… | |
… | |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
358 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
359 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
360 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
361 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
362 | * displayed - update_stats should really always be called after this when |
363 | * removing an object - that is because it is impossible to know if some object |
363 | * removing an object - that is because it is impossible to know if some object |
364 | * is the only source of an attacktype or spell attunement, so this function |
364 | * is the only source of an attacktype or spell attunement, so this function |
365 | * will clear the bits, but the player may still have some other object |
365 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
366 | * that gives them that ability. |
367 | */ |
367 | */ |
… | |
… | |
398 | * that adjust that stat by more than one point, so we need |
398 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
399 | * to allow for that. |
400 | */ |
400 | */ |
401 | if (nstat < 1 && i * flag < 0) |
401 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
402 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
403 | else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) |
404 | { |
|
|
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
404 | nstat = 20 + get_attr_value (&op->arch->clone.stats, j); |
406 | } |
|
|
407 | |
405 | |
408 | if (nstat != ostat) |
406 | if (nstat != ostat) |
409 | { |
407 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
408 | set_attr_value (&op->contr->orig_stats, j, nstat); |
411 | potion_max = 0; |
409 | potion_max = 0; |
412 | } |
410 | } |
413 | else if (i) |
411 | else if (i) |
414 | { |
412 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
413 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
420 | /* This section of code ups the characters normal stats also. I am not |
418 | /* This section of code ups the characters normal stats also. I am not |
421 | * sure if this is strictly necessary, being that fix_player probably |
419 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
420 | * recalculates this anyway. |
423 | */ |
421 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
422 | for (j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
423 | change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); |
426 | |
424 | |
427 | check_stat_bounds (&(op->stats)); |
425 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
426 | } /* end of potion handling code */ |
429 | } |
427 | } |
430 | |
428 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
429 | /* reset attributes that fix_player doesn't reset since it doesn't search |
432 | * everything to set |
430 | * everything to set |
433 | */ |
431 | */ |
434 | if (flag == -1) |
432 | if (flag == -1) |
435 | { |
433 | { |
436 | op->attacktype &= ~tmp->attacktype; |
434 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
435 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
436 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
437 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
438 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
439 | * and not the other move_ fields. |
442 | */ |
440 | */ |
443 | op->move_type &= ~tmp->move_type; |
441 | op->move_type &= ~tmp->move_type; |
444 | } |
442 | } |
445 | |
443 | |
446 | /* call fix_player since op object could have whatever attribute due |
444 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
445 | * to multiple items. if fix_player always has to be called after |
448 | * change_ability then might as well call it from here |
446 | * change_ability then might as well call it from here |
449 | */ |
447 | */ |
450 | op->update_stats (); |
448 | op->update_stats (); |
451 | |
449 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
450 | /* Fix player won't add the bows ability to the player, so don't |
… | |
… | |
500 | * in that case, you don't actually land |
498 | * in that case, you don't actually land |
501 | */ |
499 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
500 | DIFF_MSG (flag, "You soar into the air air!.", |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
501 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
502 | } |
|
|
503 | |
505 | if (tmp->move_type & MOVE_SWIM) |
504 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
507 | |
506 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
507 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
508 | check_move_on (op, op); |
… | |
… | |
673 | |
672 | |
674 | /* |
673 | /* |
675 | * Stat draining by Vick 930307 |
674 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
675 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
676 | */ |
678 | |
|
|
679 | void |
677 | void |
680 | object::drain_stat () |
678 | object::drain_stat () |
681 | { |
679 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
680 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
681 | } |
… | |
… | |
850 | contr->gen_hp = 0; |
848 | contr->gen_hp = 0; |
851 | contr->gen_sp = 0; |
849 | contr->gen_sp = 0; |
852 | contr->gen_grace = 0; |
850 | contr->gen_grace = 0; |
853 | contr->gen_sp_armour = 10; |
851 | contr->gen_sp_armour = 10; |
854 | contr->item_power = 0; |
852 | contr->item_power = 0; |
855 | |
|
|
856 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
857 | * gets reset for no good reason, and we don't want to reset |
|
|
858 | * range_magic (what spell is readied). These three below |
|
|
859 | * well get filled in based on what the player has equipped. |
|
|
860 | */ |
|
|
861 | contr->ranges[range_bow] = 0; |
|
|
862 | contr->ranges[range_misc] = 0; |
|
|
863 | contr->ranges[range_skill] = 0; |
|
|
864 | } |
853 | } |
865 | |
854 | |
866 | memcpy (body_used, body_info, sizeof (body_info)); |
855 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
856 | slot[i].used = slot[i].info; |
867 | |
857 | |
868 | slaying = 0; |
858 | slaying = 0; |
869 | |
859 | |
870 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
860 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
871 | { |
861 | { |
… | |
… | |
886 | path_repelled = arch->clone.path_repelled; |
876 | path_repelled = arch->clone.path_repelled; |
887 | path_denied = arch->clone.path_denied; |
877 | path_denied = arch->clone.path_denied; |
888 | glow_radius = arch->clone.glow_radius; |
878 | glow_radius = arch->clone.glow_radius; |
889 | move_type = arch->clone.move_type; |
879 | move_type = arch->clone.move_type; |
890 | |
880 | |
891 | chosen_skill = NULL; |
881 | chosen_skill = 0; |
892 | |
882 | |
893 | /* initializing resistances from the values in player/monster's |
883 | /* initializing resistances from the values in player/monster's |
894 | * archetype clone |
884 | * archetype clone |
895 | */ |
885 | */ |
896 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
886 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
899 | { |
889 | { |
900 | if (resist[i] > 0) |
890 | if (resist[i] > 0) |
901 | prot[i] = resist[i], vuln[i] = 0; |
891 | prot[i] = resist[i], vuln[i] = 0; |
902 | else |
892 | else |
903 | vuln[i] = -(resist[i]), prot[i] = 0; |
893 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
894 | |
904 | potion_resist[i] = 0; |
895 | potion_resist[i] = 0; |
905 | } |
896 | } |
906 | |
897 | |
907 | wc = arch->clone.stats.wc; |
898 | wc = arch->clone.stats.wc; |
908 | stats.dam = arch->clone.stats.dam; |
899 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
979 | || (tmp->type == SKILL |
970 | || (tmp->type == SKILL |
980 | && tmp->subtype == SK_PRAYING)) |
971 | && tmp->subtype == SK_PRAYING)) |
981 | { |
972 | { |
982 | if (type == PLAYER) |
973 | if (type == PLAYER) |
983 | { |
974 | { |
984 | if (tmp->type == BOW) |
|
|
985 | contr->ranges[range_bow] = tmp; |
|
|
986 | |
|
|
987 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
975 | if ((tmp->type == WEAPON || tmp->type == BOW) |
988 | contr->ranges[range_misc] = tmp; |
976 | && tmp != current_weapon) |
|
|
977 | continue; |
989 | |
978 | |
990 | for (i = 0; i < NUM_STATS; i++) |
979 | for (i = 0; i < NUM_STATS; i++) |
991 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
980 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
992 | |
981 | |
993 | /* these are the items that currently can change digestion, regeneration, |
982 | /* these are the items that currently can change digestion, regeneration, |
… | |
… | |
1009 | contr->gen_grace += tmp->stats.grace; |
998 | contr->gen_grace += tmp->stats.grace; |
1010 | contr->gen_sp_armour += tmp->gen_sp_armour; |
999 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1011 | contr->item_power += tmp->item_power; |
1000 | contr->item_power += tmp->item_power; |
1012 | } |
1001 | } |
1013 | } /* if this is a player */ |
1002 | } /* if this is a player */ |
|
|
1003 | else |
|
|
1004 | { |
|
|
1005 | if (tmp->type == WEAPON) |
|
|
1006 | current_weapon = tmp; |
|
|
1007 | } |
1014 | |
1008 | |
1015 | /* Update slots used for items */ |
1009 | /* Update slots used for items */ |
1016 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1010 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1017 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1011 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1018 | body_used[i] += tmp->body_info[i]; |
1012 | slot[i].used += tmp->slot[i].info; |
1019 | |
1013 | |
1020 | if (tmp->type == SYMPTOM) |
1014 | if (tmp->type == SYMPTOM) |
1021 | { |
1015 | { |
1022 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
1016 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
1023 | |
1017 | |
… | |
… | |
1050 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1051 | } |
1045 | } |
1052 | } |
1046 | } |
1053 | |
1047 | |
1054 | /* There may be other things that should not adjust the attacktype */ |
1048 | /* There may be other things that should not adjust the attacktype */ |
1055 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1049 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1050 | || current_weapon == tmp) |
|
|
1051 | { |
1056 | attacktype |= tmp->attacktype; |
1052 | attacktype |= tmp->attacktype; |
1057 | |
|
|
1058 | path_attuned |= tmp->path_attuned; |
1053 | path_attuned |= tmp->path_attuned; |
1059 | path_repelled |= tmp->path_repelled; |
1054 | path_repelled |= tmp->path_repelled; |
1060 | path_denied |= tmp->path_denied; |
1055 | path_denied |= tmp->path_denied; |
1061 | move_type |= tmp->move_type; |
1056 | move_type |= tmp->move_type; |
1062 | stats.luck += tmp->stats.luck; |
1057 | stats.luck += tmp->stats.luck; |
|
|
1058 | } |
1063 | |
1059 | |
1064 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1065 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1066 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1067 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1081 | if (tmp->stats.exp && tmp->type != SKILL) |
1077 | if (tmp->stats.exp && tmp->type != SKILL) |
1082 | { |
1078 | { |
1083 | if (tmp->stats.exp > 0) |
1079 | if (tmp->stats.exp > 0) |
1084 | { |
1080 | { |
1085 | added_speed += tmp->stats.exp / 3.f; |
1081 | added_speed += tmp->stats.exp / 3.f; |
1086 | bonus_speed += 1.f + tmp->stats.exp / 3.f; |
1082 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1087 | } |
1083 | } |
1088 | else |
1084 | else |
1089 | added_speed += tmp->stats.exp; |
1085 | added_speed += tmp->stats.exp; |
1090 | } |
1086 | } |
1091 | |
1087 | |
1092 | switch (tmp->type) |
1088 | switch (tmp->type) |
1093 | { |
1089 | { |
|
|
1090 | #if 0 |
|
|
1091 | case WAND: |
|
|
1092 | case ROD: |
|
|
1093 | case HORN: |
|
|
1094 | if (type != PLAYER || current_weapon == tmp) |
|
|
1095 | chosen_skill = tmp; |
|
|
1096 | break; |
|
|
1097 | #endif |
|
|
1098 | |
1094 | /* skills modifying the character -b.t. */ |
1099 | /* skills modifying the character -b.t. */ |
1095 | /* for all skills and skill granting objects */ |
1100 | /* for all skills and skill granting objects */ |
1096 | case SKILL: |
1101 | case SKILL: |
1097 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1102 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1098 | break; |
1103 | break; |
… | |
… | |
1119 | if (tmp->magic) |
1124 | if (tmp->magic) |
1120 | stats.dam += tmp->magic; |
1125 | stats.dam += tmp->magic; |
1121 | } |
1126 | } |
1122 | |
1127 | |
1123 | if (tmp->stats.wc) |
1128 | if (tmp->stats.wc) |
1124 | wc -= (tmp->stats.wc + tmp->magic); |
1129 | wc -= tmp->stats.wc + tmp->magic; |
1125 | |
1130 | |
1126 | if (tmp->slaying) |
1131 | if (tmp->slaying) |
1127 | slaying = tmp->slaying; |
1132 | slaying = tmp->slaying; |
1128 | |
1133 | |
1129 | if (tmp->stats.ac) |
1134 | if (tmp->stats.ac) |
1130 | ac -= (tmp->stats.ac + tmp->magic); |
1135 | ac -= tmp->stats.ac + tmp->magic; |
1131 | |
1136 | |
1132 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1133 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1138 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1134 | |
|
|
1135 | if (type == PLAYER) |
|
|
1136 | contr->ranges[range_skill] = this; |
|
|
1137 | |
1139 | |
1138 | break; |
1140 | break; |
1139 | |
1141 | |
1140 | case SKILL_TOOL: |
1142 | case SKILL_TOOL: |
1141 | if (chosen_skill) |
1143 | if (chosen_skill) |
1142 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1144 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1143 | |
1145 | |
1144 | chosen_skill = tmp; |
1146 | chosen_skill = tmp; |
1145 | |
|
|
1146 | if (type == PLAYER) |
|
|
1147 | contr->ranges[range_skill] = this; |
|
|
1148 | break; |
1147 | break; |
1149 | |
1148 | |
1150 | case SHIELD: |
1149 | case SHIELD: |
1151 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1150 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1152 | contr->encumbrance += (int) tmp->weight / 2000; |
1151 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1166 | if (tmp->stats.ac) |
1165 | if (tmp->stats.ac) |
1167 | ac -= tmp->stats.ac + tmp->magic; |
1166 | ac -= tmp->stats.ac + tmp->magic; |
1168 | |
1167 | |
1169 | break; |
1168 | break; |
1170 | |
1169 | |
|
|
1170 | case BOW: |
1171 | case WEAPON: |
1171 | case WEAPON: |
|
|
1172 | if (type != PLAYER || current_weapon == tmp) |
|
|
1173 | { |
1172 | wc -= tmp->stats.wc + tmp->magic; |
1174 | wc -= tmp->stats.wc + tmp->magic; |
1173 | |
1175 | |
1174 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1176 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1175 | ac -= tmp->stats.ac + tmp->magic; |
1177 | ac -= tmp->stats.ac + tmp->magic; |
1176 | |
1178 | |
1177 | stats.dam += tmp->stats.dam + tmp->magic; |
1179 | stats.dam += tmp->stats.dam + tmp->magic; |
1178 | weapon_weight = tmp->weight; |
1180 | weapon_weight = tmp->weight; |
1179 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1181 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1180 | |
1182 | |
1181 | if (weapon_speed < 0) |
1183 | if (weapon_speed < 0) |
1182 | weapon_speed = 0; |
1184 | weapon_speed = 0; |
1183 | |
1185 | |
1184 | slaying = tmp->slaying; |
1186 | slaying = tmp->slaying; |
1185 | |
1187 | |
1186 | /* If there is desire that two handed weapons should do |
1188 | /* If there is desire that two handed weapons should do |
1187 | * extra strength damage, this is where the code should |
1189 | * extra strength damage, this is where the code should |
1188 | * go. |
1190 | * go. |
1189 | */ |
1191 | */ |
1190 | |
1192 | |
1191 | current_weapon = tmp; |
1193 | if (type == PLAYER) |
1192 | if (type == PLAYER && settings.spell_encumbrance) |
1194 | if (settings.spell_encumbrance) |
1193 | contr->encumbrance += tmp->weight * 3 / 1000; |
1195 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1196 | } |
1194 | |
1197 | |
1195 | break; |
1198 | break; |
1196 | |
1199 | |
1197 | case ARMOUR: /* Only the best of these three are used: */ |
1200 | case ARMOUR: /* Only the best of these three are used: */ |
1198 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1201 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1823 | sint64 limit, exp_to_add; |
1826 | sint64 limit, exp_to_add; |
1824 | int i; |
1827 | int i; |
1825 | |
1828 | |
1826 | /* prevents some forms of abuse. */ |
1829 | /* prevents some forms of abuse. */ |
1827 | if (op->contr->braced) |
1830 | if (op->contr->braced) |
1828 | exp = exp / 5; |
1831 | exp /= 5; |
1829 | |
1832 | |
1830 | /* Try to find the matching skill. |
1833 | /* Try to find the matching skill. |
1831 | * We do a shortcut/time saving mechanism first - see if it matches |
1834 | * We do a shortcut/time saving mechanism first - see if it matches |
1832 | * chosen_skill. This means we don't need to search through |
1835 | * chosen_skill. This means we don't need to search through |
1833 | * the players inventory. |
1836 | * the players inventory. |
1834 | */ |
1837 | */ |
1835 | if (skill_name) |
1838 | if (skill_name) |
1836 | { |
1839 | { |
1837 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1840 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |