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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 | */ |
… | |
… | |
33 | static const int con_bonus[MAX_STAT + 1] = { |
33 | static const int con_bonus[MAX_STAT + 1] = { |
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, |
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, |
35 | 22, 25, 30, 40, 50 |
35 | 22, 25, 30, 40, 50 |
36 | }; |
36 | }; |
37 | |
37 | |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | * because Pow can now be the stat that controls spellpoint |
39 | * because Pow can now be the stat that controls spellpoint |
40 | * advancement. -b.t. |
40 | * advancement. -b.t. |
41 | */ |
41 | */ |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
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, |
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, |
… | |
… | |
47 | static const int grace_bonus[MAX_STAT + 1] = { |
47 | static const int grace_bonus[MAX_STAT + 1] = { |
48 | -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, |
48 | -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, |
49 | 30, 40, 50, 70, 100 |
49 | 30, 40, 50, 70, 100 |
50 | }; |
50 | }; |
51 | |
51 | |
52 | /* 0.92.7 Changed way charisma works. Values now |
52 | /* 0.92.7 Changed way charisma works. Values now |
53 | * represent how much more it costs to buy something than to sell it |
53 | * represent how much more it costs to buy something than to sell it |
54 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
54 | * (10, a value of 10 means it is that if it costs 50 gp to buy, you |
55 | * would only get 5 gp when you sell.) Let query_cost do the calculations |
55 | * would only get 5 gp when you sell.) Let query_cost do the calculations |
56 | * on how to really do this. Buy keeping it this simple number, it is |
56 | * on how to really do this. Buy keeping it this simple number, it is |
57 | * much easier to know how things will be influenced. A value of '1' means |
57 | * much easier to know how things will be influenced. A value of '1' means |
58 | * buying and selling is both the same value - any value less than or equal |
58 | * buying and selling is both the same value - any value less than or equal |
59 | * to 1 should not be used. |
59 | * to 1 should not be used. |
60 | * At least as of now, the only place that uses this code is query_cost, |
60 | * At least as of now, the only place that uses this code is query_cost, |
61 | * in server/shop.c. This bonus is split evenly between buying and selling |
61 | * in server/shop.c. This bonus is split evenly between buying and selling |
62 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
62 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
63 | * at .667 |
63 | * at .667 |
64 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
64 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
… | |
… | |
108 | * 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 |
109 | * before, you need to start someplace. |
109 | * before, you need to start someplace. |
110 | */ |
110 | */ |
111 | |
111 | |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | 200000, /* 0 */ |
113 | 200000, /* 0 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
120 | }; |
120 | }; |
121 | |
121 | |
122 | const int learn_spell[MAX_STAT + 1] = { |
122 | const int learn_spell[MAX_STAT + 1] = { |
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, |
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, |
124 | 100, 100, 100, 100, 100, 100 |
124 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
139 | /* |
139 | /* |
140 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
141 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
142 | */ |
142 | */ |
143 | |
143 | |
144 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
145 | |
145 | |
146 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
147 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
148 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
150 | * to make the value of MAX_EXP_CAT close to the |
150 | * to make the value of MAX_EXP_CAT close to the |
151 | * actual number of experience objects in the game, |
151 | * actual number of experience objects in the game, |
152 | * otherwise the maximum level in any experience |
152 | * otherwise the maximum level in any experience |
153 | * category could be quite low. To help the situation |
153 | * category could be quite low. To help the situation |
154 | * out a little I added 10 more levels, and jacked |
154 | * out a little I added 10 more levels, and jacked |
155 | * up the last level experience value. Its out of |
155 | * up the last level experience value. Its out of |
156 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
157 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
158 | * -b.t. |
158 | * -b.t. |
159 | */ |
159 | */ |
160 | |
160 | |
161 | #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) |
162 | |
|
|
163 | extern sint64 *levels; |
|
|
164 | |
162 | |
165 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
166 | |
164 | |
167 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
168 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
262 | /* 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, |
263 | * 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 |
264 | * 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. |
265 | */ |
263 | */ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
264 | #define DIFF_MSG(flag, msg1, msg2) \ |
267 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
265 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
268 | |
266 | |
269 | /* 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. */ |
270 | |
268 | |
271 | /* 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 |
272 | * the object. |
270 | * the object. |
… | |
… | |
280 | * that gives them that ability. |
278 | * that gives them that ability. |
281 | */ |
279 | */ |
282 | int |
280 | int |
283 | change_abil (object *op, object *tmp) |
281 | change_abil (object *op, object *tmp) |
284 | { |
282 | { |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
283 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
284 | int success = 0; |
286 | char message[MAX_BUF]; |
285 | char message[MAX_BUF]; |
287 | int potion_max = 0; |
286 | int potion_max = 0; |
288 | |
287 | |
289 | /* remember what object was like before it was changed. note that |
288 | // keep some stats for comparison purposes |
290 | * refop is a local copy of op only to be used for detecting changes |
289 | object::flags_t prev_flag = op->flag; |
291 | * found by update_stats. refop is not a real object |
290 | MoveType prev_move_type = op->move_type; |
292 | */ |
291 | sint16 prev_resist [NROFATTACKS]; // clumsy |
293 | object_copy refop = *op; |
292 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
293 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
294 | |
294 | |
295 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
296 | { |
296 | { |
297 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
298 | { |
298 | { |
299 | potion_max = 1; |
299 | potion_max = 1; |
|
|
300 | |
300 | for (int j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
301 | { |
302 | { |
302 | int ostat = op->contr->orig_stats.stat (j); |
303 | int ostat = op->contr->orig_stats.stat (j); |
303 | int i = tmp->stats.stat (j); |
304 | int i = tmp->stats.stat (j); |
304 | |
305 | |
305 | /* 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 */ |
306 | int nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
307 | |
308 | |
308 | /* Do some bounds checking. While I don't think any |
309 | /* 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 |
310 | * that adjust that stat by more than one point, so we need |
311 | * to allow for that. |
311 | * to allow for that. |
312 | */ |
312 | */ |
313 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
314 | nstat = 1; |
314 | nstat = 1; |
… | |
… | |
337 | check_stat_bounds (&op->stats); |
337 | check_stat_bounds (&op->stats); |
338 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
339 | } |
339 | } |
340 | |
340 | |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
342 | * everything to set |
342 | * everything to set |
343 | */ |
343 | */ |
344 | if (flag == -1) |
344 | if (flag == -1) |
345 | { |
345 | { |
346 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
347 | op->path_attuned &= ~tmp->path_attuned; |
347 | op->path_attuned &= ~tmp->path_attuned; |
… | |
… | |
366 | { |
366 | { |
367 | success = 1; |
367 | success = 1; |
368 | 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."); |
369 | } |
369 | } |
370 | |
370 | |
371 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
371 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
372 | { |
372 | { |
373 | success = 1; |
373 | success = 1; |
374 | 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."); |
375 | } |
375 | } |
376 | |
376 | |
377 | 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]) |
378 | { |
378 | { |
379 | success = 1; |
379 | success = 1; |
380 | 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."); |
381 | } |
381 | } |
382 | |
382 | |
383 | 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]) |
384 | { |
384 | { |
385 | success = 1; |
385 | success = 1; |
386 | 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."); |
387 | } |
387 | } |
388 | |
388 | |
… | |
… | |
390 | * user has multiple items giving the same type appled like we |
390 | * user has multiple items giving the same type appled like we |
391 | * 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 |
392 | * can be misleading (a little higher could be miscontrued from |
392 | * can be misleading (a little higher could be miscontrued from |
393 | * from fly high) |
393 | * from fly high) |
394 | */ |
394 | */ |
395 | if (tmp->move_type && op->move_type != refop.move_type) |
395 | if (tmp->move_type && op->move_type != prev_move_type) |
396 | { |
396 | { |
397 | success = 1; |
397 | success = 1; |
398 | |
398 | |
399 | /* 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 |
400 | * status doesn't make a difference if you are flying high |
400 | * status doesn't make a difference if you are flying high |
401 | */ |
401 | */ |
402 | 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)) |
403 | { |
403 | { |
404 | 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."); |
405 | } |
405 | } |
406 | |
406 | |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | { |
408 | { |
409 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* 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.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | } |
414 | } |
415 | |
415 | |
416 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
417 | 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"); |
418 | |
|
|
419 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
420 | check_move_on (op, op); |
|
|
421 | } |
418 | } |
422 | |
419 | |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | * originally undead may change their status |
421 | * originally undead may change their status |
425 | */ |
422 | */ |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
423 | if (!op->arch->flag [FLAG_UNDEAD]) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
424 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
428 | { |
425 | { |
429 | success = 1; |
426 | success = 1; |
430 | if (flag > 0) |
427 | if (flag > 0) |
431 | { |
428 | { |
432 | op->race = "undead"; |
429 | op->race = "undead"; |
… | |
… | |
437 | op->race = op->arch->race; |
434 | op->race = op->arch->race; |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
435 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | } |
436 | } |
440 | } |
437 | } |
441 | |
438 | |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
439 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
443 | { |
440 | { |
444 | success = 1; |
441 | success = 1; |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
442 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | } |
443 | } |
447 | |
444 | |
448 | 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]) |
449 | { |
446 | { |
450 | success = 1; |
447 | success = 1; |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
448 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | } |
449 | } |
453 | |
450 | |
454 | /* 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 |
455 | * vision |
452 | * vision |
456 | */ |
453 | */ |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
454 | if (tmp->flag [FLAG_BLIND]) |
458 | { |
455 | { |
459 | success = 1; |
456 | success = 1; |
460 | if (flag > 0) |
457 | if (flag > 0) |
461 | { |
458 | { |
462 | if (QUERY_FLAG (op, FLAG_WIZ)) |
459 | if (op->flag [FLAG_WIZ]) |
463 | 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."); |
464 | else |
461 | else |
465 | { |
462 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
468 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
469 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
470 | } |
467 | } |
471 | } |
468 | } |
472 | else |
469 | else |
473 | { |
470 | { |
474 | if (QUERY_FLAG (op, FLAG_WIZ)) |
471 | if (op->flag [FLAG_WIZ]) |
475 | 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."); |
476 | else |
473 | else |
477 | { |
474 | { |
478 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
480 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
481 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
482 | } |
479 | } |
483 | } |
480 | } |
484 | } |
481 | } |
485 | |
482 | |
486 | 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]) |
487 | { |
484 | { |
488 | success = 1; |
485 | success = 1; |
489 | if (op->type == PLAYER) |
486 | if (op->type == PLAYER) |
490 | op->contr->do_los = 1; |
487 | op->contr->do_los = 1; |
491 | 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."); |
492 | } |
489 | } |
493 | |
490 | |
494 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
491 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
495 | { |
492 | { |
496 | success = 1; |
493 | success = 1; |
497 | if (flag > 0) |
494 | if (flag > 0) |
498 | { |
495 | { |
499 | if (QUERY_FLAG (op, FLAG_WIZ)) |
496 | if (op->flag [FLAG_WIZ]) |
500 | 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."); |
501 | else |
498 | else |
502 | { |
499 | { |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | if (op->type == PLAYER) |
501 | if (op->type == PLAYER) |
505 | op->contr->do_los = 1; |
502 | op->contr->do_los = 1; |
506 | } |
503 | } |
507 | } |
504 | } |
508 | else |
505 | else |
509 | { |
506 | { |
510 | if (QUERY_FLAG (op, FLAG_WIZ)) |
507 | if (op->flag [FLAG_WIZ]) |
511 | 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."); |
512 | else |
509 | else |
513 | { |
510 | { |
514 | 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."); |
515 | if (op->type == PLAYER) |
512 | if (op->type == PLAYER) |
… | |
… | |
522 | { |
519 | { |
523 | success = 1; |
520 | success = 1; |
524 | 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."); |
525 | } |
522 | } |
526 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
527 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
528 | { |
527 | { |
529 | success = 1; |
528 | success = 1; |
530 | 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!"); |
531 | } |
530 | } |
532 | |
531 | |
533 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
534 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
535 | success = 1; |
535 | success = 1; |
536 | 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."); |
537 | } |
537 | } |
538 | |
538 | |
539 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
540 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
541 | { |
541 | { |
542 | success = 1; |
542 | success = 1; |
543 | 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."); |
544 | } |
544 | } |
545 | |
545 | |
546 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
547 | { |
547 | { |
548 | success = 1; |
548 | success = 1; |
549 | 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 | } |
550 | } |
551 | } |
551 | |
552 | |
552 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
553 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
554 | { |
555 | { |
555 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
556 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
557 | |
558 | |
558 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
559 | { |
560 | { |
560 | success = 1; |
561 | success = 1; |
|
|
562 | |
561 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
562 | 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]); |
563 | else |
565 | else |
564 | 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]); |
565 | |
567 | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
569 | } |
568 | } |
570 | } |
569 | |
571 | |
570 | if (!potion_max) |
572 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
574 | if (int i = tmp->stats.stat (j)) |
575 | { |
575 | { |
576 | success = 1; |
576 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
578 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
579 | |
582 | return success; |
580 | return success; |
583 | } |
581 | } |
584 | |
582 | |
585 | /* |
583 | /* |
… | |
… | |
596 | object::drain_specific_stat (int deplete_stats) |
594 | object::drain_specific_stat (int deplete_stats) |
597 | { |
595 | { |
598 | object *tmp; |
596 | object *tmp; |
599 | archetype *at; |
597 | archetype *at; |
600 | |
598 | |
601 | at = archetype::find (ARCH_DEPLETION); |
599 | at = archetype::find (shstr_depletion); |
602 | if (!at) |
600 | if (!at) |
603 | { |
601 | { |
604 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
605 | return; |
603 | return; |
606 | } |
604 | } |
… | |
… | |
608 | { |
606 | { |
609 | tmp = present_arch_in_ob (at, this); |
607 | tmp = present_arch_in_ob (at, this); |
610 | |
608 | |
611 | if (!tmp) |
609 | if (!tmp) |
612 | { |
610 | { |
613 | tmp = arch_to_object (at); |
611 | tmp = at->instance (); |
614 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
615 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
616 | } |
614 | } |
617 | } |
615 | } |
618 | |
616 | |
619 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
620 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
626 | * via an applied bad_luck object. |
624 | * via an applied bad_luck object. |
627 | */ |
625 | */ |
628 | void |
626 | void |
629 | object::change_luck (int value) |
627 | object::change_luck (int value) |
630 | { |
628 | { |
631 | archetype *at = archetype::find ("luck"); |
629 | archetype *at = archetype::find (shstr_luck); |
632 | if (!at) |
630 | if (!at) |
633 | LOG (llevError, "Couldn't find archetype luck.\n"); |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
634 | else |
632 | else |
635 | { |
633 | { |
636 | object *tmp = present_arch_in_ob (at, this); |
634 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
638 | if (!tmp) |
636 | if (!tmp) |
639 | { |
637 | { |
640 | if (!value) |
638 | if (!value) |
641 | return; |
639 | return; |
642 | |
640 | |
643 | tmp = arch_to_object (at); |
641 | tmp = at->instance (); |
644 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
645 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
646 | } |
644 | } |
647 | |
645 | |
648 | if (value) |
646 | if (value) |
649 | { |
647 | { |
650 | /* 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 |
… | |
… | |
703 | sint8 v = arch->stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
704 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
706 | } |
704 | } |
707 | } |
705 | } |
708 | |
|
|
709 | /* These are the items that currently can change digestion, regeneration, |
|
|
710 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
711 | * list, but other items store other info into stats array. |
|
|
712 | */ |
|
|
713 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
714 | { |
|
|
715 | digest_types () |
|
|
716 | { |
|
|
717 | set (WEAPON); |
|
|
718 | set (BOW); |
|
|
719 | set (ARMOUR); |
|
|
720 | set (HELMET); |
|
|
721 | set (SHIELD); |
|
|
722 | set (RING); |
|
|
723 | set (BOOTS); |
|
|
724 | set (GLOVES); |
|
|
725 | set (AMULET); |
|
|
726 | set (GIRDLE); |
|
|
727 | set (BRACERS); |
|
|
728 | set (CLOAK); |
|
|
729 | set (DISEASE); |
|
|
730 | set (FORCE); |
|
|
731 | set (SKILL); |
|
|
732 | } |
|
|
733 | } digest_types; |
|
|
734 | |
706 | |
735 | static struct copy_flags : object::flags_t |
707 | static struct copy_flags : object::flags_t |
736 | { |
708 | { |
737 | copy_flags () |
709 | copy_flags () |
738 | { |
710 | { |
… | |
… | |
757 | * spell system split, grace points now added to system --peterm |
729 | * spell system split, grace points now added to system --peterm |
758 | */ |
730 | */ |
759 | void |
731 | void |
760 | object::update_stats () |
732 | object::update_stats () |
761 | { |
733 | { |
762 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
734 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
763 | int weapon_weight = 0, weapon_speed = 0; |
735 | weight_t weapon_weight = 0; |
|
|
736 | int weapon_speed = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | float old_speed = speed; |
740 | float old_speed = speed; |
768 | int stat_sum [NUM_STATS]; |
741 | int stat_sum [NUM_STATS]; |
769 | |
742 | |
|
|
743 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
744 | |
770 | /* 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 */ |
771 | if (type == PLAYER) |
746 | if (type == PLAYER) |
772 | { |
747 | { |
|
|
748 | contr->delayed_update = false; |
|
|
749 | |
773 | for (int i = 0; i < NUM_STATS; i++) |
750 | for (int i = 0; i < NUM_STATS; i++) |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
751 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | |
752 | |
776 | if (settings.spell_encumbrance == TRUE) |
753 | if (settings.spell_encumbrance == TRUE) |
777 | contr->encumbrance = 0; |
754 | contr->encumbrance = 0; |
… | |
… | |
784 | contr->gen_grace = 0; |
761 | contr->gen_grace = 0; |
785 | contr->gen_sp_armour = 10; |
762 | contr->gen_sp_armour = 10; |
786 | contr->item_power = 0; |
763 | contr->item_power = 0; |
787 | } |
764 | } |
788 | |
765 | |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
766 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
790 | slot[i].used = slot[i].info; |
767 | slot[i].used = slot[i].info; |
791 | |
768 | |
792 | slaying = 0; |
769 | slaying = 0; |
793 | |
770 | |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
771 | if (!this->flag [FLAG_WIZ]) |
795 | { |
|
|
796 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
797 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
798 | } |
772 | { |
|
|
773 | this->clr_flag (FLAG_XRAYS); |
|
|
774 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
775 | } |
799 | |
776 | |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
777 | this->clr_flag (FLAG_LIFESAVE); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
778 | this->clr_flag (FLAG_STEALTH); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
779 | this->clr_flag (FLAG_BLIND); |
803 | |
780 | |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
781 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
782 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
783 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
807 | if (!QUERY_FLAG (arch, 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); |
808 | |
785 | |
809 | path_attuned = arch->path_attuned; |
786 | path_attuned = arch->path_attuned; |
810 | path_repelled = arch->path_repelled; |
787 | path_repelled = arch->path_repelled; |
811 | path_denied = arch->path_denied; |
788 | path_denied = arch->path_denied; |
812 | glow_radius = arch->glow_radius; |
789 | glow_radius = arch->glow_radius; |
813 | move_type = arch->move_type; |
790 | move_type = arch->move_type; |
814 | |
791 | |
815 | chosen_skill = 0; |
|
|
816 | |
|
|
817 | /* initializing resistances from the values in player/monster's |
792 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
793 | * archetype clone |
819 | */ |
794 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
795 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
796 | |
822 | for (int i = 0; i < NROFATTACKS; i++) |
797 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
798 | { |
824 | if (resist[i] > 0) |
799 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
800 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
801 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
802 | vuln[i] = -resist[i], prot[i] = 0; |
828 | |
803 | |
829 | potion_resist[i] = 0; |
804 | potion_resist[i] = -1000; |
830 | } |
805 | } |
831 | |
806 | |
832 | wc = arch->stats.wc; |
807 | wc = arch->stats.wc; |
833 | stats.dam = arch->stats.dam; |
808 | stats.dam = arch->stats.dam; |
834 | |
809 | |
835 | /* 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, |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
811 | * plus a small amount of physical resist, those poor suckers. ;) |
837 | * 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 - |
838 | * 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, |
839 | * 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 |
840 | * that their protection from physical goes down |
815 | * that their protection from physical goes down |
841 | */ |
816 | */ |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
817 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
843 | { |
818 | { |
844 | ac = max (-10, arch->stats.ac - level / 3); |
819 | ac = max (-10, arch->stats.ac - level / 3); |
845 | 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; |
846 | } |
821 | } |
847 | else |
822 | else |
848 | ac = arch->stats.ac; |
823 | ac = arch->stats.ac; |
849 | |
824 | |
850 | stats.luck = arch->stats.luck; |
825 | stats.luck = arch->stats.luck; |
851 | speed = arch->speed; |
826 | speed = arch->speed; |
|
|
827 | |
|
|
828 | chosen_skill = 0; |
852 | |
829 | |
853 | /* 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. |
854 | * 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. |
855 | */ |
832 | */ |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
833 | for (tmp = inv; tmp; tmp = tmp->below) |
857 | { |
834 | { |
858 | /* This happens because apply_potion calls change_abil with the potion |
835 | /* This happens because apply_potion calls change_abil with the potion |
859 | * 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 |
860 | * then calls this function. |
837 | * then calls this function. |
861 | */ |
838 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
839 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
863 | continue; |
840 | continue; |
864 | |
841 | |
865 | /* See note in map.c:update_position about making this additive |
|
|
866 | * since light sources are never applied, need to put check here. |
|
|
867 | */ |
|
|
868 | if (tmp->glow_radius > glow_radius) |
|
|
869 | glow_radius = tmp->glow_radius; |
842 | glow_radius += tmp->glow_radius; |
870 | |
843 | |
871 | /* For some things, we don't care what is equipped */ |
844 | /* For some things, we don't care what is equipped */ |
872 | if (tmp->type == SKILL) |
845 | if (tmp->type == SKILL) |
873 | { |
846 | { |
874 | /* Want to take the highest skill here. */ |
847 | /* Want to take the highest skill here. */ |
… | |
… | |
887 | else if (tmp->level > grace_obj->level) |
860 | else if (tmp->level > grace_obj->level) |
888 | grace_obj = tmp; |
861 | grace_obj = tmp; |
889 | } |
862 | } |
890 | } |
863 | } |
891 | |
864 | |
892 | /* Container objects are not meant to adjust a players, but other applied |
865 | /* Container objects are not meant to adjust players, but other applied |
893 | * objects need to make adjustments. |
866 | * objects need to make adjustments. |
894 | * This block should handle all player specific changes |
867 | * This block should handle all player specific changes |
895 | * 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 |
896 | * in the praying skill, and the player should always get those. |
869 | * in the praying skill, and the player should always get those. |
897 | * 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, |
898 | * because the skill shouldn't count against body positions being used |
871 | * because the skill shouldn't count against body positions being used |
899 | * up, etc. |
872 | * up, etc. |
900 | */ |
873 | */ |
901 | if ((tmp->flag [FLAG_APPLIED] |
874 | if ((tmp->flag [FLAG_APPLIED] |
902 | && tmp->type != CONTAINER |
875 | && tmp->type != CONTAINER |
903 | && tmp->type != CLOSE_CON) |
876 | && tmp->type != CLOSE_CON |
904 | || (tmp->type == SKILL |
877 | && tmp->type != SPELL) |
905 | && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
906 | { |
879 | { |
907 | if (type == PLAYER) |
880 | if (type == PLAYER) |
908 | { |
881 | { |
909 | contr->item_power += tmp->item_power; |
882 | contr->item_power += tmp->item_power; |
910 | |
883 | |
911 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
912 | if (tmp != current_weapon |
|
|
913 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
914 | && !tmp->flag [FLAG_CURSED] |
|
|
915 | && !tmp->flag [FLAG_DAMNED]) |
|
|
916 | continue; |
|
|
917 | |
|
|
918 | for (int i = 0; i < NUM_STATS; i++) |
884 | for (int i = 0; i < NUM_STATS; i++) |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
885 | stat_sum [i] += tmp->stats.stat (i); |
920 | |
886 | |
921 | if (digest_types [tmp->type]) |
887 | if (digest_types [tmp->type]) |
922 | { |
888 | { |
923 | contr->digestion += tmp->stats.food; |
889 | contr->digestion += tmp->stats.food; |
924 | contr->gen_hp += tmp->stats.hp; |
890 | contr->gen_hp += tmp->stats.hp; |
|
|
891 | if (tmp->type != BOW) // ugly exception for bows |
925 | contr->gen_sp += tmp->stats.sp; |
892 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_grace += tmp->stats.grace; |
893 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | } |
895 | } |
929 | } /* if this is a player */ |
896 | } /* if this is a player */ |
930 | else |
897 | else |
… | |
… | |
932 | if (tmp->type == WEAPON) |
899 | if (tmp->type == WEAPON) |
933 | current_weapon = tmp; |
900 | current_weapon = tmp; |
934 | } |
901 | } |
935 | |
902 | |
936 | /* Update slots used for items */ |
903 | /* Update slots used for items */ |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
939 | slot[i].used += tmp->slot[i].info; |
906 | slot[i].used += tmp->slot[i].info; |
940 | |
907 | |
941 | if (tmp->type == SYMPTOM) |
908 | if (tmp->type == SYMPTOM) |
942 | { |
|
|
943 | 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); |
944 | |
910 | |
945 | if (speed_reduce_from_disease == 0) |
|
|
946 | speed_reduce_from_disease = 1; |
|
|
947 | } |
|
|
948 | |
|
|
949 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
950 | * (Negative protections are calculated exactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
951 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
952 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
953 | */ |
915 | */ |
954 | if (tmp->type != POTION) |
916 | if (tmp->type == POTION_EFFECT) |
955 | { |
|
|
956 | for (int i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
957 | { |
|
|
958 | /* Potential for cursed potions, in which case we just can use |
|
|
959 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
960 | */ |
|
|
961 | if (tmp->type == POTION_EFFECT) |
|
|
962 | { |
|
|
963 | if (potion_resist[i]) |
|
|
964 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
965 | else |
|
|
966 | potion_resist[i] = tmp->resist[i]; |
918 | max_it (potion_resist[i], tmp->resist[i]); |
967 | } |
919 | else if (tmp->type != POTION) |
|
|
920 | for (int i = 0; i < NROFATTACKS; i++) |
968 | else if (tmp->resist[i] > 0) |
921 | if (tmp->resist[i] > 0) |
969 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
922 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
970 | else if (tmp->resist[i] < 0) |
923 | else if (tmp->resist[i] < 0) |
971 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
924 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
972 | } |
|
|
973 | } |
|
|
974 | |
925 | |
975 | /* There may be other things that should not adjust the attacktype */ |
926 | /* There may be other things that should not adjust the attacktype */ |
976 | if (tmp->type != SYMPTOM) |
927 | if (tmp->type != SYMPTOM) |
977 | { |
928 | { |
978 | attacktype |= tmp->attacktype; |
929 | attacktype |= tmp->attacktype; |
… | |
… | |
983 | stats.luck += tmp->stats.luck; |
934 | stats.luck += tmp->stats.luck; |
984 | } |
935 | } |
985 | |
936 | |
986 | flag |= tmp->flag & copy_flags; |
937 | flag |= tmp->flag & copy_flags; |
987 | |
938 | |
988 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
939 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
989 | SET_FLAG (this, FLAG_UNDEAD); |
940 | this->set_flag (FLAG_UNDEAD); |
990 | |
941 | |
991 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
942 | //TODO: copy_flags? |
|
|
943 | if (tmp->flag [FLAG_MAKE_INVIS]) |
992 | { |
944 | { |
993 | SET_FLAG (this, FLAG_MAKE_INVIS); |
945 | set_flag (FLAG_MAKE_INVIS); |
994 | invisible = 1; |
946 | invisible = 1; |
995 | } |
947 | } |
996 | |
948 | |
997 | if (tmp->stats.exp && tmp->type != SKILL) |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
998 | { |
950 | { |
… | |
… | |
1005 | added_speed += tmp->stats.exp; |
957 | added_speed += tmp->stats.exp; |
1006 | } |
958 | } |
1007 | |
959 | |
1008 | switch (tmp->type) |
960 | switch (tmp->type) |
1009 | { |
961 | { |
1010 | #if 0 |
|
|
1011 | case WAND: |
|
|
1012 | case ROD: |
|
|
1013 | case HORN: |
|
|
1014 | if (type != PLAYER || current_weapon == tmp) |
|
|
1015 | chosen_skill = tmp; |
|
|
1016 | break; |
|
|
1017 | #endif |
|
|
1018 | |
|
|
1019 | /* skills modifying the character -b.t. */ |
|
|
1020 | /* for all skills and skill granting objects */ |
|
|
1021 | case SKILL: |
962 | case SKILL: |
1022 | { |
963 | { |
|
|
964 | // some skills will end up here without counting as "applied" |
1023 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
965 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1024 | break; |
966 | break; |
1025 | |
967 | |
1026 | if (chosen_skill) |
968 | if (chosen_skill) |
1027 | { |
969 | { |
1028 | 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", |
… | |
… | |
1030 | |
972 | |
1031 | tmp->flag [FLAG_APPLIED] = false; |
973 | tmp->flag [FLAG_APPLIED] = false; |
1032 | update_stats (); |
974 | update_stats (); |
1033 | return; |
975 | return; |
1034 | } |
976 | } |
1035 | else |
977 | |
1036 | chosen_skill = tmp; |
978 | chosen_skill = tmp; |
1037 | |
979 | |
1038 | if (tmp->stats.dam > 0) |
980 | if (tmp->stats.dam > 0) |
1039 | { /* skill is a 'weapon' */ |
981 | { /* skill is a 'weapon' */ |
1040 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
982 | if (!this->flag [FLAG_READY_WEAPON]) |
1041 | weapon_speed = WEAPON_SPEED (tmp); |
983 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1042 | |
|
|
1043 | if (weapon_speed < 0) |
|
|
1044 | weapon_speed = 0; |
|
|
1045 | |
984 | |
1046 | weapon_weight = tmp->weight; |
985 | weapon_weight = tmp->weight; |
1047 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
986 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1048 | |
987 | |
1049 | if (tmp->magic) |
988 | if (tmp->magic) |
… | |
… | |
1058 | |
997 | |
1059 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
1060 | ac -= tmp->stats.ac + tmp->magic; |
999 | ac -= tmp->stats.ac + tmp->magic; |
1061 | |
1000 | |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1002 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1064 | } |
1003 | } |
1065 | |
1004 | |
1066 | break; |
1005 | break; |
1067 | |
1006 | |
1068 | case SHIELD: |
1007 | case SHIELD: |
1069 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1070 | contr->encumbrance += (int) tmp->weight / 2000; |
1009 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
|
|
1010 | //FALLTHROUGH |
1071 | case RING: |
1011 | case RING: |
1072 | case AMULET: |
1012 | case AMULET: |
1073 | case GIRDLE: |
1013 | case GIRDLE: |
1074 | case HELMET: |
1014 | case HELMET: |
1075 | case BOOTS: |
1015 | case BOOTS: |
… | |
… | |
1084 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1085 | ac -= tmp->stats.ac + tmp->magic; |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1086 | |
1026 | |
1087 | break; |
1027 | break; |
1088 | |
1028 | |
|
|
1029 | case RANGED: |
1089 | case BOW: |
1030 | case BOW: |
1090 | case WEAPON: |
1031 | case WEAPON: |
1091 | if (type != PLAYER || current_weapon == tmp) |
|
|
1092 | { |
|
|
1093 | wc -= tmp->stats.wc + tmp->magic; |
1032 | wc -= tmp->stats.wc + tmp->magic; |
1094 | |
1033 | |
1095 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1034 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1096 | ac -= tmp->stats.ac + tmp->magic; |
1035 | ac -= tmp->stats.ac + tmp->magic; |
1097 | |
1036 | |
1098 | stats.dam += tmp->stats.dam + tmp->magic; |
1037 | stats.dam += tmp->stats.dam + tmp->magic; |
1099 | weapon_weight = tmp->weight; |
1038 | weapon_weight = tmp->weight; |
1100 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1039 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1101 | |
1040 | |
1102 | if (weapon_speed < 0) |
1041 | if (weapon_speed < 0) |
1103 | weapon_speed = 0; |
1042 | weapon_speed = 0; |
1104 | |
1043 | |
1105 | slaying = tmp->slaying; |
1044 | slaying = tmp->slaying; |
1106 | |
1045 | |
1107 | /* If there is desire that two handed weapons should do |
1046 | /* If there is desire that two handed weapons should do |
1108 | * extra strength damage, this is where the code should |
1047 | * extra strength damage, this is where the code should |
1109 | * go. |
1048 | * go. |
1110 | */ |
1049 | */ |
1111 | |
1050 | |
1112 | if (type == PLAYER) |
1051 | if (type == PLAYER) |
1113 | if (settings.spell_encumbrance) |
1052 | if (settings.spell_encumbrance) |
1114 | contr->encumbrance += tmp->weight * 3 / 1000; |
1053 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1115 | } |
|
|
1116 | |
1054 | |
1117 | break; |
1055 | break; |
1118 | |
1056 | |
1119 | case ARMOUR: /* Only the best of these three are used: */ |
1057 | case ARMOUR: /* Only the best of these three are used: */ |
1120 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1121 | contr->encumbrance += tmp->weight / 1000; |
1059 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1122 | |
1060 | |
1123 | case BRACERS: |
1061 | case BRACERS: |
1124 | case FORCE: |
1062 | case FORCE: |
1125 | if (tmp->stats.wc) |
1063 | if (tmp->stats.wc) |
1126 | { |
1064 | { |
… | |
… | |
1143 | else /* To nullify the below effect */ |
1081 | else /* To nullify the below effect */ |
1144 | ac += tmp->stats.ac + tmp->magic; |
1082 | ac += tmp->stats.ac + tmp->magic; |
1145 | } |
1083 | } |
1146 | |
1084 | |
1147 | if (tmp->stats.wc) |
1085 | if (tmp->stats.wc) |
1148 | wc -= (tmp->stats.wc + tmp->magic); |
1086 | wc -= tmp->stats.wc + tmp->magic; |
1149 | |
1087 | |
1150 | if (tmp->stats.ac) |
1088 | if (tmp->stats.ac) |
1151 | ac -= (tmp->stats.ac + tmp->magic); |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1152 | |
1090 | |
1153 | if (ARMOUR_SPEED (tmp)) |
1091 | if (ARMOUR_SPEED (tmp)) |
1154 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1092 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1155 | |
1093 | |
1156 | break; |
1094 | break; |
1157 | } /* switch tmp->type */ |
1095 | } /* switch tmp->type */ |
1158 | } /* item is equipped */ |
1096 | } /* item is equipped */ |
1159 | } /* for loop of items */ |
1097 | } /* for loop of items */ |
1160 | |
1098 | |
|
|
1099 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
|
|
1100 | |
1161 | /* 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 |
1162 | * have generated intermediate values which we now need to assign. |
1102 | * have generated intermediate values which we now need to assign. |
1163 | */ |
1103 | */ |
1164 | |
1104 | |
1165 | /* 'total resistance = total protections - total vulnerabilities'. |
1105 | /* 'total resistance = total protections - total vulnerabilities'. |
1166 | * If there is an uncursed potion in effect, granting more protection |
1106 | * If there is an uncursed potion in effect, granting more protection |
1167 | * than that, we take: 'total resistance = resistance from potion'. |
1107 | * than that, we take: 'total resistance = resistance from potion'. |
1168 | * 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 |
1169 | * 'total resistance = vulnerability from cursed potion'. |
1109 | * 'total resistance = vulnerability from cursed potion'. |
1170 | */ |
1110 | */ |
1171 | for (int i = 0; i < NROFATTACKS; i++) |
1111 | for (int i = 0; i < NROFATTACKS; i++) |
1172 | { |
1112 | { |
1173 | resist[i] = prot[i] - vuln[i]; |
1113 | resist[i] = prot[i] - vuln[i]; |
1174 | |
1114 | |
1175 | 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])) |
1176 | resist[i] = potion_resist[i]; |
1117 | resist[i] = potion_resist[i]; |
1177 | } |
1118 | } |
1178 | |
1119 | |
1179 | if (type == PLAYER) |
1120 | if (type == PLAYER) |
1180 | { |
1121 | { |
1181 | // clamp various player stats |
1122 | // clamp various player stats |
1182 | for (int i = 0; i < NUM_STATS; ++i) |
1123 | for (int i = 0; i < NUM_STATS; ++i) |
1183 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1124 | stats.stat (i) = stat_sum [i]; |
|
|
1125 | |
|
|
1126 | check_stat_bounds (&stats); |
1184 | |
1127 | |
1185 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1128 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1186 | |
1129 | |
1187 | /* Figure out the players sp/mana/hp totals. */ |
1130 | /* Figure out the players sp/mana/hp totals. */ |
1188 | int pl_level; |
1131 | int pl_level; |
1189 | |
1132 | |
1190 | check_stat_bounds (&(stats)); |
|
|
1191 | pl_level = level; |
|
|
1192 | |
|
|
1193 | if (pl_level < 1) |
|
|
1194 | 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! */ |
1195 | |
1134 | |
1196 | /* 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, |
1197 | * 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. |
1198 | */ |
1137 | */ |
1199 | stats.maxhp = 0; |
1138 | stats.maxhp = 0; |
… | |
… | |
1213 | stats.maxhp += 2 * max (0, level - 10); |
1152 | stats.maxhp += 2 * max (0, level - 10); |
1214 | |
1153 | |
1215 | if (stats.hp > stats.maxhp) |
1154 | if (stats.hp > stats.maxhp) |
1216 | stats.hp = stats.maxhp; |
1155 | stats.hp = stats.maxhp; |
1217 | |
1156 | |
1218 | /* Sp gain is controlled by the level of the player's |
1157 | /* Sp gain is controlled by the level of the player's |
1219 | * relevant experience object (mana_obj, see above) |
1158 | * relevant experience object (mana_obj, see above) |
1220 | */ |
1159 | */ |
1221 | /* following happen when skills system is not used */ |
1160 | /* following happen when skills system is not used */ |
1222 | if (!mana_obj) |
1161 | if (!mana_obj) |
1223 | mana_obj = this; |
1162 | mana_obj = this; |
1224 | |
1163 | |
… | |
… | |
1294 | wc += 4; |
1233 | wc += 4; |
1295 | } |
1234 | } |
1296 | else |
1235 | else |
1297 | ac -= dex_bonus[stats.Dex]; |
1236 | ac -= dex_bonus[stats.Dex]; |
1298 | |
1237 | |
1299 | /* In new exp/skills system, wc bonuses are related to |
1238 | /* In new exp/skills system, wc bonuses are related to |
1300 | * the players level in a relevant exp object (wc_obj) |
1239 | * the players level in a relevant exp object (wc_obj) |
1301 | * not the general player level -b.t. |
1240 | * not the general player level -b.t. |
1302 | * I changed this slightly so that wc bonuses are better |
1241 | * I changed this slightly so that wc bonuses are better |
1303 | * than before. This is to balance out the fact that |
1242 | * than before. This is to balance out the fact that |
1304 | * the player no longer gets a personal weapon w/ 1 |
1243 | * the player no longer gets a personal weapon w/ 1 |
1305 | * improvement every level, now its fighterlevel/5. So |
1244 | * improvement every level, now its fighterlevel/5. So |
1306 | * we give the player a bonus here in wc and dam |
1245 | * we give the player a bonus here in wc and dam |
1307 | * to make up for the change. Note that I left the |
1246 | * to make up for the change. Note that I left the |
1308 | * monster bonus the same as before. -b.t. |
1247 | * monster bonus the same as before. -b.t. |
1309 | */ |
1248 | */ |
1310 | object *wc_obj = chosen_skill; |
1249 | object *wc_obj = chosen_skill; |
1311 | |
1250 | |
1312 | if (contr && wc_obj && wc_obj->level > 1) |
1251 | if (contr && wc_obj && wc_obj->level > 1) |
… | |
… | |
1334 | |
1273 | |
1335 | speed = 1.f + speed_bonus[stats.Dex]; |
1274 | speed = 1.f + speed_bonus[stats.Dex]; |
1336 | |
1275 | |
1337 | if (settings.search_items && contr->search_str[0]) |
1276 | if (settings.search_items && contr->search_str[0]) |
1338 | speed -= 1; |
1277 | speed -= 1; |
1339 | |
|
|
1340 | if (attacktype == 0) |
|
|
1341 | attacktype = arch->attacktype; |
|
|
1342 | } /* End if player */ |
1278 | } /* End if player */ |
1343 | |
1279 | |
1344 | if (added_speed >= 0) |
1280 | if (added_speed >= 0) |
1345 | speed += added_speed / 10.f; |
1281 | speed += added_speed / 10.f; |
1346 | else /* Something wrong here...: */ |
1282 | else /* Something wrong here...: */ |
… | |
… | |
1354 | /* 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) |
1355 | * or below (negative number) that the player is carrying. If above |
1291 | * or below (negative number) that the player is carrying. If above |
1356 | * weight limit, then player suffers a speed reduction based on how |
1292 | * weight limit, then player suffers a speed reduction based on how |
1357 | * much above he is, and what is max carry is |
1293 | * much above he is, and what is max carry is |
1358 | */ |
1294 | */ |
1359 | f = (carrying / 1000) - max_carry[stats.Str]; |
1295 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1360 | if (f > 0) |
1296 | if (f > 0.f) |
1361 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1297 | speed /= (1.f + f / max_carry[stats.Str]); |
1362 | } |
1298 | } |
1363 | |
1299 | |
1364 | 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; |
1365 | |
1302 | |
1366 | /* 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 |
1367 | * 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. |
1368 | */ |
1305 | */ |
1369 | speed = speed * speed_reduce_from_disease; |
1306 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1370 | |
1307 | |
1371 | if (speed < 0.01f && type == PLAYER) |
1308 | if (speed != old_speed) |
1372 | speed = 0.01f; |
1309 | set_speed (speed); |
1373 | |
1310 | |
1374 | if (type == PLAYER) |
1311 | if (type == PLAYER) |
1375 | { |
1312 | { |
1376 | /* (This formula was made by vidarl@ifi.uio.no) |
1313 | /* (This formula was made by vidarl@ifi.uio.no) |
1377 | * Note that we never used these values again - basically |
1314 | * Note that we never used these values again - basically |
… | |
… | |
1409 | if (move_type == 0) |
1346 | if (move_type == 0) |
1410 | move_type = MOVE_WALK; |
1347 | move_type = MOVE_WALK; |
1411 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1348 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1412 | move_type &= ~MOVE_WALK; |
1349 | move_type &= ~MOVE_WALK; |
1413 | |
1350 | |
1414 | if (speed != old_speed) |
1351 | // now apply the new move_type |
1415 | set_speed (speed); |
1352 | if (this->move_type != move_type) |
|
|
1353 | change_move_type (move_type); |
1416 | |
1354 | |
1417 | /* 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, |
1418 | * so we will check that now. |
1356 | * so we will check that now. |
1419 | */ |
1357 | */ |
1420 | if (type == PLAYER) |
1358 | if (is_player ()) |
1421 | { |
1359 | contr->update_spells (); |
1422 | esrv_update_stats (contr); |
|
|
1423 | esrv_update_spells (contr); |
|
|
1424 | } |
|
|
1425 | |
1360 | |
1426 | // update the mapspace, if we are on a map |
1361 | // update the mapspace, if we are on a map |
1427 | if (!flag [FLAG_REMOVED] && map) |
1362 | if (!flag [FLAG_REMOVED] && map) |
1428 | map->at (x, y).flags_ = 0; |
1363 | map->at (x, y).flags_ = 0; |
1429 | } |
1364 | } |
1430 | |
1365 | |
1431 | /* |
1366 | void |
1432 | * Returns true if the given player is a legal class. |
1367 | object::set_glow_radius (sint8 rad) |
1433 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
1434 | * check if the stat becomes negative, thus this function |
|
|
1435 | * merely checks that all stats are 1 or more, and returns |
|
|
1436 | * false otherwise. |
|
|
1437 | */ |
|
|
1438 | int |
|
|
1439 | allowed_class (const object *op) |
|
|
1440 | { |
1368 | { |
1441 | return op->stats.Dex > 0 |
1369 | glow_radius = rad; |
1442 | && op->stats.Str > 0 |
1370 | |
1443 | && op->stats.Con > 0 |
1371 | if (is_on_map ()) |
1444 | && op->stats.Int > 0 |
1372 | update_all_los (map, x, y); |
1445 | && op->stats.Wis > 0 |
1373 | else if (object *env = outer_env ()) |
1446 | && op->stats.Pow > 0 |
1374 | { |
1447 | && 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 | } |
1448 | } |
1380 | } |
1449 | |
1381 | |
1450 | /* |
1382 | /* |
1451 | * set the new dragon name after gaining levels or |
1383 | * set the new dragon name after gaining levels or |
1452 | * changing ability focus (later this can be extended to |
1384 | * changing ability focus (later this can be extended to |
1453 | * eventually change the player's face and animation) |
1385 | * eventually change the player's face and animation) |
1454 | * |
|
|
1455 | * Note that the title is written to 'own_title' in the |
|
|
1456 | * player struct. This should be changed to 'ext_title' |
|
|
1457 | * as soon as clients support this! |
|
|
1458 | * Please, anyone, write support for 'ext_title'. |
|
|
1459 | */ |
1386 | */ |
1460 | void |
1387 | void |
1461 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1388 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1462 | { |
1389 | { |
1463 | int atnr = -1; /* attacknumber of highest level */ |
1390 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1481 | /* 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, |
1482 | or else at random */ |
1409 | or else at random */ |
1483 | 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) |
1484 | atnr = abil->stats.exp; |
1411 | atnr = abil->stats.exp; |
1485 | |
1412 | |
1486 | level = (int) (level / 5.); |
|
|
1487 | |
|
|
1488 | /* now set the new title */ |
1413 | /* now set the new title */ |
1489 | if (pl->contr != NULL) |
|
|
1490 | { |
|
|
1491 | if (level == 0) |
|
|
1492 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1414 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1493 | else if (level == 1) |
|
|
1494 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1415 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1495 | else if (level == 2) |
|
|
1496 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1416 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1497 | else if (level == 3) |
|
|
1498 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1417 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1499 | else |
1418 | else |
1500 | { |
1419 | { |
1501 | /* special titles for extra high resistance! */ |
1420 | /* special titles for extra high resistance! */ |
1502 | if (skin->resist[atnr] > 80) |
|
|
1503 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1421 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1504 | else if (skin->resist[atnr] > 50) |
|
|
1505 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1422 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1506 | else |
|
|
1507 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1423 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1508 | } |
|
|
1509 | } |
1424 | } |
1510 | |
1425 | |
1511 | strcpy (pl->contr->own_title, ""); |
1426 | strcpy (pl->contr->own_title, ""); |
1512 | } |
1427 | } |
1513 | |
1428 | |
1514 | /* |
1429 | /* |
1515 | * This function is called when a dragon-player gains |
1430 | * This function is called when a dragon-player gains |
1516 | * an overall level. Here, the dragon might gain new abilities |
1431 | * an overall level. Here, the dragon might gain new abilities |
1517 | * or change the ability-focus. |
1432 | * or change the ability-focus. |
1518 | */ |
1433 | */ |
1519 | void |
1434 | static void |
1520 | dragon_level_gain (object *who) |
1435 | dragon_level_gain (object *who) |
1521 | { |
1436 | { |
1522 | object *abil = NULL; /* pointer to dragon ability force */ |
1437 | object *abil = NULL; /* pointer to dragon ability force */ |
1523 | object *skin = NULL; /* pointer to dragon skin force */ |
1438 | object *skin = NULL; /* pointer to dragon skin force */ |
1524 | object *tmp = NULL; /* tmp. object */ |
1439 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1535 | /* if the force is missing -> bail out */ |
1450 | /* if the force is missing -> bail out */ |
1536 | if (abil == NULL) |
1451 | if (abil == NULL) |
1537 | return; |
1452 | return; |
1538 | |
1453 | |
1539 | /* The ability_force keeps track of maximum level ever achieved. |
1454 | /* The ability_force keeps track of maximum level ever achieved. |
1540 | * New abilties can only be gained by surpassing this max level |
1455 | * New abilties can only be gained by surpassing this max level |
1541 | */ |
1456 | */ |
1542 | if (who->level > abil->level) |
1457 | if (who->level > abil->level) |
1543 | { |
1458 | { |
1544 | /* increase our focused ability */ |
1459 | /* increase our focused ability */ |
1545 | abil->resist[abil->stats.exp]++; |
1460 | abil->resist[abil->stats.exp]++; |
… | |
… | |
1580 | object *skill_obj; |
1495 | object *skill_obj; |
1581 | |
1496 | |
1582 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1497 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1583 | if (!skill_obj) |
1498 | if (!skill_obj) |
1584 | { |
1499 | { |
1585 | 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); |
1586 | return NULL; |
1501 | return NULL; |
1587 | } |
1502 | } |
1588 | |
1503 | |
1589 | /* clear the flag - exp goes into this bucket, but player |
1504 | /* clear the flag - exp goes into this bucket, but player |
1590 | * still doesn't know it. |
1505 | * still doesn't know it. |
1591 | */ |
1506 | */ |
1592 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1507 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1593 | skill_obj->stats.exp = 0; |
1508 | skill_obj->stats.exp = 0; |
1594 | skill_obj->level = 1; |
1509 | skill_obj->level = 1; |
1595 | insert_ob_in_ob (skill_obj, op); |
1510 | op->insert (skill_obj); |
1596 | |
1511 | |
1597 | if (player *pl = op->contr) |
1512 | if (player *pl = op->contr) |
1598 | { |
1513 | pl->link_skills (); |
1599 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1600 | if (pl->ns) |
|
|
1601 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1602 | } |
|
|
1603 | |
1514 | |
1604 | return skill_obj; |
1515 | return skill_obj; |
1605 | } |
1516 | } |
1606 | |
1517 | |
1607 | /* 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 |
… | |
… | |
1624 | { |
1535 | { |
1625 | changed = true; |
1536 | changed = true; |
1626 | |
1537 | |
1627 | op->level++; |
1538 | op->level++; |
1628 | |
1539 | |
1629 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1540 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1630 | dragon_level_gain (who); |
1541 | dragon_level_gain (who); |
1631 | |
1542 | |
1632 | /* 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 */ |
1633 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1544 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1634 | { |
1545 | { |
… | |
… | |
1667 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1578 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1668 | } |
1579 | } |
1669 | } |
1580 | } |
1670 | |
1581 | |
1671 | if (changed) |
1582 | if (changed) |
1672 | { |
1583 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1673 | who->update_stats (); |
|
|
1674 | esrv_update_stats (who->contr); |
|
|
1675 | /* check if the spell data has changed */ |
|
|
1676 | esrv_update_spells (who->contr); |
|
|
1677 | } |
|
|
1678 | } |
1584 | } |
1679 | |
1585 | |
1680 | /* |
1586 | /* |
1681 | * Returns how much experience is needed for a player to become |
1587 | * Returns how much experience is needed for a player to become |
1682 | * the given level. level should really never exceed max_level |
1588 | * the given level. level should really never exceed max_level |
1683 | */ |
1589 | */ |
1684 | |
1590 | |
1685 | sint64 |
1591 | sint64 |
1686 | level_exp (int level, double expmul) |
1592 | level_exp (int level, double expmul) |
1687 | { |
1593 | { |
1688 | if (level > settings.max_level) |
1594 | return expmul * level_to_min_exp (level); |
1689 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1690 | |
|
|
1691 | return (sint64) (expmul * levels[level]); |
|
|
1692 | } |
1595 | } |
1693 | |
1596 | |
1694 | /* |
1597 | /* |
1695 | * 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. |
1696 | * 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 |
… | |
… | |
1702 | calc_perm_exp (object *op) |
1605 | calc_perm_exp (object *op) |
1703 | { |
1606 | { |
1704 | int p_exp_min; |
1607 | int p_exp_min; |
1705 | |
1608 | |
1706 | /* Ensure that our permanent experience minimum is met. |
1609 | /* Ensure that our permanent experience minimum is met. |
1707 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1610 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1708 | * to get the fraction */ |
1611 | * to get the fraction */ |
1709 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1612 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1710 | |
1613 | |
1711 | if (op->perm_exp < p_exp_min) |
1614 | if (op->perm_exp < p_exp_min) |
1712 | op->perm_exp = p_exp_min; |
1615 | op->perm_exp = p_exp_min; |
… | |
… | |
1724 | * NULL, in which case exp increases the players general |
1627 | * NULL, in which case exp increases the players general |
1725 | * total, but not any particular skill. |
1628 | * total, but not any particular skill. |
1726 | * 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: |
1727 | */ |
1630 | */ |
1728 | static void |
1631 | static void |
1729 | 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) |
1730 | { |
1633 | { |
1731 | object *skill_obj = NULL; |
1634 | object *skill_obj; |
1732 | sint64 limit, exp_to_add; |
1635 | sint64 limit, exp_to_add; |
1733 | int i; |
|
|
1734 | |
1636 | |
1735 | /* prevents some forms of abuse. */ |
1637 | /* prevents some forms of abuse. */ |
1736 | if (op->contr->braced) |
1638 | if (op->contr->braced) |
1737 | exp /= 5; |
1639 | exp /= 5; |
1738 | |
1640 | |
1739 | /* Try to find the matching skill. |
1641 | /* Try to find the matching skill. |
1740 | * 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 |
1741 | * chosen_skill. This means we don't need to search through |
1643 | * chosen_skill. This means we don't need to search through |
1742 | * the players inventory. |
1644 | * the players inventory. |
1743 | */ |
1645 | */ |
|
|
1646 | skill_obj = 0; |
|
|
1647 | |
1744 | if (skill_name) |
1648 | if (skill_name) |
1745 | { |
1649 | { |
1746 | 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); |
1747 | skill_obj = op->chosen_skill; |
|
|
1748 | else |
|
|
1749 | { |
|
|
1750 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1751 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1752 | { |
|
|
1753 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1754 | break; |
|
|
1755 | } |
|
|
1756 | |
1651 | |
1757 | /* 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 |
1758 | * it to the player if necessary |
1653 | * it to the player if necessary |
1759 | */ |
1654 | */ |
1760 | if (!skill_obj) |
1655 | if (!skill_obj) |
1761 | { |
1656 | { |
1762 | if (flag == SK_EXP_NONE) |
1657 | if (flag == SK_EXP_NONE) |
1763 | return; |
1658 | return; |
|
|
1659 | |
1764 | else if (flag == SK_EXP_ADD_SKILL) |
1660 | if (flag == SK_EXP_ADD_SKILL) |
1765 | give_skill_by_name (op, skill_name); |
1661 | skill_obj = give_skill_by_name (op, skill_name); |
1766 | } |
|
|
1767 | } |
1662 | } |
1768 | } |
1663 | } |
1769 | |
1664 | |
1770 | if (flag != SK_EXP_SKILL_ONLY) |
1665 | if (flag != SK_EXP_SKILL_ONLY) |
1771 | { |
1666 | { |
1772 | /* Basically, you can never gain more experience in one shot |
1667 | /* Basically, you can never gain more experience in one shot |
1773 | * than half what you need to gain for next level. |
1668 | * than half what you need to gain for next level. |
1774 | */ |
1669 | */ |
1775 | exp_to_add = exp; |
1670 | exp_to_add = exp; |
1776 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1671 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1777 | if (exp_to_add > limit) |
1672 | if (exp_to_add > limit) |
1778 | exp_to_add = limit; |
1673 | exp_to_add = limit; |
1779 | |
1674 | |
1780 | 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))); |
1781 | if (settings.permanent_exp_ratio) |
1676 | if (settings.permanent_exp_ratio) |
… | |
… | |
1788 | } |
1683 | } |
1789 | |
1684 | |
1790 | if (skill_obj) |
1685 | if (skill_obj) |
1791 | { |
1686 | { |
1792 | exp_to_add = exp; |
1687 | exp_to_add = exp; |
1793 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1688 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1794 | if (exp_to_add > limit) |
1689 | if (exp_to_add > limit) |
1795 | exp_to_add = limit; |
1690 | exp_to_add = limit; |
1796 | |
1691 | |
1797 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1692 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1798 | if (settings.permanent_exp_ratio) |
1693 | if (settings.permanent_exp_ratio) |
… | |
… | |
1804 | player_lvl_adj (op, skill_obj); |
1699 | player_lvl_adj (op, skill_obj); |
1805 | } |
1700 | } |
1806 | } |
1701 | } |
1807 | |
1702 | |
1808 | /* This function checks to make sure that object 'op' can |
1703 | /* This function checks to make sure that object 'op' can |
1809 | * lost 'exp' experience. It returns the amount of exp |
1704 | * lose 'exp' experience. It returns the amount of exp |
1810 | * object 'op' can in fact lose - it basically makes |
1705 | * object 'op' can in fact lose - it basically makes |
1811 | * adjustments based on permanent exp and the like. |
1706 | * adjustments based on permanent exp and the like. |
1812 | * This function should always be used for losing experience - |
1707 | * This function should always be used for losing experience - |
1813 | * the 'exp' value passed should be positive - this is the |
1708 | * the 'exp' value passed should be positive - this is the |
1814 | * amount that should get subtract from the player. |
1709 | * amount that should get subtract from the player. |
1815 | */ |
1710 | */ |
1816 | sint64 |
1711 | static sint64 |
1817 | check_exp_loss (const object *op, sint64 exp) |
1712 | check_exp_loss (const object *op, sint64 exp) |
1818 | { |
1713 | { |
1819 | sint64 del_exp; |
1714 | sint64 del_exp; |
1820 | |
1715 | |
1821 | if (exp > op->stats.exp) |
1716 | if (exp > op->stats.exp) |
1822 | exp = op->stats.exp; |
1717 | exp = op->stats.exp; |
|
|
1718 | |
1823 | if (settings.permanent_exp_ratio) |
1719 | if (settings.permanent_exp_ratio) |
1824 | { |
1720 | { |
1825 | 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 | |
1826 | if (del_exp < 0) |
1723 | if (del_exp < 0) |
1827 | del_exp = 0; |
1724 | del_exp = 0; |
|
|
1725 | |
1828 | if (exp > del_exp) |
1726 | if (exp > del_exp) |
1829 | exp = del_exp; |
1727 | exp = del_exp; |
1830 | } |
1728 | } |
|
|
1729 | |
1831 | return exp; |
1730 | return exp; |
1832 | } |
1731 | } |
1833 | |
1732 | |
1834 | sint64 |
1733 | sint64 |
1835 | check_exp_adjust (const object *op, sint64 exp) |
1734 | check_exp_adjust (const object *op, sint64 exp) |
1836 | { |
1735 | { |
1837 | if (exp < 0) |
1736 | if (exp < 0) |
1838 | return check_exp_loss (op, exp); |
1737 | return check_exp_loss (op, exp); |
1839 | else |
1738 | else |
1840 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1739 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1841 | } |
1740 | } |
1842 | |
|
|
1843 | |
1741 | |
1844 | /* Subtracts experience from player. |
1742 | /* Subtracts experience from player. |
1845 | * 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 |
1846 | * only subtract from the matching skill. Otherwise, |
1744 | * only subtract from the matching skill. Otherwise, |
1847 | * this subtracts a portion from all |
1745 | * this subtracts a portion from all |
… | |
… | |
1852 | * 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. |
1853 | * 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 |
1854 | * a postive number. |
1752 | * a postive number. |
1855 | */ |
1753 | */ |
1856 | static void |
1754 | static void |
1857 | 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) |
1858 | { |
1756 | { |
1859 | float fraction = (float) exp / (float) op->stats.exp; |
1757 | float fraction = (float) exp / (float) op->stats.exp; |
1860 | object *tmp; |
1758 | object *tmp; |
1861 | sint64 del_exp; |
1759 | sint64 del_exp; |
1862 | |
1760 | |
1863 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1761 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1864 | if (tmp->type == SKILL && tmp->stats.exp) |
1762 | if (tmp->type == SKILL && tmp->stats.exp) |
1865 | { |
1763 | { |
1866 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1764 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1867 | { |
1765 | { |
1868 | del_exp = check_exp_loss (tmp, exp); |
1766 | del_exp = check_exp_loss (tmp, exp); |
1869 | tmp->stats.exp -= del_exp; |
1767 | tmp->stats.exp -= del_exp; |
1870 | player_lvl_adj (op, tmp); |
1768 | player_lvl_adj (op, tmp); |
1871 | } |
1769 | } |
1872 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1770 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1873 | { |
1771 | { |
1874 | /* only want to process other skills if we are not trying |
1772 | /* only want to process other skills if we are not trying |
1875 | * to match a specific skill. |
1773 | * to match a specific skill. |
1876 | */ |
1774 | */ |
1877 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1775 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1878 | tmp->stats.exp -= del_exp; |
1776 | tmp->stats.exp -= del_exp; |
1879 | player_lvl_adj (op, tmp); |
1777 | player_lvl_adj (op, tmp); |
1880 | } |
1778 | } |
1881 | } |
1779 | } |
1882 | |
1780 | |
… | |
… | |
1896 | * skill_name is the skill that should get the exp added. |
1794 | * skill_name is the skill that should get the exp added. |
1897 | * 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. |
1898 | * these last two values are only used for players. |
1796 | * these last two values are only used for players. |
1899 | */ |
1797 | */ |
1900 | void |
1798 | void |
1901 | 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) |
1902 | { |
1800 | { |
1903 | #ifdef EXP_DEBUG |
1801 | #ifdef EXP_DEBUG |
1904 | 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); |
1905 | #endif |
1803 | #endif |
1906 | |
1804 | |
… | |
… | |
1915 | * won't do anything if the value is 0 anyways. |
1813 | * won't do anything if the value is 0 anyways. |
1916 | */ |
1814 | */ |
1917 | if (exp == 0) |
1815 | if (exp == 0) |
1918 | return; |
1816 | return; |
1919 | |
1817 | |
1920 | /* Monsters are easy - we just adjust their exp - we |
1818 | /* Monsters are easy - we just adjust their exp - we |
1921 | * don't adjust level, since in most cases it is unrelated to |
1819 | * don't adjust level, since in most cases it is unrelated to |
1922 | * the exp they have - the monsters exp represents what its |
1820 | * the exp they have - the monsters exp represents what its |
1923 | * worth. |
1821 | * worth. |
1924 | */ |
1822 | */ |
1925 | if (op->type != PLAYER) |
1823 | if (op->type != PLAYER) |
1926 | { |
1824 | { |
1927 | /* Sanity check */ |
1825 | /* Sanity check */ |
1928 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1826 | if (!op->flag [FLAG_ALIVE]) |
1929 | return; |
1827 | return; |
1930 | |
1828 | |
1931 | /* reset exp to max allowed value. We subtract from |
1829 | /* reset exp to max allowed value. We subtract from |
1932 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1830 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1933 | * more than max exp, just return. |
1831 | * more than max exp, just return. |
… | |
… | |
1952 | */ |
1850 | */ |
1953 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1851 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1954 | } |
1852 | } |
1955 | } |
1853 | } |
1956 | |
1854 | |
1957 | /* Applies a death penalty experience, the size of this is defined by the |
1855 | /* Applies a death penalty experience, the size of this is defined by the |
1958 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1856 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1959 | * amount of permenent experience, whichever gives the lowest loss. |
1857 | * amount of permenent experience, whichever gives the lowest loss. |
1960 | */ |
1858 | */ |
1961 | void |
1859 | void |
1962 | apply_death_exp_penalty (object *op) |
1860 | apply_death_exp_penalty (object *op) |
1963 | { |
1861 | { |
1964 | object *tmp; |
|
|
1965 | sint64 loss; |
1862 | sint64 loss; |
1966 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1863 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1967 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1864 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1968 | |
1865 | |
1969 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1866 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1970 | if (tmp->type == SKILL && tmp->stats.exp) |
1867 | if (tmp->type == SKILL && tmp->stats.exp) |
1971 | { |
1868 | { |
1972 | |
|
|
1973 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1869 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1974 | 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)]; |
1975 | |
1871 | |
1976 | /* With the revised exp system, you can get cases where |
1872 | /* With the revised exp system, you can get cases where |
1977 | * losing several levels would still require that you have more |
1873 | * losing several levels would still require that you have more |
1978 | * exp than you currently have - this is true if the levels |
1874 | * exp than you currently have - this is true if the levels |
1979 | * tables is a lot harder. |
1875 | * tables is a lot harder. |
1980 | */ |
1876 | */ |
1981 | if (level_loss < 0) |
1877 | if (level_loss < 0) |
1982 | level_loss = 0; |
1878 | level_loss = 0; |
1983 | |
1879 | |
1984 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1880 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1985 | |
1881 | |
1986 | tmp->stats.exp -= loss; |
1882 | tmp->stats.exp -= loss; |
1987 | player_lvl_adj (op, tmp); |
1883 | player_lvl_adj (op, tmp); |
1988 | } |
1884 | } |
1989 | |
1885 | |
1990 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1886 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1991 | 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)]; |
1992 | |
1888 | |
1993 | if (level_loss < 0) |
1889 | if (level_loss < 0) |
1994 | level_loss = 0; |
1890 | level_loss = 0; |
|
|
1891 | |
1995 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1892 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1996 | |
1893 | |
1997 | op->stats.exp -= loss; |
1894 | op->stats.exp -= loss; |
1998 | player_lvl_adj (op, NULL); |
1895 | player_lvl_adj (op, NULL); |
1999 | } |
1896 | } |
2000 | |
1897 | |