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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 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 | */ |
… | |
… | |
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 - |
… | |
… | |
421 | } |
423 | } |
422 | |
424 | |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | * originally undead may change their status |
426 | * originally undead may change their status |
425 | */ |
427 | */ |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
428 | if (!op->arch->flag [FLAG_UNDEAD]) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
429 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
428 | { |
430 | { |
429 | success = 1; |
431 | success = 1; |
430 | if (flag > 0) |
432 | if (flag > 0) |
431 | { |
433 | { |
432 | op->race = "undead"; |
434 | op->race = "undead"; |
… | |
… | |
437 | op->race = op->arch->race; |
439 | op->race = op->arch->race; |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | } |
441 | } |
440 | } |
442 | } |
441 | |
443 | |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
444 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
443 | { |
445 | { |
444 | success = 1; |
446 | success = 1; |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
447 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | } |
448 | } |
447 | |
449 | |
448 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
450 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
449 | { |
451 | { |
450 | success = 1; |
452 | success = 1; |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
453 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | } |
454 | } |
453 | |
455 | |
454 | /* blinded you can tell if more blinded since blinded player has minimal |
456 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | * vision |
457 | * vision |
456 | */ |
458 | */ |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
459 | if (tmp->flag [FLAG_BLIND]) |
458 | { |
460 | { |
459 | success = 1; |
461 | success = 1; |
460 | if (flag > 0) |
462 | if (flag > 0) |
461 | { |
463 | { |
462 | if (QUERY_FLAG (op, FLAG_WIZ)) |
464 | if (op->flag [FLAG_WIZ]) |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | else |
466 | else |
465 | { |
467 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | SET_FLAG (op, FLAG_BLIND); |
469 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
469 | op->contr->do_los = 1; |
471 | op->contr->do_los = 1; |
470 | } |
472 | } |
471 | } |
473 | } |
472 | else |
474 | else |
473 | { |
475 | { |
474 | if (QUERY_FLAG (op, FLAG_WIZ)) |
476 | if (op->flag [FLAG_WIZ]) |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | else |
478 | else |
477 | { |
479 | { |
478 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | CLEAR_FLAG (op, FLAG_BLIND); |
481 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
481 | op->contr->do_los = 1; |
483 | op->contr->do_los = 1; |
482 | } |
484 | } |
483 | } |
485 | } |
484 | } |
486 | } |
485 | |
487 | |
486 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
488 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
487 | { |
489 | { |
488 | success = 1; |
490 | success = 1; |
489 | if (op->type == PLAYER) |
491 | if (op->type == PLAYER) |
490 | op->contr->do_los = 1; |
492 | op->contr->do_los = 1; |
491 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
493 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | } |
494 | } |
493 | |
495 | |
494 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
496 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
495 | { |
497 | { |
496 | success = 1; |
498 | success = 1; |
497 | if (flag > 0) |
499 | if (flag > 0) |
498 | { |
500 | { |
499 | if (QUERY_FLAG (op, FLAG_WIZ)) |
501 | if (op->flag [FLAG_WIZ]) |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | else |
503 | else |
502 | { |
504 | { |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
505 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | if (op->type == PLAYER) |
506 | if (op->type == PLAYER) |
505 | op->contr->do_los = 1; |
507 | op->contr->do_los = 1; |
506 | } |
508 | } |
507 | } |
509 | } |
508 | else |
510 | else |
509 | { |
511 | { |
510 | if (QUERY_FLAG (op, FLAG_WIZ)) |
512 | if (op->flag [FLAG_WIZ]) |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | else |
514 | else |
513 | { |
515 | { |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
516 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | if (op->type == PLAYER) |
517 | if (op->type == PLAYER) |
… | |
… | |
553 | for (int i = 0; i < NROFATTACKS; i++) |
555 | for (int i = 0; i < NROFATTACKS; i++) |
554 | { |
556 | { |
555 | if (i == ATNR_PHYSICAL) |
557 | if (i == ATNR_PHYSICAL) |
556 | continue; /* Don't display about armour */ |
558 | continue; /* Don't display about armour */ |
557 | |
559 | |
558 | if (op->resist[i] != refop.resist[i]) |
560 | if (op->resist [i] != prev_resist [i]) |
559 | { |
561 | { |
560 | success = 1; |
562 | success = 1; |
|
|
563 | |
561 | if (op->resist[i] > refop.resist[i]) |
564 | if (op->resist [i] > prev_resist [i]) |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
565 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
563 | else |
566 | else |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
567 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
565 | |
568 | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
569 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
570 | } |
568 | } |
571 | } |
569 | |
572 | |
570 | if (!potion_max) |
573 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
574 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
575 | if (int i = tmp->stats.stat (j)) |
575 | { |
576 | { |
576 | success = 1; |
577 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
579 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
580 | |
582 | return success; |
581 | return success; |
583 | } |
582 | } |
584 | |
583 | |
585 | /* |
584 | /* |
… | |
… | |
596 | object::drain_specific_stat (int deplete_stats) |
595 | object::drain_specific_stat (int deplete_stats) |
597 | { |
596 | { |
598 | object *tmp; |
597 | object *tmp; |
599 | archetype *at; |
598 | archetype *at; |
600 | |
599 | |
601 | at = archetype::find (ARCH_DEPLETION); |
600 | at = archetype::find (shstr_depletion); |
602 | if (!at) |
601 | if (!at) |
603 | { |
602 | { |
604 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
605 | return; |
604 | return; |
606 | } |
605 | } |
… | |
… | |
626 | * via an applied bad_luck object. |
625 | * via an applied bad_luck object. |
627 | */ |
626 | */ |
628 | void |
627 | void |
629 | object::change_luck (int value) |
628 | object::change_luck (int value) |
630 | { |
629 | { |
631 | archetype *at = archetype::find ("luck"); |
630 | archetype *at = archetype::find (shstr_luck); |
632 | if (!at) |
631 | if (!at) |
633 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | LOG (llevError, "Couldn't find archetype luck.\n"); |
634 | else |
633 | else |
635 | { |
634 | { |
636 | object *tmp = present_arch_in_ob (at, this); |
635 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
768 | int stat_sum [NUM_STATS]; |
767 | int stat_sum [NUM_STATS]; |
769 | |
768 | |
770 | /* First task is to clear all the values back to their original values */ |
769 | /* First task is to clear all the values back to their original values */ |
771 | if (type == PLAYER) |
770 | if (type == PLAYER) |
772 | { |
771 | { |
|
|
772 | contr->delayed_update = false; |
|
|
773 | |
773 | for (int i = 0; i < NUM_STATS; i++) |
774 | for (int i = 0; i < NUM_STATS; i++) |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | |
776 | |
776 | if (settings.spell_encumbrance == TRUE) |
777 | if (settings.spell_encumbrance == TRUE) |
777 | contr->encumbrance = 0; |
778 | contr->encumbrance = 0; |
… | |
… | |
860 | * then calls this function. |
861 | * then calls this function. |
861 | */ |
862 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
863 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
863 | continue; |
864 | continue; |
864 | |
865 | |
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; |
866 | glow_radius += tmp->glow_radius; |
870 | |
867 | |
871 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
872 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
873 | { |
870 | { |
874 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
… | |
… | |
887 | else if (tmp->level > grace_obj->level) |
884 | else if (tmp->level > grace_obj->level) |
888 | grace_obj = tmp; |
885 | grace_obj = tmp; |
889 | } |
886 | } |
890 | } |
887 | } |
891 | |
888 | |
892 | /* Container objects are not meant to adjust a players, but other applied |
889 | /* Container objects are not meant to adjust players, but other applied |
893 | * objects need to make adjustments. |
890 | * objects need to make adjustments. |
894 | * This block should handle all player specific changes |
891 | * This block should handle all player specific changes |
895 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
896 | * in the praying skill, and the player should always get those. |
893 | * 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, |
894 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
914 | && !tmp->flag [FLAG_CURSED] |
911 | && !tmp->flag [FLAG_CURSED] |
915 | && !tmp->flag [FLAG_DAMNED]) |
912 | && !tmp->flag [FLAG_DAMNED]) |
916 | continue; |
913 | continue; |
917 | |
914 | |
918 | for (int i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
916 | stat_sum [i] += tmp->stats.stat (i); |
920 | |
917 | |
921 | if (digest_types [tmp->type]) |
918 | if (digest_types [tmp->type]) |
922 | { |
919 | { |
923 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
924 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
|
|
922 | if (tmp->type != BOW) // ugly exception for bows |
925 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | } |
926 | } |
929 | } /* if this is a player */ |
927 | } /* if this is a player */ |
930 | else |
928 | else |
… | |
… | |
940 | |
938 | |
941 | if (tmp->type == SYMPTOM) |
939 | if (tmp->type == SYMPTOM) |
942 | speed_reduce_from_disease = |
940 | speed_reduce_from_disease = |
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
944 | |
942 | |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
946 | * (Negative protections are calculated exactly like positive.) |
944 | * (Negative protections are calculated exactly like positive.) |
947 | * Resistance from potions are treated special as well. If there's |
945 | * Resistance from potions are treated special as well. If there's |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
949 | */ |
947 | */ |
950 | if (tmp->type != POTION) |
948 | if (tmp->type != POTION) |
… | |
… | |
1139 | else /* To nullify the below effect */ |
1137 | else /* To nullify the below effect */ |
1140 | ac += tmp->stats.ac + tmp->magic; |
1138 | ac += tmp->stats.ac + tmp->magic; |
1141 | } |
1139 | } |
1142 | |
1140 | |
1143 | if (tmp->stats.wc) |
1141 | if (tmp->stats.wc) |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1142 | wc -= tmp->stats.wc + tmp->magic; |
1145 | |
1143 | |
1146 | if (tmp->stats.ac) |
1144 | if (tmp->stats.ac) |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1145 | ac -= tmp->stats.ac + tmp->magic; |
1148 | |
1146 | |
1149 | if (ARMOUR_SPEED (tmp)) |
1147 | if (ARMOUR_SPEED (tmp)) |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1151 | |
1149 | |
1152 | break; |
1150 | break; |
1153 | } /* switch tmp->type */ |
1151 | } /* switch tmp->type */ |
1154 | } /* item is equipped */ |
1152 | } /* item is equipped */ |
1155 | } /* for loop of items */ |
1153 | } /* for loop of items */ |
|
|
1154 | |
|
|
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1156 | |
1156 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1158 | * have generated intermediate values which we now need to assign. |
1158 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1159 | */ |
1160 | |
1160 | |
… | |
… | |
1174 | |
1174 | |
1175 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1176 | { |
1176 | { |
1177 | // clamp various player stats |
1177 | // clamp various player stats |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1179 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1179 | stats.stat (i) = stat_sum [i]; |
|
|
1180 | |
|
|
1181 | check_stat_bounds (&stats); |
1180 | |
1182 | |
1181 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1183 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1182 | |
1184 | |
1183 | /* Figure out the players sp/mana/hp totals. */ |
1185 | /* Figure out the players sp/mana/hp totals. */ |
1184 | int pl_level; |
1186 | int pl_level; |
1185 | |
1187 | |
1186 | check_stat_bounds (&(stats)); |
|
|
1187 | pl_level = level; |
|
|
1188 | |
|
|
1189 | if (pl_level < 1) |
|
|
1190 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1191 | |
1189 | |
1192 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1193 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1194 | */ |
1192 | */ |
1195 | stats.maxhp = 0; |
1193 | stats.maxhp = 0; |
… | |
… | |
1330 | |
1328 | |
1331 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1332 | |
1330 | |
1333 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1334 | speed -= 1; |
1332 | speed -= 1; |
1335 | |
|
|
1336 | if (attacktype == 0) |
|
|
1337 | attacktype = arch->attacktype; |
|
|
1338 | } /* End if player */ |
1333 | } /* End if player */ |
1339 | |
1334 | |
1340 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1341 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1342 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
… | |
… | |
1350 | /* f is a number the represents the number of kg above (positive num) |
1345 | /* f is a number the represents the number of kg above (positive num) |
1351 | * or below (negative number) that the player is carrying. If above |
1346 | * or below (negative number) that the player is carrying. If above |
1352 | * weight limit, then player suffers a speed reduction based on how |
1347 | * weight limit, then player suffers a speed reduction based on how |
1353 | * much above he is, and what is max carry is |
1348 | * much above he is, and what is max carry is |
1354 | */ |
1349 | */ |
1355 | f = (carrying / 1000) - max_carry[stats.Str]; |
1350 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1356 | if (f > 0) |
1351 | if (f > 0.f) |
1357 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1352 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1358 | } |
1353 | } |
1359 | |
1354 | |
1360 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1355 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1361 | |
|
|
1362 | speed = speed * speed_reduce_from_disease; |
1356 | speed *= speed_reduce_from_disease; |
1363 | |
1357 | |
1364 | /* Put a lower limit on speed. Note with this speed, you move once every |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1365 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1366 | */ |
1360 | */ |
1367 | if (speed < 0.01f && type == PLAYER) |
1361 | if (speed < 0.04f && type == PLAYER) |
1368 | speed = 0.01f; |
1362 | speed = 0.04f; |
1369 | |
1363 | |
1370 | if (speed != old_speed) |
1364 | if (speed != old_speed) |
1371 | set_speed (speed); |
1365 | set_speed (speed); |
1372 | |
1366 | |
1373 | if (type == PLAYER) |
1367 | if (type == PLAYER) |
… | |
… | |
1411 | move_type &= ~MOVE_WALK; |
1405 | move_type &= ~MOVE_WALK; |
1412 | |
1406 | |
1413 | /* It is quite possible that a player's spell costing might have changed, |
1407 | /* It is quite possible that a player's spell costing might have changed, |
1414 | * so we will check that now. |
1408 | * so we will check that now. |
1415 | */ |
1409 | */ |
1416 | if (type == PLAYER) |
1410 | if (is_player ()) |
1417 | { |
1411 | contr->update_spells (); |
1418 | esrv_update_stats (contr); |
|
|
1419 | esrv_update_spells (contr); |
|
|
1420 | } |
|
|
1421 | |
1412 | |
1422 | // update the mapspace, if we are on a map |
1413 | // update the mapspace, if we are on a map |
1423 | if (!flag [FLAG_REMOVED] && map) |
1414 | if (!flag [FLAG_REMOVED] && map) |
1424 | map->at (x, y).flags_ = 0; |
1415 | map->at (x, y).flags_ = 0; |
|
|
1416 | } |
|
|
1417 | |
|
|
1418 | void |
|
|
1419 | object::set_glow_radius (sint8 rad) |
|
|
1420 | { |
|
|
1421 | glow_radius = rad; |
|
|
1422 | |
|
|
1423 | if (is_on_map ()) |
|
|
1424 | update_all_los (map, x, y); |
|
|
1425 | else if (object *env = outer_env ()) |
|
|
1426 | { |
|
|
1427 | env->update_stats (); |
|
|
1428 | |
|
|
1429 | if (env->is_on_map ()) |
|
|
1430 | update_all_los (env->map, env->x, env->y); |
|
|
1431 | } |
1425 | } |
1432 | } |
1426 | |
1433 | |
1427 | /* |
1434 | /* |
1428 | * Returns true if the given player is a legal class. |
1435 | * Returns true if the given player is a legal class. |
1429 | * The function to add and remove class-bonuses to the stats doesn't |
1436 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1445 | |
1452 | |
1446 | /* |
1453 | /* |
1447 | * set the new dragon name after gaining levels or |
1454 | * set the new dragon name after gaining levels or |
1448 | * changing ability focus (later this can be extended to |
1455 | * changing ability focus (later this can be extended to |
1449 | * eventually change the player's face and animation) |
1456 | * eventually change the player's face and animation) |
1450 | * |
|
|
1451 | * Note that the title is written to 'own_title' in the |
|
|
1452 | * player struct. This should be changed to 'ext_title' |
|
|
1453 | * as soon as clients support this! |
|
|
1454 | * Please, anyone, write support for 'ext_title'. |
|
|
1455 | */ |
1457 | */ |
1456 | void |
1458 | void |
1457 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1459 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1458 | { |
1460 | { |
1459 | int atnr = -1; /* attacknumber of highest level */ |
1461 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1477 | /* now if there are equals at highest level, pick the one with focus, |
1479 | /* now if there are equals at highest level, pick the one with focus, |
1478 | or else at random */ |
1480 | or else at random */ |
1479 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1481 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1480 | atnr = abil->stats.exp; |
1482 | atnr = abil->stats.exp; |
1481 | |
1483 | |
1482 | level = (int) (level / 5.); |
|
|
1483 | |
|
|
1484 | /* now set the new title */ |
1484 | /* now set the new title */ |
1485 | if (pl->contr != NULL) |
|
|
1486 | { |
|
|
1487 | if (level == 0) |
|
|
1488 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1485 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1489 | else if (level == 1) |
|
|
1490 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1486 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1491 | else if (level == 2) |
|
|
1492 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1487 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1493 | else if (level == 3) |
|
|
1494 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1488 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1495 | else |
1489 | else |
1496 | { |
1490 | { |
1497 | /* special titles for extra high resistance! */ |
1491 | /* special titles for extra high resistance! */ |
1498 | if (skin->resist[atnr] > 80) |
|
|
1499 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1492 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1500 | else if (skin->resist[atnr] > 50) |
|
|
1501 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1493 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1502 | else |
|
|
1503 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1494 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1504 | } |
|
|
1505 | } |
1495 | } |
1506 | |
1496 | |
1507 | strcpy (pl->contr->own_title, ""); |
1497 | strcpy (pl->contr->own_title, ""); |
1508 | } |
1498 | } |
1509 | |
1499 | |
1510 | /* |
1500 | /* |
1511 | * This function is called when a dragon-player gains |
1501 | * This function is called when a dragon-player gains |
1512 | * an overall level. Here, the dragon might gain new abilities |
1502 | * an overall level. Here, the dragon might gain new abilities |
1513 | * or change the ability-focus. |
1503 | * or change the ability-focus. |
1514 | */ |
1504 | */ |
1515 | void |
1505 | static void |
1516 | dragon_level_gain (object *who) |
1506 | dragon_level_gain (object *who) |
1517 | { |
1507 | { |
1518 | object *abil = NULL; /* pointer to dragon ability force */ |
1508 | object *abil = NULL; /* pointer to dragon ability force */ |
1519 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1520 | object *tmp = NULL; /* tmp. object */ |
1510 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1576 | object *skill_obj; |
1566 | object *skill_obj; |
1577 | |
1567 | |
1578 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1568 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1579 | if (!skill_obj) |
1569 | if (!skill_obj) |
1580 | { |
1570 | { |
1581 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1571 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1582 | return NULL; |
1572 | return NULL; |
1583 | } |
1573 | } |
1584 | |
1574 | |
1585 | /* clear the flag - exp goes into this bucket, but player |
1575 | /* clear the flag - exp goes into this bucket, but player |
1586 | * still doesn't know it. |
1576 | * still doesn't know it. |
1587 | */ |
1577 | */ |
1588 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1589 | skill_obj->stats.exp = 0; |
1579 | skill_obj->stats.exp = 0; |
1590 | skill_obj->level = 1; |
1580 | skill_obj->level = 1; |
1591 | insert_ob_in_ob (skill_obj, op); |
1581 | op->insert (skill_obj); |
1592 | |
1582 | |
1593 | if (player *pl = op->contr) |
1583 | if (player *pl = op->contr) |
1594 | { |
1584 | pl->link_skills (); |
1595 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1596 | if (pl->ns) |
|
|
1597 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1598 | } |
|
|
1599 | |
1585 | |
1600 | return skill_obj; |
1586 | return skill_obj; |
1601 | } |
1587 | } |
1602 | |
1588 | |
1603 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1589 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1663 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1664 | } |
1650 | } |
1665 | } |
1651 | } |
1666 | |
1652 | |
1667 | if (changed) |
1653 | if (changed) |
1668 | { |
1654 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1669 | who->update_stats (); |
|
|
1670 | esrv_update_stats (who->contr); |
|
|
1671 | /* check if the spell data has changed */ |
|
|
1672 | esrv_update_spells (who->contr); |
|
|
1673 | } |
|
|
1674 | } |
1655 | } |
1675 | |
1656 | |
1676 | /* |
1657 | /* |
1677 | * Returns how much experience is needed for a player to become |
1658 | * Returns how much experience is needed for a player to become |
1678 | * the given level. level should really never exceed max_level |
1659 | * the given level. level should really never exceed max_level |
… | |
… | |
1722 | * flag is what to do if the player doesn't have the skill: |
1703 | * flag is what to do if the player doesn't have the skill: |
1723 | */ |
1704 | */ |
1724 | static void |
1705 | static void |
1725 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1706 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1726 | { |
1707 | { |
1727 | object *skill_obj = NULL; |
1708 | object *skill_obj; |
1728 | sint64 limit, exp_to_add; |
1709 | sint64 limit, exp_to_add; |
1729 | int i; |
1710 | int i; |
1730 | |
1711 | |
1731 | /* prevents some forms of abuse. */ |
1712 | /* prevents some forms of abuse. */ |
1732 | if (op->contr->braced) |
1713 | if (op->contr->braced) |
… | |
… | |
1735 | /* Try to find the matching skill. |
1716 | /* Try to find the matching skill. |
1736 | * We do a shortcut/time saving mechanism first - see if it matches |
1717 | * We do a shortcut/time saving mechanism first - see if it matches |
1737 | * chosen_skill. This means we don't need to search through |
1718 | * chosen_skill. This means we don't need to search through |
1738 | * the players inventory. |
1719 | * the players inventory. |
1739 | */ |
1720 | */ |
|
|
1721 | skill_obj = 0; |
|
|
1722 | |
1740 | if (skill_name) |
1723 | if (skill_name) |
1741 | { |
1724 | { |
1742 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1725 | skill_obj = op->contr->find_skill (skill_name); |
1743 | skill_obj = op->chosen_skill; |
|
|
1744 | else |
|
|
1745 | { |
|
|
1746 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1747 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1748 | { |
|
|
1749 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1750 | break; |
|
|
1751 | } |
|
|
1752 | |
1726 | |
1753 | /* Player doesn't have the skill. Check to see what to do, and give |
1727 | /* Player doesn't have the skill. Check to see what to do, and give |
1754 | * it to the player if necessary |
1728 | * it to the player if necessary |
1755 | */ |
1729 | */ |
1756 | if (!skill_obj) |
1730 | if (!skill_obj) |
1757 | { |
1731 | { |
1758 | if (flag == SK_EXP_NONE) |
1732 | if (flag == SK_EXP_NONE) |
1759 | return; |
1733 | return; |
|
|
1734 | |
1760 | else if (flag == SK_EXP_ADD_SKILL) |
1735 | if (flag == SK_EXP_ADD_SKILL) |
1761 | give_skill_by_name (op, skill_name); |
1736 | skill_obj = give_skill_by_name (op, skill_name); |
1762 | } |
|
|
1763 | } |
1737 | } |
1764 | } |
1738 | } |
1765 | |
1739 | |
1766 | if (flag != SK_EXP_SKILL_ONLY) |
1740 | if (flag != SK_EXP_SKILL_ONLY) |
1767 | { |
1741 | { |
… | |
… | |
1800 | player_lvl_adj (op, skill_obj); |
1774 | player_lvl_adj (op, skill_obj); |
1801 | } |
1775 | } |
1802 | } |
1776 | } |
1803 | |
1777 | |
1804 | /* This function checks to make sure that object 'op' can |
1778 | /* This function checks to make sure that object 'op' can |
1805 | * lost 'exp' experience. It returns the amount of exp |
1779 | * lose 'exp' experience. It returns the amount of exp |
1806 | * object 'op' can in fact lose - it basically makes |
1780 | * object 'op' can in fact lose - it basically makes |
1807 | * adjustments based on permanent exp and the like. |
1781 | * adjustments based on permanent exp and the like. |
1808 | * This function should always be used for losing experience - |
1782 | * This function should always be used for losing experience - |
1809 | * the 'exp' value passed should be positive - this is the |
1783 | * the 'exp' value passed should be positive - this is the |
1810 | * amount that should get subtract from the player. |
1784 | * amount that should get subtract from the player. |
1811 | */ |
1785 | */ |
1812 | sint64 |
1786 | static sint64 |
1813 | check_exp_loss (const object *op, sint64 exp) |
1787 | check_exp_loss (const object *op, sint64 exp) |
1814 | { |
1788 | { |
1815 | sint64 del_exp; |
1789 | sint64 del_exp; |
1816 | |
1790 | |
1817 | if (exp > op->stats.exp) |
1791 | if (exp > op->stats.exp) |
1818 | exp = op->stats.exp; |
1792 | exp = op->stats.exp; |
|
|
1793 | |
1819 | if (settings.permanent_exp_ratio) |
1794 | if (settings.permanent_exp_ratio) |
1820 | { |
1795 | { |
1821 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1796 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1797 | |
1822 | if (del_exp < 0) |
1798 | if (del_exp < 0) |
1823 | del_exp = 0; |
1799 | del_exp = 0; |
|
|
1800 | |
1824 | if (exp > del_exp) |
1801 | if (exp > del_exp) |
1825 | exp = del_exp; |
1802 | exp = del_exp; |
1826 | } |
1803 | } |
|
|
1804 | |
1827 | return exp; |
1805 | return exp; |
1828 | } |
1806 | } |
1829 | |
1807 | |
1830 | sint64 |
1808 | sint64 |
1831 | check_exp_adjust (const object *op, sint64 exp) |
1809 | check_exp_adjust (const object *op, sint64 exp) |
1832 | { |
1810 | { |
1833 | if (exp < 0) |
1811 | if (exp < 0) |
1834 | return check_exp_loss (op, exp); |
1812 | return check_exp_loss (op, exp); |
1835 | else |
1813 | else |
1836 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1814 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1837 | } |
1815 | } |
1838 | |
|
|
1839 | |
1816 | |
1840 | /* Subtracts experience from player. |
1817 | /* Subtracts experience from player. |
1841 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1818 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1842 | * only subtract from the matching skill. Otherwise, |
1819 | * only subtract from the matching skill. Otherwise, |
1843 | * this subtracts a portion from all |
1820 | * this subtracts a portion from all |
… | |
… | |
1857 | sint64 del_exp; |
1834 | sint64 del_exp; |
1858 | |
1835 | |
1859 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1836 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1860 | if (tmp->type == SKILL && tmp->stats.exp) |
1837 | if (tmp->type == SKILL && tmp->stats.exp) |
1861 | { |
1838 | { |
1862 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1839 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1863 | { |
1840 | { |
1864 | del_exp = check_exp_loss (tmp, exp); |
1841 | del_exp = check_exp_loss (tmp, exp); |
1865 | tmp->stats.exp -= del_exp; |
1842 | tmp->stats.exp -= del_exp; |
1866 | player_lvl_adj (op, tmp); |
1843 | player_lvl_adj (op, tmp); |
1867 | } |
1844 | } |
… | |
… | |
1955 | * amount of permenent experience, whichever gives the lowest loss. |
1932 | * amount of permenent experience, whichever gives the lowest loss. |
1956 | */ |
1933 | */ |
1957 | void |
1934 | void |
1958 | apply_death_exp_penalty (object *op) |
1935 | apply_death_exp_penalty (object *op) |
1959 | { |
1936 | { |
1960 | object *tmp; |
|
|
1961 | sint64 loss; |
1937 | sint64 loss; |
1962 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1938 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1963 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1939 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1964 | |
1940 | |
1965 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1941 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1966 | if (tmp->type == SKILL && tmp->stats.exp) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1967 | { |
1943 | { |
1968 | |
|
|
1969 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1944 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1970 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1945 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1971 | |
1946 | |
1972 | /* With the revised exp system, you can get cases where |
1947 | /* With the revised exp system, you can get cases where |
1973 | * losing several levels would still require that you have more |
1948 | * losing several levels would still require that you have more |
1974 | * exp than you currently have - this is true if the levels |
1949 | * exp than you currently have - this is true if the levels |
1975 | * tables is a lot harder. |
1950 | * tables is a lot harder. |
1976 | */ |
1951 | */ |
1977 | if (level_loss < 0) |
1952 | if (level_loss < 0) |
1978 | level_loss = 0; |
1953 | level_loss = 0; |
1979 | |
1954 | |
1980 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1955 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1981 | |
1956 | |
1982 | tmp->stats.exp -= loss; |
1957 | tmp->stats.exp -= loss; |
1983 | player_lvl_adj (op, tmp); |
1958 | player_lvl_adj (op, tmp); |
1984 | } |
1959 | } |
1985 | |
1960 | |
1986 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1961 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1987 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1962 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1988 | |
1963 | |
1989 | if (level_loss < 0) |
1964 | if (level_loss < 0) |
1990 | level_loss = 0; |
1965 | level_loss = 0; |
|
|
1966 | |
1991 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1967 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1992 | |
1968 | |
1993 | op->stats.exp -= loss; |
1969 | op->stats.exp -= loss; |
1994 | player_lvl_adj (op, NULL); |
1970 | player_lvl_adj (op, NULL); |
1995 | } |
1971 | } |
1996 | |
1972 | |