1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * 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> |
… | |
… | |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | */ |
265 | */ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
267 | |
268 | |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | |
270 | |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | * the object. |
272 | * the object. |
… | |
… | |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | } |
416 | } |
416 | |
417 | |
417 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | |
|
|
420 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
421 | check_move_on (op, op); |
|
|
422 | } |
420 | } |
423 | |
421 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
423 | * originally undead may change their status |
426 | */ |
424 | */ |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
595 | { |
593 | { |
596 | object *tmp; |
594 | object *tmp; |
597 | archetype *at; |
595 | archetype *at; |
598 | |
596 | |
599 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
600 | if (!at) |
598 | if (!at) |
601 | { |
599 | { |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | return; |
601 | return; |
604 | } |
602 | } |
… | |
… | |
606 | { |
604 | { |
607 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
608 | |
606 | |
609 | if (!tmp) |
607 | if (!tmp) |
610 | { |
608 | { |
611 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | } |
612 | } |
615 | } |
613 | } |
616 | |
614 | |
… | |
… | |
624 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
625 | */ |
623 | */ |
626 | void |
624 | void |
627 | object::change_luck (int value) |
625 | object::change_luck (int value) |
628 | { |
626 | { |
629 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
630 | if (!at) |
628 | if (!at) |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | else |
630 | else |
633 | { |
631 | { |
634 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
636 | if (!tmp) |
634 | if (!tmp) |
637 | { |
635 | { |
638 | if (!value) |
636 | if (!value) |
639 | return; |
637 | return; |
640 | |
638 | |
641 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | } |
642 | } |
645 | |
643 | |
646 | if (value) |
644 | if (value) |
… | |
… | |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
765 | float old_speed = speed; |
763 | float old_speed = speed; |
766 | int stat_sum [NUM_STATS]; |
764 | int stat_sum [NUM_STATS]; |
767 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
768 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
769 | if (type == PLAYER) |
769 | if (type == PLAYER) |
770 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
775 | |
774 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
… | |
… | |
858 | * then calls this function. |
860 | * then calls this function. |
859 | */ |
861 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
863 | continue; |
862 | |
864 | |
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); |
865 | glow_radius += tmp->glow_radius; |
867 | |
866 | |
868 | /* For some things, we don't care what is equipped */ |
867 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
868 | if (tmp->type == SKILL) |
870 | { |
869 | { |
871 | /* Want to take the highest skill here. */ |
870 | /* Want to take the highest skill here. */ |
… | |
… | |
911 | && !tmp->flag [FLAG_CURSED] |
910 | && !tmp->flag [FLAG_CURSED] |
912 | && !tmp->flag [FLAG_DAMNED]) |
911 | && !tmp->flag [FLAG_DAMNED]) |
913 | continue; |
912 | continue; |
914 | |
913 | |
915 | for (int i = 0; i < NUM_STATS; i++) |
914 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
915 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
916 | |
918 | if (digest_types [tmp->type]) |
917 | if (digest_types [tmp->type]) |
919 | { |
918 | { |
920 | contr->digestion += tmp->stats.food; |
919 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
920 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
1137 | else /* To nullify the below effect */ |
1136 | else /* To nullify the below effect */ |
1138 | ac += tmp->stats.ac + tmp->magic; |
1137 | ac += tmp->stats.ac + tmp->magic; |
1139 | } |
1138 | } |
1140 | |
1139 | |
1141 | if (tmp->stats.wc) |
1140 | if (tmp->stats.wc) |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1141 | wc -= tmp->stats.wc + tmp->magic; |
1143 | |
1142 | |
1144 | if (tmp->stats.ac) |
1143 | if (tmp->stats.ac) |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1144 | ac -= tmp->stats.ac + tmp->magic; |
1146 | |
1145 | |
1147 | if (ARMOUR_SPEED (tmp)) |
1146 | if (ARMOUR_SPEED (tmp)) |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1147 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1149 | |
1148 | |
1150 | break; |
1149 | break; |
1151 | } /* switch tmp->type */ |
1150 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1151 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1152 | } /* for loop of items */ |
|
|
1153 | |
|
|
1154 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1155 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | /* 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. |
1157 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1158 | */ |
1158 | |
1159 | |
… | |
… | |
1172 | |
1173 | |
1173 | if (type == PLAYER) |
1174 | if (type == PLAYER) |
1174 | { |
1175 | { |
1175 | // clamp various player stats |
1176 | // clamp various player stats |
1176 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1178 | stats.stat (i) = stat_sum [i]; |
|
|
1179 | |
|
|
1180 | check_stat_bounds (&stats); |
1178 | |
1181 | |
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1182 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1180 | |
1183 | |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1184 | /* Figure out the players sp/mana/hp totals. */ |
1182 | int pl_level; |
1185 | int pl_level; |
1183 | |
1186 | |
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! */ |
1187 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1189 | |
1188 | |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1189 | /* 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. |
1190 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | */ |
1191 | */ |
1193 | stats.maxhp = 0; |
1192 | stats.maxhp = 0; |
… | |
… | |
1328 | |
1327 | |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1328 | speed = 1.f + speed_bonus[stats.Dex]; |
1330 | |
1329 | |
1331 | if (settings.search_items && contr->search_str[0]) |
1330 | if (settings.search_items && contr->search_str[0]) |
1332 | speed -= 1; |
1331 | speed -= 1; |
1333 | |
|
|
1334 | if (attacktype == 0) |
|
|
1335 | attacktype = arch->attacktype; |
|
|
1336 | } /* End if player */ |
1332 | } /* End if player */ |
1337 | |
1333 | |
1338 | if (added_speed >= 0) |
1334 | if (added_speed >= 0) |
1339 | speed += added_speed / 10.f; |
1335 | speed += added_speed / 10.f; |
1340 | else /* Something wrong here...: */ |
1336 | else /* Something wrong here...: */ |
… | |
… | |
1359 | speed *= speed_reduce_from_disease; |
1355 | speed *= speed_reduce_from_disease; |
1360 | |
1356 | |
1361 | /* Put a lower limit on speed. Note with this speed, you move once every |
1357 | /* 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. |
1358 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1363 | */ |
1359 | */ |
1364 | if (speed < 0.04f && type == PLAYER) |
1360 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1365 | speed = 0.04f; |
|
|
1366 | |
1361 | |
1367 | if (speed != old_speed) |
1362 | if (speed != old_speed) |
1368 | set_speed (speed); |
1363 | set_speed (speed); |
1369 | |
1364 | |
1370 | if (type == PLAYER) |
1365 | if (type == PLAYER) |
… | |
… | |
1405 | if (move_type == 0) |
1400 | if (move_type == 0) |
1406 | move_type = MOVE_WALK; |
1401 | move_type = MOVE_WALK; |
1407 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1402 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1408 | move_type &= ~MOVE_WALK; |
1403 | move_type &= ~MOVE_WALK; |
1409 | |
1404 | |
|
|
1405 | // now apply the new move_type |
|
|
1406 | if (this->move_type != move_type) |
|
|
1407 | change_move_type (move_type); |
|
|
1408 | |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1409 | /* It is quite possible that a player's spell costing might have changed, |
1411 | * so we will check that now. |
1410 | * so we will check that now. |
1412 | */ |
1411 | */ |
1413 | if (type == PLAYER) |
1412 | if (is_player ()) |
1414 | { |
1413 | contr->update_spells (); |
1415 | esrv_update_stats (contr); |
|
|
1416 | esrv_update_spells (contr); |
|
|
1417 | } |
|
|
1418 | |
1414 | |
1419 | // update the mapspace, if we are on a map |
1415 | // update the mapspace, if we are on a map |
1420 | if (!flag [FLAG_REMOVED] && map) |
1416 | if (!flag [FLAG_REMOVED] && map) |
1421 | map->at (x, y).flags_ = 0; |
1417 | map->at (x, y).flags_ = 0; |
|
|
1418 | } |
|
|
1419 | |
|
|
1420 | void |
|
|
1421 | object::set_glow_radius (sint8 rad) |
|
|
1422 | { |
|
|
1423 | glow_radius = rad; |
|
|
1424 | |
|
|
1425 | if (is_on_map ()) |
|
|
1426 | update_all_los (map, x, y); |
|
|
1427 | else if (object *env = outer_env ()) |
|
|
1428 | { |
|
|
1429 | env->update_stats (); |
|
|
1430 | |
|
|
1431 | if (env->is_on_map ()) |
|
|
1432 | update_all_los (env->map, env->x, env->y); |
|
|
1433 | } |
1422 | } |
1434 | } |
1423 | |
1435 | |
1424 | /* |
1436 | /* |
1425 | * Returns true if the given player is a legal class. |
1437 | * Returns true if the given player is a legal class. |
1426 | * The function to add and remove class-bonuses to the stats doesn't |
1438 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1490 | /* |
1502 | /* |
1491 | * This function is called when a dragon-player gains |
1503 | * This function is called when a dragon-player gains |
1492 | * an overall level. Here, the dragon might gain new abilities |
1504 | * an overall level. Here, the dragon might gain new abilities |
1493 | * or change the ability-focus. |
1505 | * or change the ability-focus. |
1494 | */ |
1506 | */ |
1495 | void |
1507 | static void |
1496 | dragon_level_gain (object *who) |
1508 | dragon_level_gain (object *who) |
1497 | { |
1509 | { |
1498 | object *abil = NULL; /* pointer to dragon ability force */ |
1510 | object *abil = NULL; /* pointer to dragon ability force */ |
1499 | object *skin = NULL; /* pointer to dragon skin force */ |
1511 | object *skin = NULL; /* pointer to dragon skin force */ |
1500 | object *tmp = NULL; /* tmp. object */ |
1512 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1596 | { |
1608 | { |
1597 | changed = true; |
1609 | changed = true; |
1598 | |
1610 | |
1599 | op->level++; |
1611 | op->level++; |
1600 | |
1612 | |
1601 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1613 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1602 | dragon_level_gain (who); |
1614 | dragon_level_gain (who); |
1603 | |
1615 | |
1604 | /* Only roll these if it is the player (who) that gained the level */ |
1616 | /* Only roll these if it is the player (who) that gained the level */ |
1605 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1617 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1606 | { |
1618 | { |
… | |
… | |
1639 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1651 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1640 | } |
1652 | } |
1641 | } |
1653 | } |
1642 | |
1654 | |
1643 | if (changed) |
1655 | if (changed) |
1644 | { |
1656 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1645 | who->update_stats (); |
|
|
1646 | esrv_update_stats (who->contr); |
|
|
1647 | /* check if the spell data has changed */ |
|
|
1648 | esrv_update_spells (who->contr); |
|
|
1649 | } |
|
|
1650 | } |
1657 | } |
1651 | |
1658 | |
1652 | /* |
1659 | /* |
1653 | * Returns how much experience is needed for a player to become |
1660 | * Returns how much experience is needed for a player to become |
1654 | * the given level. level should really never exceed max_level |
1661 | * the given level. level should really never exceed max_level |
… | |
… | |
1698 | * flag is what to do if the player doesn't have the skill: |
1705 | * flag is what to do if the player doesn't have the skill: |
1699 | */ |
1706 | */ |
1700 | static void |
1707 | static void |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1708 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1702 | { |
1709 | { |
1703 | object *skill_obj = NULL; |
1710 | object *skill_obj; |
1704 | sint64 limit, exp_to_add; |
1711 | sint64 limit, exp_to_add; |
1705 | int i; |
1712 | int i; |
1706 | |
1713 | |
1707 | /* prevents some forms of abuse. */ |
1714 | /* prevents some forms of abuse. */ |
1708 | if (op->contr->braced) |
1715 | if (op->contr->braced) |
… | |
… | |
1711 | /* Try to find the matching skill. |
1718 | /* Try to find the matching skill. |
1712 | * We do a shortcut/time saving mechanism first - see if it matches |
1719 | * We do a shortcut/time saving mechanism first - see if it matches |
1713 | * chosen_skill. This means we don't need to search through |
1720 | * chosen_skill. This means we don't need to search through |
1714 | * the players inventory. |
1721 | * the players inventory. |
1715 | */ |
1722 | */ |
|
|
1723 | skill_obj = 0; |
|
|
1724 | |
1716 | if (skill_name) |
1725 | if (skill_name) |
1717 | { |
1726 | { |
1718 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1727 | skill_obj = op->contr->find_skill (skill_name); |
1719 | skill_obj = op->chosen_skill; |
|
|
1720 | else |
|
|
1721 | { |
|
|
1722 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1723 | if (tmp->skill == skill_name && tmp->type == SKILL) |
|
|
1724 | { |
|
|
1725 | skill_obj = splay (tmp); |
|
|
1726 | break; |
|
|
1727 | } |
|
|
1728 | |
1728 | |
1729 | /* Player doesn't have the skill. Check to see what to do, and give |
1729 | /* Player doesn't have the skill. Check to see what to do, and give |
1730 | * it to the player if necessary |
1730 | * it to the player if necessary |
1731 | */ |
1731 | */ |
1732 | if (!skill_obj) |
1732 | if (!skill_obj) |
1733 | { |
1733 | { |
1734 | if (flag == SK_EXP_NONE) |
1734 | if (flag == SK_EXP_NONE) |
1735 | return; |
1735 | return; |
|
|
1736 | |
1736 | else if (flag == SK_EXP_ADD_SKILL) |
1737 | if (flag == SK_EXP_ADD_SKILL) |
1737 | skill_obj = give_skill_by_name (op, skill_name); |
1738 | skill_obj = give_skill_by_name (op, skill_name); |
1738 | } |
|
|
1739 | } |
1739 | } |
1740 | } |
1740 | } |
1741 | |
1741 | |
1742 | if (flag != SK_EXP_SKILL_ONLY) |
1742 | if (flag != SK_EXP_SKILL_ONLY) |
1743 | { |
1743 | { |
… | |
… | |
1776 | player_lvl_adj (op, skill_obj); |
1776 | player_lvl_adj (op, skill_obj); |
1777 | } |
1777 | } |
1778 | } |
1778 | } |
1779 | |
1779 | |
1780 | /* This function checks to make sure that object 'op' can |
1780 | /* This function checks to make sure that object 'op' can |
1781 | * lost 'exp' experience. It returns the amount of exp |
1781 | * lose 'exp' experience. It returns the amount of exp |
1782 | * object 'op' can in fact lose - it basically makes |
1782 | * object 'op' can in fact lose - it basically makes |
1783 | * adjustments based on permanent exp and the like. |
1783 | * adjustments based on permanent exp and the like. |
1784 | * This function should always be used for losing experience - |
1784 | * This function should always be used for losing experience - |
1785 | * the 'exp' value passed should be positive - this is the |
1785 | * the 'exp' value passed should be positive - this is the |
1786 | * amount that should get subtract from the player. |
1786 | * amount that should get subtract from the player. |
1787 | */ |
1787 | */ |
1788 | sint64 |
1788 | static sint64 |
1789 | check_exp_loss (const object *op, sint64 exp) |
1789 | check_exp_loss (const object *op, sint64 exp) |
1790 | { |
1790 | { |
1791 | sint64 del_exp; |
1791 | sint64 del_exp; |
1792 | |
1792 | |
1793 | if (exp > op->stats.exp) |
1793 | if (exp > op->stats.exp) |
1794 | exp = op->stats.exp; |
1794 | exp = op->stats.exp; |
|
|
1795 | |
1795 | if (settings.permanent_exp_ratio) |
1796 | if (settings.permanent_exp_ratio) |
1796 | { |
1797 | { |
1797 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1798 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1799 | |
1798 | if (del_exp < 0) |
1800 | if (del_exp < 0) |
1799 | del_exp = 0; |
1801 | del_exp = 0; |
|
|
1802 | |
1800 | if (exp > del_exp) |
1803 | if (exp > del_exp) |
1801 | exp = del_exp; |
1804 | exp = del_exp; |
1802 | } |
1805 | } |
|
|
1806 | |
1803 | return exp; |
1807 | return exp; |
1804 | } |
1808 | } |
1805 | |
1809 | |
1806 | sint64 |
1810 | sint64 |
1807 | check_exp_adjust (const object *op, sint64 exp) |
1811 | check_exp_adjust (const object *op, sint64 exp) |
1808 | { |
1812 | { |
1809 | if (exp < 0) |
1813 | if (exp < 0) |
1810 | return check_exp_loss (op, exp); |
1814 | return check_exp_loss (op, exp); |
1811 | else |
1815 | else |
1812 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1816 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1813 | } |
1817 | } |
1814 | |
|
|
1815 | |
1818 | |
1816 | /* Subtracts experience from player. |
1819 | /* Subtracts experience from player. |
1817 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1820 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1818 | * only subtract from the matching skill. Otherwise, |
1821 | * only subtract from the matching skill. Otherwise, |
1819 | * this subtracts a portion from all |
1822 | * this subtracts a portion from all |
… | |
… | |
1833 | sint64 del_exp; |
1836 | sint64 del_exp; |
1834 | |
1837 | |
1835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1838 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1836 | if (tmp->type == SKILL && tmp->stats.exp) |
1839 | if (tmp->type == SKILL && tmp->stats.exp) |
1837 | { |
1840 | { |
1838 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1841 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1839 | { |
1842 | { |
1840 | del_exp = check_exp_loss (tmp, exp); |
1843 | del_exp = check_exp_loss (tmp, exp); |
1841 | tmp->stats.exp -= del_exp; |
1844 | tmp->stats.exp -= del_exp; |
1842 | player_lvl_adj (op, tmp); |
1845 | player_lvl_adj (op, tmp); |
1843 | } |
1846 | } |
… | |
… | |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
1934 | * amount of permenent experience, whichever gives the lowest loss. |
1932 | */ |
1935 | */ |
1933 | void |
1936 | void |
1934 | apply_death_exp_penalty (object *op) |
1937 | apply_death_exp_penalty (object *op) |
1935 | { |
1938 | { |
1936 | object *tmp; |
|
|
1937 | sint64 loss; |
1939 | sint64 loss; |
1938 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1940 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1939 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1941 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1940 | |
1942 | |
1941 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1943 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1944 | if (tmp->type == SKILL && tmp->stats.exp) |
1943 | { |
1945 | { |
1944 | |
|
|
1945 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1946 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1946 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1947 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1947 | |
1948 | |
1948 | /* With the revised exp system, you can get cases where |
1949 | /* With the revised exp system, you can get cases where |
1949 | * losing several levels would still require that you have more |
1950 | * losing several levels would still require that you have more |
1950 | * exp than you currently have - this is true if the levels |
1951 | * exp than you currently have - this is true if the levels |
1951 | * tables is a lot harder. |
1952 | * tables is a lot harder. |
1952 | */ |
1953 | */ |
1953 | if (level_loss < 0) |
1954 | if (level_loss < 0) |
1954 | level_loss = 0; |
1955 | level_loss = 0; |
1955 | |
1956 | |
1956 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1957 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1957 | |
1958 | |
1958 | tmp->stats.exp -= loss; |
1959 | tmp->stats.exp -= loss; |
1959 | player_lvl_adj (op, tmp); |
1960 | player_lvl_adj (op, tmp); |
1960 | } |
1961 | } |
1961 | |
1962 | |
1962 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1963 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1963 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1964 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1964 | |
1965 | |
1965 | if (level_loss < 0) |
1966 | if (level_loss < 0) |
1966 | level_loss = 0; |
1967 | level_loss = 0; |
|
|
1968 | |
1967 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1969 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1968 | |
1970 | |
1969 | op->stats.exp -= loss; |
1971 | op->stats.exp -= loss; |
1970 | player_lvl_adj (op, NULL); |
1972 | player_lvl_adj (op, NULL); |
1971 | } |
1973 | } |
1972 | |
1974 | |