1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | */ |
265 | */ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
267 | |
268 | |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | |
270 | |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | * the object. |
272 | * the object. |
… | |
… | |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | } |
416 | } |
416 | |
417 | |
417 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | |
|
|
420 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
421 | check_move_on (op, op); |
|
|
422 | } |
420 | } |
423 | |
421 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
423 | * originally undead may change their status |
426 | */ |
424 | */ |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
595 | { |
593 | { |
596 | object *tmp; |
594 | object *tmp; |
597 | archetype *at; |
595 | archetype *at; |
598 | |
596 | |
599 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
600 | if (!at) |
598 | if (!at) |
601 | { |
599 | { |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | return; |
601 | return; |
604 | } |
602 | } |
… | |
… | |
606 | { |
604 | { |
607 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
608 | |
606 | |
609 | if (!tmp) |
607 | if (!tmp) |
610 | { |
608 | { |
611 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | } |
612 | } |
615 | } |
613 | } |
616 | |
614 | |
… | |
… | |
624 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
625 | */ |
623 | */ |
626 | void |
624 | void |
627 | object::change_luck (int value) |
625 | object::change_luck (int value) |
628 | { |
626 | { |
629 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
630 | if (!at) |
628 | if (!at) |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | else |
630 | else |
633 | { |
631 | { |
634 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
636 | if (!tmp) |
634 | if (!tmp) |
637 | { |
635 | { |
638 | if (!value) |
636 | if (!value) |
639 | return; |
637 | return; |
640 | |
638 | |
641 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | } |
642 | } |
645 | |
643 | |
646 | if (value) |
644 | if (value) |
… | |
… | |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
765 | float old_speed = speed; |
763 | float old_speed = speed; |
766 | int stat_sum [NUM_STATS]; |
764 | int stat_sum [NUM_STATS]; |
767 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
768 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
769 | if (type == PLAYER) |
769 | if (type == PLAYER) |
770 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
775 | |
774 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
… | |
… | |
808 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
809 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
810 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
811 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
812 | |
814 | |
813 | chosen_skill = 0; |
815 | object *chosen_skill = 0; |
814 | |
816 | |
815 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
816 | * archetype clone |
818 | * archetype clone |
817 | */ |
819 | */ |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
… | |
… | |
893 | * up, etc. |
895 | * up, etc. |
894 | */ |
896 | */ |
895 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
896 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
897 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
898 | || (tmp->type == SKILL |
|
|
899 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
900 | { |
901 | { |
901 | if (type == PLAYER) |
902 | if (type == PLAYER) |
902 | { |
903 | { |
903 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
904 | |
905 | |
… | |
… | |
908 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_DAMNED]) |
910 | && !tmp->flag [FLAG_DAMNED]) |
910 | continue; |
911 | continue; |
911 | |
912 | |
912 | for (int i = 0; i < NUM_STATS; i++) |
913 | for (int i = 0; i < NUM_STATS; i++) |
913 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
914 | stat_sum [i] += tmp->stats.stat (i); |
914 | |
915 | |
915 | if (digest_types [tmp->type]) |
916 | if (digest_types [tmp->type]) |
916 | { |
917 | { |
917 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
918 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
927 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
928 | current_weapon = tmp; |
929 | current_weapon = tmp; |
929 | } |
930 | } |
930 | |
931 | |
931 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
932 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
933 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
935 | |
936 | |
936 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
937 | speed_reduce_from_disease = |
|
|
938 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
939 | |
939 | |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
941 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
942 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
944 | */ |
944 | */ |
945 | if (tmp->type != POTION) |
945 | if (tmp->type == POTION_EFFECT) |
946 | { |
|
|
947 | for (int i = 0; i < NROFATTACKS; i++) |
946 | for (int i = 0; i < NROFATTACKS; i++) |
948 | { |
947 | { |
949 | /* Potential for cursed potions, in which case we just can use |
948 | /* Potential for cursed potions, in which case we just can use |
950 | * a straight MAX, as potion_resist is initialised to zero. |
949 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
950 | // TODO: this is askign for a magic marker optimisation |
951 | */ |
951 | */ |
952 | if (tmp->type == POTION_EFFECT) |
|
|
953 | { |
|
|
954 | if (potion_resist[i]) |
952 | if (potion_resist[i]) |
955 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
953 | max_it (potion_resist[i], tmp->resist[i]); |
956 | else |
954 | else |
957 | potion_resist[i] = tmp->resist[i]; |
955 | potion_resist[i] = tmp->resist[i]; |
958 | } |
956 | } |
|
|
957 | else if (tmp->type != POTION) |
|
|
958 | for (int i = 0; i < NROFATTACKS; i++) |
959 | else if (tmp->resist[i] > 0) |
959 | if (tmp->resist[i] > 0) |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
961 | else if (tmp->resist[i] < 0) |
961 | else if (tmp->resist[i] < 0) |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
963 | } |
|
|
964 | } |
|
|
965 | |
963 | |
966 | /* There may be other things that should not adjust the attacktype */ |
964 | /* There may be other things that should not adjust the attacktype */ |
967 | if (tmp->type != SYMPTOM) |
965 | if (tmp->type != SYMPTOM) |
968 | { |
966 | { |
969 | attacktype |= tmp->attacktype; |
967 | attacktype |= tmp->attacktype; |
… | |
… | |
996 | added_speed += tmp->stats.exp; |
994 | added_speed += tmp->stats.exp; |
997 | } |
995 | } |
998 | |
996 | |
999 | switch (tmp->type) |
997 | switch (tmp->type) |
1000 | { |
998 | { |
1001 | #if 0 |
|
|
1002 | case WAND: |
|
|
1003 | case ROD: |
|
|
1004 | case HORN: |
|
|
1005 | if (type != PLAYER || current_weapon == tmp) |
|
|
1006 | chosen_skill = tmp; |
|
|
1007 | break; |
|
|
1008 | #endif |
|
|
1009 | |
|
|
1010 | /* skills modifying the character -b.t. */ |
999 | /* skills modifying the character -b.t. */ |
1011 | /* for all skills and skill granting objects */ |
1000 | /* for all skills and skill granting objects */ |
1012 | case SKILL: |
1001 | case SKILL: |
1013 | { |
1002 | { |
1014 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1003 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
… | |
… | |
1049 | |
1038 | |
1050 | if (tmp->stats.ac) |
1039 | if (tmp->stats.ac) |
1051 | ac -= tmp->stats.ac + tmp->magic; |
1040 | ac -= tmp->stats.ac + tmp->magic; |
1052 | |
1041 | |
1053 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1042 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1054 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1043 | contr->encumbrance += 3 * tmp->weight / 1000; |
1055 | } |
1044 | } |
1056 | |
1045 | |
1057 | break; |
1046 | break; |
1058 | |
1047 | |
1059 | case SHIELD: |
1048 | case SHIELD: |
1060 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1049 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1061 | contr->encumbrance += (int) tmp->weight / 2000; |
1050 | contr->encumbrance += tmp->weight / 2000; |
|
|
1051 | //FALLTHROUGH |
1062 | case RING: |
1052 | case RING: |
1063 | case AMULET: |
1053 | case AMULET: |
1064 | case GIRDLE: |
1054 | case GIRDLE: |
1065 | case HELMET: |
1055 | case HELMET: |
1066 | case BOOTS: |
1056 | case BOOTS: |
… | |
… | |
1075 | if (tmp->stats.ac) |
1065 | if (tmp->stats.ac) |
1076 | ac -= tmp->stats.ac + tmp->magic; |
1066 | ac -= tmp->stats.ac + tmp->magic; |
1077 | |
1067 | |
1078 | break; |
1068 | break; |
1079 | |
1069 | |
|
|
1070 | case WAND: |
|
|
1071 | case ROD: |
|
|
1072 | case HORN: |
|
|
1073 | case SKILL_TOOL: |
|
|
1074 | if (type != PLAYER) |
|
|
1075 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1076 | break; |
|
|
1077 | |
1080 | case BOW: |
1078 | case BOW: |
1081 | case WEAPON: |
1079 | case WEAPON: |
1082 | if (type != PLAYER || current_weapon == tmp) |
1080 | if (type != PLAYER || current_weapon == tmp) |
1083 | { |
1081 | { |
|
|
1082 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1083 | |
1084 | wc -= tmp->stats.wc + tmp->magic; |
1084 | wc -= tmp->stats.wc + tmp->magic; |
1085 | |
1085 | |
1086 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1086 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1087 | ac -= tmp->stats.ac + tmp->magic; |
1087 | ac -= tmp->stats.ac + tmp->magic; |
1088 | |
1088 | |
… | |
… | |
1147 | break; |
1147 | break; |
1148 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1149 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1150 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
1151 | |
1151 | |
|
|
1152 | if (type != PLAYER) |
|
|
1153 | this->chosen_skill = chosen_skill; |
|
|
1154 | |
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1153 | |
1156 | |
1154 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1155 | * have generated intermediate values which we now need to assign. |
1158 | * have generated intermediate values which we now need to assign. |
1156 | */ |
1159 | */ |
… | |
… | |
1171 | |
1174 | |
1172 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1173 | { |
1176 | { |
1174 | // clamp various player stats |
1177 | // clamp various player stats |
1175 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1176 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1179 | stats.stat (i) = stat_sum [i]; |
|
|
1180 | |
|
|
1181 | check_stat_bounds (&stats); |
1177 | |
1182 | |
1178 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1183 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1179 | |
1184 | |
1180 | /* Figure out the players sp/mana/hp totals. */ |
1185 | /* Figure out the players sp/mana/hp totals. */ |
1181 | int pl_level; |
1186 | int pl_level; |
1182 | |
1187 | |
1183 | check_stat_bounds (&(stats)); |
|
|
1184 | pl_level = level; |
|
|
1185 | |
|
|
1186 | if (pl_level < 1) |
|
|
1187 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1188 | |
1189 | |
1189 | /* 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, |
1190 | * 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. |
1191 | */ |
1192 | */ |
1192 | stats.maxhp = 0; |
1193 | stats.maxhp = 0; |
… | |
… | |
1327 | |
1328 | |
1328 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | |
1330 | |
1330 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1331 | speed -= 1; |
1332 | speed -= 1; |
1332 | |
|
|
1333 | if (attacktype == 0) |
|
|
1334 | attacktype = arch->attacktype; |
|
|
1335 | } /* End if player */ |
1333 | } /* End if player */ |
1336 | |
1334 | |
1337 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1338 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1339 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
… | |
… | |
1358 | speed *= speed_reduce_from_disease; |
1356 | speed *= speed_reduce_from_disease; |
1359 | |
1357 | |
1360 | /* Put a lower limit on speed. Note with this speed, you move once every |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1361 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1362 | */ |
1360 | */ |
1363 | if (speed < 0.04f && type == PLAYER) |
1361 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1364 | speed = 0.04f; |
|
|
1365 | |
1362 | |
1366 | if (speed != old_speed) |
1363 | if (speed != old_speed) |
1367 | set_speed (speed); |
1364 | set_speed (speed); |
1368 | |
1365 | |
1369 | if (type == PLAYER) |
1366 | if (type == PLAYER) |
… | |
… | |
1404 | if (move_type == 0) |
1401 | if (move_type == 0) |
1405 | move_type = MOVE_WALK; |
1402 | move_type = MOVE_WALK; |
1406 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1403 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 | move_type &= ~MOVE_WALK; |
1404 | move_type &= ~MOVE_WALK; |
1408 | |
1405 | |
|
|
1406 | // now apply the new move_type |
|
|
1407 | if (this->move_type != move_type) |
|
|
1408 | change_move_type (move_type); |
|
|
1409 | |
1409 | /* 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, |
1410 | * so we will check that now. |
1411 | * so we will check that now. |
1411 | */ |
1412 | */ |
1412 | if (type == PLAYER) |
1413 | if (is_player ()) |
1413 | { |
1414 | contr->update_spells (); |
1414 | esrv_update_stats (contr); |
|
|
1415 | esrv_update_spells (contr); |
|
|
1416 | } |
|
|
1417 | |
1415 | |
1418 | // update the mapspace, if we are on a map |
1416 | // update the mapspace, if we are on a map |
1419 | if (!flag [FLAG_REMOVED] && map) |
1417 | if (!flag [FLAG_REMOVED] && map) |
1420 | map->at (x, y).flags_ = 0; |
1418 | map->at (x, y).flags_ = 0; |
|
|
1419 | } |
|
|
1420 | |
|
|
1421 | void |
|
|
1422 | object::set_glow_radius (sint8 rad) |
|
|
1423 | { |
|
|
1424 | glow_radius = rad; |
|
|
1425 | |
|
|
1426 | if (is_on_map ()) |
|
|
1427 | update_all_los (map, x, y); |
|
|
1428 | else if (object *env = outer_env ()) |
|
|
1429 | { |
|
|
1430 | env->update_stats (); |
|
|
1431 | |
|
|
1432 | if (env->is_on_map ()) |
|
|
1433 | update_all_los (env->map, env->x, env->y); |
|
|
1434 | } |
1421 | } |
1435 | } |
1422 | |
1436 | |
1423 | /* |
1437 | /* |
1424 | * Returns true if the given player is a legal class. |
1438 | * Returns true if the given player is a legal class. |
1425 | * The function to add and remove class-bonuses to the stats doesn't |
1439 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1489 | /* |
1503 | /* |
1490 | * This function is called when a dragon-player gains |
1504 | * This function is called when a dragon-player gains |
1491 | * an overall level. Here, the dragon might gain new abilities |
1505 | * an overall level. Here, the dragon might gain new abilities |
1492 | * or change the ability-focus. |
1506 | * or change the ability-focus. |
1493 | */ |
1507 | */ |
1494 | void |
1508 | static void |
1495 | dragon_level_gain (object *who) |
1509 | dragon_level_gain (object *who) |
1496 | { |
1510 | { |
1497 | object *abil = NULL; /* pointer to dragon ability force */ |
1511 | object *abil = NULL; /* pointer to dragon ability force */ |
1498 | object *skin = NULL; /* pointer to dragon skin force */ |
1512 | object *skin = NULL; /* pointer to dragon skin force */ |
1499 | object *tmp = NULL; /* tmp. object */ |
1513 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1595 | { |
1609 | { |
1596 | changed = true; |
1610 | changed = true; |
1597 | |
1611 | |
1598 | op->level++; |
1612 | op->level++; |
1599 | |
1613 | |
1600 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1614 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1601 | dragon_level_gain (who); |
1615 | dragon_level_gain (who); |
1602 | |
1616 | |
1603 | /* Only roll these if it is the player (who) that gained the level */ |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1604 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1605 | { |
1619 | { |
… | |
… | |
1638 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1652 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1639 | } |
1653 | } |
1640 | } |
1654 | } |
1641 | |
1655 | |
1642 | if (changed) |
1656 | if (changed) |
1643 | { |
1657 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1644 | who->update_stats (); |
|
|
1645 | esrv_update_stats (who->contr); |
|
|
1646 | /* check if the spell data has changed */ |
|
|
1647 | esrv_update_spells (who->contr); |
|
|
1648 | } |
|
|
1649 | } |
1658 | } |
1650 | |
1659 | |
1651 | /* |
1660 | /* |
1652 | * Returns how much experience is needed for a player to become |
1661 | * Returns how much experience is needed for a player to become |
1653 | * the given level. level should really never exceed max_level |
1662 | * the given level. level should really never exceed max_level |
… | |
… | |
1775 | * adjustments based on permanent exp and the like. |
1784 | * adjustments based on permanent exp and the like. |
1776 | * This function should always be used for losing experience - |
1785 | * This function should always be used for losing experience - |
1777 | * the 'exp' value passed should be positive - this is the |
1786 | * the 'exp' value passed should be positive - this is the |
1778 | * amount that should get subtract from the player. |
1787 | * amount that should get subtract from the player. |
1779 | */ |
1788 | */ |
1780 | sint64 |
1789 | static sint64 |
1781 | check_exp_loss (const object *op, sint64 exp) |
1790 | check_exp_loss (const object *op, sint64 exp) |
1782 | { |
1791 | { |
1783 | sint64 del_exp; |
1792 | sint64 del_exp; |
1784 | |
1793 | |
1785 | if (exp > op->stats.exp) |
1794 | if (exp > op->stats.exp) |
… | |
… | |
1934 | |
1943 | |
1935 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1944 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1936 | if (tmp->type == SKILL && tmp->stats.exp) |
1945 | if (tmp->type == SKILL && tmp->stats.exp) |
1937 | { |
1946 | { |
1938 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1947 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1939 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1948 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1940 | |
1949 | |
1941 | /* With the revised exp system, you can get cases where |
1950 | /* With the revised exp system, you can get cases where |
1942 | * losing several levels would still require that you have more |
1951 | * losing several levels would still require that you have more |
1943 | * exp than you currently have - this is true if the levels |
1952 | * exp than you currently have - this is true if the levels |
1944 | * tables is a lot harder. |
1953 | * tables is a lot harder. |