… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
235 | }; |
236 | |
236 | |
237 | /* |
237 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
239 | * what attr is (STR to POW). |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
243 | { |
|
|
244 | switch (attr) |
|
|
245 | { |
|
|
246 | case STR: |
|
|
247 | stats->Str = value; |
|
|
248 | break; |
|
|
249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
|
251 | break; |
|
|
252 | case CON: |
|
|
253 | stats->Con = value; |
|
|
254 | break; |
|
|
255 | case WIS: |
|
|
256 | stats->Wis = value; |
|
|
257 | break; |
|
|
258 | case POW: |
|
|
259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
|
262 | stats->Cha = value; |
|
|
263 | break; |
|
|
264 | case INT: |
|
|
265 | stats->Int = value; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
|
|
270 | /* |
|
|
271 | * Like set_attr_value(), but instead the value (which can be negative) |
238 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
239 | * is added to the specified stat. |
273 | */ |
240 | */ |
274 | void |
241 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
243 | { |
277 | if (value == 0) |
244 | stats->stat (attr) += value; |
278 | return; |
245 | } |
279 | |
246 | |
280 | switch (attr) |
247 | sint8 & |
281 | { |
248 | living::stat (int index) |
282 | case STR: |
249 | { |
283 | stats->Str += value; |
250 | switch (index) |
284 | break; |
|
|
285 | case DEX: |
|
|
286 | stats->Dex += value; |
|
|
287 | break; |
|
|
288 | case CON: |
|
|
289 | stats->Con += value; |
|
|
290 | break; |
|
|
291 | case WIS: |
|
|
292 | stats->Wis += value; |
|
|
293 | break; |
|
|
294 | case POW: |
|
|
295 | stats->Pow += value; |
|
|
296 | break; |
|
|
297 | case CHA: |
|
|
298 | stats->Cha += value; |
|
|
299 | break; |
|
|
300 | case INT: |
|
|
301 | stats->Int += value; |
|
|
302 | break; |
|
|
303 | default: |
|
|
304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
305 | } |
251 | { |
306 | } |
252 | case STR: return Str; |
|
|
253 | case DEX: return Dex; |
|
|
254 | case CON: return Con; |
|
|
255 | case INT: return Int; |
|
|
256 | case WIS: return Wis; |
|
|
257 | case POW: return Pow; |
|
|
258 | case CHA: return Cha; |
|
|
259 | } |
307 | |
260 | |
308 | /* |
261 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
309 | * returns the specified stat. See also set_attr_value(). |
262 | static sint8 dummy; |
310 | */ |
263 | return dummy; |
|
|
264 | } |
311 | |
265 | |
312 | sint8 |
266 | sint8 |
313 | get_attr_value (const living *stats, int attr) |
267 | living::stat (int index) const |
314 | { |
268 | { |
315 | switch (attr) |
269 | switch (index) |
316 | { |
270 | { |
317 | case STR: return stats->Str; |
271 | case STR: return Str; |
318 | case DEX: return stats->Dex; |
272 | case DEX: return Dex; |
319 | case CON: return stats->Con; |
273 | case CON: return Con; |
320 | case WIS: return stats->Wis; |
|
|
321 | case CHA: return stats->Cha; |
|
|
322 | case INT: return stats->Int; |
274 | case INT: return Int; |
|
|
275 | case WIS: return Wis; |
323 | case POW: return stats->Pow; |
276 | case POW: return Pow; |
|
|
277 | case CHA: return Cha; |
324 | } |
278 | } |
325 | |
279 | |
|
|
280 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
281 | static sint8 dummy; |
326 | return 0; |
282 | return dummy; |
327 | } |
283 | } |
328 | |
284 | |
329 | /* |
285 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
286 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
287 | * 1-30 stat limit. |
332 | */ |
288 | */ |
333 | |
|
|
334 | void |
289 | void |
335 | check_stat_bounds (living *stats) |
290 | check_stat_bounds (living *stats) |
336 | { |
291 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
292 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
293 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
294 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
295 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
296 | } |
344 | } |
297 | } |
345 | |
298 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
299 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
300 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
301 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
366 | * that gives them that ability. |
319 | * that gives them that ability. |
367 | */ |
320 | */ |
368 | int |
321 | int |
369 | change_abil (object *op, object *tmp) |
322 | change_abil (object *op, object *tmp) |
370 | { |
323 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
324 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
372 | char message[MAX_BUF]; |
325 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
326 | int potion_max = 0; |
374 | |
327 | |
375 | /* remember what object was like before it was changed. note that |
328 | /* remember what object was like before it was changed. note that |
376 | * refop is a local copy of op only to be used for detecting changes |
329 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
334 | if (op->type == PLAYER) |
382 | { |
335 | { |
383 | if (tmp->type == POTION) |
336 | if (tmp->type == POTION) |
384 | { |
337 | { |
385 | potion_max = 1; |
338 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
339 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
340 | { |
388 | int nstat, ostat; |
341 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
342 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
391 | i = get_attr_value (&(tmp->stats), j); |
|
|
392 | |
343 | |
393 | /* nstat is what the stat will be after use of the potion */ |
344 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
345 | int nstat = flag * i + ostat; |
395 | |
346 | |
396 | /* Do some bounds checking. While I don't think any |
347 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
348 | * potions do so right now, there is the potential for potions |
398 | * that adjust that stat by more than one point, so we need |
349 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
350 | * to allow for that. |
400 | */ |
351 | */ |
401 | if (nstat < 1 && i * flag < 0) |
352 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
353 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) |
354 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
404 | nstat = 20 + get_attr_value (&op->arch->clone.stats, j); |
355 | nstat = 20 + op->arch->clone.stats.stat (j); |
405 | |
356 | |
406 | if (nstat != ostat) |
357 | if (nstat != ostat) |
407 | { |
358 | { |
408 | set_attr_value (&op->contr->orig_stats, j, nstat); |
359 | op->contr->orig_stats.stat (j) = nstat; |
409 | potion_max = 0; |
360 | potion_max = 0; |
410 | } |
361 | } |
411 | else if (i) |
362 | else if (i) |
412 | { |
363 | { |
413 | /* potion is useless - player has already hit the natural maximum */ |
364 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
417 | |
368 | |
418 | /* This section of code ups the characters normal stats also. I am not |
369 | /* This section of code ups the characters normal stats also. I am not |
419 | * sure if this is strictly necessary, being that fix_player probably |
370 | * sure if this is strictly necessary, being that fix_player probably |
420 | * recalculates this anyway. |
371 | * recalculates this anyway. |
421 | */ |
372 | */ |
422 | for (j = 0; j < NUM_STATS; j++) |
373 | for (int j = 0; j < NUM_STATS; j++) |
423 | change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); |
374 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
424 | |
375 | |
425 | check_stat_bounds (&op->stats); |
376 | check_stat_bounds (&op->stats); |
426 | } /* end of potion handling code */ |
377 | } /* end of potion handling code */ |
427 | } |
378 | } |
428 | |
379 | |
429 | /* reset attributes that fix_player doesn't reset since it doesn't search |
380 | /* reset attributes that update_stats doesn't reset since it doesn't search |
430 | * everything to set |
381 | * everything to set |
431 | */ |
382 | */ |
432 | if (flag == -1) |
383 | if (flag == -1) |
433 | { |
384 | { |
434 | op->attacktype &= ~tmp->attacktype; |
385 | op->attacktype &= ~tmp->attacktype; |
… | |
… | |
440 | */ |
391 | */ |
441 | op->move_type &= ~tmp->move_type; |
392 | op->move_type &= ~tmp->move_type; |
442 | } |
393 | } |
443 | |
394 | |
444 | /* call fix_player since op object could have whatever attribute due |
395 | /* call fix_player since op object could have whatever attribute due |
445 | * to multiple items. if fix_player always has to be called after |
396 | * to multiple items. if update_stats always has to be called after |
446 | * change_ability then might as well call it from here |
397 | * change_ability then might as well call it from here |
447 | */ |
398 | */ |
448 | op->update_stats (); |
399 | op->update_stats (); |
449 | |
400 | |
450 | /* Fix player won't add the bows ability to the player, so don't |
401 | /* update_stats won't add the bows ability to the player, so don't |
451 | * print out message if this is a bow. |
402 | * print out message if this is a bow. |
452 | */ |
403 | */ |
453 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
404 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
454 | { |
405 | { |
455 | success = 1; |
406 | success = 1; |
… | |
… | |
495 | if (tmp->move_type & MOVE_FLY_HIGH) |
446 | if (tmp->move_type & MOVE_FLY_HIGH) |
496 | { |
447 | { |
497 | /* double conditional - second case covers if you have move_fly_low - |
448 | /* double conditional - second case covers if you have move_fly_low - |
498 | * in that case, you don't actually land |
449 | * in that case, you don't actually land |
499 | */ |
450 | */ |
500 | DIFF_MSG (flag, "You soar into the air air!.", |
451 | DIFF_MSG (flag, "You soar into the air!", |
501 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
452 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
502 | } |
453 | } |
503 | |
454 | |
504 | if (tmp->move_type & MOVE_SWIM) |
455 | if (tmp->move_type & MOVE_SWIM) |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
456 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
… | |
… | |
636 | success = 1; |
587 | success = 1; |
637 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
588 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
638 | } |
589 | } |
639 | |
590 | |
640 | /* Messages for changed resistance */ |
591 | /* Messages for changed resistance */ |
641 | for (i = 0; i < NROFATTACKS; i++) |
592 | for (int i = 0; i < NROFATTACKS; i++) |
642 | { |
593 | { |
643 | if (i == ATNR_PHYSICAL) |
594 | if (i == ATNR_PHYSICAL) |
644 | continue; /* Don't display about armour */ |
595 | continue; /* Don't display about armour */ |
645 | |
596 | |
646 | if (op->resist[i] != refop.resist[i]) |
597 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
655 | } |
606 | } |
656 | } |
607 | } |
657 | |
608 | |
658 | if (!potion_max) |
609 | if (!potion_max) |
659 | { |
610 | { |
660 | for (j = 0; j < NUM_STATS; j++) |
611 | for (int j = 0; j < NUM_STATS; j++) |
661 | { |
612 | { |
662 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
613 | if (int i = tmp->stats.stat (j)) |
663 | { |
614 | { |
664 | success = 1; |
615 | success = 1; |
665 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
616 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | } |
617 | } |
667 | } |
618 | } |
… | |
… | |
770 | * Subtracts stat-bonuses given by the class which the player has chosen. |
721 | * Subtracts stat-bonuses given by the class which the player has chosen. |
771 | */ |
722 | */ |
772 | void |
723 | void |
773 | object::remove_statbonus () |
724 | object::remove_statbonus () |
774 | { |
725 | { |
775 | stats.Str -= arch->clone.stats.Str; |
726 | for (int i = 0; i < NUM_STATS; ++i) |
776 | stats.Dex -= arch->clone.stats.Dex; |
727 | { |
777 | stats.Con -= arch->clone.stats.Con; |
728 | sint8 v = arch->clone.stats.stat (i); |
778 | stats.Wis -= arch->clone.stats.Wis; |
729 | stats.stat (i) -= v; |
779 | stats.Pow -= arch->clone.stats.Pow; |
730 | contr->orig_stats.stat (i) -= v; |
780 | stats.Cha -= arch->clone.stats.Cha; |
731 | } |
781 | stats.Int -= arch->clone.stats.Int; |
|
|
782 | |
|
|
783 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
784 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
785 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
786 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
787 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
788 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
789 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
790 | } |
732 | } |
791 | |
733 | |
792 | /* |
734 | /* |
793 | * Adds stat-bonuses given by the class which the player has chosen. |
735 | * Adds stat-bonuses given by the class which the player has chosen. |
794 | */ |
736 | */ |
795 | void |
737 | void |
796 | object::add_statbonus () |
738 | object::add_statbonus () |
797 | { |
739 | { |
798 | stats.Str += arch->clone.stats.Str; |
740 | for (int i = 0; i < NUM_STATS; ++i) |
799 | stats.Dex += arch->clone.stats.Dex; |
741 | { |
800 | stats.Con += arch->clone.stats.Con; |
742 | sint8 v = arch->clone.stats.stat (i); |
801 | stats.Wis += arch->clone.stats.Wis; |
743 | stats.stat (i) += v; |
802 | stats.Pow += arch->clone.stats.Pow; |
744 | contr->orig_stats.stat (i) += v; |
803 | stats.Cha += arch->clone.stats.Cha; |
745 | } |
804 | stats.Int += arch->clone.stats.Int; |
|
|
805 | |
|
|
806 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
807 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
808 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
809 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
810 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
811 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
812 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
813 | } |
746 | } |
814 | |
747 | |
815 | /* |
748 | /* |
816 | * Updates all abilities given by applied objects in the inventory |
749 | * Updates all abilities given by applied objects in the inventory |
817 | * of the given object. Note: This function works for both monsters |
750 | * of the given object. Note: This function works for both monsters |
… | |
… | |
835 | |
768 | |
836 | /* First task is to clear all the values back to their original values */ |
769 | /* First task is to clear all the values back to their original values */ |
837 | if (type == PLAYER) |
770 | if (type == PLAYER) |
838 | { |
771 | { |
839 | for (i = 0; i < NUM_STATS; i++) |
772 | for (i = 0; i < NUM_STATS; i++) |
840 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
773 | stats.stat (i) = contr->orig_stats.stat (i); |
841 | |
774 | |
842 | if (settings.spell_encumbrance == TRUE) |
775 | if (settings.spell_encumbrance == TRUE) |
843 | contr->encumbrance = 0; |
776 | contr->encumbrance = 0; |
844 | |
777 | |
845 | attacktype = 0; |
778 | attacktype = 0; |
… | |
… | |
962 | * in the praying skill, and the player should always get those. |
895 | * in the praying skill, and the player should always get those. |
963 | * It also means we need to put in additional checks for applied below, |
896 | * It also means we need to put in additional checks for applied below, |
964 | * because the skill shouldn't count against body positions being used |
897 | * because the skill shouldn't count against body positions being used |
965 | * up, etc. |
898 | * up, etc. |
966 | */ |
899 | */ |
967 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
900 | if ((tmp->flag [FLAG_APPLIED] |
968 | && tmp->type != CONTAINER |
901 | && tmp->type != CONTAINER |
969 | && tmp->type != CLOSE_CON) |
902 | && tmp->type != CLOSE_CON) |
970 | || (tmp->type == SKILL |
903 | || (tmp->type == SKILL |
971 | && tmp->subtype == SK_PRAYING)) |
904 | && tmp->subtype == SK_PRAYING)) |
972 | { |
905 | { |
973 | if (type == PLAYER) |
906 | if (type == PLAYER) |
974 | { |
907 | { |
975 | if ((tmp->type == WEAPON || tmp->type == BOW) |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
976 | && tmp != current_weapon) |
909 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
977 | continue; |
910 | continue; |
978 | |
911 | |
979 | for (i = 0; i < NUM_STATS; i++) |
912 | for (i = 0; i < NUM_STATS; i++) |
980 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
913 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
981 | |
914 | |
982 | /* these are the items that currently can change digestion, regeneration, |
915 | /* these are the items that currently can change digestion, regeneration, |
983 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
916 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
984 | * list, but other items store other info into stats array. |
917 | * list, but other items store other info into stats array. |
985 | */ |
918 | */ |
986 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
919 | if (tmp->type == WEAPON || tmp->type == BOW || |
987 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
920 | tmp->type == ARMOUR || tmp->type == HELMET || |
988 | (tmp->type == SHIELD) || (tmp->type == RING) || |
921 | tmp->type == SHIELD || tmp->type == RING || |
989 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
922 | tmp->type == BOOTS || tmp->type == GLOVES || |
990 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
923 | tmp->type == AMULET || tmp->type == GIRDLE || |
991 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
924 | tmp->type == BRACERS || tmp->type == CLOAK || |
992 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
925 | tmp->type == DISEASE || tmp->type == FORCE || |
993 | (tmp->type == SKILL)) |
926 | tmp->type == SKILL) |
994 | { |
927 | { |
995 | contr->digestion += tmp->stats.food; |
928 | contr->digestion += tmp->stats.food; |
996 | contr->gen_hp += tmp->stats.hp; |
929 | contr->gen_hp += tmp->stats.hp; |
997 | contr->gen_sp += tmp->stats.sp; |
930 | contr->gen_sp += tmp->stats.sp; |
998 | contr->gen_grace += tmp->stats.grace; |
931 | contr->gen_grace += tmp->stats.grace; |