /* special titles for extra high resistance! */ |
1465 | /* special titles for extra high resistance! */ |
1488 | if (skin->resist[atnr] > 80) |
|
|
1489 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1466 | 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]); |
1467 | 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]); |
1468 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1494 | } |
|
|
1495 | } |
1469 | } |
1496 | |
1470 | |
1497 | strcpy (pl->contr->own_title, ""); |
1471 | strcpy (pl->contr->own_title, ""); |
1498 | } |
1472 | } |
1499 | |
1473 | |
1500 | /* |
1474 | /* |
1501 | * This function is called when a dragon-player gains |
1475 | * This function is called when a dragon-player gains |
1502 | * an overall level. Here, the dragon might gain new abilities |
1476 | * an overall level. Here, the dragon might gain new abilities |
1503 | * or change the ability-focus. |
1477 | * or change the ability-focus. |
1504 | */ |
1478 | */ |
1505 | void |
1479 | static void |
1506 | dragon_level_gain (object *who) |
1480 | dragon_level_gain (object *who) |
1507 | { |
1481 | { |
1508 | object *abil = NULL; /* pointer to dragon ability force */ |
1482 | object *abil = NULL; /* pointer to dragon ability force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1483 | object *skin = NULL; /* pointer to dragon skin force */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1484 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1566 | object *skill_obj; |
1540 | object *skill_obj; |
1567 | |
1541 | |
1568 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1542 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1569 | if (!skill_obj) |
1543 | if (!skill_obj) |
1570 | { |
1544 | { |
1571 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1545 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1572 | return NULL; |
1546 | return NULL; |
1573 | } |
1547 | } |
1574 | |
1548 | |
1575 | /* clear the flag - exp goes into this bucket, but player |
1549 | /* clear the flag - exp goes into this bucket, but player |
1576 | * still doesn't know it. |
1550 | * still doesn't know it. |
1577 | */ |
1551 | */ |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1552 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1579 | skill_obj->stats.exp = 0; |
1553 | skill_obj->stats.exp = 0; |
1580 | skill_obj->level = 1; |
1554 | skill_obj->level = 1; |
1581 | insert_ob_in_ob (skill_obj, op); |
1555 | op->insert (skill_obj); |
1582 | |
1556 | |
1583 | if (player *pl = op->contr) |
1557 | if (player *pl = op->contr) |
1584 | { |
1558 | pl->link_skills (); |
1585 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1586 | if (pl->ns) |
|
|
1587 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1588 | } |
|
|
1589 | |
1559 | |
1590 | return skill_obj; |
1560 | return skill_obj; |
1591 | } |
1561 | } |
1592 | |
1562 | |
1593 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1563 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1599 | */ |
1569 | */ |
1600 | void |
1570 | void |
1601 | player_lvl_adj (object *who, object *op) |
1571 | player_lvl_adj (object *who, object *op) |
1602 | { |
1572 | { |
1603 | char buf[MAX_BUF]; |
1573 | char buf[MAX_BUF]; |
|
|
1574 | bool changed = false; |
1604 | |
1575 | |
1605 | if (!op) /* when rolling stats */ |
1576 | if (!op) /* when rolling stats */ |
1606 | op = who; |
1577 | op = who; |
1607 | |
1578 | |
1608 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1579 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1609 | { |
1580 | { |
|
|
1581 | changed = true; |
|
|
1582 | |
1610 | op->level++; |
1583 | op->level++; |
1611 | |
1584 | |
1612 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1585 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1613 | dragon_level_gain (who); |
1586 | dragon_level_gain (who); |
1614 | |
1587 | |
1615 | /* Only roll these if it is the player (who) that gained the level */ |
1588 | /* Only roll these if it is the player (who) that gained the level */ |
1616 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1589 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1617 | { |
1590 | { |
1618 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1591 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1619 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1592 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1620 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1593 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1621 | } |
1594 | } |
1622 | |
1595 | |
1623 | who->update_stats (); |
|
|
1624 | if (op->level > 1) |
1596 | if (op->level > 1) |
1625 | { |
1597 | { |
1626 | if (op->type != PLAYER) |
1598 | if (op->type != PLAYER) |
|
|
1599 | { |
|
|
1600 | who->contr->play_sound (sound_find ("skill_up")); |
1627 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1601 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1602 | } |
1628 | else |
1603 | else |
|
|
1604 | { |
|
|
1605 | who->contr->play_sound (sound_find ("level_up")); |
1629 | sprintf (buf, "You are now level %d.", op->level); |
1606 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1607 | } |
1630 | |
1608 | |
1631 | if (who) |
1609 | if (who) |
1632 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1610 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1633 | } |
1611 | } |
1634 | |
|
|
1635 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1636 | } |
1612 | } |
|
|
1613 | |
1637 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1614 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1638 | { |
1615 | { |
|
|
1616 | changed = true; |
|
|
1617 | |
1639 | op->level--; |
1618 | op->level--; |
1640 | who->update_stats (); |
|
|
1641 | |
1619 | |
1642 | if (op->type != PLAYER) |
1620 | if (op->type != PLAYER) |
1643 | { |
1621 | { |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1622 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1645 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1623 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1646 | } |
1624 | } |
1647 | |
|
|
1648 | player_lvl_adj (who, op); /* To decrease more levels */ |
|
|
1649 | } |
1625 | } |
1650 | |
1626 | |
1651 | /* check if the spell data has changed */ |
1627 | if (changed) |
1652 | esrv_update_stats (who->contr); |
1628 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1653 | esrv_update_spells (who->contr); |
|
|
1654 | } |
1629 | } |
1655 | |
1630 | |
1656 | /* |
1631 | /* |
1657 | * Returns how much experience is needed for a player to become |
1632 | * Returns how much experience is needed for a player to become |
1658 | * the given level. level should really never exceed max_level |
1633 | * the given level. level should really never exceed max_level |
… | |
… | |
1702 | * flag is what to do if the player doesn't have the skill: |
1677 | * flag is what to do if the player doesn't have the skill: |
1703 | */ |
1678 | */ |
1704 | static void |
1679 | static void |
1705 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1680 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1706 | { |
1681 | { |
1707 | object *skill_obj = NULL; |
1682 | object *skill_obj; |
1708 | sint64 limit, exp_to_add; |
1683 | sint64 limit, exp_to_add; |
1709 | int i; |
1684 | int i; |
1710 | |
1685 | |
1711 | /* prevents some forms of abuse. */ |
1686 | /* prevents some forms of abuse. */ |
1712 | if (op->contr->braced) |
1687 | if (op->contr->braced) |
… | |
… | |
1715 | /* Try to find the matching skill. |
1690 | /* Try to find the matching skill. |
1716 | * We do a shortcut/time saving mechanism first - see if it matches |
1691 | * We do a shortcut/time saving mechanism first - see if it matches |
1717 | * chosen_skill. This means we don't need to search through |
1692 | * chosen_skill. This means we don't need to search through |
1718 | * the players inventory. |
1693 | * the players inventory. |
1719 | */ |
1694 | */ |
|
|
1695 | skill_obj = 0; |
|
|
1696 | |
1720 | if (skill_name) |
1697 | if (skill_name) |
1721 | { |
1698 | { |
1722 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1699 | skill_obj = op->contr->find_skill (skill_name); |
1723 | skill_obj = op->chosen_skill; |
|
|
1724 | else |
|
|
1725 | { |
|
|
1726 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1727 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1728 | { |
|
|
1729 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1730 | break; |
|
|
1731 | } |
|
|
1732 | |
1700 | |
1733 | /* Player doesn't have the skill. Check to see what to do, and give |
1701 | /* Player doesn't have the skill. Check to see what to do, and give |
1734 | * it to the player if necessary |
1702 | * it to the player if necessary |
1735 | */ |
1703 | */ |
1736 | if (!skill_obj) |
1704 | if (!skill_obj) |
1737 | { |
1705 | { |
1738 | if (flag == SK_EXP_NONE) |
1706 | if (flag == SK_EXP_NONE) |
1739 | return; |
1707 | return; |
|
|
1708 | |
1740 | else if (flag == SK_EXP_ADD_SKILL) |
1709 | if (flag == SK_EXP_ADD_SKILL) |
1741 | give_skill_by_name (op, skill_name); |
1710 | skill_obj = give_skill_by_name (op, skill_name); |
1742 | } |
|
|
1743 | } |
1711 | } |
1744 | } |
1712 | } |
1745 | |
1713 | |
1746 | if (flag != SK_EXP_SKILL_ONLY) |
1714 | if (flag != SK_EXP_SKILL_ONLY) |
1747 | { |
1715 | { |
… | |
… | |
1780 | player_lvl_adj (op, skill_obj); |
1748 | player_lvl_adj (op, skill_obj); |
1781 | } |
1749 | } |
1782 | } |
1750 | } |
1783 | |
1751 | |
1784 | /* This function checks to make sure that object 'op' can |
1752 | /* This function checks to make sure that object 'op' can |
1785 | * lost 'exp' experience. It returns the amount of exp |
1753 | * lose 'exp' experience. It returns the amount of exp |
1786 | * object 'op' can in fact lose - it basically makes |
1754 | * object 'op' can in fact lose - it basically makes |
1787 | * adjustments based on permanent exp and the like. |
1755 | * adjustments based on permanent exp and the like. |
1788 | * This function should always be used for losing experience - |
1756 | * This function should always be used for losing experience - |
1789 | * the 'exp' value passed should be positive - this is the |
1757 | * the 'exp' value passed should be positive - this is the |
1790 | * amount that should get subtract from the player. |
1758 | * amount that should get subtract from the player. |
1791 | */ |
1759 | */ |
1792 | sint64 |
1760 | static sint64 |
1793 | check_exp_loss (const object *op, sint64 exp) |
1761 | check_exp_loss (const object *op, sint64 exp) |
1794 | { |
1762 | { |
1795 | sint64 del_exp; |
1763 | sint64 del_exp; |
1796 | |
1764 | |
1797 | if (exp > op->stats.exp) |
1765 | if (exp > op->stats.exp) |
1798 | exp = op->stats.exp; |
1766 | exp = op->stats.exp; |
|
|
1767 | |
1799 | if (settings.permanent_exp_ratio) |
1768 | if (settings.permanent_exp_ratio) |
1800 | { |
1769 | { |
1801 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1770 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1771 | |
1802 | if (del_exp < 0) |
1772 | if (del_exp < 0) |
1803 | del_exp = 0; |
1773 | del_exp = 0; |
|
|
1774 | |
1804 | if (exp > del_exp) |
1775 | if (exp > del_exp) |
1805 | exp = del_exp; |
1776 | exp = del_exp; |
1806 | } |
1777 | } |
|
|
1778 | |
1807 | return exp; |
1779 | return exp; |
1808 | } |
1780 | } |
1809 | |
1781 | |
1810 | sint64 |
1782 | sint64 |
1811 | check_exp_adjust (const object *op, sint64 exp) |
1783 | check_exp_adjust (const object *op, sint64 exp) |
1812 | { |
1784 | { |
1813 | if (exp < 0) |
1785 | if (exp < 0) |
1814 | return check_exp_loss (op, exp); |
1786 | return check_exp_loss (op, exp); |
1815 | else |
1787 | else |
1816 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1788 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1817 | } |
1789 | } |
1818 | |
|
|
1819 | |
1790 | |
1820 | /* Subtracts experience from player. |
1791 | /* Subtracts experience from player. |
1821 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1792 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1822 | * only subtract from the matching skill. Otherwise, |
1793 | * only subtract from the matching skill. Otherwise, |
1823 | * this subtracts a portion from all |
1794 | * this subtracts a portion from all |
… | |
… | |
1837 | sint64 del_exp; |
1808 | sint64 del_exp; |
1838 | |
1809 | |
1839 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1810 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1840 | if (tmp->type == SKILL && tmp->stats.exp) |
1811 | if (tmp->type == SKILL && tmp->stats.exp) |
1841 | { |
1812 | { |
1842 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1813 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1843 | { |
1814 | { |
1844 | del_exp = check_exp_loss (tmp, exp); |
1815 | del_exp = check_exp_loss (tmp, exp); |
1845 | tmp->stats.exp -= del_exp; |
1816 | tmp->stats.exp -= del_exp; |
1846 | player_lvl_adj (op, tmp); |
1817 | player_lvl_adj (op, tmp); |
1847 | } |
1818 | } |
… | |
… | |
1935 | * amount of permenent experience, whichever gives the lowest loss. |
1906 | * amount of permenent experience, whichever gives the lowest loss. |
1936 | */ |
1907 | */ |
1937 | void |
1908 | void |
1938 | apply_death_exp_penalty (object *op) |
1909 | apply_death_exp_penalty (object *op) |
1939 | { |
1910 | { |
1940 | object *tmp; |
|
|
1941 | sint64 loss; |
1911 | sint64 loss; |
1942 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1912 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1943 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1913 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1944 | |
1914 | |
1945 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1915 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1946 | if (tmp->type == SKILL && tmp->stats.exp) |
1916 | if (tmp->type == SKILL && tmp->stats.exp) |
1947 | { |
1917 | { |
1948 | |
|
|
1949 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1918 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1950 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1919 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1951 | |
1920 | |
1952 | /* With the revised exp system, you can get cases where |
1921 | /* With the revised exp system, you can get cases where |
1953 | * losing several levels would still require that you have more |
1922 | * losing several levels would still require that you have more |
1954 | * exp than you currently have - this is true if the levels |
1923 | * exp than you currently have - this is true if the levels |
1955 | * tables is a lot harder. |
1924 | * tables is a lot harder. |
1956 | */ |
1925 | */ |
1957 | if (level_loss < 0) |
1926 | if (level_loss < 0) |
1958 | level_loss = 0; |
1927 | level_loss = 0; |
1959 | |
1928 | |
1960 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1929 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1961 | |
1930 | |
1962 | tmp->stats.exp -= loss; |
1931 | tmp->stats.exp -= loss; |
1963 | player_lvl_adj (op, tmp); |
1932 | player_lvl_adj (op, tmp); |
1964 | } |
1933 | } |
1965 | |
1934 | |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1935 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1967 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1936 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1968 | |
1937 | |
1969 | if (level_loss < 0) |
1938 | if (level_loss < 0) |
1970 | level_loss = 0; |
1939 | level_loss = 0; |
|
|
1940 | |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1941 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1972 | |
1942 | |
1973 | op->stats.exp -= loss; |
1943 | op->stats.exp -= loss; |
1974 | player_lvl_adj (op, NULL); |
1944 | player_lvl_adj (op, NULL); |
1975 | } |
1945 | } |
1976 | |
1946 | |