1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | |
25 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
26 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
27 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
29 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
28 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
30 | */ |
29 | */ |
… | |
… | |
280 | * that gives them that ability. |
279 | * that gives them that ability. |
281 | */ |
280 | */ |
282 | int |
281 | int |
283 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
284 | { |
283 | { |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
285 | int success = 0; |
286 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
287 | int potion_max = 0; |
287 | int potion_max = 0; |
288 | |
288 | |
289 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
290 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
291 | * found by update_stats. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
292 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
293 | object_copy refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
294 | |
295 | |
295 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
296 | { |
297 | { |
297 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
298 | { |
299 | { |
299 | potion_max = 1; |
300 | potion_max = 1; |
|
|
301 | |
300 | for (int j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
301 | { |
303 | { |
302 | int ostat = op->contr->orig_stats.stat (j); |
304 | int ostat = op->contr->orig_stats.stat (j); |
303 | int i = tmp->stats.stat (j); |
305 | int i = tmp->stats.stat (j); |
304 | |
306 | |
305 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
306 | int nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
307 | |
309 | |
308 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
|
|
310 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
311 | * to allow for that. |
312 | * to allow for that. |
312 | */ |
313 | */ |
313 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
314 | nstat = 1; |
315 | nstat = 1; |
… | |
… | |
366 | { |
367 | { |
367 | success = 1; |
368 | success = 1; |
368 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | } |
370 | } |
370 | |
371 | |
371 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
372 | { |
373 | { |
373 | success = 1; |
374 | success = 1; |
374 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | } |
376 | } |
376 | |
377 | |
377 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
378 | { |
379 | { |
379 | success = 1; |
380 | success = 1; |
380 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | } |
382 | } |
382 | |
383 | |
383 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
384 | { |
385 | { |
385 | success = 1; |
386 | success = 1; |
386 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | } |
388 | } |
388 | |
389 | |
… | |
… | |
390 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
391 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
392 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
393 | * from fly high) |
394 | * from fly high) |
394 | */ |
395 | */ |
395 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
396 | { |
397 | { |
397 | success = 1; |
398 | success = 1; |
398 | |
399 | |
399 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
401 | */ |
402 | */ |
402 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | { |
404 | { |
404 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
405 | } |
406 | } |
406 | |
407 | |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | { |
409 | { |
409 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
421 | } |
422 | } |
422 | |
423 | |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | * originally undead may change their status |
425 | * originally undead may change their status |
425 | */ |
426 | */ |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
427 | if (!op->arch->flag [FLAG_UNDEAD]) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
428 | { |
429 | { |
429 | success = 1; |
430 | success = 1; |
430 | if (flag > 0) |
431 | if (flag > 0) |
431 | { |
432 | { |
432 | op->race = "undead"; |
433 | op->race = "undead"; |
… | |
… | |
437 | op->race = op->arch->race; |
438 | op->race = op->arch->race; |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | } |
440 | } |
440 | } |
441 | } |
441 | |
442 | |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
443 | { |
444 | { |
444 | success = 1; |
445 | success = 1; |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | } |
447 | } |
447 | |
448 | |
448 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
449 | { |
450 | { |
450 | success = 1; |
451 | success = 1; |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | } |
453 | } |
453 | |
454 | |
454 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | * vision |
456 | * vision |
456 | */ |
457 | */ |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (tmp->flag [FLAG_BLIND]) |
458 | { |
459 | { |
459 | success = 1; |
460 | success = 1; |
460 | if (flag > 0) |
461 | if (flag > 0) |
461 | { |
462 | { |
462 | if (QUERY_FLAG (op, FLAG_WIZ)) |
463 | if (op->flag [FLAG_WIZ]) |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | else |
465 | else |
465 | { |
466 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | SET_FLAG (op, FLAG_BLIND); |
468 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
469 | op->contr->do_los = 1; |
470 | op->contr->do_los = 1; |
470 | } |
471 | } |
471 | } |
472 | } |
472 | else |
473 | else |
473 | { |
474 | { |
474 | if (QUERY_FLAG (op, FLAG_WIZ)) |
475 | if (op->flag [FLAG_WIZ]) |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | else |
477 | else |
477 | { |
478 | { |
478 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | CLEAR_FLAG (op, FLAG_BLIND); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
481 | op->contr->do_los = 1; |
482 | op->contr->do_los = 1; |
482 | } |
483 | } |
483 | } |
484 | } |
484 | } |
485 | } |
485 | |
486 | |
486 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
487 | { |
488 | { |
488 | success = 1; |
489 | success = 1; |
489 | if (op->type == PLAYER) |
490 | if (op->type == PLAYER) |
490 | op->contr->do_los = 1; |
491 | op->contr->do_los = 1; |
491 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | } |
493 | } |
493 | |
494 | |
494 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
495 | { |
496 | { |
496 | success = 1; |
497 | success = 1; |
497 | if (flag > 0) |
498 | if (flag > 0) |
498 | { |
499 | { |
499 | if (QUERY_FLAG (op, FLAG_WIZ)) |
500 | if (op->flag [FLAG_WIZ]) |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | else |
502 | else |
502 | { |
503 | { |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
505 | op->contr->do_los = 1; |
506 | op->contr->do_los = 1; |
506 | } |
507 | } |
507 | } |
508 | } |
508 | else |
509 | else |
509 | { |
510 | { |
510 | if (QUERY_FLAG (op, FLAG_WIZ)) |
511 | if (op->flag [FLAG_WIZ]) |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | else |
513 | else |
513 | { |
514 | { |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | if (op->type == PLAYER) |
516 | if (op->type == PLAYER) |
… | |
… | |
553 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
554 | { |
555 | { |
555 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
556 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
557 | |
558 | |
558 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
559 | { |
560 | { |
560 | success = 1; |
561 | success = 1; |
|
|
562 | |
561 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
563 | else |
565 | else |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
565 | |
567 | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
569 | } |
568 | } |
570 | } |
569 | |
571 | |
570 | if (!potion_max) |
572 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
574 | if (int i = tmp->stats.stat (j)) |
575 | { |
575 | { |
576 | success = 1; |
576 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
578 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
579 | |
582 | return success; |
580 | return success; |
583 | } |
581 | } |
584 | |
582 | |
585 | /* |
583 | /* |
… | |
… | |
703 | sint8 v = arch->stats.stat (i); |
701 | sint8 v = arch->stats.stat (i); |
704 | stats.stat (i) += v; |
702 | stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
703 | contr->orig_stats.stat (i) += v; |
706 | } |
704 | } |
707 | } |
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 | |
|
|
733 | static struct copy_flags : object::flags_t |
|
|
734 | { |
|
|
735 | copy_flags () |
|
|
736 | { |
|
|
737 | set (FLAG_LIFESAVE); |
|
|
738 | set (FLAG_REFL_SPELL); |
|
|
739 | set (FLAG_REFL_MISSILE); |
|
|
740 | set (FLAG_STEALTH); |
|
|
741 | set (FLAG_XRAYS); |
|
|
742 | set (FLAG_BLIND); |
|
|
743 | set (FLAG_SEE_IN_DARK); |
|
|
744 | } |
|
|
745 | } copy_flags; |
708 | |
746 | |
709 | /* |
747 | /* |
710 | * Updates all abilities given by applied objects in the inventory |
748 | * Updates all abilities given by applied objects in the inventory |
711 | * of the given object. Note: This function works for both monsters |
749 | * of the given object. Note: This function works for both monsters |
712 | * and players; the "player" in the name is purely an archaic inheritance. |
750 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
717 | * spell system split, grace points now added to system --peterm |
755 | * spell system split, grace points now added to system --peterm |
718 | */ |
756 | */ |
719 | void |
757 | void |
720 | object::update_stats () |
758 | object::update_stats () |
721 | { |
759 | { |
722 | int i, j; |
|
|
723 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
760 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
724 | int weapon_weight = 0, weapon_speed = 0; |
761 | int weapon_weight = 0, weapon_speed = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
762 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
728 | float old_speed = speed; |
765 | float old_speed = speed; |
|
|
766 | int stat_sum [NUM_STATS]; |
729 | |
767 | |
730 | /* 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 */ |
731 | if (type == PLAYER) |
769 | if (type == PLAYER) |
732 | { |
770 | { |
733 | for (i = 0; i < NUM_STATS; i++) |
771 | for (int i = 0; i < NUM_STATS; i++) |
734 | stats.stat (i) = contr->orig_stats.stat (i); |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
735 | |
773 | |
736 | if (settings.spell_encumbrance == TRUE) |
774 | if (settings.spell_encumbrance == TRUE) |
737 | contr->encumbrance = 0; |
775 | contr->encumbrance = 0; |
738 | |
776 | |
739 | attacktype = 0; |
777 | attacktype = 0; |
… | |
… | |
777 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
778 | * archetype clone |
816 | * archetype clone |
779 | */ |
817 | */ |
780 | memcpy (&resist, &arch->resist, sizeof (resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
781 | |
819 | |
782 | for (i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
783 | { |
821 | { |
784 | if (resist[i] > 0) |
822 | if (resist[i] > 0) |
785 | prot[i] = resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
786 | else |
824 | else |
787 | vuln[i] = -(resist[i]), prot[i] = 0; |
825 | vuln[i] = -(resist[i]), prot[i] = 0; |
… | |
… | |
799 | * basically, if a server updates its max level, these playes may find |
837 | * basically, if a server updates its max level, these playes may find |
800 | * that their protection from physical goes down |
838 | * that their protection from physical goes down |
801 | */ |
839 | */ |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
840 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
803 | { |
841 | { |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
842 | ac = max (-10, arch->stats.ac - level / 3); |
805 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
843 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
806 | } |
844 | } |
807 | else |
845 | else |
808 | ac = arch->stats.ac; |
846 | ac = arch->stats.ac; |
809 | |
847 | |
… | |
… | |
823 | continue; |
861 | continue; |
824 | |
862 | |
825 | /* See note in map.c:update_position about making this additive |
863 | /* See note in map.c:update_position about making this additive |
826 | * since light sources are never applied, need to put check here. |
864 | * since light sources are never applied, need to put check here. |
827 | */ |
865 | */ |
828 | if (tmp->glow_radius > glow_radius) |
|
|
829 | glow_radius = tmp->glow_radius; |
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
830 | |
867 | |
831 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
832 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
833 | { |
870 | { |
834 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
… | |
… | |
847 | else if (tmp->level > grace_obj->level) |
884 | else if (tmp->level > grace_obj->level) |
848 | grace_obj = tmp; |
885 | grace_obj = tmp; |
849 | } |
886 | } |
850 | } |
887 | } |
851 | |
888 | |
852 | /* Container objects are not meant to adjust a players, but other applied |
889 | /* Container objects are not meant to adjust players, but other applied |
853 | * objects need to make adjustments. |
890 | * objects need to make adjustments. |
854 | * This block should handle all player specific changes |
891 | * This block should handle all player specific changes |
855 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
856 | * in the praying skill, and the player should always get those. |
893 | * in the praying skill, and the player should always get those. |
857 | * It also means we need to put in additional checks for applied below, |
894 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
873 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
874 | && !tmp->flag [FLAG_CURSED] |
911 | && !tmp->flag [FLAG_CURSED] |
875 | && !tmp->flag [FLAG_DAMNED]) |
912 | && !tmp->flag [FLAG_DAMNED]) |
876 | continue; |
913 | continue; |
877 | |
914 | |
878 | for (i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
879 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
880 | |
917 | |
881 | /* These are the items that currently can change digestion, regeneration, |
918 | if (digest_types [tmp->type]) |
882 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
883 | * list, but other items store other info into stats array. |
|
|
884 | */ |
|
|
885 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
886 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
887 | tmp->type == SHIELD || tmp->type == RING || |
|
|
888 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
889 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
890 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
891 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
892 | tmp->type == SKILL) |
|
|
893 | { |
919 | { |
894 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
895 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
|
|
922 | if (tmp->type != BOW) // ugly exception for bows |
896 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_sp += tmp->stats.sp; |
897 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_grace += tmp->stats.grace; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | contr->gen_sp_armour += tmp->gen_sp_armour; |
899 | } |
926 | } |
900 | } /* if this is a player */ |
927 | } /* if this is a player */ |
901 | else |
928 | else |
… | |
… | |
904 | current_weapon = tmp; |
931 | current_weapon = tmp; |
905 | } |
932 | } |
906 | |
933 | |
907 | /* Update slots used for items */ |
934 | /* Update slots used for items */ |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
910 | slot[i].used += tmp->slot[i].info; |
937 | slot[i].used += tmp->slot[i].info; |
911 | |
938 | |
912 | if (tmp->type == SYMPTOM) |
939 | if (tmp->type == SYMPTOM) |
913 | { |
|
|
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
915 | |
|
|
916 | if (speed_reduce_from_disease == 0) |
|
|
917 | speed_reduce_from_disease = 1; |
940 | speed_reduce_from_disease = |
918 | } |
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
919 | |
942 | |
920 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
921 | * (Negative protections are calculated exactly like positive.) |
944 | * (Negative protections are calculated exactly like positive.) |
922 | * Resistance from potions are treated special as well. If there's |
945 | * Resistance from potions are treated special as well. If there's |
923 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
924 | */ |
947 | */ |
925 | if (tmp->type != POTION) |
948 | if (tmp->type != POTION) |
926 | { |
949 | { |
927 | for (i = 0; i < NROFATTACKS; i++) |
950 | for (int i = 0; i < NROFATTACKS; i++) |
928 | { |
951 | { |
929 | /* Potential for cursed potions, in which case we just can use |
952 | /* Potential for cursed potions, in which case we just can use |
930 | * a straight MAX, as potion_resist is initialised to zero. |
953 | * a straight MAX, as potion_resist is initialised to zero. |
931 | */ |
954 | */ |
932 | if (tmp->type == POTION_EFFECT) |
955 | if (tmp->type == POTION_EFFECT) |
933 | { |
956 | { |
934 | if (potion_resist[i]) |
957 | if (potion_resist[i]) |
935 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
958 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
936 | else |
959 | else |
937 | potion_resist[i] = tmp->resist[i]; |
960 | potion_resist[i] = tmp->resist[i]; |
938 | } |
961 | } |
939 | else if (tmp->resist[i] > 0) |
962 | else if (tmp->resist[i] > 0) |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
952 | path_denied |= tmp->path_denied; |
975 | path_denied |= tmp->path_denied; |
953 | move_type |= tmp->move_type; |
976 | move_type |= tmp->move_type; |
954 | stats.luck += tmp->stats.luck; |
977 | stats.luck += tmp->stats.luck; |
955 | } |
978 | } |
956 | |
979 | |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
980 | flag |= tmp->flag & copy_flags; |
958 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
964 | |
981 | |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
982 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
966 | SET_FLAG (this, FLAG_UNDEAD); |
983 | SET_FLAG (this, FLAG_UNDEAD); |
967 | |
984 | |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
985 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
… | |
… | |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1126 | |
1143 | |
1127 | if (tmp->stats.ac) |
1144 | if (tmp->stats.ac) |
1128 | ac -= (tmp->stats.ac + tmp->magic); |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1129 | |
1146 | |
1130 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1147 | if (ARMOUR_SPEED (tmp)) |
1131 | max = ARMOUR_SPEED (tmp) / 10.f; |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1132 | |
1149 | |
1133 | break; |
1150 | break; |
1134 | } /* switch tmp->type */ |
1151 | } /* switch tmp->type */ |
1135 | } /* item is equipped */ |
1152 | } /* item is equipped */ |
1136 | } /* for loop of items */ |
1153 | } /* for loop of items */ |
… | |
… | |
1143 | * If there is an uncursed potion in effect, granting more protection |
1160 | * If there is an uncursed potion in effect, granting more protection |
1144 | * than that, we take: 'total resistance = resistance from potion'. |
1161 | * than that, we take: 'total resistance = resistance from potion'. |
1145 | * If there is a cursed (and no uncursed) potion in effect, we take |
1162 | * If there is a cursed (and no uncursed) potion in effect, we take |
1146 | * 'total resistance = vulnerability from cursed potion'. |
1163 | * 'total resistance = vulnerability from cursed potion'. |
1147 | */ |
1164 | */ |
1148 | for (i = 0; i < NROFATTACKS; i++) |
1165 | for (int i = 0; i < NROFATTACKS; i++) |
1149 | { |
1166 | { |
1150 | resist[i] = prot[i] - vuln[i]; |
1167 | resist[i] = prot[i] - vuln[i]; |
1151 | |
1168 | |
1152 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1169 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1153 | resist[i] = potion_resist[i]; |
1170 | resist[i] = potion_resist[i]; |
1154 | } |
1171 | } |
1155 | |
1172 | |
1156 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1157 | if (type == PLAYER) |
1173 | if (type == PLAYER) |
1158 | { |
1174 | { |
|
|
1175 | // clamp various player stats |
|
|
1176 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1178 | |
|
|
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1180 | |
|
|
1181 | /* Figure out the players sp/mana/hp totals. */ |
1159 | int pl_level; |
1182 | int pl_level; |
1160 | |
1183 | |
1161 | check_stat_bounds (&(stats)); |
1184 | check_stat_bounds (&(stats)); |
1162 | pl_level = level; |
1185 | pl_level = level; |
1163 | |
1186 | |
… | |
… | |
1165 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1166 | |
1189 | |
1167 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1168 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1169 | */ |
1192 | */ |
1170 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1193 | stats.maxhp = 0; |
|
|
1194 | for (int i = 1; i <= min (10, pl_level); i++) |
1171 | { |
1195 | { |
1172 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1196 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1173 | |
1197 | |
1174 | if (i % 2 && con_bonus[stats.Con] % 2) |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1175 | { |
|
|
1176 | if (con_bonus[stats.Con] > 0) |
1199 | if (con_bonus[stats.Con] > 0) |
1177 | j++; |
1200 | j++; |
1178 | else |
1201 | else |
1179 | j--; |
1202 | j--; |
1180 | } |
|
|
1181 | |
1203 | |
1182 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1204 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1183 | } |
1205 | } |
1184 | |
1206 | |
1185 | for (i = 11; i <= level; i++) |
1207 | stats.maxhp += 2 * max (0, level - 10); |
1186 | stats.maxhp += 2; |
|
|
1187 | |
1208 | |
1188 | if (stats.hp > stats.maxhp) |
1209 | if (stats.hp > stats.maxhp) |
1189 | stats.hp = stats.maxhp; |
1210 | stats.hp = stats.maxhp; |
1190 | |
1211 | |
1191 | /* Sp gain is controlled by the level of the player's |
1212 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1204 | |
1225 | |
1205 | if (mana_obj == this && type == PLAYER) |
1226 | if (mana_obj == this && type == PLAYER) |
1206 | stats.maxsp = 1; |
1227 | stats.maxsp = 1; |
1207 | else |
1228 | else |
1208 | { |
1229 | { |
1209 | sp_tmp = 0.f; |
1230 | float sp_tmp = 0.f; |
1210 | |
1231 | |
1211 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1232 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1212 | { |
1233 | { |
1213 | float stmp; |
1234 | float stmp; |
1214 | |
1235 | |
1215 | /* Got some extra bonus at first level */ |
1236 | /* Got some extra bonus at first level */ |
1216 | if (i < 2) |
1237 | if (i < 2) |
1217 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1238 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1218 | else |
1239 | else |
1219 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1240 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1220 | |
1241 | |
1221 | if (stmp < 1.f) |
|
|
1222 | stmp = 1.f; |
|
|
1223 | |
|
|
1224 | sp_tmp += stmp; |
1242 | sp_tmp += max (1.f, stmp); |
1225 | } |
1243 | } |
1226 | |
1244 | |
1227 | stats.maxsp = (sint16)sp_tmp; |
1245 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1228 | |
|
|
1229 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1230 | stats.maxsp += 2; |
|
|
1231 | } |
1246 | } |
1232 | |
1247 | |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1248 | /* Characters can get their sp supercharged via rune of transferrance */ |
1234 | if (stats.sp > stats.maxsp * 2) |
1249 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1235 | stats.sp = stats.maxsp * 2; |
|
|
1236 | |
1250 | |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1251 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1238 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1252 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1239 | grace_obj = this; |
1253 | grace_obj = this; |
1240 | |
1254 | |
… | |
… | |
1245 | /* store grace in a float - this way, the divisions below don't create |
1259 | /* store grace in a float - this way, the divisions below don't create |
1246 | * big jumps when you go from level to level - with int's, it then |
1260 | * big jumps when you go from level to level - with int's, it then |
1247 | * becomes big jumps when the sums of the bonuses jump to the next |
1261 | * becomes big jumps when the sums of the bonuses jump to the next |
1248 | * step of 8 - with floats, even fractional ones are useful. |
1262 | * step of 8 - with floats, even fractional ones are useful. |
1249 | */ |
1263 | */ |
1250 | sp_tmp = 0.f; |
1264 | float sp_tmp = 0.f; |
1251 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1265 | |
|
|
1266 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1252 | { |
1267 | { |
1253 | float grace_tmp = 0.f; |
1268 | float grace_tmp = 0.f; |
1254 | |
1269 | |
1255 | /* Got some extra bonus at first level */ |
1270 | /* Got some extra bonus at first level */ |
1256 | if (i < 2) |
1271 | if (i < 2) |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1272 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1258 | else |
1273 | else |
1259 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1274 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1260 | |
1275 | |
1261 | if (grace_tmp < 1.f) |
|
|
1262 | grace_tmp = 1.f; |
|
|
1263 | |
|
|
1264 | sp_tmp += grace_tmp; |
1276 | sp_tmp += max (1.f, grace_tmp); |
1265 | } |
1277 | } |
1266 | |
1278 | |
1267 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1268 | |
|
|
1269 | /* two grace points per level after 11 */ |
1279 | /* two grace points per level after 10 */ |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1280 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1271 | stats.maxgrace += 2; |
|
|
1272 | } |
1281 | } |
1273 | |
1282 | |
1274 | /* No limit on grace vs maxgrace */ |
1283 | /* No limit on grace vs maxgrace */ |
1275 | |
1284 | |
1276 | if (contr->braced) |
1285 | if (contr->braced) |
… | |
… | |
1296 | |
1305 | |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1306 | if (contr && wc_obj && wc_obj->level > 1) |
1298 | { |
1307 | { |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1308 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1300 | |
1309 | |
1301 | for (i = 1; i < wc_obj->level; i++) |
1310 | for (int i = 1; i < wc_obj->level; i++) |
1302 | { |
1311 | { |
1303 | /* additional wc every 6 levels */ |
1312 | /* additional wc every 6 levels */ |
1304 | if (!(i % 6)) |
1313 | if (!(i % 6)) |
1305 | wc--; |
1314 | wc--; |
1306 | |
1315 | |
… | |
… | |
1330 | speed += added_speed / 10.f; |
1339 | speed += added_speed / 10.f; |
1331 | else /* Something wrong here...: */ |
1340 | else /* Something wrong here...: */ |
1332 | speed /= 1.f - added_speed; |
1341 | speed /= 1.f - added_speed; |
1333 | |
1342 | |
1334 | /* Max is determined by armour */ |
1343 | /* Max is determined by armour */ |
1335 | if (speed > max) |
1344 | speed = min (speed, max_speed); |
1336 | speed = max; |
|
|
1337 | |
1345 | |
1338 | if (type == PLAYER) |
1346 | if (type == PLAYER) |
1339 | { |
1347 | { |
1340 | /* f is a number the represents the number of kg above (positive num) |
1348 | /* f is a number the represents the number of kg above (positive num) |
1341 | * or below (negative number) that the player is carrying. If above |
1349 | * or below (negative number) that the player is carrying. If above |
1342 | * weight limit, then player suffers a speed reduction based on how |
1350 | * weight limit, then player suffers a speed reduction based on how |
1343 | * much above he is, and what is max carry is |
1351 | * much above he is, and what is max carry is |
1344 | */ |
1352 | */ |
1345 | f = (carrying / 1000) - max_carry[stats.Str]; |
1353 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1346 | if (f > 0) |
1354 | if (f > 0.f) |
1347 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1355 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1348 | } |
1356 | } |
1349 | |
1357 | |
1350 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1358 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1359 | speed *= speed_reduce_from_disease; |
1351 | |
1360 | |
1352 | /* Put a lower limit on speed. Note with this speed, you move once every |
1361 | /* Put a lower limit on speed. Note with this speed, you move once every |
1353 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1362 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1354 | */ |
1363 | */ |
1355 | speed = speed * speed_reduce_from_disease; |
|
|
1356 | |
|
|
1357 | if (speed < 0.01f && type == PLAYER) |
1364 | if (speed < 0.04f && type == PLAYER) |
1358 | speed = 0.01f; |
1365 | speed = 0.04f; |
|
|
1366 | |
|
|
1367 | if (speed != old_speed) |
|
|
1368 | set_speed (speed); |
1359 | |
1369 | |
1360 | if (type == PLAYER) |
1370 | if (type == PLAYER) |
1361 | { |
1371 | { |
1362 | /* (This formula was made by vidarl@ifi.uio.no) |
1372 | /* (This formula was made by vidarl@ifi.uio.no) |
1363 | * Note that we never used these values again - basically |
1373 | * Note that we never used these values again - basically |
… | |
… | |
1395 | if (move_type == 0) |
1405 | if (move_type == 0) |
1396 | move_type = MOVE_WALK; |
1406 | move_type = MOVE_WALK; |
1397 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1398 | move_type &= ~MOVE_WALK; |
1408 | move_type &= ~MOVE_WALK; |
1399 | |
1409 | |
1400 | if (speed != old_speed) |
|
|
1401 | set_speed (speed); |
|
|
1402 | |
|
|
1403 | /* It is quite possible that a player's spell costing might have changed, |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1404 | * so we will check that now. |
1411 | * so we will check that now. |
1405 | */ |
1412 | */ |
1406 | if (type == PLAYER) |
1413 | if (type == PLAYER) |
1407 | { |
1414 | { |
… | |
… | |
1435 | |
1442 | |
1436 | /* |
1443 | /* |
1437 | * set the new dragon name after gaining levels or |
1444 | * set the new dragon name after gaining levels or |
1438 | * changing ability focus (later this can be extended to |
1445 | * changing ability focus (later this can be extended to |
1439 | * eventually change the player's face and animation) |
1446 | * eventually change the player's face and animation) |
1440 | * |
|
|
1441 | * Note that the title is written to 'own_title' in the |
|
|
1442 | * player struct. This should be changed to 'ext_title' |
|
|
1443 | * as soon as clients support this! |
|
|
1444 | * Please, anyone, write support for 'ext_title'. |
|
|
1445 | */ |
1447 | */ |
1446 | void |
1448 | void |
1447 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1449 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1448 | { |
1450 | { |
1449 | int atnr = -1; /* attacknumber of highest level */ |
1451 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1467 | /* now if there are equals at highest level, pick the one with focus, |
1469 | /* now if there are equals at highest level, pick the one with focus, |
1468 | or else at random */ |
1470 | or else at random */ |
1469 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1471 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1470 | atnr = abil->stats.exp; |
1472 | atnr = abil->stats.exp; |
1471 | |
1473 | |
1472 | level = (int) (level / 5.); |
|
|
1473 | |
|
|
1474 | /* now set the new title */ |
1474 | /* now set the new title */ |
1475 | if (pl->contr != NULL) |
|
|
1476 | { |
|
|
1477 | if (level == 0) |
|
|
1478 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1475 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1479 | else if (level == 1) |
|
|
1480 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1476 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1481 | else if (level == 2) |
|
|
1482 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1477 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1483 | else if (level == 3) |
|
|
1484 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1478 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1485 | else |
1479 | else |
1486 | { |
1480 | { |
1487 | /* special titles for extra high resistance! */ |
1481 | /* special titles for extra high resistance! */ |
1488 | if (skin->resist[atnr] > 80) |
|
|
1489 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1482 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1490 | else if (skin->resist[atnr] > 50) |
|
|
1491 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1483 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1492 | else |
|
|
1493 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1484 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1494 | } |
|
|
1495 | } |
1485 | } |
1496 | |
1486 | |
1497 | strcpy (pl->contr->own_title, ""); |
1487 | strcpy (pl->contr->own_title, ""); |
1498 | } |
1488 | } |
1499 | |
1489 | |
… | |
… | |
1566 | object *skill_obj; |
1556 | object *skill_obj; |
1567 | |
1557 | |
1568 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1569 | if (!skill_obj) |
1559 | if (!skill_obj) |
1570 | { |
1560 | { |
1571 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1561 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1572 | return NULL; |
1562 | return NULL; |
1573 | } |
1563 | } |
1574 | |
1564 | |
1575 | /* clear the flag - exp goes into this bucket, but player |
1565 | /* clear the flag - exp goes into this bucket, but player |
1576 | * still doesn't know it. |
1566 | * still doesn't know it. |
1577 | */ |
1567 | */ |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1579 | skill_obj->stats.exp = 0; |
1569 | skill_obj->stats.exp = 0; |
1580 | skill_obj->level = 1; |
1570 | skill_obj->level = 1; |
1581 | insert_ob_in_ob (skill_obj, op); |
1571 | op->insert (skill_obj); |
1582 | |
1572 | |
1583 | if (player *pl = op->contr) |
1573 | if (player *pl = op->contr) |
1584 | { |
1574 | pl->link_skills (); |
1585 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1586 | if (pl->ns) |
|
|
1587 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1588 | } |
|
|
1589 | |
1575 | |
1590 | return skill_obj; |
1576 | return skill_obj; |
1591 | } |
1577 | } |
1592 | |
1578 | |
1593 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1579 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1599 | */ |
1585 | */ |
1600 | void |
1586 | void |
1601 | player_lvl_adj (object *who, object *op) |
1587 | player_lvl_adj (object *who, object *op) |
1602 | { |
1588 | { |
1603 | char buf[MAX_BUF]; |
1589 | char buf[MAX_BUF]; |
|
|
1590 | bool changed = false; |
1604 | |
1591 | |
1605 | if (!op) /* when rolling stats */ |
1592 | if (!op) /* when rolling stats */ |
1606 | op = who; |
1593 | op = who; |
1607 | |
1594 | |
1608 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1595 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1609 | { |
1596 | { |
|
|
1597 | changed = true; |
|
|
1598 | |
1610 | op->level++; |
1599 | op->level++; |
1611 | |
1600 | |
1612 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1601 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1613 | dragon_level_gain (who); |
1602 | dragon_level_gain (who); |
1614 | |
1603 | |
… | |
… | |
1618 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1607 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1619 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1608 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1620 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1609 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1621 | } |
1610 | } |
1622 | |
1611 | |
1623 | who->update_stats (); |
|
|
1624 | if (op->level > 1) |
1612 | if (op->level > 1) |
1625 | { |
1613 | { |
1626 | if (op->type != PLAYER) |
1614 | if (op->type != PLAYER) |
|
|
1615 | { |
|
|
1616 | who->contr->play_sound (sound_find ("skill_up")); |
1627 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1617 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1618 | } |
1628 | else |
1619 | else |
|
|
1620 | { |
|
|
1621 | who->contr->play_sound (sound_find ("level_up")); |
1629 | sprintf (buf, "You are now level %d.", op->level); |
1622 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1623 | } |
1630 | |
1624 | |
1631 | if (who) |
1625 | if (who) |
1632 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1626 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1633 | } |
1627 | } |
1634 | |
|
|
1635 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1636 | } |
1628 | } |
|
|
1629 | |
1637 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1630 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1638 | { |
1631 | { |
|
|
1632 | changed = true; |
|
|
1633 | |
1639 | op->level--; |
1634 | op->level--; |
1640 | who->update_stats (); |
|
|
1641 | |
1635 | |
1642 | if (op->type != PLAYER) |
1636 | if (op->type != PLAYER) |
1643 | { |
1637 | { |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1638 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1645 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1639 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1646 | } |
1640 | } |
|
|
1641 | } |
1647 | |
1642 | |
1648 | player_lvl_adj (who, op); /* To decrease more levels */ |
1643 | if (changed) |
1649 | } |
1644 | { |
1650 | |
1645 | who->update_stats (); |
|
|
1646 | esrv_update_stats (who->contr); |
1651 | /* check if the spell data has changed */ |
1647 | /* check if the spell data has changed */ |
1652 | esrv_update_stats (who->contr); |
|
|
1653 | esrv_update_spells (who->contr); |
1648 | esrv_update_spells (who->contr); |
|
|
1649 | } |
1654 | } |
1650 | } |
1655 | |
1651 | |
1656 | /* |
1652 | /* |
1657 | * Returns how much experience is needed for a player to become |
1653 | * Returns how much experience is needed for a player to become |
1658 | * the given level. level should really never exceed max_level |
1654 | * the given level. level should really never exceed max_level |
… | |
… | |
1702 | * flag is what to do if the player doesn't have the skill: |
1698 | * flag is what to do if the player doesn't have the skill: |
1703 | */ |
1699 | */ |
1704 | static void |
1700 | static void |
1705 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1706 | { |
1702 | { |
1707 | object *skill_obj = NULL; |
1703 | object *skill_obj; |
1708 | sint64 limit, exp_to_add; |
1704 | sint64 limit, exp_to_add; |
1709 | int i; |
1705 | int i; |
1710 | |
1706 | |
1711 | /* prevents some forms of abuse. */ |
1707 | /* prevents some forms of abuse. */ |
1712 | if (op->contr->braced) |
1708 | if (op->contr->braced) |
… | |
… | |
1715 | /* Try to find the matching skill. |
1711 | /* Try to find the matching skill. |
1716 | * We do a shortcut/time saving mechanism first - see if it matches |
1712 | * We do a shortcut/time saving mechanism first - see if it matches |
1717 | * chosen_skill. This means we don't need to search through |
1713 | * chosen_skill. This means we don't need to search through |
1718 | * the players inventory. |
1714 | * the players inventory. |
1719 | */ |
1715 | */ |
|
|
1716 | skill_obj = 0; |
|
|
1717 | |
1720 | if (skill_name) |
1718 | if (skill_name) |
1721 | { |
1719 | { |
1722 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1720 | skill_obj = op->contr->find_skill (skill_name); |
1723 | skill_obj = op->chosen_skill; |
|
|
1724 | else |
|
|
1725 | { |
|
|
1726 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1727 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1728 | { |
|
|
1729 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1730 | break; |
|
|
1731 | } |
|
|
1732 | |
1721 | |
1733 | /* Player doesn't have the skill. Check to see what to do, and give |
1722 | /* Player doesn't have the skill. Check to see what to do, and give |
1734 | * it to the player if necessary |
1723 | * it to the player if necessary |
1735 | */ |
1724 | */ |
1736 | if (!skill_obj) |
1725 | if (!skill_obj) |
1737 | { |
1726 | { |
1738 | if (flag == SK_EXP_NONE) |
1727 | if (flag == SK_EXP_NONE) |
1739 | return; |
1728 | return; |
|
|
1729 | |
1740 | else if (flag == SK_EXP_ADD_SKILL) |
1730 | if (flag == SK_EXP_ADD_SKILL) |
1741 | give_skill_by_name (op, skill_name); |
1731 | skill_obj = give_skill_by_name (op, skill_name); |
1742 | } |
|
|
1743 | } |
1732 | } |
1744 | } |
1733 | } |
1745 | |
1734 | |
1746 | if (flag != SK_EXP_SKILL_ONLY) |
1735 | if (flag != SK_EXP_SKILL_ONLY) |
1747 | { |
1736 | { |
… | |
… | |
1813 | if (exp < 0) |
1802 | if (exp < 0) |
1814 | return check_exp_loss (op, exp); |
1803 | return check_exp_loss (op, exp); |
1815 | else |
1804 | else |
1816 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1805 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1817 | } |
1806 | } |
1818 | |
|
|
1819 | |
1807 | |
1820 | /* Subtracts experience from player. |
1808 | /* Subtracts experience from player. |
1821 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1809 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1822 | * only subtract from the matching skill. Otherwise, |
1810 | * only subtract from the matching skill. Otherwise, |
1823 | * this subtracts a portion from all |
1811 | * this subtracts a portion from all |
… | |
… | |
1837 | sint64 del_exp; |
1825 | sint64 del_exp; |
1838 | |
1826 | |
1839 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1827 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1840 | if (tmp->type == SKILL && tmp->stats.exp) |
1828 | if (tmp->type == SKILL && tmp->stats.exp) |
1841 | { |
1829 | { |
1842 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1830 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1843 | { |
1831 | { |
1844 | del_exp = check_exp_loss (tmp, exp); |
1832 | del_exp = check_exp_loss (tmp, exp); |
1845 | tmp->stats.exp -= del_exp; |
1833 | tmp->stats.exp -= del_exp; |
1846 | player_lvl_adj (op, tmp); |
1834 | player_lvl_adj (op, tmp); |
1847 | } |
1835 | } |