… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
595 | object::drain_specific_stat (int deplete_stats) |
595 | { |
596 | { |
596 | object *tmp; |
597 | object *tmp; |
597 | archetype *at; |
598 | archetype *at; |
598 | |
599 | |
599 | at = archetype::find (ARCH_DEPLETION); |
600 | at = archetype::find (shstr_depletion); |
600 | if (!at) |
601 | if (!at) |
601 | { |
602 | { |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | return; |
604 | return; |
604 | } |
605 | } |
… | |
… | |
606 | { |
607 | { |
607 | tmp = present_arch_in_ob (at, this); |
608 | tmp = present_arch_in_ob (at, this); |
608 | |
609 | |
609 | if (!tmp) |
610 | if (!tmp) |
610 | { |
611 | { |
611 | tmp = arch_to_object (at); |
612 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
613 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | } |
615 | } |
615 | } |
616 | } |
616 | |
617 | |
… | |
… | |
624 | * via an applied bad_luck object. |
625 | * via an applied bad_luck object. |
625 | */ |
626 | */ |
626 | void |
627 | void |
627 | object::change_luck (int value) |
628 | object::change_luck (int value) |
628 | { |
629 | { |
629 | archetype *at = archetype::find ("luck"); |
630 | archetype *at = archetype::find (shstr_luck); |
630 | if (!at) |
631 | if (!at) |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | else |
633 | else |
633 | { |
634 | { |
634 | object *tmp = present_arch_in_ob (at, this); |
635 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
636 | if (!tmp) |
637 | if (!tmp) |
637 | { |
638 | { |
638 | if (!value) |
639 | if (!value) |
639 | return; |
640 | return; |
640 | |
641 | |
641 | tmp = arch_to_object (at); |
642 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
643 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | } |
645 | } |
645 | |
646 | |
646 | if (value) |
647 | if (value) |
… | |
… | |
766 | int stat_sum [NUM_STATS]; |
767 | int stat_sum [NUM_STATS]; |
767 | |
768 | |
768 | /* First task is to clear all the values back to their original values */ |
769 | /* First task is to clear all the values back to their original values */ |
769 | if (type == PLAYER) |
770 | if (type == PLAYER) |
770 | { |
771 | { |
|
|
772 | contr->delayed_update = false; |
|
|
773 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
774 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
776 | |
774 | if (settings.spell_encumbrance == TRUE) |
777 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
778 | contr->encumbrance = 0; |
… | |
… | |
858 | * then calls this function. |
861 | * then calls this function. |
859 | */ |
862 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
863 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
864 | continue; |
862 | |
865 | |
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
866 | glow_radius += tmp->glow_radius; |
867 | |
867 | |
868 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
870 | { |
870 | { |
871 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
… | |
… | |
911 | && !tmp->flag [FLAG_CURSED] |
911 | && !tmp->flag [FLAG_CURSED] |
912 | && !tmp->flag [FLAG_DAMNED]) |
912 | && !tmp->flag [FLAG_DAMNED]) |
913 | continue; |
913 | continue; |
914 | |
914 | |
915 | for (int i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
916 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
917 | |
918 | if (digest_types [tmp->type]) |
918 | if (digest_types [tmp->type]) |
919 | { |
919 | { |
920 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
1137 | else /* To nullify the below effect */ |
1137 | else /* To nullify the below effect */ |
1138 | ac += tmp->stats.ac + tmp->magic; |
1138 | ac += tmp->stats.ac + tmp->magic; |
1139 | } |
1139 | } |
1140 | |
1140 | |
1141 | if (tmp->stats.wc) |
1141 | if (tmp->stats.wc) |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1142 | wc -= tmp->stats.wc + tmp->magic; |
1143 | |
1143 | |
1144 | if (tmp->stats.ac) |
1144 | if (tmp->stats.ac) |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1145 | ac -= tmp->stats.ac + tmp->magic; |
1146 | |
1146 | |
1147 | if (ARMOUR_SPEED (tmp)) |
1147 | if (ARMOUR_SPEED (tmp)) |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1149 | |
1149 | |
1150 | break; |
1150 | break; |
1151 | } /* switch tmp->type */ |
1151 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1152 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1153 | } /* for loop of items */ |
|
|
1154 | |
|
|
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1156 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | * have generated intermediate values which we now need to assign. |
1158 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1159 | */ |
1158 | |
1160 | |
… | |
… | |
1172 | |
1174 | |
1173 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1174 | { |
1176 | { |
1175 | // clamp various player stats |
1177 | // clamp various player stats |
1176 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1179 | stats.stat (i) = stat_sum [i]; |
|
|
1180 | |
|
|
1181 | check_stat_bounds (&stats); |
1178 | |
1182 | |
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1183 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1180 | |
1184 | |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1185 | /* Figure out the players sp/mana/hp totals. */ |
1182 | int pl_level; |
1186 | int pl_level; |
1183 | |
1187 | |
1184 | check_stat_bounds (&(stats)); |
|
|
1185 | pl_level = level; |
|
|
1186 | |
|
|
1187 | if (pl_level < 1) |
|
|
1188 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1189 | |
1189 | |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | */ |
1192 | */ |
1193 | stats.maxhp = 0; |
1193 | stats.maxhp = 0; |
… | |
… | |
1328 | |
1328 | |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1330 | |
1330 | |
1331 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1332 | speed -= 1; |
1332 | speed -= 1; |
1333 | |
|
|
1334 | if (attacktype == 0) |
|
|
1335 | attacktype = arch->attacktype; |
|
|
1336 | } /* End if player */ |
1333 | } /* End if player */ |
1337 | |
1334 | |
1338 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1339 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1340 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
… | |
… | |
1359 | speed *= speed_reduce_from_disease; |
1356 | speed *= speed_reduce_from_disease; |
1360 | |
1357 | |
1361 | /* Put a lower limit on speed. Note with this speed, you move once every |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1362 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1363 | */ |
1360 | */ |
1364 | if (speed < 0.04f && type == PLAYER) |
1361 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1365 | speed = 0.04f; |
|
|
1366 | |
1362 | |
1367 | if (speed != old_speed) |
1363 | if (speed != old_speed) |
1368 | set_speed (speed); |
1364 | set_speed (speed); |
1369 | |
1365 | |
1370 | if (type == PLAYER) |
1366 | if (type == PLAYER) |
… | |
… | |
1408 | move_type &= ~MOVE_WALK; |
1404 | move_type &= ~MOVE_WALK; |
1409 | |
1405 | |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1406 | /* It is quite possible that a player's spell costing might have changed, |
1411 | * so we will check that now. |
1407 | * so we will check that now. |
1412 | */ |
1408 | */ |
1413 | if (type == PLAYER) |
1409 | if (is_player ()) |
1414 | { |
1410 | contr->update_spells (); |
1415 | esrv_update_stats (contr); |
|
|
1416 | esrv_update_spells (contr); |
|
|
1417 | } |
|
|
1418 | |
1411 | |
1419 | // update the mapspace, if we are on a map |
1412 | // update the mapspace, if we are on a map |
1420 | if (!flag [FLAG_REMOVED] && map) |
1413 | if (!flag [FLAG_REMOVED] && map) |
1421 | map->at (x, y).flags_ = 0; |
1414 | map->at (x, y).flags_ = 0; |
|
|
1415 | } |
|
|
1416 | |
|
|
1417 | void |
|
|
1418 | object::set_glow_radius (sint8 rad) |
|
|
1419 | { |
|
|
1420 | glow_radius = rad; |
|
|
1421 | |
|
|
1422 | if (is_on_map ()) |
|
|
1423 | update_all_los (map, x, y); |
|
|
1424 | else if (object *env = outer_env ()) |
|
|
1425 | { |
|
|
1426 | env->update_stats (); |
|
|
1427 | |
|
|
1428 | if (env->is_on_map ()) |
|
|
1429 | update_all_los (env->map, env->x, env->y); |
|
|
1430 | } |
1422 | } |
1431 | } |
1423 | |
1432 | |
1424 | /* |
1433 | /* |
1425 | * Returns true if the given player is a legal class. |
1434 | * Returns true if the given player is a legal class. |
1426 | * The function to add and remove class-bonuses to the stats doesn't |
1435 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1442 | |
1451 | |
1443 | /* |
1452 | /* |
1444 | * set the new dragon name after gaining levels or |
1453 | * set the new dragon name after gaining levels or |
1445 | * changing ability focus (later this can be extended to |
1454 | * changing ability focus (later this can be extended to |
1446 | * eventually change the player's face and animation) |
1455 | * eventually change the player's face and animation) |
1447 | * |
|
|
1448 | * Note that the title is written to 'own_title' in the |
|
|
1449 | * player struct. This should be changed to 'ext_title' |
|
|
1450 | * as soon as clients support this! |
|
|
1451 | * Please, anyone, write support for 'ext_title'. |
|
|
1452 | */ |
1456 | */ |
1453 | void |
1457 | void |
1454 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1458 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1455 | { |
1459 | { |
1456 | int atnr = -1; /* attacknumber of highest level */ |
1460 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1474 | /* now if there are equals at highest level, pick the one with focus, |
1478 | /* now if there are equals at highest level, pick the one with focus, |
1475 | or else at random */ |
1479 | or else at random */ |
1476 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1480 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1477 | atnr = abil->stats.exp; |
1481 | atnr = abil->stats.exp; |
1478 | |
1482 | |
1479 | level = (int) (level / 25.); |
|
|
1480 | |
|
|
1481 | /* now set the new title */ |
1483 | /* now set the new title */ |
1482 | if (pl->contr) |
|
|
1483 | { |
|
|
1484 | if (level == 0) |
|
|
1485 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1484 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1486 | else if (level == 1) |
|
|
1487 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1485 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1488 | else if (level == 2) |
|
|
1489 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1486 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1490 | else if (level == 3) |
|
|
1491 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1487 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1492 | else |
1488 | else |
1493 | { |
1489 | { |
1494 | /* special titles for extra high resistance! */ |
1490 | /* special titles for extra high resistance! */ |
1495 | if (skin->resist[atnr] > 80) |
|
|
1496 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1491 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1497 | else if (skin->resist[atnr] > 50) |
|
|
1498 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1492 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1499 | else |
|
|
1500 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1493 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1501 | } |
|
|
1502 | } |
1494 | } |
1503 | |
1495 | |
1504 | strcpy (pl->contr->own_title, ""); |
1496 | strcpy (pl->contr->own_title, ""); |
1505 | } |
1497 | } |
1506 | |
1498 | |
1507 | /* |
1499 | /* |
1508 | * This function is called when a dragon-player gains |
1500 | * This function is called when a dragon-player gains |
1509 | * an overall level. Here, the dragon might gain new abilities |
1501 | * an overall level. Here, the dragon might gain new abilities |
1510 | * or change the ability-focus. |
1502 | * or change the ability-focus. |
1511 | */ |
1503 | */ |
1512 | void |
1504 | static void |
1513 | dragon_level_gain (object *who) |
1505 | dragon_level_gain (object *who) |
1514 | { |
1506 | { |
1515 | object *abil = NULL; /* pointer to dragon ability force */ |
1507 | object *abil = NULL; /* pointer to dragon ability force */ |
1516 | object *skin = NULL; /* pointer to dragon skin force */ |
1508 | object *skin = NULL; /* pointer to dragon skin force */ |
1517 | object *tmp = NULL; /* tmp. object */ |
1509 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1573 | object *skill_obj; |
1565 | object *skill_obj; |
1574 | |
1566 | |
1575 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1567 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1576 | if (!skill_obj) |
1568 | if (!skill_obj) |
1577 | { |
1569 | { |
1578 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1570 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1579 | return NULL; |
1571 | return NULL; |
1580 | } |
1572 | } |
1581 | |
1573 | |
1582 | /* clear the flag - exp goes into this bucket, but player |
1574 | /* clear the flag - exp goes into this bucket, but player |
1583 | * still doesn't know it. |
1575 | * still doesn't know it. |
1584 | */ |
1576 | */ |
1585 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1577 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1586 | skill_obj->stats.exp = 0; |
1578 | skill_obj->stats.exp = 0; |
1587 | skill_obj->level = 1; |
1579 | skill_obj->level = 1; |
1588 | insert_ob_in_ob (skill_obj, op); |
1580 | op->insert (skill_obj); |
1589 | |
1581 | |
1590 | if (player *pl = op->contr) |
1582 | if (player *pl = op->contr) |
1591 | { |
1583 | pl->link_skills (); |
1592 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1593 | if (pl->ns) |
|
|
1594 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1595 | } |
|
|
1596 | |
1584 | |
1597 | return skill_obj; |
1585 | return skill_obj; |
1598 | } |
1586 | } |
1599 | |
1587 | |
1600 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1588 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1617 | { |
1605 | { |
1618 | changed = true; |
1606 | changed = true; |
1619 | |
1607 | |
1620 | op->level++; |
1608 | op->level++; |
1621 | |
1609 | |
1622 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1610 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1623 | dragon_level_gain (who); |
1611 | dragon_level_gain (who); |
1624 | |
1612 | |
1625 | /* Only roll these if it is the player (who) that gained the level */ |
1613 | /* Only roll these if it is the player (who) that gained the level */ |
1626 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1614 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1627 | { |
1615 | { |
… | |
… | |
1660 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1661 | } |
1649 | } |
1662 | } |
1650 | } |
1663 | |
1651 | |
1664 | if (changed) |
1652 | if (changed) |
1665 | { |
1653 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1666 | who->update_stats (); |
|
|
1667 | esrv_update_stats (who->contr); |
|
|
1668 | /* check if the spell data has changed */ |
|
|
1669 | esrv_update_spells (who->contr); |
|
|
1670 | } |
|
|
1671 | } |
1654 | } |
1672 | |
1655 | |
1673 | /* |
1656 | /* |
1674 | * Returns how much experience is needed for a player to become |
1657 | * Returns how much experience is needed for a player to become |
1675 | * the given level. level should really never exceed max_level |
1658 | * the given level. level should really never exceed max_level |
… | |
… | |
1719 | * flag is what to do if the player doesn't have the skill: |
1702 | * flag is what to do if the player doesn't have the skill: |
1720 | */ |
1703 | */ |
1721 | static void |
1704 | static void |
1722 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1705 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1723 | { |
1706 | { |
1724 | object *skill_obj = NULL; |
1707 | object *skill_obj; |
1725 | sint64 limit, exp_to_add; |
1708 | sint64 limit, exp_to_add; |
1726 | int i; |
1709 | int i; |
1727 | |
1710 | |
1728 | /* prevents some forms of abuse. */ |
1711 | /* prevents some forms of abuse. */ |
1729 | if (op->contr->braced) |
1712 | if (op->contr->braced) |
… | |
… | |
1732 | /* Try to find the matching skill. |
1715 | /* Try to find the matching skill. |
1733 | * We do a shortcut/time saving mechanism first - see if it matches |
1716 | * We do a shortcut/time saving mechanism first - see if it matches |
1734 | * chosen_skill. This means we don't need to search through |
1717 | * chosen_skill. This means we don't need to search through |
1735 | * the players inventory. |
1718 | * the players inventory. |
1736 | */ |
1719 | */ |
|
|
1720 | skill_obj = 0; |
|
|
1721 | |
1737 | if (skill_name) |
1722 | if (skill_name) |
1738 | { |
1723 | { |
1739 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1724 | skill_obj = op->contr->find_skill (skill_name); |
1740 | skill_obj = op->chosen_skill; |
|
|
1741 | else |
|
|
1742 | { |
|
|
1743 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1744 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1745 | { |
|
|
1746 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1747 | break; |
|
|
1748 | } |
|
|
1749 | |
1725 | |
1750 | /* Player doesn't have the skill. Check to see what to do, and give |
1726 | /* Player doesn't have the skill. Check to see what to do, and give |
1751 | * it to the player if necessary |
1727 | * it to the player if necessary |
1752 | */ |
1728 | */ |
1753 | if (!skill_obj) |
1729 | if (!skill_obj) |
1754 | { |
1730 | { |
1755 | if (flag == SK_EXP_NONE) |
1731 | if (flag == SK_EXP_NONE) |
1756 | return; |
1732 | return; |
|
|
1733 | |
1757 | else if (flag == SK_EXP_ADD_SKILL) |
1734 | if (flag == SK_EXP_ADD_SKILL) |
1758 | give_skill_by_name (op, skill_name); |
1735 | skill_obj = give_skill_by_name (op, skill_name); |
1759 | } |
|
|
1760 | } |
1736 | } |
1761 | } |
1737 | } |
1762 | |
1738 | |
1763 | if (flag != SK_EXP_SKILL_ONLY) |
1739 | if (flag != SK_EXP_SKILL_ONLY) |
1764 | { |
1740 | { |
… | |
… | |
1797 | player_lvl_adj (op, skill_obj); |
1773 | player_lvl_adj (op, skill_obj); |
1798 | } |
1774 | } |
1799 | } |
1775 | } |
1800 | |
1776 | |
1801 | /* This function checks to make sure that object 'op' can |
1777 | /* This function checks to make sure that object 'op' can |
1802 | * lost 'exp' experience. It returns the amount of exp |
1778 | * lose 'exp' experience. It returns the amount of exp |
1803 | * object 'op' can in fact lose - it basically makes |
1779 | * object 'op' can in fact lose - it basically makes |
1804 | * adjustments based on permanent exp and the like. |
1780 | * adjustments based on permanent exp and the like. |
1805 | * This function should always be used for losing experience - |
1781 | * This function should always be used for losing experience - |
1806 | * the 'exp' value passed should be positive - this is the |
1782 | * the 'exp' value passed should be positive - this is the |
1807 | * amount that should get subtract from the player. |
1783 | * amount that should get subtract from the player. |
1808 | */ |
1784 | */ |
1809 | sint64 |
1785 | static sint64 |
1810 | check_exp_loss (const object *op, sint64 exp) |
1786 | check_exp_loss (const object *op, sint64 exp) |
1811 | { |
1787 | { |
1812 | sint64 del_exp; |
1788 | sint64 del_exp; |
1813 | |
1789 | |
1814 | if (exp > op->stats.exp) |
1790 | if (exp > op->stats.exp) |
1815 | exp = op->stats.exp; |
1791 | exp = op->stats.exp; |
|
|
1792 | |
1816 | if (settings.permanent_exp_ratio) |
1793 | if (settings.permanent_exp_ratio) |
1817 | { |
1794 | { |
1818 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1795 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1796 | |
1819 | if (del_exp < 0) |
1797 | if (del_exp < 0) |
1820 | del_exp = 0; |
1798 | del_exp = 0; |
|
|
1799 | |
1821 | if (exp > del_exp) |
1800 | if (exp > del_exp) |
1822 | exp = del_exp; |
1801 | exp = del_exp; |
1823 | } |
1802 | } |
|
|
1803 | |
1824 | return exp; |
1804 | return exp; |
1825 | } |
1805 | } |
1826 | |
1806 | |
1827 | sint64 |
1807 | sint64 |
1828 | check_exp_adjust (const object *op, sint64 exp) |
1808 | check_exp_adjust (const object *op, sint64 exp) |
1829 | { |
1809 | { |
1830 | if (exp < 0) |
1810 | if (exp < 0) |
1831 | return check_exp_loss (op, exp); |
1811 | return check_exp_loss (op, exp); |
1832 | else |
1812 | else |
1833 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1813 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1834 | } |
1814 | } |
1835 | |
|
|
1836 | |
1815 | |
1837 | /* Subtracts experience from player. |
1816 | /* Subtracts experience from player. |
1838 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1817 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1839 | * only subtract from the matching skill. Otherwise, |
1818 | * only subtract from the matching skill. Otherwise, |
1840 | * this subtracts a portion from all |
1819 | * this subtracts a portion from all |
… | |
… | |
1854 | sint64 del_exp; |
1833 | sint64 del_exp; |
1855 | |
1834 | |
1856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1857 | if (tmp->type == SKILL && tmp->stats.exp) |
1836 | if (tmp->type == SKILL && tmp->stats.exp) |
1858 | { |
1837 | { |
1859 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1838 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1860 | { |
1839 | { |
1861 | del_exp = check_exp_loss (tmp, exp); |
1840 | del_exp = check_exp_loss (tmp, exp); |
1862 | tmp->stats.exp -= del_exp; |
1841 | tmp->stats.exp -= del_exp; |
1863 | player_lvl_adj (op, tmp); |
1842 | player_lvl_adj (op, tmp); |
1864 | } |
1843 | } |
… | |
… | |
1952 | * amount of permenent experience, whichever gives the lowest loss. |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
1953 | */ |
1932 | */ |
1954 | void |
1933 | void |
1955 | apply_death_exp_penalty (object *op) |
1934 | apply_death_exp_penalty (object *op) |
1956 | { |
1935 | { |
1957 | object *tmp; |
|
|
1958 | sint64 loss; |
1936 | sint64 loss; |
1959 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1937 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1960 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1938 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1961 | |
1939 | |
1962 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1940 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1963 | if (tmp->type == SKILL && tmp->stats.exp) |
1941 | if (tmp->type == SKILL && tmp->stats.exp) |
1964 | { |
1942 | { |
1965 | |
|
|
1966 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1943 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1967 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1944 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1968 | |
1945 | |
1969 | /* With the revised exp system, you can get cases where |
1946 | /* With the revised exp system, you can get cases where |
1970 | * losing several levels would still require that you have more |
1947 | * losing several levels would still require that you have more |
1971 | * exp than you currently have - this is true if the levels |
1948 | * exp than you currently have - this is true if the levels |
1972 | * tables is a lot harder. |
1949 | * tables is a lot harder. |
1973 | */ |
1950 | */ |
1974 | if (level_loss < 0) |
1951 | if (level_loss < 0) |
1975 | level_loss = 0; |
1952 | level_loss = 0; |
1976 | |
1953 | |
1977 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1954 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1978 | |
1955 | |
1979 | tmp->stats.exp -= loss; |
1956 | tmp->stats.exp -= loss; |
1980 | player_lvl_adj (op, tmp); |
1957 | player_lvl_adj (op, tmp); |
1981 | } |
1958 | } |
1982 | |
1959 | |
1983 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1960 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1984 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1961 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1985 | |
1962 | |
1986 | if (level_loss < 0) |
1963 | if (level_loss < 0) |
1987 | level_loss = 0; |
1964 | level_loss = 0; |
|
|
1965 | |
1988 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1966 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1989 | |
1967 | |
1990 | op->stats.exp -= loss; |
1968 | op->stats.exp -= loss; |
1991 | player_lvl_adj (op, NULL); |
1969 | player_lvl_adj (op, NULL); |
1992 | } |
1970 | } |
1993 | |
1971 | |