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 |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your 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, |
… | |
… | |
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 GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | |
25 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
26 | /* 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 |
27 | * 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 |
28 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
30 | */ |
29 | */ |
… | |
… | |
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; |
|
|
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; |
… | |
… | |
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 - |
… | |
… | |
421 | } |
422 | } |
422 | |
423 | |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | * originally undead may change their status |
425 | * originally undead may change their status |
425 | */ |
426 | */ |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
427 | if (!op->arch->flag [FLAG_UNDEAD]) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
428 | { |
429 | { |
429 | success = 1; |
430 | success = 1; |
430 | if (flag > 0) |
431 | if (flag > 0) |
431 | { |
432 | { |
432 | op->race = "undead"; |
433 | op->race = "undead"; |
… | |
… | |
437 | op->race = op->arch->race; |
438 | op->race = op->arch->race; |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | } |
440 | } |
440 | } |
441 | } |
441 | |
442 | |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
443 | { |
444 | { |
444 | success = 1; |
445 | success = 1; |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | } |
447 | } |
447 | |
448 | |
448 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
449 | { |
450 | { |
450 | success = 1; |
451 | success = 1; |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | } |
453 | } |
453 | |
454 | |
454 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | * vision |
456 | * vision |
456 | */ |
457 | */ |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (tmp->flag [FLAG_BLIND]) |
458 | { |
459 | { |
459 | success = 1; |
460 | success = 1; |
460 | if (flag > 0) |
461 | if (flag > 0) |
461 | { |
462 | { |
462 | if (QUERY_FLAG (op, FLAG_WIZ)) |
463 | if (op->flag [FLAG_WIZ]) |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | else |
465 | else |
465 | { |
466 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | SET_FLAG (op, FLAG_BLIND); |
468 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
469 | op->contr->do_los = 1; |
470 | op->contr->do_los = 1; |
470 | } |
471 | } |
471 | } |
472 | } |
472 | else |
473 | else |
473 | { |
474 | { |
474 | if (QUERY_FLAG (op, FLAG_WIZ)) |
475 | if (op->flag [FLAG_WIZ]) |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | else |
477 | else |
477 | { |
478 | { |
478 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | CLEAR_FLAG (op, FLAG_BLIND); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
481 | op->contr->do_los = 1; |
482 | op->contr->do_los = 1; |
482 | } |
483 | } |
483 | } |
484 | } |
484 | } |
485 | } |
485 | |
486 | |
486 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
487 | { |
488 | { |
488 | success = 1; |
489 | success = 1; |
489 | if (op->type == PLAYER) |
490 | if (op->type == PLAYER) |
490 | op->contr->do_los = 1; |
491 | op->contr->do_los = 1; |
491 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | } |
493 | } |
493 | |
494 | |
494 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
495 | { |
496 | { |
496 | success = 1; |
497 | success = 1; |
497 | if (flag > 0) |
498 | if (flag > 0) |
498 | { |
499 | { |
499 | if (QUERY_FLAG (op, FLAG_WIZ)) |
500 | if (op->flag [FLAG_WIZ]) |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | else |
502 | else |
502 | { |
503 | { |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
505 | op->contr->do_los = 1; |
506 | op->contr->do_los = 1; |
506 | } |
507 | } |
507 | } |
508 | } |
508 | else |
509 | else |
509 | { |
510 | { |
510 | if (QUERY_FLAG (op, FLAG_WIZ)) |
511 | if (op->flag [FLAG_WIZ]) |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | else |
513 | else |
513 | { |
514 | { |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | if (op->type == PLAYER) |
516 | if (op->type == PLAYER) |
… | |
… | |
553 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
554 | { |
555 | { |
555 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
556 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
557 | |
558 | |
558 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
559 | { |
560 | { |
560 | success = 1; |
561 | success = 1; |
|
|
562 | |
561 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
563 | else |
565 | else |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
565 | |
567 | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
569 | } |
568 | } |
570 | } |
569 | |
571 | |
570 | if (!potion_max) |
572 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
574 | if (int i = tmp->stats.stat (j)) |
575 | { |
575 | { |
576 | success = 1; |
576 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
578 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
579 | |
582 | return success; |
580 | return success; |
583 | } |
581 | } |
584 | |
582 | |
585 | /* |
583 | /* |
… | |
… | |
860 | * then calls this function. |
858 | * then calls this function. |
861 | */ |
859 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
863 | continue; |
861 | continue; |
864 | |
862 | |
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; |
863 | glow_radius += tmp->glow_radius; |
870 | |
864 | |
871 | /* For some things, we don't care what is equipped */ |
865 | /* For some things, we don't care what is equipped */ |
872 | if (tmp->type == SKILL) |
866 | if (tmp->type == SKILL) |
873 | { |
867 | { |
874 | /* Want to take the highest skill here. */ |
868 | /* Want to take the highest skill here. */ |
… | |
… | |
887 | else if (tmp->level > grace_obj->level) |
881 | else if (tmp->level > grace_obj->level) |
888 | grace_obj = tmp; |
882 | grace_obj = tmp; |
889 | } |
883 | } |
890 | } |
884 | } |
891 | |
885 | |
892 | /* Container objects are not meant to adjust a players, but other applied |
886 | /* Container objects are not meant to adjust players, but other applied |
893 | * objects need to make adjustments. |
887 | * objects need to make adjustments. |
894 | * This block should handle all player specific changes |
888 | * This block should handle all player specific changes |
895 | * The check for Praying is a bit of a hack - god given bonuses are put |
889 | * 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. |
890 | * 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, |
891 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
920 | |
914 | |
921 | if (digest_types [tmp->type]) |
915 | if (digest_types [tmp->type]) |
922 | { |
916 | { |
923 | contr->digestion += tmp->stats.food; |
917 | contr->digestion += tmp->stats.food; |
924 | contr->gen_hp += tmp->stats.hp; |
918 | contr->gen_hp += tmp->stats.hp; |
|
|
919 | if (tmp->type != BOW) // ugly exception for bows |
925 | contr->gen_sp += tmp->stats.sp; |
920 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_grace += tmp->stats.grace; |
921 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
922 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | } |
923 | } |
929 | } /* if this is a player */ |
924 | } /* if this is a player */ |
930 | else |
925 | else |
… | |
… | |
940 | |
935 | |
941 | if (tmp->type == SYMPTOM) |
936 | if (tmp->type == SYMPTOM) |
942 | speed_reduce_from_disease = |
937 | speed_reduce_from_disease = |
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
938 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
944 | |
939 | |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
946 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
947 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
949 | */ |
944 | */ |
950 | if (tmp->type != POTION) |
945 | if (tmp->type != POTION) |
… | |
… | |
1139 | else /* To nullify the below effect */ |
1134 | else /* To nullify the below effect */ |
1140 | ac += tmp->stats.ac + tmp->magic; |
1135 | ac += tmp->stats.ac + tmp->magic; |
1141 | } |
1136 | } |
1142 | |
1137 | |
1143 | if (tmp->stats.wc) |
1138 | if (tmp->stats.wc) |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1139 | wc -= tmp->stats.wc + tmp->magic; |
1145 | |
1140 | |
1146 | if (tmp->stats.ac) |
1141 | if (tmp->stats.ac) |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1142 | ac -= tmp->stats.ac + tmp->magic; |
1148 | |
1143 | |
1149 | if (ARMOUR_SPEED (tmp)) |
1144 | if (ARMOUR_SPEED (tmp)) |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1145 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1151 | |
1146 | |
1152 | break; |
1147 | break; |
1153 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1154 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1155 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
|
|
1151 | |
|
|
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1156 | |
1153 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1154 | /* 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. |
1155 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1156 | */ |
1160 | |
1157 | |
… | |
… | |
1350 | /* f is a number the represents the number of kg above (positive num) |
1347 | /* 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 |
1348 | * or below (negative number) that the player is carrying. If above |
1352 | * weight limit, then player suffers a speed reduction based on how |
1349 | * weight limit, then player suffers a speed reduction based on how |
1353 | * much above he is, and what is max carry is |
1350 | * much above he is, and what is max carry is |
1354 | */ |
1351 | */ |
1355 | f = (carrying / 1000) - max_carry[stats.Str]; |
1352 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1356 | if (f > 0) |
1353 | if (f > 0.f) |
1357 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1354 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1358 | } |
1355 | } |
1359 | |
1356 | |
1360 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1357 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1361 | |
|
|
1362 | speed = speed * speed_reduce_from_disease; |
1358 | speed *= speed_reduce_from_disease; |
1363 | |
1359 | |
1364 | /* Put a lower limit on speed. Note with this speed, you move once every |
1360 | /* 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. |
1361 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1366 | */ |
1362 | */ |
1367 | if (speed < 0.01f && type == PLAYER) |
1363 | if (speed < 0.04f && type == PLAYER) |
1368 | speed = 0.01f; |
1364 | speed = 0.04f; |
1369 | |
1365 | |
1370 | if (speed != old_speed) |
1366 | if (speed != old_speed) |
1371 | set_speed (speed); |
1367 | set_speed (speed); |
1372 | |
1368 | |
1373 | if (type == PLAYER) |
1369 | if (type == PLAYER) |
… | |
… | |
1422 | // update the mapspace, if we are on a map |
1418 | // update the mapspace, if we are on a map |
1423 | if (!flag [FLAG_REMOVED] && map) |
1419 | if (!flag [FLAG_REMOVED] && map) |
1424 | map->at (x, y).flags_ = 0; |
1420 | map->at (x, y).flags_ = 0; |
1425 | } |
1421 | } |
1426 | |
1422 | |
|
|
1423 | void |
|
|
1424 | object::set_glow_radius (sint8 rad) |
|
|
1425 | { |
|
|
1426 | glow_radius = rad; |
|
|
1427 | |
|
|
1428 | if (is_on_map ()) |
|
|
1429 | update_all_los (map, x, y); |
|
|
1430 | else if (object *env = outer_env ()) |
|
|
1431 | { |
|
|
1432 | env->update_stats (); |
|
|
1433 | |
|
|
1434 | if (env->is_on_map ()) |
|
|
1435 | update_all_los (env->map, env->x, env->y); |
|
|
1436 | } |
|
|
1437 | } |
|
|
1438 | |
1427 | /* |
1439 | /* |
1428 | * Returns true if the given player is a legal class. |
1440 | * Returns true if the given player is a legal class. |
1429 | * The function to add and remove class-bonuses to the stats doesn't |
1441 | * The function to add and remove class-bonuses to the stats doesn't |
1430 | * check if the stat becomes negative, thus this function |
1442 | * check if the stat becomes negative, thus this function |
1431 | * merely checks that all stats are 1 or more, and returns |
1443 | * merely checks that all stats are 1 or more, and returns |
… | |
… | |
1445 | |
1457 | |
1446 | /* |
1458 | /* |
1447 | * set the new dragon name after gaining levels or |
1459 | * set the new dragon name after gaining levels or |
1448 | * changing ability focus (later this can be extended to |
1460 | * changing ability focus (later this can be extended to |
1449 | * eventually change the player's face and animation) |
1461 | * 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 | */ |
1462 | */ |
1456 | void |
1463 | void |
1457 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1464 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1458 | { |
1465 | { |
1459 | int atnr = -1; /* attacknumber of highest level */ |
1466 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1477 | /* now if there are equals at highest level, pick the one with focus, |
1484 | /* now if there are equals at highest level, pick the one with focus, |
1478 | or else at random */ |
1485 | or else at random */ |
1479 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1486 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1480 | atnr = abil->stats.exp; |
1487 | atnr = abil->stats.exp; |
1481 | |
1488 | |
1482 | level = (int) (level / 5.); |
|
|
1483 | |
|
|
1484 | /* now set the new title */ |
1489 | /* now set the new title */ |
1485 | if (pl->contr != NULL) |
|
|
1486 | { |
|
|
1487 | if (level == 0) |
|
|
1488 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1490 | 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]); |
1491 | 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]); |
1492 | 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]); |
1493 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1495 | else |
1494 | else |
1496 | { |
1495 | { |
1497 | /* special titles for extra high resistance! */ |
1496 | /* special titles for extra high resistance! */ |
1498 | if (skin->resist[atnr] > 80) |
|
|
1499 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1497 | 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]); |
1498 | 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]); |
1499 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1504 | } |
|
|
1505 | } |
1500 | } |
1506 | |
1501 | |
1507 | strcpy (pl->contr->own_title, ""); |
1502 | strcpy (pl->contr->own_title, ""); |
1508 | } |
1503 | } |
1509 | |
1504 | |
… | |
… | |
1576 | object *skill_obj; |
1571 | object *skill_obj; |
1577 | |
1572 | |
1578 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1573 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1579 | if (!skill_obj) |
1574 | if (!skill_obj) |
1580 | { |
1575 | { |
1581 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1576 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1582 | return NULL; |
1577 | return NULL; |
1583 | } |
1578 | } |
1584 | |
1579 | |
1585 | /* clear the flag - exp goes into this bucket, but player |
1580 | /* clear the flag - exp goes into this bucket, but player |
1586 | * still doesn't know it. |
1581 | * still doesn't know it. |
1587 | */ |
1582 | */ |
1588 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1583 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1589 | skill_obj->stats.exp = 0; |
1584 | skill_obj->stats.exp = 0; |
1590 | skill_obj->level = 1; |
1585 | skill_obj->level = 1; |
1591 | insert_ob_in_ob (skill_obj, op); |
1586 | op->insert (skill_obj); |
1592 | |
1587 | |
1593 | if (player *pl = op->contr) |
1588 | if (player *pl = op->contr) |
1594 | { |
1589 | 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 | |
1590 | |
1600 | return skill_obj; |
1591 | return skill_obj; |
1601 | } |
1592 | } |
1602 | |
1593 | |
1603 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1594 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1722 | * flag is what to do if the player doesn't have the skill: |
1713 | * flag is what to do if the player doesn't have the skill: |
1723 | */ |
1714 | */ |
1724 | static void |
1715 | static void |
1725 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1716 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1726 | { |
1717 | { |
1727 | object *skill_obj = NULL; |
1718 | object *skill_obj; |
1728 | sint64 limit, exp_to_add; |
1719 | sint64 limit, exp_to_add; |
1729 | int i; |
1720 | int i; |
1730 | |
1721 | |
1731 | /* prevents some forms of abuse. */ |
1722 | /* prevents some forms of abuse. */ |
1732 | if (op->contr->braced) |
1723 | if (op->contr->braced) |
… | |
… | |
1735 | /* Try to find the matching skill. |
1726 | /* Try to find the matching skill. |
1736 | * We do a shortcut/time saving mechanism first - see if it matches |
1727 | * We do a shortcut/time saving mechanism first - see if it matches |
1737 | * chosen_skill. This means we don't need to search through |
1728 | * chosen_skill. This means we don't need to search through |
1738 | * the players inventory. |
1729 | * the players inventory. |
1739 | */ |
1730 | */ |
|
|
1731 | skill_obj = 0; |
|
|
1732 | |
1740 | if (skill_name) |
1733 | if (skill_name) |
1741 | { |
1734 | { |
1742 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1735 | 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 | |
1736 | |
1753 | /* Player doesn't have the skill. Check to see what to do, and give |
1737 | /* Player doesn't have the skill. Check to see what to do, and give |
1754 | * it to the player if necessary |
1738 | * it to the player if necessary |
1755 | */ |
1739 | */ |
1756 | if (!skill_obj) |
1740 | if (!skill_obj) |
1757 | { |
1741 | { |
1758 | if (flag == SK_EXP_NONE) |
1742 | if (flag == SK_EXP_NONE) |
1759 | return; |
1743 | return; |
|
|
1744 | |
1760 | else if (flag == SK_EXP_ADD_SKILL) |
1745 | if (flag == SK_EXP_ADD_SKILL) |
1761 | give_skill_by_name (op, skill_name); |
1746 | skill_obj = give_skill_by_name (op, skill_name); |
1762 | } |
|
|
1763 | } |
1747 | } |
1764 | } |
1748 | } |
1765 | |
1749 | |
1766 | if (flag != SK_EXP_SKILL_ONLY) |
1750 | if (flag != SK_EXP_SKILL_ONLY) |
1767 | { |
1751 | { |
… | |
… | |
1800 | player_lvl_adj (op, skill_obj); |
1784 | player_lvl_adj (op, skill_obj); |
1801 | } |
1785 | } |
1802 | } |
1786 | } |
1803 | |
1787 | |
1804 | /* This function checks to make sure that object 'op' can |
1788 | /* This function checks to make sure that object 'op' can |
1805 | * lost 'exp' experience. It returns the amount of exp |
1789 | * lose 'exp' experience. It returns the amount of exp |
1806 | * object 'op' can in fact lose - it basically makes |
1790 | * object 'op' can in fact lose - it basically makes |
1807 | * adjustments based on permanent exp and the like. |
1791 | * adjustments based on permanent exp and the like. |
1808 | * This function should always be used for losing experience - |
1792 | * This function should always be used for losing experience - |
1809 | * the 'exp' value passed should be positive - this is the |
1793 | * the 'exp' value passed should be positive - this is the |
1810 | * amount that should get subtract from the player. |
1794 | * amount that should get subtract from the player. |
… | |
… | |
1814 | { |
1798 | { |
1815 | sint64 del_exp; |
1799 | sint64 del_exp; |
1816 | |
1800 | |
1817 | if (exp > op->stats.exp) |
1801 | if (exp > op->stats.exp) |
1818 | exp = op->stats.exp; |
1802 | exp = op->stats.exp; |
|
|
1803 | |
1819 | if (settings.permanent_exp_ratio) |
1804 | if (settings.permanent_exp_ratio) |
1820 | { |
1805 | { |
1821 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1806 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1807 | |
1822 | if (del_exp < 0) |
1808 | if (del_exp < 0) |
1823 | del_exp = 0; |
1809 | del_exp = 0; |
|
|
1810 | |
1824 | if (exp > del_exp) |
1811 | if (exp > del_exp) |
1825 | exp = del_exp; |
1812 | exp = del_exp; |
1826 | } |
1813 | } |
|
|
1814 | |
1827 | return exp; |
1815 | return exp; |
1828 | } |
1816 | } |
1829 | |
1817 | |
1830 | sint64 |
1818 | sint64 |
1831 | check_exp_adjust (const object *op, sint64 exp) |
1819 | check_exp_adjust (const object *op, sint64 exp) |
1832 | { |
1820 | { |
1833 | if (exp < 0) |
1821 | if (exp < 0) |
1834 | return check_exp_loss (op, exp); |
1822 | return check_exp_loss (op, exp); |
1835 | else |
1823 | else |
1836 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1824 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1837 | } |
1825 | } |
1838 | |
|
|
1839 | |
1826 | |
1840 | /* Subtracts experience from player. |
1827 | /* Subtracts experience from player. |
1841 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1828 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1842 | * only subtract from the matching skill. Otherwise, |
1829 | * only subtract from the matching skill. Otherwise, |
1843 | * this subtracts a portion from all |
1830 | * this subtracts a portion from all |
… | |
… | |
1857 | sint64 del_exp; |
1844 | sint64 del_exp; |
1858 | |
1845 | |
1859 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1846 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1860 | if (tmp->type == SKILL && tmp->stats.exp) |
1847 | if (tmp->type == SKILL && tmp->stats.exp) |
1861 | { |
1848 | { |
1862 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1849 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1863 | { |
1850 | { |
1864 | del_exp = check_exp_loss (tmp, exp); |
1851 | del_exp = check_exp_loss (tmp, exp); |
1865 | tmp->stats.exp -= del_exp; |
1852 | tmp->stats.exp -= del_exp; |
1866 | player_lvl_adj (op, tmp); |
1853 | player_lvl_adj (op, tmp); |
1867 | } |
1854 | } |
… | |
… | |
1955 | * amount of permenent experience, whichever gives the lowest loss. |
1942 | * amount of permenent experience, whichever gives the lowest loss. |
1956 | */ |
1943 | */ |
1957 | void |
1944 | void |
1958 | apply_death_exp_penalty (object *op) |
1945 | apply_death_exp_penalty (object *op) |
1959 | { |
1946 | { |
1960 | object *tmp; |
|
|
1961 | sint64 loss; |
1947 | sint64 loss; |
1962 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1948 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1963 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1949 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1964 | |
1950 | |
1965 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1951 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1966 | if (tmp->type == SKILL && tmp->stats.exp) |
1952 | if (tmp->type == SKILL && tmp->stats.exp) |
1967 | { |
1953 | { |
1968 | |
|
|
1969 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1954 | 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)]; |
1955 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1971 | |
1956 | |
1972 | /* With the revised exp system, you can get cases where |
1957 | /* With the revised exp system, you can get cases where |
1973 | * losing several levels would still require that you have more |
1958 | * losing several levels would still require that you have more |
… | |
… | |
1975 | * tables is a lot harder. |
1960 | * tables is a lot harder. |
1976 | */ |
1961 | */ |
1977 | if (level_loss < 0) |
1962 | if (level_loss < 0) |
1978 | level_loss = 0; |
1963 | level_loss = 0; |
1979 | |
1964 | |
1980 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1965 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1981 | |
1966 | |
1982 | tmp->stats.exp -= loss; |
1967 | tmp->stats.exp -= loss; |
1983 | player_lvl_adj (op, tmp); |
1968 | player_lvl_adj (op, tmp); |
1984 | } |
1969 | } |
1985 | |
1970 | |
1986 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1971 | 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)]; |
1972 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1988 | |
1973 | |
1989 | if (level_loss < 0) |
1974 | if (level_loss < 0) |
1990 | level_loss = 0; |
1975 | level_loss = 0; |
|
|
1976 | |
1991 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1977 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1992 | |
1978 | |
1993 | op->stats.exp -= loss; |
1979 | op->stats.exp -= loss; |
1994 | player_lvl_adj (op, NULL); |
1980 | player_lvl_adj (op, NULL); |
1995 | } |
1981 | } |
1996 | |
1982 | |