… | |
… | |
858 | * then calls this function. |
858 | * then calls this function. |
859 | */ |
859 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
861 | continue; |
862 | |
862 | |
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); |
863 | glow_radius += tmp->glow_radius; |
867 | |
864 | |
868 | /* For some things, we don't care what is equipped */ |
865 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
866 | if (tmp->type == SKILL) |
870 | { |
867 | { |
871 | /* Want to take the highest skill here. */ |
868 | /* Want to take the highest skill here. */ |
… | |
… | |
1137 | else /* To nullify the below effect */ |
1134 | else /* To nullify the below effect */ |
1138 | ac += tmp->stats.ac + tmp->magic; |
1135 | ac += tmp->stats.ac + tmp->magic; |
1139 | } |
1136 | } |
1140 | |
1137 | |
1141 | if (tmp->stats.wc) |
1138 | if (tmp->stats.wc) |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1139 | wc -= tmp->stats.wc + tmp->magic; |
1143 | |
1140 | |
1144 | if (tmp->stats.ac) |
1141 | if (tmp->stats.ac) |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1142 | ac -= tmp->stats.ac + tmp->magic; |
1146 | |
1143 | |
1147 | if (ARMOUR_SPEED (tmp)) |
1144 | if (ARMOUR_SPEED (tmp)) |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1145 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1149 | |
1146 | |
1150 | break; |
1147 | break; |
1151 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
|
|
1151 | |
|
|
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1153 | |
1155 | /* 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 |
1156 | * have generated intermediate values which we now need to assign. |
1155 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1156 | */ |
1158 | |
1157 | |
… | |
… | |
1419 | // update the mapspace, if we are on a map |
1418 | // update the mapspace, if we are on a map |
1420 | if (!flag [FLAG_REMOVED] && map) |
1419 | if (!flag [FLAG_REMOVED] && map) |
1421 | map->at (x, y).flags_ = 0; |
1420 | map->at (x, y).flags_ = 0; |
1422 | } |
1421 | } |
1423 | |
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 | |
1424 | /* |
1439 | /* |
1425 | * Returns true if the given player is a legal class. |
1440 | * Returns true if the given player is a legal class. |
1426 | * 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 |
1427 | * check if the stat becomes negative, thus this function |
1442 | * check if the stat becomes negative, thus this function |
1428 | * merely checks that all stats are 1 or more, and returns |
1443 | * merely checks that all stats are 1 or more, and returns |
… | |
… | |
1698 | * 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: |
1699 | */ |
1714 | */ |
1700 | static void |
1715 | static void |
1701 | 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) |
1702 | { |
1717 | { |
1703 | object *skill_obj = NULL; |
1718 | object *skill_obj; |
1704 | sint64 limit, exp_to_add; |
1719 | sint64 limit, exp_to_add; |
1705 | int i; |
1720 | int i; |
1706 | |
1721 | |
1707 | /* prevents some forms of abuse. */ |
1722 | /* prevents some forms of abuse. */ |
1708 | if (op->contr->braced) |
1723 | if (op->contr->braced) |
… | |
… | |
1711 | /* Try to find the matching skill. |
1726 | /* Try to find the matching skill. |
1712 | * 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 |
1713 | * chosen_skill. This means we don't need to search through |
1728 | * chosen_skill. This means we don't need to search through |
1714 | * the players inventory. |
1729 | * the players inventory. |
1715 | */ |
1730 | */ |
|
|
1731 | skill_obj = 0; |
|
|
1732 | |
1716 | if (skill_name) |
1733 | if (skill_name) |
1717 | { |
1734 | { |
1718 | 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); |
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 | |
1736 | |
1729 | /* 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 |
1730 | * it to the player if necessary |
1738 | * it to the player if necessary |
1731 | */ |
1739 | */ |
1732 | if (!skill_obj) |
1740 | if (!skill_obj) |
1733 | { |
1741 | { |
1734 | if (flag == SK_EXP_NONE) |
1742 | if (flag == SK_EXP_NONE) |
1735 | return; |
1743 | return; |
|
|
1744 | |
1736 | else if (flag == SK_EXP_ADD_SKILL) |
1745 | if (flag == SK_EXP_ADD_SKILL) |
1737 | skill_obj = give_skill_by_name (op, skill_name); |
1746 | skill_obj = give_skill_by_name (op, skill_name); |
1738 | } |
|
|
1739 | } |
1747 | } |
1740 | } |
1748 | } |
1741 | |
1749 | |
1742 | if (flag != SK_EXP_SKILL_ONLY) |
1750 | if (flag != SK_EXP_SKILL_ONLY) |
1743 | { |
1751 | { |
… | |
… | |
1776 | player_lvl_adj (op, skill_obj); |
1784 | player_lvl_adj (op, skill_obj); |
1777 | } |
1785 | } |
1778 | } |
1786 | } |
1779 | |
1787 | |
1780 | /* This function checks to make sure that object 'op' can |
1788 | /* This function checks to make sure that object 'op' can |
1781 | * lost 'exp' experience. It returns the amount of exp |
1789 | * lose 'exp' experience. It returns the amount of exp |
1782 | * object 'op' can in fact lose - it basically makes |
1790 | * object 'op' can in fact lose - it basically makes |
1783 | * adjustments based on permanent exp and the like. |
1791 | * adjustments based on permanent exp and the like. |
1784 | * This function should always be used for losing experience - |
1792 | * This function should always be used for losing experience - |
1785 | * the 'exp' value passed should be positive - this is the |
1793 | * the 'exp' value passed should be positive - this is the |
1786 | * amount that should get subtract from the player. |
1794 | * amount that should get subtract from the player. |
… | |
… | |
1790 | { |
1798 | { |
1791 | sint64 del_exp; |
1799 | sint64 del_exp; |
1792 | |
1800 | |
1793 | if (exp > op->stats.exp) |
1801 | if (exp > op->stats.exp) |
1794 | exp = op->stats.exp; |
1802 | exp = op->stats.exp; |
|
|
1803 | |
1795 | if (settings.permanent_exp_ratio) |
1804 | if (settings.permanent_exp_ratio) |
1796 | { |
1805 | { |
1797 | 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 | |
1798 | if (del_exp < 0) |
1808 | if (del_exp < 0) |
1799 | del_exp = 0; |
1809 | del_exp = 0; |
|
|
1810 | |
1800 | if (exp > del_exp) |
1811 | if (exp > del_exp) |
1801 | exp = del_exp; |
1812 | exp = del_exp; |
1802 | } |
1813 | } |
|
|
1814 | |
1803 | return exp; |
1815 | return exp; |
1804 | } |
1816 | } |
1805 | |
1817 | |
1806 | sint64 |
1818 | sint64 |
1807 | check_exp_adjust (const object *op, sint64 exp) |
1819 | check_exp_adjust (const object *op, sint64 exp) |
1808 | { |
1820 | { |
1809 | if (exp < 0) |
1821 | if (exp < 0) |
1810 | return check_exp_loss (op, exp); |
1822 | return check_exp_loss (op, exp); |
1811 | else |
1823 | else |
1812 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1824 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1813 | } |
1825 | } |
1814 | |
|
|
1815 | |
1826 | |
1816 | /* Subtracts experience from player. |
1827 | /* Subtracts experience from player. |
1817 | * 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 |
1818 | * only subtract from the matching skill. Otherwise, |
1829 | * only subtract from the matching skill. Otherwise, |
1819 | * this subtracts a portion from all |
1830 | * this subtracts a portion from all |
… | |
… | |
1833 | sint64 del_exp; |
1844 | sint64 del_exp; |
1834 | |
1845 | |
1835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1846 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1836 | if (tmp->type == SKILL && tmp->stats.exp) |
1847 | if (tmp->type == SKILL && tmp->stats.exp) |
1837 | { |
1848 | { |
1838 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1849 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1839 | { |
1850 | { |
1840 | del_exp = check_exp_loss (tmp, exp); |
1851 | del_exp = check_exp_loss (tmp, exp); |
1841 | tmp->stats.exp -= del_exp; |
1852 | tmp->stats.exp -= del_exp; |
1842 | player_lvl_adj (op, tmp); |
1853 | player_lvl_adj (op, tmp); |
1843 | } |
1854 | } |
… | |
… | |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
1942 | * amount of permenent experience, whichever gives the lowest loss. |
1932 | */ |
1943 | */ |
1933 | void |
1944 | void |
1934 | apply_death_exp_penalty (object *op) |
1945 | apply_death_exp_penalty (object *op) |
1935 | { |
1946 | { |
1936 | object *tmp; |
|
|
1937 | sint64 loss; |
1947 | sint64 loss; |
1938 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1948 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1939 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1949 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1940 | |
1950 | |
1941 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1951 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1952 | if (tmp->type == SKILL && tmp->stats.exp) |
1943 | { |
1953 | { |
1944 | |
|
|
1945 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1954 | 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)]; |
1955 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1947 | |
1956 | |
1948 | /* With the revised exp system, you can get cases where |
1957 | /* With the revised exp system, you can get cases where |
1949 | * losing several levels would still require that you have more |
1958 | * losing several levels would still require that you have more |
… | |
… | |
1951 | * tables is a lot harder. |
1960 | * tables is a lot harder. |
1952 | */ |
1961 | */ |
1953 | if (level_loss < 0) |
1962 | if (level_loss < 0) |
1954 | level_loss = 0; |
1963 | level_loss = 0; |
1955 | |
1964 | |
1956 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1965 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1957 | |
1966 | |
1958 | tmp->stats.exp -= loss; |
1967 | tmp->stats.exp -= loss; |
1959 | player_lvl_adj (op, tmp); |
1968 | player_lvl_adj (op, tmp); |
1960 | } |
1969 | } |
1961 | |
1970 | |
1962 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1971 | 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)]; |
1972 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1964 | |
1973 | |
1965 | if (level_loss < 0) |
1974 | if (level_loss < 0) |
1966 | level_loss = 0; |
1975 | level_loss = 0; |
|
|
1976 | |
1967 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1977 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1968 | |
1978 | |
1969 | op->stats.exp -= loss; |
1979 | op->stats.exp -= loss; |
1970 | player_lvl_adj (op, NULL); |
1980 | player_lvl_adj (op, NULL); |
1971 | } |
1981 | } |
1972 | |
1982 | |