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 (©) 2005,2006,2007,2008,2009,2010,2011 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> |
… | |
… | |
138 | /* |
139 | /* |
139 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
140 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
141 | */ |
142 | */ |
142 | |
143 | |
143 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
144 | |
145 | |
145 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
146 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
147 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
148 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
… | |
… | |
155 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
156 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
157 | * -b.t. |
158 | * -b.t. |
158 | */ |
159 | */ |
159 | |
160 | |
160 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
161 | |
|
|
162 | extern sint64 *levels; |
|
|
163 | |
162 | |
164 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
165 | |
164 | |
166 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
167 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
260 | /* 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 |
261 | * 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. |
262 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | */ |
263 | */ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
264 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
265 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
267 | |
266 | |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
267 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | |
268 | |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
269 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | * the object. |
270 | * the object. |
… | |
… | |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | } |
414 | } |
416 | |
415 | |
417 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | 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 | } |
418 | } |
423 | |
419 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
420 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
421 | * originally undead may change their status |
426 | */ |
422 | */ |
… | |
… | |
463 | if (op->flag [FLAG_WIZ]) |
459 | if (op->flag [FLAG_WIZ]) |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
465 | else |
461 | else |
466 | { |
462 | { |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
468 | SET_FLAG (op, FLAG_BLIND); |
464 | op->set_flag (FLAG_BLIND); |
469 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
470 | op->contr->do_los = 1; |
466 | op->contr->do_los = 1; |
471 | } |
467 | } |
472 | } |
468 | } |
473 | else |
469 | else |
… | |
… | |
475 | if (op->flag [FLAG_WIZ]) |
471 | if (op->flag [FLAG_WIZ]) |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
477 | else |
473 | else |
478 | { |
474 | { |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
476 | op->clr_flag (FLAG_BLIND); |
481 | if (op->type == PLAYER) |
477 | if (op->type == PLAYER) |
482 | op->contr->do_los = 1; |
478 | op->contr->do_los = 1; |
483 | } |
479 | } |
484 | } |
480 | } |
485 | } |
481 | } |
… | |
… | |
523 | { |
519 | { |
524 | success = 1; |
520 | success = 1; |
525 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
521 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
526 | } |
522 | } |
527 | |
523 | |
|
|
524 | if (digest_types [tmp->type]) |
|
|
525 | { |
528 | if (tmp->stats.hp && op->type == PLAYER) |
526 | if (tmp->stats.hp && op->type == PLAYER) |
529 | { |
527 | { |
530 | success = 1; |
528 | success = 1; |
531 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
529 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
532 | } |
530 | } |
533 | |
531 | |
534 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
532 | if (tmp->stats.sp && op->type == PLAYER |
535 | { |
533 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
534 | { |
536 | success = 1; |
535 | success = 1; |
537 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
536 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
538 | } |
537 | } |
539 | |
538 | |
540 | /* for the future when artifacts set this -b.t. */ |
539 | /* for the future when artifacts set this -b.t. */ |
541 | if (tmp->stats.grace && op->type == PLAYER) |
540 | if (tmp->stats.grace && op->type == PLAYER) |
542 | { |
541 | { |
543 | success = 1; |
542 | success = 1; |
544 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
543 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
545 | } |
544 | } |
546 | |
545 | |
547 | if (tmp->stats.food && op->type == PLAYER) |
546 | if (tmp->stats.food && op->type == PLAYER) |
548 | { |
547 | { |
549 | success = 1; |
548 | success = 1; |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
550 | } |
551 | } |
551 | } |
552 | |
552 | |
553 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
554 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
555 | { |
555 | { |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
594 | object::drain_specific_stat (int deplete_stats) |
595 | { |
595 | { |
596 | object *tmp; |
596 | object *tmp; |
597 | archetype *at; |
597 | archetype *at; |
598 | |
598 | |
599 | at = archetype::find (ARCH_DEPLETION); |
599 | at = archetype::find (shstr_depletion); |
600 | if (!at) |
600 | if (!at) |
601 | { |
601 | { |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | return; |
603 | return; |
604 | } |
604 | } |
… | |
… | |
606 | { |
606 | { |
607 | tmp = present_arch_in_ob (at, this); |
607 | tmp = present_arch_in_ob (at, this); |
608 | |
608 | |
609 | if (!tmp) |
609 | if (!tmp) |
610 | { |
610 | { |
611 | tmp = arch_to_object (at); |
611 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
612 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
613 | tmp->set_flag (FLAG_APPLIED); |
614 | } |
614 | } |
615 | } |
615 | } |
616 | |
616 | |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
617 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
618 | change_attr_value (&tmp->stats, deplete_stats, -1); |
… | |
… | |
624 | * via an applied bad_luck object. |
624 | * via an applied bad_luck object. |
625 | */ |
625 | */ |
626 | void |
626 | void |
627 | object::change_luck (int value) |
627 | object::change_luck (int value) |
628 | { |
628 | { |
629 | archetype *at = archetype::find ("luck"); |
629 | archetype *at = archetype::find (shstr_luck); |
630 | if (!at) |
630 | if (!at) |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | else |
632 | else |
633 | { |
633 | { |
634 | object *tmp = present_arch_in_ob (at, this); |
634 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
636 | if (!tmp) |
636 | if (!tmp) |
637 | { |
637 | { |
638 | if (!value) |
638 | if (!value) |
639 | return; |
639 | return; |
640 | |
640 | |
641 | tmp = arch_to_object (at); |
641 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
642 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
643 | tmp->set_flag (FLAG_APPLIED); |
644 | } |
644 | } |
645 | |
645 | |
646 | if (value) |
646 | if (value) |
647 | { |
647 | { |
648 | /* Limit the luck value of the bad luck object to +/-100. This |
648 | /* Limit the luck value of the bad luck object to +/-100. This |
… | |
… | |
701 | sint8 v = arch->stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
702 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
704 | } |
704 | } |
705 | } |
705 | } |
706 | |
|
|
707 | /* These are the items that currently can change digestion, regeneration, |
|
|
708 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
709 | * list, but other items store other info into stats array. |
|
|
710 | */ |
|
|
711 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
712 | { |
|
|
713 | digest_types () |
|
|
714 | { |
|
|
715 | set (WEAPON); |
|
|
716 | set (BOW); |
|
|
717 | set (ARMOUR); |
|
|
718 | set (HELMET); |
|
|
719 | set (SHIELD); |
|
|
720 | set (RING); |
|
|
721 | set (BOOTS); |
|
|
722 | set (GLOVES); |
|
|
723 | set (AMULET); |
|
|
724 | set (GIRDLE); |
|
|
725 | set (BRACERS); |
|
|
726 | set (CLOAK); |
|
|
727 | set (DISEASE); |
|
|
728 | set (FORCE); |
|
|
729 | set (SKILL); |
|
|
730 | } |
|
|
731 | } digest_types; |
|
|
732 | |
706 | |
733 | static struct copy_flags : object::flags_t |
707 | static struct copy_flags : object::flags_t |
734 | { |
708 | { |
735 | copy_flags () |
709 | copy_flags () |
736 | { |
710 | { |
… | |
… | |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
737 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
738 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
765 | float old_speed = speed; |
739 | float old_speed = speed; |
766 | int stat_sum [NUM_STATS]; |
740 | int stat_sum [NUM_STATS]; |
767 | |
741 | |
|
|
742 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
743 | |
768 | /* First task is to clear all the values back to their original values */ |
744 | /* First task is to clear all the values back to their original values */ |
769 | if (type == PLAYER) |
745 | if (type == PLAYER) |
770 | { |
746 | { |
|
|
747 | contr->delayed_update = false; |
|
|
748 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
749 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
750 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
751 | |
774 | if (settings.spell_encumbrance == TRUE) |
752 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
753 | contr->encumbrance = 0; |
… | |
… | |
787 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
765 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
788 | slot[i].used = slot[i].info; |
766 | slot[i].used = slot[i].info; |
789 | |
767 | |
790 | slaying = 0; |
768 | slaying = 0; |
791 | |
769 | |
792 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
770 | if (!this->flag [FLAG_WIZ]) |
793 | { |
|
|
794 | CLEAR_FLAG (this, FLAG_XRAYS); |
|
|
795 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
|
|
796 | } |
771 | { |
|
|
772 | this->clr_flag (FLAG_XRAYS); |
|
|
773 | this->clr_flag (FLAG_MAKE_INVIS); |
|
|
774 | } |
797 | |
775 | |
798 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
776 | this->clr_flag (FLAG_LIFESAVE); |
799 | CLEAR_FLAG (this, FLAG_STEALTH); |
777 | this->clr_flag (FLAG_STEALTH); |
800 | CLEAR_FLAG (this, FLAG_BLIND); |
778 | this->clr_flag (FLAG_BLIND); |
801 | |
779 | |
802 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
780 | if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL); |
803 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
781 | if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE); |
804 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
782 | if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD); |
805 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
783 | if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK); |
806 | |
784 | |
807 | path_attuned = arch->path_attuned; |
785 | path_attuned = arch->path_attuned; |
808 | path_repelled = arch->path_repelled; |
786 | path_repelled = arch->path_repelled; |
809 | path_denied = arch->path_denied; |
787 | path_denied = arch->path_denied; |
810 | glow_radius = arch->glow_radius; |
788 | glow_radius = arch->glow_radius; |
811 | move_type = arch->move_type; |
789 | move_type = arch->move_type; |
812 | |
790 | |
813 | chosen_skill = 0; |
|
|
814 | |
|
|
815 | /* initializing resistances from the values in player/monster's |
791 | /* initializing resistances from the values in player/monster's |
816 | * archetype clone |
792 | * archetype clone |
817 | */ |
793 | */ |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
794 | memcpy (&resist, &arch->resist, sizeof (resist)); |
819 | |
795 | |
820 | for (int i = 0; i < NROFATTACKS; i++) |
796 | for (int i = 0; i < NROFATTACKS; i++) |
821 | { |
797 | { |
822 | if (resist[i] > 0) |
798 | if (resist[i] > 0) |
823 | prot[i] = resist[i], vuln[i] = 0; |
799 | prot[i] = resist[i], vuln[i] = 0; |
824 | else |
800 | else |
825 | vuln[i] = -(resist[i]), prot[i] = 0; |
801 | vuln[i] = -resist[i], prot[i] = 0; |
826 | |
802 | |
827 | potion_resist[i] = 0; |
803 | potion_resist[i] = -1000; |
828 | } |
804 | } |
829 | |
805 | |
830 | wc = arch->stats.wc; |
806 | wc = arch->stats.wc; |
831 | stats.dam = arch->stats.dam; |
807 | stats.dam = arch->stats.dam; |
832 | |
808 | |
… | |
… | |
835 | * the fact that maxlevel is factored in could be considered sort of bogus - |
811 | * the fact that maxlevel is factored in could be considered sort of bogus - |
836 | * we should probably give them some bonus and cap it off - otherwise, |
812 | * we should probably give them some bonus and cap it off - otherwise, |
837 | * basically, if a server updates its max level, these playes may find |
813 | * basically, if a server updates its max level, these playes may find |
838 | * that their protection from physical goes down |
814 | * that their protection from physical goes down |
839 | */ |
815 | */ |
840 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
816 | if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER) |
841 | { |
817 | { |
842 | ac = max (-10, arch->stats.ac - level / 3); |
818 | ac = max (-10, arch->stats.ac - level / 3); |
843 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
819 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
844 | } |
820 | } |
845 | else |
821 | else |
846 | ac = arch->stats.ac; |
822 | ac = arch->stats.ac; |
847 | |
823 | |
848 | stats.luck = arch->stats.luck; |
824 | stats.luck = arch->stats.luck; |
849 | speed = arch->speed; |
825 | speed = arch->speed; |
|
|
826 | |
|
|
827 | chosen_skill = 0; |
850 | |
828 | |
851 | /* OK - we've reset most all the objects attributes to sane values. |
829 | /* OK - we've reset most all the objects attributes to sane values. |
852 | * now go through and make adjustments for what the player has equipped. |
830 | * now go through and make adjustments for what the player has equipped. |
853 | */ |
831 | */ |
854 | for (tmp = inv; tmp; tmp = tmp->below) |
832 | for (tmp = inv; tmp; tmp = tmp->below) |
855 | { |
833 | { |
856 | /* This happens because apply_potion calls change_abil with the potion |
834 | /* This happens because apply_potion calls change_abil with the potion |
857 | * applied so we can tell the player what changed. But change_abil |
835 | * applied so we can tell the player what changed. But change_abil |
858 | * then calls this function. |
836 | * then calls this function. |
859 | */ |
837 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
838 | if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION) |
861 | continue; |
839 | continue; |
862 | |
840 | |
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); |
841 | glow_radius += tmp->glow_radius; |
867 | |
842 | |
868 | /* For some things, we don't care what is equipped */ |
843 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
844 | if (tmp->type == SKILL) |
870 | { |
845 | { |
871 | /* Want to take the highest skill here. */ |
846 | /* Want to take the highest skill here. */ |
… | |
… | |
895 | * because the skill shouldn't count against body positions being used |
870 | * because the skill shouldn't count against body positions being used |
896 | * up, etc. |
871 | * up, etc. |
897 | */ |
872 | */ |
898 | if ((tmp->flag [FLAG_APPLIED] |
873 | if ((tmp->flag [FLAG_APPLIED] |
899 | && tmp->type != CONTAINER |
874 | && tmp->type != CONTAINER |
900 | && tmp->type != CLOSE_CON) |
875 | && tmp->type != CLOSE_CON |
901 | || (tmp->type == SKILL |
876 | && tmp->type != SPELL) |
902 | && tmp->subtype == SK_PRAYING)) |
877 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
903 | { |
878 | { |
904 | if (type == PLAYER) |
879 | if (type == PLAYER) |
905 | { |
880 | { |
906 | contr->item_power += tmp->item_power; |
881 | contr->item_power += tmp->item_power; |
907 | |
882 | |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
909 | if (tmp != current_weapon |
|
|
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
911 | && !tmp->flag [FLAG_CURSED] |
|
|
912 | && !tmp->flag [FLAG_DAMNED]) |
|
|
913 | continue; |
|
|
914 | |
|
|
915 | for (int i = 0; i < NUM_STATS; i++) |
883 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
884 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
885 | |
918 | if (digest_types [tmp->type]) |
886 | if (digest_types [tmp->type]) |
919 | { |
887 | { |
920 | contr->digestion += tmp->stats.food; |
888 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
889 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
930 | if (tmp->type == WEAPON) |
898 | if (tmp->type == WEAPON) |
931 | current_weapon = tmp; |
899 | current_weapon = tmp; |
932 | } |
900 | } |
933 | |
901 | |
934 | /* Update slots used for items */ |
902 | /* Update slots used for items */ |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
903 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
904 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
937 | slot[i].used += tmp->slot[i].info; |
905 | slot[i].used += tmp->slot[i].info; |
938 | |
906 | |
939 | if (tmp->type == SYMPTOM) |
907 | if (tmp->type == SYMPTOM) |
940 | speed_reduce_from_disease = |
|
|
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
908 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
942 | |
909 | |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
910 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
944 | * (Negative protections are calculated exactly like positive.) |
911 | * (Negative protections are calculated exactly like positive.) |
945 | * Resistance from potions are treated special as well. If there's |
912 | * Resistance from potions are treated special as well. If there's |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
913 | * more than one potion-effect, the bigger prot.-value is taken. |
947 | */ |
914 | */ |
948 | if (tmp->type != POTION) |
915 | if (tmp->type == POTION_EFFECT) |
949 | { |
|
|
950 | for (int i = 0; i < NROFATTACKS; i++) |
916 | for (int i = 0; i < NROFATTACKS; i++) |
951 | { |
|
|
952 | /* Potential for cursed potions, in which case we just can use |
|
|
953 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
954 | */ |
|
|
955 | if (tmp->type == POTION_EFFECT) |
|
|
956 | { |
|
|
957 | if (potion_resist[i]) |
|
|
958 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
959 | else |
|
|
960 | potion_resist[i] = tmp->resist[i]; |
917 | max_it (potion_resist[i], tmp->resist[i]); |
961 | } |
918 | else if (tmp->type != POTION) |
|
|
919 | for (int i = 0; i < NROFATTACKS; i++) |
962 | else if (tmp->resist[i] > 0) |
920 | if (tmp->resist[i] > 0) |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
921 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
964 | else if (tmp->resist[i] < 0) |
922 | else if (tmp->resist[i] < 0) |
965 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
923 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
966 | } |
|
|
967 | } |
|
|
968 | |
924 | |
969 | /* There may be other things that should not adjust the attacktype */ |
925 | /* There may be other things that should not adjust the attacktype */ |
970 | if (tmp->type != SYMPTOM) |
926 | if (tmp->type != SYMPTOM) |
971 | { |
927 | { |
972 | attacktype |= tmp->attacktype; |
928 | attacktype |= tmp->attacktype; |
… | |
… | |
977 | stats.luck += tmp->stats.luck; |
933 | stats.luck += tmp->stats.luck; |
978 | } |
934 | } |
979 | |
935 | |
980 | flag |= tmp->flag & copy_flags; |
936 | flag |= tmp->flag & copy_flags; |
981 | |
937 | |
982 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
938 | if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD]) |
983 | SET_FLAG (this, FLAG_UNDEAD); |
939 | this->set_flag (FLAG_UNDEAD); |
984 | |
940 | |
985 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
941 | //TODO: copy_flags? |
|
|
942 | if (tmp->flag [FLAG_MAKE_INVIS]) |
986 | { |
943 | { |
987 | SET_FLAG (this, FLAG_MAKE_INVIS); |
944 | set_flag (FLAG_MAKE_INVIS); |
988 | invisible = 1; |
945 | invisible = 1; |
989 | } |
946 | } |
990 | |
947 | |
991 | if (tmp->stats.exp && tmp->type != SKILL) |
948 | if (tmp->stats.exp && tmp->type != SKILL) |
992 | { |
949 | { |
… | |
… | |
999 | added_speed += tmp->stats.exp; |
956 | added_speed += tmp->stats.exp; |
1000 | } |
957 | } |
1001 | |
958 | |
1002 | switch (tmp->type) |
959 | switch (tmp->type) |
1003 | { |
960 | { |
1004 | #if 0 |
|
|
1005 | case WAND: |
|
|
1006 | case ROD: |
|
|
1007 | case HORN: |
|
|
1008 | if (type != PLAYER || current_weapon == tmp) |
|
|
1009 | chosen_skill = tmp; |
|
|
1010 | break; |
|
|
1011 | #endif |
|
|
1012 | |
|
|
1013 | /* skills modifying the character -b.t. */ |
|
|
1014 | /* for all skills and skill granting objects */ |
|
|
1015 | case SKILL: |
961 | case SKILL: |
1016 | { |
962 | { |
|
|
963 | // some skills will end up here without counting as "applied" |
1017 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
964 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1018 | break; |
965 | break; |
1019 | |
966 | |
1020 | if (chosen_skill) |
967 | if (chosen_skill) |
1021 | { |
968 | { |
1022 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
969 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1024 | |
971 | |
1025 | tmp->flag [FLAG_APPLIED] = false; |
972 | tmp->flag [FLAG_APPLIED] = false; |
1026 | update_stats (); |
973 | update_stats (); |
1027 | return; |
974 | return; |
1028 | } |
975 | } |
1029 | else |
976 | |
1030 | chosen_skill = tmp; |
977 | chosen_skill = tmp; |
1031 | |
978 | |
1032 | if (tmp->stats.dam > 0) |
979 | if (tmp->stats.dam > 0) |
1033 | { /* skill is a 'weapon' */ |
980 | { /* skill is a 'weapon' */ |
1034 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
981 | if (!this->flag [FLAG_READY_WEAPON]) |
1035 | weapon_speed = WEAPON_SPEED (tmp); |
982 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1036 | |
|
|
1037 | if (weapon_speed < 0) |
|
|
1038 | weapon_speed = 0; |
|
|
1039 | |
983 | |
1040 | weapon_weight = tmp->weight; |
984 | weapon_weight = tmp->weight; |
1041 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
985 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1042 | |
986 | |
1043 | if (tmp->magic) |
987 | if (tmp->magic) |
… | |
… | |
1052 | |
996 | |
1053 | if (tmp->stats.ac) |
997 | if (tmp->stats.ac) |
1054 | ac -= tmp->stats.ac + tmp->magic; |
998 | ac -= tmp->stats.ac + tmp->magic; |
1055 | |
999 | |
1056 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1000 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1057 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1001 | contr->encumbrance += 3 * tmp->weight / 1000; |
1058 | } |
1002 | } |
1059 | |
1003 | |
1060 | break; |
1004 | break; |
1061 | |
1005 | |
1062 | case SHIELD: |
1006 | case SHIELD: |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1007 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1064 | contr->encumbrance += (int) tmp->weight / 2000; |
1008 | contr->encumbrance += tmp->weight / 2000; |
|
|
1009 | //FALLTHROUGH |
1065 | case RING: |
1010 | case RING: |
1066 | case AMULET: |
1011 | case AMULET: |
1067 | case GIRDLE: |
1012 | case GIRDLE: |
1068 | case HELMET: |
1013 | case HELMET: |
1069 | case BOOTS: |
1014 | case BOOTS: |
… | |
… | |
1078 | if (tmp->stats.ac) |
1023 | if (tmp->stats.ac) |
1079 | ac -= tmp->stats.ac + tmp->magic; |
1024 | ac -= tmp->stats.ac + tmp->magic; |
1080 | |
1025 | |
1081 | break; |
1026 | break; |
1082 | |
1027 | |
|
|
1028 | case RANGED: |
1083 | case BOW: |
1029 | case BOW: |
1084 | case WEAPON: |
1030 | case WEAPON: |
1085 | if (type != PLAYER || current_weapon == tmp) |
|
|
1086 | { |
|
|
1087 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1088 | |
1032 | |
1089 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1033 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1034 | ac -= tmp->stats.ac + tmp->magic; |
1091 | |
1035 | |
1092 | stats.dam += tmp->stats.dam + tmp->magic; |
1036 | stats.dam += tmp->stats.dam + tmp->magic; |
1093 | weapon_weight = tmp->weight; |
1037 | weapon_weight = tmp->weight; |
1094 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1038 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1095 | |
1039 | |
1096 | if (weapon_speed < 0) |
1040 | if (weapon_speed < 0) |
1097 | weapon_speed = 0; |
1041 | weapon_speed = 0; |
1098 | |
1042 | |
1099 | slaying = tmp->slaying; |
1043 | slaying = tmp->slaying; |
1100 | |
1044 | |
1101 | /* If there is desire that two handed weapons should do |
1045 | /* If there is desire that two handed weapons should do |
1102 | * extra strength damage, this is where the code should |
1046 | * extra strength damage, this is where the code should |
1103 | * go. |
1047 | * go. |
1104 | */ |
1048 | */ |
1105 | |
1049 | |
1106 | if (type == PLAYER) |
1050 | if (type == PLAYER) |
1107 | if (settings.spell_encumbrance) |
1051 | if (settings.spell_encumbrance) |
1108 | contr->encumbrance += tmp->weight * 3 / 1000; |
1052 | contr->encumbrance += tmp->weight * 3 / 1000; |
1109 | } |
|
|
1110 | |
1053 | |
1111 | break; |
1054 | break; |
1112 | |
1055 | |
1113 | case ARMOUR: /* Only the best of these three are used: */ |
1056 | case ARMOUR: /* Only the best of these three are used: */ |
1114 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1057 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1137 | else /* To nullify the below effect */ |
1080 | else /* To nullify the below effect */ |
1138 | ac += tmp->stats.ac + tmp->magic; |
1081 | ac += tmp->stats.ac + tmp->magic; |
1139 | } |
1082 | } |
1140 | |
1083 | |
1141 | if (tmp->stats.wc) |
1084 | if (tmp->stats.wc) |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1085 | wc -= tmp->stats.wc + tmp->magic; |
1143 | |
1086 | |
1144 | if (tmp->stats.ac) |
1087 | if (tmp->stats.ac) |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1146 | |
1089 | |
1147 | if (ARMOUR_SPEED (tmp)) |
1090 | if (ARMOUR_SPEED (tmp)) |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1091 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1149 | |
1092 | |
1150 | break; |
1093 | break; |
1151 | } /* switch tmp->type */ |
1094 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1095 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1096 | } /* for loop of items */ |
|
|
1097 | |
|
|
1098 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1099 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1100 | /* 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. |
1101 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1102 | */ |
1158 | |
1103 | |
… | |
… | |
1164 | */ |
1109 | */ |
1165 | for (int i = 0; i < NROFATTACKS; i++) |
1110 | for (int i = 0; i < NROFATTACKS; i++) |
1166 | { |
1111 | { |
1167 | resist[i] = prot[i] - vuln[i]; |
1112 | resist[i] = prot[i] - vuln[i]; |
1168 | |
1113 | |
1169 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1114 | if (potion_resist[i] != -1000 |
|
|
1115 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1170 | resist[i] = potion_resist[i]; |
1116 | resist[i] = potion_resist[i]; |
1171 | } |
1117 | } |
1172 | |
1118 | |
1173 | if (type == PLAYER) |
1119 | if (type == PLAYER) |
1174 | { |
1120 | { |
1175 | // clamp various player stats |
1121 | // clamp various player stats |
1176 | for (int i = 0; i < NUM_STATS; ++i) |
1122 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1123 | stats.stat (i) = stat_sum [i]; |
|
|
1124 | |
|
|
1125 | check_stat_bounds (&stats); |
1178 | |
1126 | |
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1127 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1180 | |
1128 | |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1129 | /* Figure out the players sp/mana/hp totals. */ |
1182 | int pl_level; |
1130 | int pl_level; |
1183 | |
1131 | |
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! */ |
1132 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1189 | |
1133 | |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1134 | /* 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. |
1135 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | */ |
1136 | */ |
1193 | stats.maxhp = 0; |
1137 | stats.maxhp = 0; |
… | |
… | |
1328 | |
1272 | |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1273 | speed = 1.f + speed_bonus[stats.Dex]; |
1330 | |
1274 | |
1331 | if (settings.search_items && contr->search_str[0]) |
1275 | if (settings.search_items && contr->search_str[0]) |
1332 | speed -= 1; |
1276 | speed -= 1; |
1333 | |
|
|
1334 | if (attacktype == 0) |
|
|
1335 | attacktype = arch->attacktype; |
|
|
1336 | } /* End if player */ |
1277 | } /* End if player */ |
1337 | |
1278 | |
1338 | if (added_speed >= 0) |
1279 | if (added_speed >= 0) |
1339 | speed += added_speed / 10.f; |
1280 | speed += added_speed / 10.f; |
1340 | else /* Something wrong here...: */ |
1281 | else /* Something wrong here...: */ |
… | |
… | |
1359 | speed *= speed_reduce_from_disease; |
1300 | speed *= speed_reduce_from_disease; |
1360 | |
1301 | |
1361 | /* Put a lower limit on speed. Note with this speed, you move once every |
1302 | /* 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. |
1303 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1363 | */ |
1304 | */ |
1364 | if (speed < 0.04f && type == PLAYER) |
1305 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1365 | speed = 0.04f; |
|
|
1366 | |
1306 | |
1367 | if (speed != old_speed) |
1307 | if (speed != old_speed) |
1368 | set_speed (speed); |
1308 | set_speed (speed); |
1369 | |
1309 | |
1370 | if (type == PLAYER) |
1310 | if (type == PLAYER) |
… | |
… | |
1405 | if (move_type == 0) |
1345 | if (move_type == 0) |
1406 | move_type = MOVE_WALK; |
1346 | move_type = MOVE_WALK; |
1407 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1347 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1408 | move_type &= ~MOVE_WALK; |
1348 | move_type &= ~MOVE_WALK; |
1409 | |
1349 | |
|
|
1350 | // now apply the new move_type |
|
|
1351 | if (this->move_type != move_type) |
|
|
1352 | change_move_type (move_type); |
|
|
1353 | |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1354 | /* It is quite possible that a player's spell costing might have changed, |
1411 | * so we will check that now. |
1355 | * so we will check that now. |
1412 | */ |
1356 | */ |
1413 | if (type == PLAYER) |
1357 | if (is_player ()) |
1414 | { |
1358 | contr->update_spells (); |
1415 | esrv_update_stats (contr); |
|
|
1416 | esrv_update_spells (contr); |
|
|
1417 | } |
|
|
1418 | |
1359 | |
1419 | // update the mapspace, if we are on a map |
1360 | // update the mapspace, if we are on a map |
1420 | if (!flag [FLAG_REMOVED] && map) |
1361 | if (!flag [FLAG_REMOVED] && map) |
1421 | map->at (x, y).flags_ = 0; |
1362 | map->at (x, y).flags_ = 0; |
|
|
1363 | } |
|
|
1364 | |
|
|
1365 | void |
|
|
1366 | object::set_glow_radius (sint8 rad) |
|
|
1367 | { |
|
|
1368 | glow_radius = rad; |
|
|
1369 | |
|
|
1370 | if (is_on_map ()) |
|
|
1371 | update_all_los (map, x, y); |
|
|
1372 | else if (object *env = outer_env ()) |
|
|
1373 | { |
|
|
1374 | env->update_stats (); |
|
|
1375 | |
|
|
1376 | if (env->is_on_map ()) |
|
|
1377 | update_all_los (env->map, env->x, env->y); |
|
|
1378 | } |
1422 | } |
1379 | } |
1423 | |
1380 | |
1424 | /* |
1381 | /* |
1425 | * Returns true if the given player is a legal class. |
1382 | * Returns true if the given player is a legal class. |
1426 | * The function to add and remove class-bonuses to the stats doesn't |
1383 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1490 | /* |
1447 | /* |
1491 | * This function is called when a dragon-player gains |
1448 | * This function is called when a dragon-player gains |
1492 | * an overall level. Here, the dragon might gain new abilities |
1449 | * an overall level. Here, the dragon might gain new abilities |
1493 | * or change the ability-focus. |
1450 | * or change the ability-focus. |
1494 | */ |
1451 | */ |
1495 | void |
1452 | static void |
1496 | dragon_level_gain (object *who) |
1453 | dragon_level_gain (object *who) |
1497 | { |
1454 | { |
1498 | object *abil = NULL; /* pointer to dragon ability force */ |
1455 | object *abil = NULL; /* pointer to dragon ability force */ |
1499 | object *skin = NULL; /* pointer to dragon skin force */ |
1456 | object *skin = NULL; /* pointer to dragon skin force */ |
1500 | object *tmp = NULL; /* tmp. object */ |
1457 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1563 | } |
1520 | } |
1564 | |
1521 | |
1565 | /* clear the flag - exp goes into this bucket, but player |
1522 | /* clear the flag - exp goes into this bucket, but player |
1566 | * still doesn't know it. |
1523 | * still doesn't know it. |
1567 | */ |
1524 | */ |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1525 | skill_obj->clr_flag (FLAG_CAN_USE_SKILL); |
1569 | skill_obj->stats.exp = 0; |
1526 | skill_obj->stats.exp = 0; |
1570 | skill_obj->level = 1; |
1527 | skill_obj->level = 1; |
1571 | op->insert (skill_obj); |
1528 | op->insert (skill_obj); |
1572 | |
1529 | |
1573 | if (player *pl = op->contr) |
1530 | if (player *pl = op->contr) |
… | |
… | |
1596 | { |
1553 | { |
1597 | changed = true; |
1554 | changed = true; |
1598 | |
1555 | |
1599 | op->level++; |
1556 | op->level++; |
1600 | |
1557 | |
1601 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1558 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1602 | dragon_level_gain (who); |
1559 | dragon_level_gain (who); |
1603 | |
1560 | |
1604 | /* Only roll these if it is the player (who) that gained the level */ |
1561 | /* Only roll these if it is the player (who) that gained the level */ |
1605 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1562 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1606 | { |
1563 | { |
… | |
… | |
1639 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1596 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1640 | } |
1597 | } |
1641 | } |
1598 | } |
1642 | |
1599 | |
1643 | if (changed) |
1600 | if (changed) |
1644 | { |
1601 | 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 | } |
1602 | } |
1651 | |
1603 | |
1652 | /* |
1604 | /* |
1653 | * Returns how much experience is needed for a player to become |
1605 | * Returns how much experience is needed for a player to become |
1654 | * the given level. level should really never exceed max_level |
1606 | * the given level. level should really never exceed max_level |
1655 | */ |
1607 | */ |
1656 | |
1608 | |
1657 | sint64 |
1609 | sint64 |
1658 | level_exp (int level, double expmul) |
1610 | level_exp (int level, double expmul) |
1659 | { |
1611 | { |
1660 | if (level > settings.max_level) |
1612 | return expmul * level_to_min_exp (level); |
1661 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1662 | |
|
|
1663 | return (sint64) (expmul * levels[level]); |
|
|
1664 | } |
1613 | } |
1665 | |
1614 | |
1666 | /* |
1615 | /* |
1667 | * Ensure that the permanent experience requirements in an exp object are met. |
1616 | * Ensure that the permanent experience requirements in an exp object are met. |
1668 | * This really just checks 'op to make sure the perm_exp value is within |
1617 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1696 | * NULL, in which case exp increases the players general |
1645 | * NULL, in which case exp increases the players general |
1697 | * total, but not any particular skill. |
1646 | * total, but not any particular skill. |
1698 | * flag is what to do if the player doesn't have the skill: |
1647 | * flag is what to do if the player doesn't have the skill: |
1699 | */ |
1648 | */ |
1700 | static void |
1649 | static void |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1650 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1702 | { |
1651 | { |
1703 | object *skill_obj; |
1652 | object *skill_obj; |
1704 | sint64 limit, exp_to_add; |
1653 | sint64 limit, exp_to_add; |
1705 | int i; |
1654 | int i; |
1706 | |
1655 | |
… | |
… | |
1736 | { |
1685 | { |
1737 | /* Basically, you can never gain more experience in one shot |
1686 | /* Basically, you can never gain more experience in one shot |
1738 | * than half what you need to gain for next level. |
1687 | * than half what you need to gain for next level. |
1739 | */ |
1688 | */ |
1740 | exp_to_add = exp; |
1689 | exp_to_add = exp; |
1741 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1690 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1742 | if (exp_to_add > limit) |
1691 | if (exp_to_add > limit) |
1743 | exp_to_add = limit; |
1692 | exp_to_add = limit; |
1744 | |
1693 | |
1745 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1694 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1746 | if (settings.permanent_exp_ratio) |
1695 | if (settings.permanent_exp_ratio) |
… | |
… | |
1753 | } |
1702 | } |
1754 | |
1703 | |
1755 | if (skill_obj) |
1704 | if (skill_obj) |
1756 | { |
1705 | { |
1757 | exp_to_add = exp; |
1706 | exp_to_add = exp; |
1758 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1707 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1759 | if (exp_to_add > limit) |
1708 | if (exp_to_add > limit) |
1760 | exp_to_add = limit; |
1709 | exp_to_add = limit; |
1761 | |
1710 | |
1762 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1711 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1763 | if (settings.permanent_exp_ratio) |
1712 | if (settings.permanent_exp_ratio) |
… | |
… | |
1769 | player_lvl_adj (op, skill_obj); |
1718 | player_lvl_adj (op, skill_obj); |
1770 | } |
1719 | } |
1771 | } |
1720 | } |
1772 | |
1721 | |
1773 | /* This function checks to make sure that object 'op' can |
1722 | /* This function checks to make sure that object 'op' can |
1774 | * lost 'exp' experience. It returns the amount of exp |
1723 | * lose 'exp' experience. It returns the amount of exp |
1775 | * object 'op' can in fact lose - it basically makes |
1724 | * object 'op' can in fact lose - it basically makes |
1776 | * adjustments based on permanent exp and the like. |
1725 | * adjustments based on permanent exp and the like. |
1777 | * This function should always be used for losing experience - |
1726 | * This function should always be used for losing experience - |
1778 | * the 'exp' value passed should be positive - this is the |
1727 | * the 'exp' value passed should be positive - this is the |
1779 | * amount that should get subtract from the player. |
1728 | * amount that should get subtract from the player. |
1780 | */ |
1729 | */ |
1781 | sint64 |
1730 | static sint64 |
1782 | check_exp_loss (const object *op, sint64 exp) |
1731 | check_exp_loss (const object *op, sint64 exp) |
1783 | { |
1732 | { |
1784 | sint64 del_exp; |
1733 | sint64 del_exp; |
1785 | |
1734 | |
1786 | if (exp > op->stats.exp) |
1735 | if (exp > op->stats.exp) |
1787 | exp = op->stats.exp; |
1736 | exp = op->stats.exp; |
|
|
1737 | |
1788 | if (settings.permanent_exp_ratio) |
1738 | if (settings.permanent_exp_ratio) |
1789 | { |
1739 | { |
1790 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1740 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1741 | |
1791 | if (del_exp < 0) |
1742 | if (del_exp < 0) |
1792 | del_exp = 0; |
1743 | del_exp = 0; |
|
|
1744 | |
1793 | if (exp > del_exp) |
1745 | if (exp > del_exp) |
1794 | exp = del_exp; |
1746 | exp = del_exp; |
1795 | } |
1747 | } |
|
|
1748 | |
1796 | return exp; |
1749 | return exp; |
1797 | } |
1750 | } |
1798 | |
1751 | |
1799 | sint64 |
1752 | sint64 |
1800 | check_exp_adjust (const object *op, sint64 exp) |
1753 | check_exp_adjust (const object *op, sint64 exp) |
1801 | { |
1754 | { |
1802 | if (exp < 0) |
1755 | if (exp < 0) |
1803 | return check_exp_loss (op, exp); |
1756 | return check_exp_loss (op, exp); |
1804 | else |
1757 | else |
1805 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1758 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1806 | } |
1759 | } |
1807 | |
1760 | |
1808 | /* Subtracts experience from player. |
1761 | /* Subtracts experience from player. |
1809 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1762 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1810 | * only subtract from the matching skill. Otherwise, |
1763 | * only subtract from the matching skill. Otherwise, |
… | |
… | |
1816 | * where everything is at the minimum perm exp, he would lose nothing. |
1769 | * where everything is at the minimum perm exp, he would lose nothing. |
1817 | * exp is the amount of exp to subtract - thus, it should be |
1770 | * exp is the amount of exp to subtract - thus, it should be |
1818 | * a postive number. |
1771 | * a postive number. |
1819 | */ |
1772 | */ |
1820 | static void |
1773 | static void |
1821 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1774 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1822 | { |
1775 | { |
1823 | float fraction = (float) exp / (float) op->stats.exp; |
1776 | float fraction = (float) exp / (float) op->stats.exp; |
1824 | object *tmp; |
1777 | object *tmp; |
1825 | sint64 del_exp; |
1778 | sint64 del_exp; |
1826 | |
1779 | |
1827 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1780 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1828 | if (tmp->type == SKILL && tmp->stats.exp) |
1781 | if (tmp->type == SKILL && tmp->stats.exp) |
1829 | { |
1782 | { |
1830 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1783 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1831 | { |
1784 | { |
1832 | del_exp = check_exp_loss (tmp, exp); |
1785 | del_exp = check_exp_loss (tmp, exp); |
1833 | tmp->stats.exp -= del_exp; |
1786 | tmp->stats.exp -= del_exp; |
1834 | player_lvl_adj (op, tmp); |
1787 | player_lvl_adj (op, tmp); |
1835 | } |
1788 | } |
1836 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1789 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1837 | { |
1790 | { |
1838 | /* only want to process other skills if we are not trying |
1791 | /* only want to process other skills if we are not trying |
1839 | * to match a specific skill. |
1792 | * to match a specific skill. |
1840 | */ |
1793 | */ |
1841 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1794 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1842 | tmp->stats.exp -= del_exp; |
1795 | tmp->stats.exp -= del_exp; |
1843 | player_lvl_adj (op, tmp); |
1796 | player_lvl_adj (op, tmp); |
1844 | } |
1797 | } |
1845 | } |
1798 | } |
1846 | |
1799 | |
… | |
… | |
1860 | * skill_name is the skill that should get the exp added. |
1813 | * skill_name is the skill that should get the exp added. |
1861 | * flag is what to do if player doesn't have the skill. |
1814 | * flag is what to do if player doesn't have the skill. |
1862 | * these last two values are only used for players. |
1815 | * these last two values are only used for players. |
1863 | */ |
1816 | */ |
1864 | void |
1817 | void |
1865 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1818 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1866 | { |
1819 | { |
1867 | #ifdef EXP_DEBUG |
1820 | #ifdef EXP_DEBUG |
1868 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1821 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1869 | #endif |
1822 | #endif |
1870 | |
1823 | |
… | |
… | |
1887 | * worth. |
1840 | * worth. |
1888 | */ |
1841 | */ |
1889 | if (op->type != PLAYER) |
1842 | if (op->type != PLAYER) |
1890 | { |
1843 | { |
1891 | /* Sanity check */ |
1844 | /* Sanity check */ |
1892 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1845 | if (!op->flag [FLAG_ALIVE]) |
1893 | return; |
1846 | return; |
1894 | |
1847 | |
1895 | /* reset exp to max allowed value. We subtract from |
1848 | /* reset exp to max allowed value. We subtract from |
1896 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1849 | * MAX_EXPERIENCE to prevent overflows. If the player somehow has |
1897 | * more than max exp, just return. |
1850 | * more than max exp, just return. |
… | |
… | |
1923 | * amount of permenent experience, whichever gives the lowest loss. |
1876 | * amount of permenent experience, whichever gives the lowest loss. |
1924 | */ |
1877 | */ |
1925 | void |
1878 | void |
1926 | apply_death_exp_penalty (object *op) |
1879 | apply_death_exp_penalty (object *op) |
1927 | { |
1880 | { |
1928 | object *tmp; |
|
|
1929 | sint64 loss; |
1881 | sint64 loss; |
1930 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1882 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1931 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1883 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1932 | |
1884 | |
1933 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1885 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1934 | if (tmp->type == SKILL && tmp->stats.exp) |
1886 | if (tmp->type == SKILL && tmp->stats.exp) |
1935 | { |
1887 | { |
1936 | |
|
|
1937 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1888 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1889 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1939 | |
1890 | |
1940 | /* With the revised exp system, you can get cases where |
1891 | /* With the revised exp system, you can get cases where |
1941 | * losing several levels would still require that you have more |
1892 | * losing several levels would still require that you have more |
1942 | * exp than you currently have - this is true if the levels |
1893 | * exp than you currently have - this is true if the levels |
1943 | * tables is a lot harder. |
1894 | * tables is a lot harder. |
1944 | */ |
1895 | */ |
1945 | if (level_loss < 0) |
1896 | if (level_loss < 0) |
1946 | level_loss = 0; |
1897 | level_loss = 0; |
1947 | |
1898 | |
1948 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1899 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1949 | |
1900 | |
1950 | tmp->stats.exp -= loss; |
1901 | tmp->stats.exp -= loss; |
1951 | player_lvl_adj (op, tmp); |
1902 | player_lvl_adj (op, tmp); |
1952 | } |
1903 | } |
1953 | |
1904 | |
1954 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1905 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1906 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1956 | |
1907 | |
1957 | if (level_loss < 0) |
1908 | if (level_loss < 0) |
1958 | level_loss = 0; |
1909 | level_loss = 0; |
|
|
1910 | |
1959 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1911 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1960 | |
1912 | |
1961 | op->stats.exp -= loss; |
1913 | op->stats.exp -= loss; |
1962 | player_lvl_adj (op, NULL); |
1914 | player_lvl_adj (op, NULL); |
1963 | } |
1915 | } |
1964 | |
1916 | |