… | |
… | |
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; |
|
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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; |
|
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279 | |
|
|
280 | switch (attr) |
|
|
281 | { |
|
|
282 | case STR: |
|
|
283 | stats->Str += value; |
|
|
284 | break; |
|
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285 | case DEX: |
|
|
286 | stats->Dex += value; |
|
|
287 | break; |
|
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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 | } |
|
|
306 | } |
|
|
307 | |
|
|
308 | /* |
|
|
309 | * returns the specified stat. See also set_attr_value(). |
|
|
310 | */ |
|
|
311 | |
|
|
312 | sint8 |
|
|
313 | get_attr_value (const living *stats, int attr) |
|
|
314 | { |
|
|
315 | switch (attr) |
|
|
316 | { |
|
|
317 | case STR: return stats->Str; |
|
|
318 | case DEX: return stats->Dex; |
|
|
319 | case CON: return stats->Con; |
|
|
320 | case WIS: return stats->Wis; |
|
|
321 | case CHA: return stats->Cha; |
|
|
322 | case INT: return stats->Int; |
|
|
323 | case POW: return stats->Pow; |
|
|
324 | } |
|
|
325 | |
|
|
326 | return 0; |
|
|
327 | } |
245 | } |
328 | |
246 | |
329 | /* |
247 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
332 | */ |
250 | */ |
333 | |
|
|
334 | void |
251 | void |
335 | check_stat_bounds (living *stats) |
252 | check_stat_bounds (living *stats) |
336 | { |
253 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
254 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
255 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
256 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
257 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
258 | } |
344 | } |
259 | } |
345 | |
260 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
262 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
366 | * that gives them that ability. |
281 | * that gives them that ability. |
367 | */ |
282 | */ |
368 | int |
283 | int |
369 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
370 | { |
285 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
372 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
288 | int potion_max = 0; |
374 | |
289 | |
375 | /* remember what object was like before it was changed. note that |
290 | /* 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 |
291 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
382 | { |
297 | { |
383 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
384 | { |
299 | { |
385 | potion_max = 1; |
300 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
302 | { |
388 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
304 | 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 | |
305 | |
393 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
395 | |
308 | |
396 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
398 | * 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 |
399 | * to allow for that. |
312 | * to allow for that. |
400 | */ |
313 | */ |
401 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
315 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
404 | nstat = 20 + get_attr_value (&op->arch->clone.stats, j); |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
405 | |
318 | |
406 | if (nstat != ostat) |
319 | if (nstat != ostat) |
407 | { |
320 | { |
408 | set_attr_value (&op->contr->orig_stats, j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
409 | potion_max = 0; |
322 | potion_max = 0; |
410 | } |
323 | } |
411 | else if (i) |
324 | else if (i) |
412 | { |
325 | { |
413 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
417 | |
330 | |
418 | /* This section of code ups the characters normal stats also. I am not |
331 | /* 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 |
332 | * sure if this is strictly necessary, being that fix_player probably |
420 | * recalculates this anyway. |
333 | * recalculates this anyway. |
421 | */ |
334 | */ |
422 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
423 | change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
424 | |
337 | |
425 | check_stat_bounds (&op->stats); |
338 | check_stat_bounds (&op->stats); |
426 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
427 | } |
340 | } |
428 | |
341 | |
429 | /* reset attributes that fix_player doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
430 | * everything to set |
343 | * everything to set |
431 | */ |
344 | */ |
432 | if (flag == -1) |
345 | if (flag == -1) |
433 | { |
346 | { |
434 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
… | |
… | |
440 | */ |
353 | */ |
441 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
442 | } |
355 | } |
443 | |
356 | |
444 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
445 | * to multiple items. if fix_player always has to be called after |
358 | * to multiple items. if update_stats always has to be called after |
446 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
447 | */ |
360 | */ |
448 | op->update_stats (); |
361 | op->update_stats (); |
449 | |
362 | |
450 | /* Fix player won't add the bows ability to the player, so don't |
363 | /* update_stats won't add the bows ability to the player, so don't |
451 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
452 | */ |
365 | */ |
453 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
454 | { |
367 | { |
455 | success = 1; |
368 | success = 1; |
… | |
… | |
495 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
496 | { |
409 | { |
497 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
498 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
499 | */ |
412 | */ |
500 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | 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.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
502 | } |
415 | } |
503 | |
416 | |
504 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
… | |
… | |
636 | success = 1; |
549 | success = 1; |
637 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
638 | } |
551 | } |
639 | |
552 | |
640 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
641 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
642 | { |
555 | { |
643 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
644 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
645 | |
558 | |
646 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
655 | } |
568 | } |
656 | } |
569 | } |
657 | |
570 | |
658 | if (!potion_max) |
571 | if (!potion_max) |
659 | { |
572 | { |
660 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
661 | { |
574 | { |
662 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
575 | if (int i = tmp->stats.stat (j)) |
663 | { |
576 | { |
664 | success = 1; |
577 | success = 1; |
665 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | } |
579 | } |
667 | } |
580 | } |
… | |
… | |
770 | * Subtracts stat-bonuses given by the class which the player has chosen. |
683 | * Subtracts stat-bonuses given by the class which the player has chosen. |
771 | */ |
684 | */ |
772 | void |
685 | void |
773 | object::remove_statbonus () |
686 | object::remove_statbonus () |
774 | { |
687 | { |
775 | stats.Str -= arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
776 | stats.Dex -= arch->clone.stats.Dex; |
689 | { |
777 | stats.Con -= arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
778 | stats.Wis -= arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
779 | stats.Pow -= arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
780 | stats.Cha -= arch->clone.stats.Cha; |
693 | } |
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 | } |
694 | } |
791 | |
695 | |
792 | /* |
696 | /* |
793 | * Adds stat-bonuses given by the class which the player has chosen. |
697 | * Adds stat-bonuses given by the class which the player has chosen. |
794 | */ |
698 | */ |
795 | void |
699 | void |
796 | object::add_statbonus () |
700 | object::add_statbonus () |
797 | { |
701 | { |
798 | stats.Str += arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
799 | stats.Dex += arch->clone.stats.Dex; |
703 | { |
800 | stats.Con += arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
801 | stats.Wis += arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
802 | stats.Pow += arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
803 | stats.Cha += arch->clone.stats.Cha; |
707 | } |
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 | } |
708 | } |
814 | |
709 | |
815 | /* |
710 | /* |
816 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
817 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
… | |
… | |
835 | |
730 | |
836 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
837 | if (type == PLAYER) |
732 | if (type == PLAYER) |
838 | { |
733 | { |
839 | for (i = 0; i < NUM_STATS; i++) |
734 | for (i = 0; i < NUM_STATS; i++) |
840 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
841 | |
736 | |
842 | if (settings.spell_encumbrance == TRUE) |
737 | if (settings.spell_encumbrance == TRUE) |
843 | contr->encumbrance = 0; |
738 | contr->encumbrance = 0; |
844 | |
739 | |
845 | attacktype = 0; |
740 | attacktype = 0; |
… | |
… | |
962 | * in the praying skill, and the player should always get those. |
857 | * 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, |
858 | * 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 |
859 | * because the skill shouldn't count against body positions being used |
965 | * up, etc. |
860 | * up, etc. |
966 | */ |
861 | */ |
967 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
862 | if ((tmp->flag [FLAG_APPLIED] |
968 | && tmp->type != CONTAINER |
863 | && tmp->type != CONTAINER |
969 | && tmp->type != CLOSE_CON) |
864 | && tmp->type != CLOSE_CON) |
970 | || (tmp->type == SKILL |
865 | || (tmp->type == SKILL |
971 | && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
972 | { |
867 | { |
973 | if (type == PLAYER) |
868 | if (type == PLAYER) |
974 | { |
869 | { |
975 | if ((tmp->type == WEAPON || tmp->type == BOW) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
976 | && tmp != current_weapon) |
871 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
977 | continue; |
872 | continue; |
978 | |
873 | |
979 | for (i = 0; i < NUM_STATS; i++) |
874 | for (i = 0; i < NUM_STATS; i++) |
980 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
981 | |
876 | |
982 | /* these are the items that currently can change digestion, regeneration, |
877 | /* these are the items that currently can change digestion, regeneration, |
983 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
878 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
984 | * list, but other items store other info into stats array. |
879 | * list, but other items store other info into stats array. |
985 | */ |
880 | */ |
986 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
881 | if (tmp->type == WEAPON || tmp->type == BOW || |
987 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
882 | tmp->type == ARMOUR || tmp->type == HELMET || |
988 | (tmp->type == SHIELD) || (tmp->type == RING) || |
883 | tmp->type == SHIELD || tmp->type == RING || |
989 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
884 | tmp->type == BOOTS || tmp->type == GLOVES || |
990 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
885 | tmp->type == AMULET || tmp->type == GIRDLE || |
991 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
886 | tmp->type == BRACERS || tmp->type == CLOAK || |
992 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
887 | tmp->type == DISEASE || tmp->type == FORCE || |
993 | (tmp->type == SKILL)) |
888 | tmp->type == SKILL) |
994 | { |
889 | { |
995 | contr->digestion += tmp->stats.food; |
890 | contr->digestion += tmp->stats.food; |
996 | contr->gen_hp += tmp->stats.hp; |
891 | contr->gen_hp += tmp->stats.hp; |
997 | contr->gen_sp += tmp->stats.sp; |
892 | contr->gen_sp += tmp->stats.sp; |
998 | contr->gen_grace += tmp->stats.grace; |
893 | contr->gen_grace += tmp->stats.grace; |
… | |
… | |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1045 | } |
940 | } |
1046 | } |
941 | } |
1047 | |
942 | |
1048 | /* There may be other things that should not adjust the attacktype */ |
943 | /* There may be other things that should not adjust the attacktype */ |
1049 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
944 | if (tmp->type != SYMPTOM) |
1050 | || current_weapon == tmp) |
|
|
1051 | { |
945 | { |
1052 | attacktype |= tmp->attacktype; |
946 | attacktype |= tmp->attacktype; |
1053 | path_attuned |= tmp->path_attuned; |
947 | path_attuned |= tmp->path_attuned; |
1054 | path_repelled |= tmp->path_repelled; |
948 | path_repelled |= tmp->path_repelled; |
1055 | path_denied |= tmp->path_denied; |
949 | path_denied |= tmp->path_denied; |
… | |
… | |
1117 | |
1011 | |
1118 | if (weapon_speed < 0) |
1012 | if (weapon_speed < 0) |
1119 | weapon_speed = 0; |
1013 | weapon_speed = 0; |
1120 | |
1014 | |
1121 | weapon_weight = tmp->weight; |
1015 | weapon_weight = tmp->weight; |
1122 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1016 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1123 | |
1017 | |
1124 | if (tmp->magic) |
1018 | if (tmp->magic) |
1125 | stats.dam += tmp->magic; |
1019 | stats.dam += tmp->magic; |
1126 | } |
1020 | } |
1127 | |
1021 | |
… | |
… | |
1331 | stats.maxsp = (sint16)sp_tmp; |
1225 | stats.maxsp = (sint16)sp_tmp; |
1332 | |
1226 | |
1333 | for (i = 11; i <= mana_obj->level; i++) |
1227 | for (i = 11; i <= mana_obj->level; i++) |
1334 | stats.maxsp += 2; |
1228 | stats.maxsp += 2; |
1335 | } |
1229 | } |
|
|
1230 | |
1336 | /* Characters can get their sp supercharged via rune of transferrance */ |
1231 | /* Characters can get their sp supercharged via rune of transferrance */ |
1337 | if (stats.sp > stats.maxsp * 2) |
1232 | if (stats.sp > stats.maxsp * 2) |
1338 | stats.sp = stats.maxsp * 2; |
1233 | stats.sp = stats.maxsp * 2; |
1339 | |
1234 | |
1340 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1235 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1371 | |
1266 | |
1372 | /* two grace points per level after 11 */ |
1267 | /* two grace points per level after 11 */ |
1373 | for (i = 11; i <= grace_obj->level; i++) |
1268 | for (i = 11; i <= grace_obj->level; i++) |
1374 | stats.maxgrace += 2; |
1269 | stats.maxgrace += 2; |
1375 | } |
1270 | } |
|
|
1271 | |
1376 | /* No limit on grace vs maxgrace */ |
1272 | /* No limit on grace vs maxgrace */ |
1377 | |
1273 | |
1378 | if (contr->braced) |
1274 | if (contr->braced) |
1379 | { |
1275 | { |
1380 | ac += 2; |
1276 | ac += 2; |
… | |
… | |
1393 | * we give the player a bonus here in wc and dam |
1289 | * we give the player a bonus here in wc and dam |
1394 | * to make up for the change. Note that I left the |
1290 | * to make up for the change. Note that I left the |
1395 | * monster bonus the same as before. -b.t. |
1291 | * monster bonus the same as before. -b.t. |
1396 | */ |
1292 | */ |
1397 | |
1293 | |
1398 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1294 | if (contr && wc_obj && wc_obj->level > 1) |
1399 | { |
1295 | { |
1400 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1296 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1401 | |
1297 | |
1402 | for (i = 1; i < wc_obj->level; i++) |
1298 | for (i = 1; i < wc_obj->level; i++) |
1403 | { |
1299 | { |
1404 | /* addtional wc every 6 levels */ |
1300 | /* additional wc every 6 levels */ |
1405 | if (!(i % 6)) |
1301 | if (!(i % 6)) |
1406 | wc--; |
1302 | wc--; |
1407 | |
1303 | |
1408 | /* addtional dam every 4 levels. */ |
1304 | /* additional dam every 4 levels. */ |
1409 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1305 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1410 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1306 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1411 | } |
1307 | } |
1412 | } |
1308 | } |
1413 | else |
1309 | else |
… | |
… | |
1709 | } |
1605 | } |
1710 | |
1606 | |
1711 | return skill_obj; |
1607 | return skill_obj; |
1712 | } |
1608 | } |
1713 | |
1609 | |
1714 | |
|
|
1715 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1610 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1716 | * whether the player gets more hp, sp and new levels. |
1611 | * whether the player gets more hp, sp and new levels. |
1717 | * Note this this function should only be called for players. Monstes |
1612 | * Note this this function should only be called for players. Monstes |
1718 | * don't really gain levels |
1613 | * don't really gain levels |
1719 | * who is the player, op is what we are checking to gain the level |
1614 | * who is the player, op is what we are checking to gain the level |
… | |
… | |
1729 | |
1624 | |
1730 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1625 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1731 | { |
1626 | { |
1732 | op->level++; |
1627 | op->level++; |
1733 | |
1628 | |
1734 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1629 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1735 | dragon_level_gain (who); |
1630 | dragon_level_gain (who); |
1736 | |
1631 | |
1737 | /* Only roll these if it is the player (who) that gained the level */ |
1632 | /* Only roll these if it is the player (who) that gained the level */ |
1738 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1633 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1739 | { |
1634 | { |
… | |
… | |
1747 | { |
1642 | { |
1748 | if (op->type != PLAYER) |
1643 | if (op->type != PLAYER) |
1749 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1750 | else |
1645 | else |
1751 | sprintf (buf, "You are now level %d.", op->level); |
1646 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1647 | |
1752 | if (who) |
1648 | if (who) |
1753 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1754 | } |
1650 | } |
|
|
1651 | |
1755 | player_lvl_adj (who, op); /* To increase more levels */ |
1652 | player_lvl_adj (who, op); /* To increase more levels */ |
1756 | } |
1653 | } |
1757 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1654 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1758 | { |
1655 | { |
1759 | op->level--; |
1656 | op->level--; |
1760 | who->update_stats (); |
1657 | who->update_stats (); |
|
|
1658 | |
1761 | if (op->type != PLAYER) |
1659 | if (op->type != PLAYER) |
1762 | { |
1660 | { |
1763 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1661 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1764 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1662 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1765 | } |
1663 | } |
|
|
1664 | |
1766 | player_lvl_adj (who, op); /* To decrease more levels */ |
1665 | player_lvl_adj (who, op); /* To decrease more levels */ |
1767 | } |
1666 | } |
1768 | |
1667 | |
1769 | /* check if the spell data has changed */ |
1668 | /* check if the spell data has changed */ |
1770 | esrv_update_stats (who->contr); |
1669 | esrv_update_stats (who->contr); |