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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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|
5 | * 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 |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * 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/>. |
20 | * and the GNU General Public License along with this program. If not, see |
|
|
21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | #include <global.h> |
26 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* 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 |
29 | * 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 |
30 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
30 | */ |
31 | */ |
… | |
… | |
33 | static const int con_bonus[MAX_STAT + 1] = { |
34 | 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, |
35 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
35 | 22, 25, 30, 40, 50 |
36 | 22, 25, 30, 40, 50 |
36 | }; |
37 | }; |
37 | |
38 | |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | * because Pow can now be the stat that controls spellpoint |
40 | * because Pow can now be the stat that controls spellpoint |
40 | * advancement. -b.t. |
41 | * advancement. -b.t. |
41 | */ |
42 | */ |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
43 | 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, |
44 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
… | |
… | |
47 | static const int grace_bonus[MAX_STAT + 1] = { |
48 | 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, |
49 | -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 |
50 | 30, 40, 50, 70, 100 |
50 | }; |
51 | }; |
51 | |
52 | |
52 | /* 0.92.7 Changed way charisma works. Values now |
53 | /* 0.92.7 Changed way charisma works. Values now |
53 | * represent how much more it costs to buy something than to sell it |
54 | * 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 |
55 | * (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 |
56 | * 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 |
57 | * 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 |
58 | * 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 |
59 | * buying and selling is both the same value - any value less than or equal |
59 | * to 1 should not be used. |
60 | * to 1 should not be used. |
60 | * At least as of now, the only place that uses this code is query_cost, |
61 | * 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 |
62 | * 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 |
63 | * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold |
63 | * at .667 |
64 | * at .667 |
64 | * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell |
65 | * 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 |
109 | * These limits are probably overly generous, but being there were no values |
109 | * before, you need to start someplace. |
110 | * before, you need to start someplace. |
110 | */ |
111 | */ |
111 | |
112 | |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | 200000, /* 0 */ |
114 | 200000, /* 0 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
120 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
120 | }; |
121 | }; |
121 | |
122 | |
122 | const int learn_spell[MAX_STAT + 1] = { |
123 | 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, |
124 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
124 | 100, 100, 100, 100, 100, 100 |
125 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
139 | /* |
140 | /* |
140 | Since this is nowhere defined ... |
141 | Since this is nowhere defined ... |
141 | Both come in handy at least in function add_exp() |
142 | Both come in handy at least in function add_exp() |
142 | */ |
143 | */ |
143 | |
144 | |
144 | #define MAX_EXPERIENCE levels[settings.max_level] |
145 | #define MAX_EXPERIENCE levels [settings.max_level] |
145 | |
146 | |
146 | /* because exp_obj sum to make the total score, |
147 | /* because exp_obj sum to make the total score, |
147 | * we cannot allow that sum to exceed the maximum |
148 | * we cannot allow that sum to exceed the maximum |
148 | * amount of experience a player can gain. Thus |
149 | * amount of experience a player can gain. Thus |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
150 | * we define MAX_EXP_IN_OBJ. It is important to try |
150 | * to make the value of MAX_EXP_CAT close to the |
151 | * to make the value of MAX_EXP_CAT close to the |
151 | * actual number of experience objects in the game, |
152 | * actual number of experience objects in the game, |
152 | * otherwise the maximum level in any experience |
153 | * otherwise the maximum level in any experience |
153 | * category could be quite low. To help the situation |
154 | * category could be quite low. To help the situation |
154 | * out a little I added 10 more levels, and jacked |
155 | * out a little I added 10 more levels, and jacked |
155 | * up the last level experience value. Its out of |
156 | * up the last level experience value. Its out of |
156 | * line with progression of previous levels, so |
157 | * line with progression of previous levels, so |
157 | * if more levels are desired, this should be fixed. |
158 | * if more levels are desired, this should be fixed. |
158 | * -b.t. |
159 | * -b.t. |
159 | */ |
160 | */ |
160 | |
161 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
162 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
162 | |
|
|
163 | extern sint64 *levels; |
|
|
164 | |
163 | |
165 | #define MAX_SAVE_LEVEL 110 |
164 | #define MAX_SAVE_LEVEL 110 |
166 | |
165 | |
167 | /* This no longer needs to be changed anytime the number of |
166 | /* This no longer needs to be changed anytime the number of |
168 | * levels is increased - rather, did_make_save will do the |
167 | * 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, |
261 | /* 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 |
262 | * 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. |
263 | * function since some of the values passed to new_draw_info are hardcoded. |
265 | */ |
264 | */ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
267 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
266 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
268 | |
267 | |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
270 | |
269 | |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | * the object. |
271 | * the object. |
… | |
… | |
280 | * that gives them that ability. |
279 | * that gives them that ability. |
281 | */ |
280 | */ |
282 | int |
281 | int |
283 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
284 | { |
283 | { |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
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|
285 | int success = 0; |
286 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
287 | int potion_max = 0; |
287 | int potion_max = 0; |
288 | |
288 | |
289 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
290 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
291 | * found by update_stats. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
292 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
293 | object_copy refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
294 | |
295 | |
295 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
296 | { |
297 | { |
297 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
298 | { |
299 | { |
299 | potion_max = 1; |
300 | potion_max = 1; |
|
|
301 | |
300 | for (int j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
301 | { |
303 | { |
302 | int ostat = op->contr->orig_stats.stat (j); |
304 | int ostat = op->contr->orig_stats.stat (j); |
303 | int i = tmp->stats.stat (j); |
305 | int i = tmp->stats.stat (j); |
304 | |
306 | |
305 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
306 | int nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
307 | |
309 | |
308 | /* Do some bounds checking. While I don't think any |
310 | /* 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 |
311 | * that adjust that stat by more than one point, so we need |
311 | * to allow for that. |
312 | * to allow for that. |
312 | */ |
313 | */ |
313 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
314 | nstat = 1; |
315 | nstat = 1; |
… | |
… | |
337 | check_stat_bounds (&op->stats); |
338 | check_stat_bounds (&op->stats); |
338 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
339 | } |
340 | } |
340 | |
341 | |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
342 | * everything to set |
343 | * everything to set |
343 | */ |
344 | */ |
344 | if (flag == -1) |
345 | if (flag == -1) |
345 | { |
346 | { |
346 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
347 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
… | |
… | |
366 | { |
367 | { |
367 | success = 1; |
368 | success = 1; |
368 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | } |
370 | } |
370 | |
371 | |
371 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
372 | { |
373 | { |
373 | success = 1; |
374 | success = 1; |
374 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | } |
376 | } |
376 | |
377 | |
377 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
378 | { |
379 | { |
379 | success = 1; |
380 | success = 1; |
380 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | } |
382 | } |
382 | |
383 | |
383 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
384 | { |
385 | { |
385 | success = 1; |
386 | success = 1; |
386 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | } |
388 | } |
388 | |
389 | |
… | |
… | |
390 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
391 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
392 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
393 | * from fly high) |
394 | * from fly high) |
394 | */ |
395 | */ |
395 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
396 | { |
397 | { |
397 | success = 1; |
398 | success = 1; |
398 | |
399 | |
399 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
401 | */ |
402 | */ |
402 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | { |
404 | { |
404 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
405 | } |
406 | } |
406 | |
407 | |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | { |
409 | { |
409 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* 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.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | } |
415 | } |
415 | |
416 | |
416 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | 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 | } |
419 | } |
422 | |
420 | |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
421 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | * originally undead may change their status |
422 | * originally undead may change their status |
425 | */ |
423 | */ |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
424 | if (!op->arch->flag [FLAG_UNDEAD]) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
425 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
428 | { |
426 | { |
429 | success = 1; |
427 | success = 1; |
430 | if (flag > 0) |
428 | if (flag > 0) |
431 | { |
429 | { |
432 | op->race = "undead"; |
430 | op->race = "undead"; |
… | |
… | |
437 | op->race = op->arch->race; |
435 | op->race = op->arch->race; |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
436 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | } |
437 | } |
440 | } |
438 | } |
441 | |
439 | |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
440 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
443 | { |
441 | { |
444 | success = 1; |
442 | success = 1; |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
443 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | } |
444 | } |
447 | |
445 | |
448 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
446 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
449 | { |
447 | { |
450 | success = 1; |
448 | success = 1; |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
449 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | } |
450 | } |
453 | |
451 | |
454 | /* blinded you can tell if more blinded since blinded player has minimal |
452 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | * vision |
453 | * vision |
456 | */ |
454 | */ |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
455 | if (tmp->flag [FLAG_BLIND]) |
458 | { |
456 | { |
459 | success = 1; |
457 | success = 1; |
460 | if (flag > 0) |
458 | if (flag > 0) |
461 | { |
459 | { |
462 | if (QUERY_FLAG (op, FLAG_WIZ)) |
460 | if (op->flag [FLAG_WIZ]) |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
461 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | else |
462 | else |
465 | { |
463 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | SET_FLAG (op, FLAG_BLIND); |
465 | op->set_flag (FLAG_BLIND); |
468 | if (op->type == PLAYER) |
466 | if (op->type == PLAYER) |
469 | op->contr->do_los = 1; |
467 | op->contr->do_los = 1; |
470 | } |
468 | } |
471 | } |
469 | } |
472 | else |
470 | else |
473 | { |
471 | { |
474 | if (QUERY_FLAG (op, FLAG_WIZ)) |
472 | if (op->flag [FLAG_WIZ]) |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | else |
474 | else |
477 | { |
475 | { |
478 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | CLEAR_FLAG (op, FLAG_BLIND); |
477 | op->clr_flag (FLAG_BLIND); |
480 | if (op->type == PLAYER) |
478 | if (op->type == PLAYER) |
481 | op->contr->do_los = 1; |
479 | op->contr->do_los = 1; |
482 | } |
480 | } |
483 | } |
481 | } |
484 | } |
482 | } |
485 | |
483 | |
486 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
484 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
487 | { |
485 | { |
488 | success = 1; |
486 | success = 1; |
489 | if (op->type == PLAYER) |
487 | if (op->type == PLAYER) |
490 | op->contr->do_los = 1; |
488 | op->contr->do_los = 1; |
491 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
489 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | } |
490 | } |
493 | |
491 | |
494 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
492 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
495 | { |
493 | { |
496 | success = 1; |
494 | success = 1; |
497 | if (flag > 0) |
495 | if (flag > 0) |
498 | { |
496 | { |
499 | if (QUERY_FLAG (op, FLAG_WIZ)) |
497 | if (op->flag [FLAG_WIZ]) |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
498 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | else |
499 | else |
502 | { |
500 | { |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | if (op->type == PLAYER) |
502 | if (op->type == PLAYER) |
505 | op->contr->do_los = 1; |
503 | op->contr->do_los = 1; |
506 | } |
504 | } |
507 | } |
505 | } |
508 | else |
506 | else |
509 | { |
507 | { |
510 | if (QUERY_FLAG (op, FLAG_WIZ)) |
508 | if (op->flag [FLAG_WIZ]) |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
509 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | else |
510 | else |
513 | { |
511 | { |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | if (op->type == PLAYER) |
513 | if (op->type == PLAYER) |
… | |
… | |
522 | { |
520 | { |
523 | success = 1; |
521 | success = 1; |
524 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
522 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
525 | } |
523 | } |
526 | |
524 | |
|
|
525 | if (digest_types [tmp->type]) |
|
|
526 | { |
527 | if (tmp->stats.hp && op->type == PLAYER) |
527 | if (tmp->stats.hp && op->type == PLAYER) |
528 | { |
528 | { |
529 | success = 1; |
529 | success = 1; |
530 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
530 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
531 | } |
531 | } |
532 | |
532 | |
533 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
533 | if (tmp->stats.sp && op->type == PLAYER |
534 | { |
534 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
535 | { |
535 | success = 1; |
536 | success = 1; |
536 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
537 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
537 | } |
538 | } |
538 | |
539 | |
539 | /* for the future when artifacts set this -b.t. */ |
540 | /* for the future when artifacts set this -b.t. */ |
540 | if (tmp->stats.grace && op->type == PLAYER) |
541 | if (tmp->stats.grace && op->type == PLAYER) |
541 | { |
542 | { |
542 | success = 1; |
543 | success = 1; |
543 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
544 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
544 | } |
545 | } |
545 | |
546 | |
546 | if (tmp->stats.food && op->type == PLAYER) |
547 | if (tmp->stats.food && op->type == PLAYER) |
547 | { |
548 | { |
548 | success = 1; |
549 | success = 1; |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
551 | } |
550 | } |
552 | } |
551 | |
553 | |
552 | /* Messages for changed resistance */ |
554 | /* Messages for changed resistance */ |
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 | } |
… | |
… | |
608 | { |
607 | { |
609 | tmp = present_arch_in_ob (at, this); |
608 | tmp = present_arch_in_ob (at, this); |
610 | |
609 | |
611 | if (!tmp) |
610 | if (!tmp) |
612 | { |
611 | { |
613 | tmp = arch_to_object (at); |
612 | tmp = at->instance (); |
614 | tmp = insert_ob_in_ob (tmp, this); |
613 | tmp = insert_ob_in_ob (tmp, this); |
615 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | tmp->set_flag (FLAG_APPLIED); |
616 | } |
615 | } |
617 | } |
616 | } |
618 | |
617 | |
619 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
618 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
620 | change_attr_value (&tmp->stats, deplete_stats, -1); |
619 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
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); |
… | |
… | |
638 | if (!tmp) |
637 | if (!tmp) |
639 | { |
638 | { |
640 | if (!value) |
639 | if (!value) |
641 | return; |
640 | return; |
642 | |
641 | |
643 | tmp = arch_to_object (at); |
642 | tmp = at->instance (); |
644 | tmp = insert_ob_in_ob (tmp, this); |
643 | tmp = insert_ob_in_ob (tmp, this); |
645 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | tmp->set_flag (FLAG_APPLIED); |
646 | } |
645 | } |
647 | |
646 | |
648 | if (value) |
647 | if (value) |
649 | { |
648 | { |
650 | /* Limit the luck value of the bad luck object to +/-100. This |
649 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
703 | sint8 v = arch->stats.stat (i); |
702 | sint8 v = arch->stats.stat (i); |
704 | stats.stat (i) += v; |
703 | stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
704 | contr->orig_stats.stat (i) += v; |
706 | } |
705 | } |
707 | } |
706 | } |
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 | |
707 | |
735 | static struct copy_flags : object::flags_t |
708 | static struct copy_flags : object::flags_t |
736 | { |
709 | { |
737 | copy_flags () |
710 | copy_flags () |
738 | { |
711 | { |
… | |
… | |
757 | * spell system split, grace points now added to system --peterm |
730 | * spell system split, grace points now added to system --peterm |
758 | */ |
731 | */ |
759 | void |
732 | void |
760 | object::update_stats () |
733 | object::update_stats () |
761 | { |
734 | { |
762 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
735 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
763 | int weapon_weight = 0, weapon_speed = 0; |
736 | weight_t weapon_weight = 0; |
|
|
737 | int weapon_speed = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
738 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
739 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
740 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | float old_speed = speed; |
741 | float old_speed = speed; |
768 | int stat_sum [NUM_STATS]; |
742 | int stat_sum [NUM_STATS]; |
769 | |
743 | |
|
|
744 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
745 | |
770 | /* First task is to clear all the values back to their original values */ |
746 | /* First task is to clear all the values back to their original values */ |
771 | if (type == PLAYER) |
747 | if (type == PLAYER) |
772 | { |
748 | { |
|
|
749 | contr->delayed_update = false; |
|
|
750 | |
773 | for (int i = 0; i < NUM_STATS; i++) |
751 | for (int i = 0; i < NUM_STATS; i++) |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
752 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | |
753 | |
776 | if (settings.spell_encumbrance == TRUE) |
754 | if (settings.spell_encumbrance == TRUE) |
777 | contr->encumbrance = 0; |
755 | contr->encumbrance = 0; |
… | |
… | |
784 | contr->gen_grace = 0; |
762 | contr->gen_grace = 0; |
785 | contr->gen_sp_armour = 10; |
763 | contr->gen_sp_armour = 10; |
786 | contr->item_power = 0; |
764 | contr->item_power = 0; |
787 | } |
765 | } |
788 | |
766 | |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
767 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
790 | slot[i].used = slot[i].info; |
768 | slot[i].used = slot[i].info; |
791 | |
769 | |
792 | slaying = 0; |
770 | slaying = 0; |
793 | |
771 | |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
772 | if (!this->flag [FLAG_WIZ]) |
795 | { |
|
|
796 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
797 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
798 | } |
773 | { |
|
|
774 | this->clr_flag (FLAG_XRAYS); |
|
|
775 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
776 | } |
799 | |
777 | |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
778 | this->clr_flag (FLAG_LIFESAVE); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
779 | this->clr_flag (FLAG_STEALTH); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
780 | this->clr_flag (FLAG_BLIND); |
803 | |
781 | |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
782 | 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); |
783 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
784 | 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); |
785 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
808 | |
786 | |
809 | path_attuned = arch->path_attuned; |
787 | path_attuned = arch->path_attuned; |
810 | path_repelled = arch->path_repelled; |
788 | path_repelled = arch->path_repelled; |
811 | path_denied = arch->path_denied; |
789 | path_denied = arch->path_denied; |
812 | glow_radius = arch->glow_radius; |
790 | glow_radius = arch->glow_radius; |
813 | move_type = arch->move_type; |
791 | move_type = arch->move_type; |
814 | |
792 | |
815 | chosen_skill = 0; |
|
|
816 | |
|
|
817 | /* initializing resistances from the values in player/monster's |
793 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
794 | * archetype clone |
819 | */ |
795 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
796 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
797 | |
822 | for (int i = 0; i < NROFATTACKS; i++) |
798 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
799 | { |
824 | if (resist[i] > 0) |
800 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
801 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
802 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
803 | vuln[i] = -resist[i], prot[i] = 0; |
828 | |
804 | |
829 | potion_resist[i] = 0; |
805 | potion_resist[i] = -1000; |
830 | } |
806 | } |
831 | |
807 | |
832 | wc = arch->stats.wc; |
808 | wc = arch->stats.wc; |
833 | stats.dam = arch->stats.dam; |
809 | stats.dam = arch->stats.dam; |
834 | |
810 | |
835 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
811 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
812 | * plus a small amount of physical resist, those poor suckers. ;) |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
813 | * 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, |
814 | * 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 |
815 | * basically, if a server updates its max level, these playes may find |
840 | * that their protection from physical goes down |
816 | * that their protection from physical goes down |
841 | */ |
817 | */ |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
818 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
843 | { |
819 | { |
844 | ac = max (-10, arch->stats.ac - level / 3); |
820 | ac = max (-10, arch->stats.ac - level / 3); |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
821 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
846 | } |
822 | } |
847 | else |
823 | else |
848 | ac = arch->stats.ac; |
824 | ac = arch->stats.ac; |
849 | |
825 | |
850 | stats.luck = arch->stats.luck; |
826 | stats.luck = arch->stats.luck; |
851 | speed = arch->speed; |
827 | speed = arch->speed; |
|
|
828 | |
|
|
829 | chosen_skill = 0; |
852 | |
830 | |
853 | /* OK - we've reset most all the objects attributes to sane values. |
831 | /* 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. |
832 | * now go through and make adjustments for what the player has equipped. |
855 | */ |
833 | */ |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
834 | for (tmp = inv; tmp; tmp = tmp->below) |
857 | { |
835 | { |
858 | /* This happens because apply_potion calls change_abil with the potion |
836 | /* This happens because apply_potion calls change_abil with the potion |
859 | * applied so we can tell the player what changed. But change_abil |
837 | * applied so we can tell the player what changed. But change_abil |
860 | * then calls this function. |
838 | * then calls this function. |
861 | */ |
839 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
840 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
863 | continue; |
841 | continue; |
864 | |
842 | |
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; |
843 | glow_radius += tmp->glow_radius; |
870 | |
844 | |
871 | /* For some things, we don't care what is equipped */ |
845 | /* For some things, we don't care what is equipped */ |
872 | if (tmp->type == SKILL) |
846 | if (tmp->type == SKILL) |
873 | { |
847 | { |
874 | /* Want to take the highest skill here. */ |
848 | /* Want to take the highest skill here. */ |
… | |
… | |
887 | else if (tmp->level > grace_obj->level) |
861 | else if (tmp->level > grace_obj->level) |
888 | grace_obj = tmp; |
862 | grace_obj = tmp; |
889 | } |
863 | } |
890 | } |
864 | } |
891 | |
865 | |
892 | /* Container objects are not meant to adjust a players, but other applied |
866 | /* Container objects are not meant to adjust players, but other applied |
893 | * objects need to make adjustments. |
867 | * objects need to make adjustments. |
894 | * This block should handle all player specific changes |
868 | * This block should handle all player specific changes |
895 | * The check for Praying is a bit of a hack - god given bonuses are put |
869 | * 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. |
870 | * 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, |
871 | * 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 |
872 | * because the skill shouldn't count against body positions being used |
899 | * up, etc. |
873 | * up, etc. |
900 | */ |
874 | */ |
901 | if ((tmp->flag [FLAG_APPLIED] |
875 | if ((tmp->flag [FLAG_APPLIED] |
902 | && tmp->type != CONTAINER |
876 | && tmp->type != CONTAINER |
903 | && tmp->type != CLOSE_CON) |
877 | && tmp->type != CLOSE_CON |
904 | || (tmp->type == SKILL |
878 | && tmp->type != SPELL) |
905 | && tmp->subtype == SK_PRAYING)) |
879 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
906 | { |
880 | { |
907 | if (type == PLAYER) |
881 | if (type == PLAYER) |
908 | { |
882 | { |
909 | contr->item_power += tmp->item_power; |
883 | contr->item_power += tmp->item_power; |
910 | |
884 | |
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++) |
885 | for (int i = 0; i < NUM_STATS; i++) |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
886 | stat_sum [i] += tmp->stats.stat (i); |
920 | |
887 | |
921 | if (digest_types [tmp->type]) |
888 | if (digest_types [tmp->type]) |
922 | { |
889 | { |
923 | contr->digestion += tmp->stats.food; |
890 | contr->digestion += tmp->stats.food; |
924 | contr->gen_hp += tmp->stats.hp; |
891 | contr->gen_hp += tmp->stats.hp; |
|
|
892 | if (tmp->type != BOW) // ugly exception for bows |
925 | contr->gen_sp += tmp->stats.sp; |
893 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_grace += tmp->stats.grace; |
894 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
895 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | } |
896 | } |
929 | } /* if this is a player */ |
897 | } /* if this is a player */ |
930 | else |
898 | else |
… | |
… | |
932 | if (tmp->type == WEAPON) |
900 | if (tmp->type == WEAPON) |
933 | current_weapon = tmp; |
901 | current_weapon = tmp; |
934 | } |
902 | } |
935 | |
903 | |
936 | /* Update slots used for items */ |
904 | /* Update slots used for items */ |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
906 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
939 | slot[i].used += tmp->slot[i].info; |
907 | slot[i].used += tmp->slot[i].info; |
940 | |
908 | |
941 | if (tmp->type == SYMPTOM) |
909 | if (tmp->type == SYMPTOM) |
942 | speed_reduce_from_disease = |
|
|
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
910 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
944 | |
911 | |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
912 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
946 | * (Negative protections are calculated exactly like positive.) |
913 | * (Negative protections are calculated exactly like positive.) |
947 | * Resistance from potions are treated special as well. If there's |
914 | * Resistance from potions are treated special as well. If there's |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
915 | * more than one potion-effect, the bigger prot.-value is taken. |
949 | */ |
916 | */ |
950 | if (tmp->type != POTION) |
917 | if (tmp->type == POTION_EFFECT) |
951 | { |
|
|
952 | for (int i = 0; i < NROFATTACKS; i++) |
918 | for (int i = 0; i < NROFATTACKS; i++) |
953 | { |
|
|
954 | /* Potential for cursed potions, in which case we just can use |
|
|
955 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
956 | */ |
|
|
957 | if (tmp->type == POTION_EFFECT) |
|
|
958 | { |
|
|
959 | if (potion_resist[i]) |
|
|
960 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
961 | else |
|
|
962 | potion_resist[i] = tmp->resist[i]; |
919 | max_it (potion_resist[i], tmp->resist[i]); |
963 | } |
920 | else if (tmp->type != POTION) |
|
|
921 | for (int i = 0; i < NROFATTACKS; i++) |
964 | else if (tmp->resist[i] > 0) |
922 | if (tmp->resist[i] > 0) |
965 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
923 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
966 | else if (tmp->resist[i] < 0) |
924 | else if (tmp->resist[i] < 0) |
967 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
925 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
968 | } |
|
|
969 | } |
|
|
970 | |
926 | |
971 | /* There may be other things that should not adjust the attacktype */ |
927 | /* There may be other things that should not adjust the attacktype */ |
972 | if (tmp->type != SYMPTOM) |
928 | if (tmp->type != SYMPTOM) |
973 | { |
929 | { |
974 | attacktype |= tmp->attacktype; |
930 | attacktype |= tmp->attacktype; |
… | |
… | |
979 | stats.luck += tmp->stats.luck; |
935 | stats.luck += tmp->stats.luck; |
980 | } |
936 | } |
981 | |
937 | |
982 | flag |= tmp->flag & copy_flags; |
938 | flag |= tmp->flag & copy_flags; |
983 | |
939 | |
984 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
940 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
985 | SET_FLAG (this, FLAG_UNDEAD); |
941 | this->set_flag (FLAG_UNDEAD); |
986 | |
942 | |
987 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
943 | //TODO: copy_flags? |
|
|
944 | if (tmp->flag [FLAG_MAKE_INVIS]) |
988 | { |
945 | { |
989 | SET_FLAG (this, FLAG_MAKE_INVIS); |
946 | set_flag (FLAG_MAKE_INVIS); |
990 | invisible = 1; |
947 | invisible = 1; |
991 | } |
948 | } |
992 | |
949 | |
993 | if (tmp->stats.exp && tmp->type != SKILL) |
950 | if (tmp->stats.exp && tmp->type != SKILL) |
994 | { |
951 | { |
… | |
… | |
1001 | added_speed += tmp->stats.exp; |
958 | added_speed += tmp->stats.exp; |
1002 | } |
959 | } |
1003 | |
960 | |
1004 | switch (tmp->type) |
961 | switch (tmp->type) |
1005 | { |
962 | { |
1006 | #if 0 |
|
|
1007 | case WAND: |
|
|
1008 | case ROD: |
|
|
1009 | case HORN: |
|
|
1010 | if (type != PLAYER || current_weapon == tmp) |
|
|
1011 | chosen_skill = tmp; |
|
|
1012 | break; |
|
|
1013 | #endif |
|
|
1014 | |
|
|
1015 | /* skills modifying the character -b.t. */ |
|
|
1016 | /* for all skills and skill granting objects */ |
|
|
1017 | case SKILL: |
963 | case SKILL: |
1018 | { |
964 | { |
|
|
965 | // some skills will end up here without counting as "applied" |
1019 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
966 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1020 | break; |
967 | break; |
1021 | |
968 | |
1022 | if (chosen_skill) |
969 | if (chosen_skill) |
1023 | { |
970 | { |
1024 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
971 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1026 | |
973 | |
1027 | tmp->flag [FLAG_APPLIED] = false; |
974 | tmp->flag [FLAG_APPLIED] = false; |
1028 | update_stats (); |
975 | update_stats (); |
1029 | return; |
976 | return; |
1030 | } |
977 | } |
1031 | else |
978 | |
1032 | chosen_skill = tmp; |
979 | chosen_skill = tmp; |
1033 | |
980 | |
1034 | if (tmp->stats.dam > 0) |
981 | if (tmp->stats.dam > 0) |
1035 | { /* skill is a 'weapon' */ |
982 | { /* skill is a 'weapon' */ |
1036 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
983 | if (!this->flag [FLAG_READY_WEAPON]) |
1037 | weapon_speed = WEAPON_SPEED (tmp); |
984 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1038 | |
|
|
1039 | if (weapon_speed < 0) |
|
|
1040 | weapon_speed = 0; |
|
|
1041 | |
985 | |
1042 | weapon_weight = tmp->weight; |
986 | weapon_weight = tmp->weight; |
1043 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
987 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1044 | |
988 | |
1045 | if (tmp->magic) |
989 | if (tmp->magic) |
… | |
… | |
1054 | |
998 | |
1055 | if (tmp->stats.ac) |
999 | if (tmp->stats.ac) |
1056 | ac -= tmp->stats.ac + tmp->magic; |
1000 | ac -= tmp->stats.ac + tmp->magic; |
1057 | |
1001 | |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1002 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1059 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1003 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1060 | } |
1004 | } |
1061 | |
1005 | |
1062 | break; |
1006 | break; |
1063 | |
1007 | |
1064 | case SHIELD: |
1008 | case SHIELD: |
1065 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1009 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1066 | contr->encumbrance += (int) tmp->weight / 2000; |
1010 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
|
|
1011 | //FALLTHROUGH |
1067 | case RING: |
1012 | case RING: |
1068 | case AMULET: |
1013 | case AMULET: |
1069 | case GIRDLE: |
1014 | case GIRDLE: |
1070 | case HELMET: |
1015 | case HELMET: |
1071 | case BOOTS: |
1016 | case BOOTS: |
… | |
… | |
1080 | if (tmp->stats.ac) |
1025 | if (tmp->stats.ac) |
1081 | ac -= tmp->stats.ac + tmp->magic; |
1026 | ac -= tmp->stats.ac + tmp->magic; |
1082 | |
1027 | |
1083 | break; |
1028 | break; |
1084 | |
1029 | |
|
|
1030 | case RANGED: |
1085 | case BOW: |
1031 | case BOW: |
1086 | case WEAPON: |
1032 | case WEAPON: |
1087 | if (type != PLAYER || current_weapon == tmp) |
|
|
1088 | { |
|
|
1089 | wc -= tmp->stats.wc + tmp->magic; |
1033 | wc -= tmp->stats.wc + tmp->magic; |
1090 | |
1034 | |
1091 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1035 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1092 | ac -= tmp->stats.ac + tmp->magic; |
1036 | ac -= tmp->stats.ac + tmp->magic; |
1093 | |
1037 | |
1094 | stats.dam += tmp->stats.dam + tmp->magic; |
1038 | stats.dam += tmp->stats.dam + tmp->magic; |
1095 | weapon_weight = tmp->weight; |
1039 | weapon_weight = tmp->weight; |
1096 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1040 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1097 | |
1041 | |
1098 | if (weapon_speed < 0) |
1042 | if (weapon_speed < 0) |
1099 | weapon_speed = 0; |
1043 | weapon_speed = 0; |
1100 | |
1044 | |
1101 | slaying = tmp->slaying; |
1045 | slaying = tmp->slaying; |
1102 | |
1046 | |
1103 | /* If there is desire that two handed weapons should do |
1047 | /* If there is desire that two handed weapons should do |
1104 | * extra strength damage, this is where the code should |
1048 | * extra strength damage, this is where the code should |
1105 | * go. |
1049 | * go. |
1106 | */ |
1050 | */ |
1107 | |
1051 | |
1108 | if (type == PLAYER) |
1052 | if (type == PLAYER) |
1109 | if (settings.spell_encumbrance) |
1053 | if (settings.spell_encumbrance) |
1110 | contr->encumbrance += tmp->weight * 3 / 1000; |
1054 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1111 | } |
|
|
1112 | |
1055 | |
1113 | break; |
1056 | break; |
1114 | |
1057 | |
1115 | case ARMOUR: /* Only the best of these three are used: */ |
1058 | case ARMOUR: /* Only the best of these three are used: */ |
1116 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1059 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1117 | contr->encumbrance += tmp->weight / 1000; |
1060 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1118 | |
1061 | |
1119 | case BRACERS: |
1062 | case BRACERS: |
1120 | case FORCE: |
1063 | case FORCE: |
1121 | if (tmp->stats.wc) |
1064 | if (tmp->stats.wc) |
1122 | { |
1065 | { |
… | |
… | |
1139 | else /* To nullify the below effect */ |
1082 | else /* To nullify the below effect */ |
1140 | ac += tmp->stats.ac + tmp->magic; |
1083 | ac += tmp->stats.ac + tmp->magic; |
1141 | } |
1084 | } |
1142 | |
1085 | |
1143 | if (tmp->stats.wc) |
1086 | if (tmp->stats.wc) |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1087 | wc -= tmp->stats.wc + tmp->magic; |
1145 | |
1088 | |
1146 | if (tmp->stats.ac) |
1089 | if (tmp->stats.ac) |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1148 | |
1091 | |
1149 | if (ARMOUR_SPEED (tmp)) |
1092 | if (ARMOUR_SPEED (tmp)) |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1093 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1151 | |
1094 | |
1152 | break; |
1095 | break; |
1153 | } /* switch tmp->type */ |
1096 | } /* switch tmp->type */ |
1154 | } /* item is equipped */ |
1097 | } /* item is equipped */ |
1155 | } /* for loop of items */ |
1098 | } /* for loop of items */ |
1156 | |
1099 | |
|
|
1100 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
|
|
1101 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1102 | /* 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. |
1103 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1104 | */ |
1160 | |
1105 | |
1161 | /* 'total resistance = total protections - total vulnerabilities'. |
1106 | /* 'total resistance = total protections - total vulnerabilities'. |
1162 | * If there is an uncursed potion in effect, granting more protection |
1107 | * If there is an uncursed potion in effect, granting more protection |
1163 | * than that, we take: 'total resistance = resistance from potion'. |
1108 | * than that, we take: 'total resistance = resistance from potion'. |
1164 | * If there is a cursed (and no uncursed) potion in effect, we take |
1109 | * If there is a cursed (and no uncursed) potion in effect, we take |
1165 | * 'total resistance = vulnerability from cursed potion'. |
1110 | * 'total resistance = vulnerability from cursed potion'. |
1166 | */ |
1111 | */ |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1112 | for (int i = 0; i < NROFATTACKS; i++) |
1168 | { |
1113 | { |
1169 | resist[i] = prot[i] - vuln[i]; |
1114 | resist[i] = prot[i] - vuln[i]; |
1170 | |
1115 | |
1171 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1116 | if (potion_resist[i] != -1000 |
|
|
1117 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1172 | resist[i] = potion_resist[i]; |
1118 | resist[i] = potion_resist[i]; |
1173 | } |
1119 | } |
1174 | |
1120 | |
1175 | if (type == PLAYER) |
1121 | if (type == PLAYER) |
1176 | { |
1122 | { |
1177 | // clamp various player stats |
1123 | // clamp various player stats |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1124 | for (int i = 0; i < NUM_STATS; ++i) |
1179 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1125 | stats.stat (i) = stat_sum [i]; |
|
|
1126 | |
|
|
1127 | check_stat_bounds (&stats); |
1180 | |
1128 | |
1181 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1129 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1182 | |
1130 | |
1183 | /* Figure out the players sp/mana/hp totals. */ |
1131 | /* Figure out the players sp/mana/hp totals. */ |
1184 | int pl_level; |
1132 | int pl_level; |
1185 | |
1133 | |
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! */ |
1134 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1191 | |
1135 | |
1192 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1136 | /* 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. |
1137 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1194 | */ |
1138 | */ |
1195 | stats.maxhp = 0; |
1139 | stats.maxhp = 0; |
… | |
… | |
1209 | stats.maxhp += 2 * max (0, level - 10); |
1153 | stats.maxhp += 2 * max (0, level - 10); |
1210 | |
1154 | |
1211 | if (stats.hp > stats.maxhp) |
1155 | if (stats.hp > stats.maxhp) |
1212 | stats.hp = stats.maxhp; |
1156 | stats.hp = stats.maxhp; |
1213 | |
1157 | |
1214 | /* Sp gain is controlled by the level of the player's |
1158 | /* Sp gain is controlled by the level of the player's |
1215 | * relevant experience object (mana_obj, see above) |
1159 | * relevant experience object (mana_obj, see above) |
1216 | */ |
1160 | */ |
1217 | /* following happen when skills system is not used */ |
1161 | /* following happen when skills system is not used */ |
1218 | if (!mana_obj) |
1162 | if (!mana_obj) |
1219 | mana_obj = this; |
1163 | mana_obj = this; |
1220 | |
1164 | |
… | |
… | |
1290 | wc += 4; |
1234 | wc += 4; |
1291 | } |
1235 | } |
1292 | else |
1236 | else |
1293 | ac -= dex_bonus[stats.Dex]; |
1237 | ac -= dex_bonus[stats.Dex]; |
1294 | |
1238 | |
1295 | /* In new exp/skills system, wc bonuses are related to |
1239 | /* In new exp/skills system, wc bonuses are related to |
1296 | * the players level in a relevant exp object (wc_obj) |
1240 | * the players level in a relevant exp object (wc_obj) |
1297 | * not the general player level -b.t. |
1241 | * not the general player level -b.t. |
1298 | * I changed this slightly so that wc bonuses are better |
1242 | * I changed this slightly so that wc bonuses are better |
1299 | * than before. This is to balance out the fact that |
1243 | * than before. This is to balance out the fact that |
1300 | * the player no longer gets a personal weapon w/ 1 |
1244 | * the player no longer gets a personal weapon w/ 1 |
1301 | * improvement every level, now its fighterlevel/5. So |
1245 | * improvement every level, now its fighterlevel/5. So |
1302 | * we give the player a bonus here in wc and dam |
1246 | * we give the player a bonus here in wc and dam |
1303 | * to make up for the change. Note that I left the |
1247 | * to make up for the change. Note that I left the |
1304 | * monster bonus the same as before. -b.t. |
1248 | * monster bonus the same as before. -b.t. |
1305 | */ |
1249 | */ |
1306 | object *wc_obj = chosen_skill; |
1250 | object *wc_obj = chosen_skill; |
1307 | |
1251 | |
1308 | if (contr && wc_obj && wc_obj->level > 1) |
1252 | if (contr && wc_obj && wc_obj->level > 1) |
… | |
… | |
1330 | |
1274 | |
1331 | speed = 1.f + speed_bonus[stats.Dex]; |
1275 | speed = 1.f + speed_bonus[stats.Dex]; |
1332 | |
1276 | |
1333 | if (settings.search_items && contr->search_str[0]) |
1277 | if (settings.search_items && contr->search_str[0]) |
1334 | speed -= 1; |
1278 | speed -= 1; |
1335 | |
|
|
1336 | if (attacktype == 0) |
|
|
1337 | attacktype = arch->attacktype; |
|
|
1338 | } /* End if player */ |
1279 | } /* End if player */ |
1339 | |
1280 | |
1340 | if (added_speed >= 0) |
1281 | if (added_speed >= 0) |
1341 | speed += added_speed / 10.f; |
1282 | speed += added_speed / 10.f; |
1342 | else /* Something wrong here...: */ |
1283 | else /* Something wrong here...: */ |
… | |
… | |
1350 | /* f is a number the represents the number of kg above (positive num) |
1291 | /* 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 |
1292 | * or below (negative number) that the player is carrying. If above |
1352 | * weight limit, then player suffers a speed reduction based on how |
1293 | * weight limit, then player suffers a speed reduction based on how |
1353 | * much above he is, and what is max carry is |
1294 | * much above he is, and what is max carry is |
1354 | */ |
1295 | */ |
1355 | f = (carrying / 1000) - max_carry[stats.Str]; |
1296 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1356 | if (f > 0) |
1297 | if (f > 0.f) |
1357 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1298 | speed /= (1.f + f / max_carry[stats.Str]); |
1358 | } |
1299 | } |
1359 | |
1300 | |
1360 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1301 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1361 | |
|
|
1362 | speed = speed * speed_reduce_from_disease; |
1302 | speed *= speed_reduce_from_disease; |
1363 | |
1303 | |
1364 | /* Put a lower limit on speed. Note with this speed, you move once every |
1304 | /* 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. |
1305 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1366 | */ |
1306 | */ |
1367 | if (speed < 0.01f && type == PLAYER) |
1307 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1368 | speed = 0.01f; |
|
|
1369 | |
1308 | |
1370 | if (speed != old_speed) |
1309 | if (speed != old_speed) |
1371 | set_speed (speed); |
1310 | set_speed (speed); |
1372 | |
1311 | |
1373 | if (type == PLAYER) |
1312 | if (type == PLAYER) |
… | |
… | |
1408 | if (move_type == 0) |
1347 | if (move_type == 0) |
1409 | move_type = MOVE_WALK; |
1348 | move_type = MOVE_WALK; |
1410 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1349 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1411 | move_type &= ~MOVE_WALK; |
1350 | move_type &= ~MOVE_WALK; |
1412 | |
1351 | |
|
|
1352 | // now apply the new move_type |
|
|
1353 | if (this->move_type != move_type) |
|
|
1354 | change_move_type (move_type); |
|
|
1355 | |
1413 | /* It is quite possible that a player's spell costing might have changed, |
1356 | /* It is quite possible that a player's spell costing might have changed, |
1414 | * so we will check that now. |
1357 | * so we will check that now. |
1415 | */ |
1358 | */ |
1416 | if (type == PLAYER) |
1359 | if (is_player ()) |
1417 | { |
1360 | contr->update_spells (); |
1418 | esrv_update_stats (contr); |
|
|
1419 | esrv_update_spells (contr); |
|
|
1420 | } |
|
|
1421 | |
1361 | |
1422 | // update the mapspace, if we are on a map |
1362 | // update the mapspace, if we are on a map |
1423 | if (!flag [FLAG_REMOVED] && map) |
1363 | if (!flag [FLAG_REMOVED] && map) |
1424 | map->at (x, y).flags_ = 0; |
1364 | map->at (x, y).flags_ = 0; |
1425 | } |
1365 | } |
1426 | |
1366 | |
1427 | /* |
1367 | void |
1428 | * Returns true if the given player is a legal class. |
1368 | object::set_glow_radius (sint8 rad) |
1429 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
1430 | * check if the stat becomes negative, thus this function |
|
|
1431 | * merely checks that all stats are 1 or more, and returns |
|
|
1432 | * false otherwise. |
|
|
1433 | */ |
|
|
1434 | int |
|
|
1435 | allowed_class (const object *op) |
|
|
1436 | { |
1369 | { |
1437 | return op->stats.Dex > 0 |
1370 | glow_radius = rad; |
1438 | && op->stats.Str > 0 |
1371 | |
1439 | && op->stats.Con > 0 |
1372 | if (is_on_map ()) |
1440 | && op->stats.Int > 0 |
1373 | update_all_los (map, x, y); |
1441 | && op->stats.Wis > 0 |
1374 | else if (object *env = outer_env ()) |
1442 | && op->stats.Pow > 0 |
1375 | { |
1443 | && op->stats.Cha > 0; |
1376 | env->update_stats (); |
|
|
1377 | |
|
|
1378 | if (env->is_on_map ()) |
|
|
1379 | update_all_los (env->map, env->x, env->y); |
|
|
1380 | } |
1444 | } |
1381 | } |
1445 | |
1382 | |
1446 | /* |
1383 | /* |
1447 | * set the new dragon name after gaining levels or |
1384 | * set the new dragon name after gaining levels or |
1448 | * changing ability focus (later this can be extended to |
1385 | * changing ability focus (later this can be extended to |
1449 | * eventually change the player's face and animation) |
1386 | * 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 | */ |
1387 | */ |
1456 | void |
1388 | void |
1457 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1389 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1458 | { |
1390 | { |
1459 | int atnr = -1; /* attacknumber of highest level */ |
1391 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1477 | /* now if there are equals at highest level, pick the one with focus, |
1409 | /* now if there are equals at highest level, pick the one with focus, |
1478 | or else at random */ |
1410 | or else at random */ |
1479 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1411 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1480 | atnr = abil->stats.exp; |
1412 | atnr = abil->stats.exp; |
1481 | |
1413 | |
1482 | level = (int) (level / 5.); |
|
|
1483 | |
|
|
1484 | /* now set the new title */ |
1414 | /* now set the new title */ |
1485 | if (pl->contr != NULL) |
|
|
1486 | { |
|
|
1487 | if (level == 0) |
|
|
1488 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1415 | 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]); |
1416 | 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]); |
1417 | 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]); |
1418 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1495 | else |
1419 | else |
1496 | { |
1420 | { |
1497 | /* special titles for extra high resistance! */ |
1421 | /* special titles for extra high resistance! */ |
1498 | if (skin->resist[atnr] > 80) |
|
|
1499 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1422 | 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]); |
1423 | 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]); |
1424 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1504 | } |
|
|
1505 | } |
1425 | } |
1506 | |
1426 | |
1507 | strcpy (pl->contr->own_title, ""); |
1427 | strcpy (pl->contr->own_title, ""); |
1508 | } |
1428 | } |
1509 | |
1429 | |
1510 | /* |
1430 | /* |
1511 | * This function is called when a dragon-player gains |
1431 | * This function is called when a dragon-player gains |
1512 | * an overall level. Here, the dragon might gain new abilities |
1432 | * an overall level. Here, the dragon might gain new abilities |
1513 | * or change the ability-focus. |
1433 | * or change the ability-focus. |
1514 | */ |
1434 | */ |
1515 | void |
1435 | static void |
1516 | dragon_level_gain (object *who) |
1436 | dragon_level_gain (object *who) |
1517 | { |
1437 | { |
1518 | object *abil = NULL; /* pointer to dragon ability force */ |
1438 | object *abil = NULL; /* pointer to dragon ability force */ |
1519 | object *skin = NULL; /* pointer to dragon skin force */ |
1439 | object *skin = NULL; /* pointer to dragon skin force */ |
1520 | object *tmp = NULL; /* tmp. object */ |
1440 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1531 | /* if the force is missing -> bail out */ |
1451 | /* if the force is missing -> bail out */ |
1532 | if (abil == NULL) |
1452 | if (abil == NULL) |
1533 | return; |
1453 | return; |
1534 | |
1454 | |
1535 | /* The ability_force keeps track of maximum level ever achieved. |
1455 | /* The ability_force keeps track of maximum level ever achieved. |
1536 | * New abilties can only be gained by surpassing this max level |
1456 | * New abilties can only be gained by surpassing this max level |
1537 | */ |
1457 | */ |
1538 | if (who->level > abil->level) |
1458 | if (who->level > abil->level) |
1539 | { |
1459 | { |
1540 | /* increase our focused ability */ |
1460 | /* increase our focused ability */ |
1541 | abil->resist[abil->stats.exp]++; |
1461 | abil->resist[abil->stats.exp]++; |
… | |
… | |
1576 | object *skill_obj; |
1496 | object *skill_obj; |
1577 | |
1497 | |
1578 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1498 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1579 | if (!skill_obj) |
1499 | if (!skill_obj) |
1580 | { |
1500 | { |
1581 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1501 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1582 | return NULL; |
1502 | return NULL; |
1583 | } |
1503 | } |
1584 | |
1504 | |
1585 | /* clear the flag - exp goes into this bucket, but player |
1505 | /* clear the flag - exp goes into this bucket, but player |
1586 | * still doesn't know it. |
1506 | * still doesn't know it. |
1587 | */ |
1507 | */ |
1588 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1508 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1589 | skill_obj->stats.exp = 0; |
1509 | skill_obj->stats.exp = 0; |
1590 | skill_obj->level = 1; |
1510 | skill_obj->level = 1; |
1591 | insert_ob_in_ob (skill_obj, op); |
1511 | op->insert (skill_obj); |
1592 | |
1512 | |
1593 | if (player *pl = op->contr) |
1513 | if (player *pl = op->contr) |
1594 | { |
1514 | 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 | |
1515 | |
1600 | return skill_obj; |
1516 | return skill_obj; |
1601 | } |
1517 | } |
1602 | |
1518 | |
1603 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1519 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1620 | { |
1536 | { |
1621 | changed = true; |
1537 | changed = true; |
1622 | |
1538 | |
1623 | op->level++; |
1539 | op->level++; |
1624 | |
1540 | |
1625 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1541 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1626 | dragon_level_gain (who); |
1542 | dragon_level_gain (who); |
1627 | |
1543 | |
1628 | /* Only roll these if it is the player (who) that gained the level */ |
1544 | /* Only roll these if it is the player (who) that gained the level */ |
1629 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1545 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1630 | { |
1546 | { |
… | |
… | |
1663 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1579 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1664 | } |
1580 | } |
1665 | } |
1581 | } |
1666 | |
1582 | |
1667 | if (changed) |
1583 | if (changed) |
1668 | { |
1584 | 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 | } |
1585 | } |
1675 | |
1586 | |
1676 | /* |
1587 | /* |
1677 | * Returns how much experience is needed for a player to become |
1588 | * Returns how much experience is needed for a player to become |
1678 | * the given level. level should really never exceed max_level |
1589 | * the given level. level should really never exceed max_level |
1679 | */ |
1590 | */ |
1680 | |
1591 | |
1681 | sint64 |
1592 | sint64 |
1682 | level_exp (int level, double expmul) |
1593 | level_exp (int level, double expmul) |
1683 | { |
1594 | { |
1684 | if (level > settings.max_level) |
1595 | return expmul * level_to_min_exp (level); |
1685 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1686 | |
|
|
1687 | return (sint64) (expmul * levels[level]); |
|
|
1688 | } |
1596 | } |
1689 | |
1597 | |
1690 | /* |
1598 | /* |
1691 | * Ensure that the permanent experience requirements in an exp object are met. |
1599 | * Ensure that the permanent experience requirements in an exp object are met. |
1692 | * This really just checks 'op to make sure the perm_exp value is within |
1600 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1698 | calc_perm_exp (object *op) |
1606 | calc_perm_exp (object *op) |
1699 | { |
1607 | { |
1700 | int p_exp_min; |
1608 | int p_exp_min; |
1701 | |
1609 | |
1702 | /* Ensure that our permanent experience minimum is met. |
1610 | /* Ensure that our permanent experience minimum is met. |
1703 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1611 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
1704 | * to get the fraction */ |
1612 | * to get the fraction */ |
1705 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1613 | p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); |
1706 | |
1614 | |
1707 | if (op->perm_exp < p_exp_min) |
1615 | if (op->perm_exp < p_exp_min) |
1708 | op->perm_exp = p_exp_min; |
1616 | op->perm_exp = p_exp_min; |
… | |
… | |
1720 | * NULL, in which case exp increases the players general |
1628 | * NULL, in which case exp increases the players general |
1721 | * total, but not any particular skill. |
1629 | * total, but not any particular skill. |
1722 | * flag is what to do if the player doesn't have the skill: |
1630 | * flag is what to do if the player doesn't have the skill: |
1723 | */ |
1631 | */ |
1724 | static void |
1632 | static void |
1725 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1633 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1726 | { |
1634 | { |
1727 | object *skill_obj = NULL; |
1635 | object *skill_obj; |
1728 | sint64 limit, exp_to_add; |
1636 | sint64 limit, exp_to_add; |
1729 | int i; |
|
|
1730 | |
1637 | |
1731 | /* prevents some forms of abuse. */ |
1638 | /* prevents some forms of abuse. */ |
1732 | if (op->contr->braced) |
1639 | if (op->contr->braced) |
1733 | exp /= 5; |
1640 | exp /= 5; |
1734 | |
1641 | |
1735 | /* Try to find the matching skill. |
1642 | /* Try to find the matching skill. |
1736 | * We do a shortcut/time saving mechanism first - see if it matches |
1643 | * We do a shortcut/time saving mechanism first - see if it matches |
1737 | * chosen_skill. This means we don't need to search through |
1644 | * chosen_skill. This means we don't need to search through |
1738 | * the players inventory. |
1645 | * the players inventory. |
1739 | */ |
1646 | */ |
|
|
1647 | skill_obj = 0; |
|
|
1648 | |
1740 | if (skill_name) |
1649 | if (skill_name) |
1741 | { |
1650 | { |
1742 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1651 | 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 | |
1652 | |
1753 | /* Player doesn't have the skill. Check to see what to do, and give |
1653 | /* Player doesn't have the skill. Check to see what to do, and give |
1754 | * it to the player if necessary |
1654 | * it to the player if necessary |
1755 | */ |
1655 | */ |
1756 | if (!skill_obj) |
1656 | if (!skill_obj) |
1757 | { |
1657 | { |
1758 | if (flag == SK_EXP_NONE) |
1658 | if (flag == SK_EXP_NONE) |
1759 | return; |
1659 | return; |
|
|
1660 | |
1760 | else if (flag == SK_EXP_ADD_SKILL) |
1661 | if (flag == SK_EXP_ADD_SKILL) |
1761 | give_skill_by_name (op, skill_name); |
1662 | skill_obj = give_skill_by_name (op, skill_name); |
1762 | } |
|
|
1763 | } |
1663 | } |
1764 | } |
1664 | } |
1765 | |
1665 | |
1766 | if (flag != SK_EXP_SKILL_ONLY) |
1666 | if (flag != SK_EXP_SKILL_ONLY) |
1767 | { |
1667 | { |
1768 | /* Basically, you can never gain more experience in one shot |
1668 | /* Basically, you can never gain more experience in one shot |
1769 | * than half what you need to gain for next level. |
1669 | * than half what you need to gain for next level. |
1770 | */ |
1670 | */ |
1771 | exp_to_add = exp; |
1671 | exp_to_add = exp; |
1772 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1672 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1773 | if (exp_to_add > limit) |
1673 | if (exp_to_add > limit) |
1774 | exp_to_add = limit; |
1674 | exp_to_add = limit; |
1775 | |
1675 | |
1776 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1676 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1777 | if (settings.permanent_exp_ratio) |
1677 | if (settings.permanent_exp_ratio) |
… | |
… | |
1784 | } |
1684 | } |
1785 | |
1685 | |
1786 | if (skill_obj) |
1686 | if (skill_obj) |
1787 | { |
1687 | { |
1788 | exp_to_add = exp; |
1688 | exp_to_add = exp; |
1789 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1689 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1790 | if (exp_to_add > limit) |
1690 | if (exp_to_add > limit) |
1791 | exp_to_add = limit; |
1691 | exp_to_add = limit; |
1792 | |
1692 | |
1793 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1693 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1794 | if (settings.permanent_exp_ratio) |
1694 | if (settings.permanent_exp_ratio) |
… | |
… | |
1800 | player_lvl_adj (op, skill_obj); |
1700 | player_lvl_adj (op, skill_obj); |
1801 | } |
1701 | } |
1802 | } |
1702 | } |
1803 | |
1703 | |
1804 | /* This function checks to make sure that object 'op' can |
1704 | /* This function checks to make sure that object 'op' can |
1805 | * lost 'exp' experience. It returns the amount of exp |
1705 | * lose 'exp' experience. It returns the amount of exp |
1806 | * object 'op' can in fact lose - it basically makes |
1706 | * object 'op' can in fact lose - it basically makes |
1807 | * adjustments based on permanent exp and the like. |
1707 | * adjustments based on permanent exp and the like. |
1808 | * This function should always be used for losing experience - |
1708 | * This function should always be used for losing experience - |
1809 | * the 'exp' value passed should be positive - this is the |
1709 | * the 'exp' value passed should be positive - this is the |
1810 | * amount that should get subtract from the player. |
1710 | * amount that should get subtract from the player. |
1811 | */ |
1711 | */ |
1812 | sint64 |
1712 | static sint64 |
1813 | check_exp_loss (const object *op, sint64 exp) |
1713 | check_exp_loss (const object *op, sint64 exp) |
1814 | { |
1714 | { |
1815 | sint64 del_exp; |
1715 | sint64 del_exp; |
1816 | |
1716 | |
1817 | if (exp > op->stats.exp) |
1717 | if (exp > op->stats.exp) |
1818 | exp = op->stats.exp; |
1718 | exp = op->stats.exp; |
|
|
1719 | |
1819 | if (settings.permanent_exp_ratio) |
1720 | if (settings.permanent_exp_ratio) |
1820 | { |
1721 | { |
1821 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1722 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1723 | |
1822 | if (del_exp < 0) |
1724 | if (del_exp < 0) |
1823 | del_exp = 0; |
1725 | del_exp = 0; |
|
|
1726 | |
1824 | if (exp > del_exp) |
1727 | if (exp > del_exp) |
1825 | exp = del_exp; |
1728 | exp = del_exp; |
1826 | } |
1729 | } |
|
|
1730 | |
1827 | return exp; |
1731 | return exp; |
1828 | } |
1732 | } |
1829 | |
1733 | |
1830 | sint64 |
1734 | sint64 |
1831 | check_exp_adjust (const object *op, sint64 exp) |
1735 | check_exp_adjust (const object *op, sint64 exp) |
1832 | { |
1736 | { |
1833 | if (exp < 0) |
1737 | if (exp < 0) |
1834 | return check_exp_loss (op, exp); |
1738 | return check_exp_loss (op, exp); |
1835 | else |
1739 | else |
1836 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1740 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1837 | } |
1741 | } |
1838 | |
|
|
1839 | |
1742 | |
1840 | /* Subtracts experience from player. |
1743 | /* Subtracts experience from player. |
1841 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1744 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1842 | * only subtract from the matching skill. Otherwise, |
1745 | * only subtract from the matching skill. Otherwise, |
1843 | * this subtracts a portion from all |
1746 | * this subtracts a portion from all |
… | |
… | |
1848 | * where everything is at the minimum perm exp, he would lose nothing. |
1751 | * where everything is at the minimum perm exp, he would lose nothing. |
1849 | * exp is the amount of exp to subtract - thus, it should be |
1752 | * exp is the amount of exp to subtract - thus, it should be |
1850 | * a postive number. |
1753 | * a postive number. |
1851 | */ |
1754 | */ |
1852 | static void |
1755 | static void |
1853 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1756 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1854 | { |
1757 | { |
1855 | float fraction = (float) exp / (float) op->stats.exp; |
1758 | float fraction = (float) exp / (float) op->stats.exp; |
1856 | object *tmp; |
1759 | object *tmp; |
1857 | sint64 del_exp; |
1760 | sint64 del_exp; |
1858 | |
1761 | |
1859 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1762 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1860 | if (tmp->type == SKILL && tmp->stats.exp) |
1763 | if (tmp->type == SKILL && tmp->stats.exp) |
1861 | { |
1764 | { |
1862 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1765 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1863 | { |
1766 | { |
1864 | del_exp = check_exp_loss (tmp, exp); |
1767 | del_exp = check_exp_loss (tmp, exp); |
1865 | tmp->stats.exp -= del_exp; |
1768 | tmp->stats.exp -= del_exp; |
1866 | player_lvl_adj (op, tmp); |
1769 | player_lvl_adj (op, tmp); |
1867 | } |
1770 | } |
1868 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1771 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1869 | { |
1772 | { |
1870 | /* only want to process other skills if we are not trying |
1773 | /* only want to process other skills if we are not trying |
1871 | * to match a specific skill. |
1774 | * to match a specific skill. |
1872 | */ |
1775 | */ |
1873 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1776 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1874 | tmp->stats.exp -= del_exp; |
1777 | tmp->stats.exp -= del_exp; |
1875 | player_lvl_adj (op, tmp); |
1778 | player_lvl_adj (op, tmp); |
1876 | } |
1779 | } |
1877 | } |
1780 | } |
1878 | |
1781 | |
… | |
… | |
1892 | * skill_name is the skill that should get the exp added. |
1795 | * skill_name is the skill that should get the exp added. |
1893 | * flag is what to do if player doesn't have the skill. |
1796 | * flag is what to do if player doesn't have the skill. |
1894 | * these last two values are only used for players. |
1797 | * these last two values are only used for players. |
1895 | */ |
1798 | */ |
1896 | void |
1799 | void |
1897 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1800 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1898 | { |
1801 | { |
1899 | #ifdef EXP_DEBUG |
1802 | #ifdef EXP_DEBUG |
1900 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1803 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1901 | #endif |
1804 | #endif |
1902 | |
1805 | |
… | |
… | |
1911 | * won't do anything if the value is 0 anyways. |
1814 | * won't do anything if the value is 0 anyways. |
1912 | */ |
1815 | */ |
1913 | if (exp == 0) |
1816 | if (exp == 0) |
1914 | return; |
1817 | return; |
1915 | |
1818 | |
1916 | /* Monsters are easy - we just adjust their exp - we |
1819 | /* Monsters are easy - we just adjust their exp - we |
1917 | * don't adjust level, since in most cases it is unrelated to |
1820 | * don't adjust level, since in most cases it is unrelated to |
1918 | * the exp they have - the monsters exp represents what its |
1821 | * the exp they have - the monsters exp represents what its |
1919 | * worth. |
1822 | * worth. |
1920 | */ |
1823 | */ |
1921 | if (op->type != PLAYER) |
1824 | if (op->type != PLAYER) |
1922 | { |
1825 | { |
1923 | /* Sanity check */ |
1826 | /* Sanity check */ |
1924 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1827 | if (!op->flag [FLAG_ALIVE]) |
1925 | return; |
1828 | return; |
1926 | |
1829 | |
1927 | /* reset exp to max allowed value. We subtract from |
1830 | /* reset exp to max allowed value. We subtract from |
1928 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1831 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1929 | * more than max exp, just return. |
1832 | * more than max exp, just return. |
… | |
… | |
1948 | */ |
1851 | */ |
1949 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1852 | subtract_player_exp (op, abs (exp), skill_name, flag); |
1950 | } |
1853 | } |
1951 | } |
1854 | } |
1952 | |
1855 | |
1953 | /* Applies a death penalty experience, the size of this is defined by the |
1856 | /* Applies a death penalty experience, the size of this is defined by the |
1954 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1857 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1955 | * amount of permenent experience, whichever gives the lowest loss. |
1858 | * amount of permenent experience, whichever gives the lowest loss. |
1956 | */ |
1859 | */ |
1957 | void |
1860 | void |
1958 | apply_death_exp_penalty (object *op) |
1861 | apply_death_exp_penalty (object *op) |
1959 | { |
1862 | { |
1960 | object *tmp; |
|
|
1961 | sint64 loss; |
1863 | sint64 loss; |
1962 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1864 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1963 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1865 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1964 | |
1866 | |
1965 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1867 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1966 | if (tmp->type == SKILL && tmp->stats.exp) |
1868 | if (tmp->type == SKILL && tmp->stats.exp) |
1967 | { |
1869 | { |
1968 | |
|
|
1969 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1870 | 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)]; |
1871 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1971 | |
1872 | |
1972 | /* With the revised exp system, you can get cases where |
1873 | /* With the revised exp system, you can get cases where |
1973 | * losing several levels would still require that you have more |
1874 | * losing several levels would still require that you have more |
1974 | * exp than you currently have - this is true if the levels |
1875 | * exp than you currently have - this is true if the levels |
1975 | * tables is a lot harder. |
1876 | * tables is a lot harder. |
1976 | */ |
1877 | */ |
1977 | if (level_loss < 0) |
1878 | if (level_loss < 0) |
1978 | level_loss = 0; |
1879 | level_loss = 0; |
1979 | |
1880 | |
1980 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1881 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1981 | |
1882 | |
1982 | tmp->stats.exp -= loss; |
1883 | tmp->stats.exp -= loss; |
1983 | player_lvl_adj (op, tmp); |
1884 | player_lvl_adj (op, tmp); |
1984 | } |
1885 | } |
1985 | |
1886 | |
1986 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1887 | 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)]; |
1888 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1988 | |
1889 | |
1989 | if (level_loss < 0) |
1890 | if (level_loss < 0) |
1990 | level_loss = 0; |
1891 | level_loss = 0; |
|
|
1892 | |
1991 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1893 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1992 | |
1894 | |
1993 | op->stats.exp -= loss; |
1895 | op->stats.exp -= loss; |
1994 | player_lvl_adj (op, NULL); |
1896 | player_lvl_adj (op, NULL); |
1995 | } |
1897 | } |
1996 | |
1898 | |