1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
|
|
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!" |
|
|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
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|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
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|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
|
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207 | "You feel your spirits return." |
|
|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
|
|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
|
|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
|
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216 | "You feel more potent." |
|
|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
|
|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
|
|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
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225 | "You feel less potent!" |
|
|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
231 | |
232 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
235 | }; |
235 | |
|
|
236 | /* |
|
|
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
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238 | * what attr is (STR to POW). |
|
|
239 | */ |
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240 | |
|
|
241 | void |
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|
242 | set_attr_value (living * stats, int attr, sint8 value) |
|
|
243 | { |
|
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244 | switch (attr) |
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245 | { |
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246 | case STR: |
|
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247 | stats->Str = value; |
|
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248 | break; |
|
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249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
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251 | break; |
|
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252 | case CON: |
|
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253 | stats->Con = value; |
|
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254 | break; |
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255 | case WIS: |
|
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256 | stats->Wis = value; |
|
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257 | break; |
|
|
258 | case POW: |
|
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259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
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262 | stats->Cha = value; |
|
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263 | break; |
|
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264 | case INT: |
|
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265 | stats->Int = value; |
|
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266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
236 | |
270 | /* |
237 | /* |
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 | |
|
|
275 | void |
241 | void |
276 | change_attr_value (living * stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
277 | { |
243 | { |
278 | if (value == 0) |
244 | stats->stat (attr) += value; |
279 | return; |
|
|
280 | switch (attr) |
|
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281 | { |
|
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282 | case STR: |
|
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283 | stats->Str += value; |
|
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284 | break; |
|
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285 | case DEX: |
|
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286 | stats->Dex += value; |
|
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287 | break; |
|
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288 | case CON: |
|
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289 | stats->Con += value; |
|
|
290 | break; |
|
|
291 | case WIS: |
|
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292 | stats->Wis += value; |
|
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293 | break; |
|
|
294 | case POW: |
|
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295 | stats->Pow += value; |
|
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296 | break; |
|
|
297 | case CHA: |
|
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298 | stats->Cha += value; |
|
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299 | break; |
|
|
300 | case INT: |
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301 | stats->Int += value; |
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302 | break; |
|
|
303 | default: |
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304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
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305 | } |
|
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306 | } |
|
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307 | |
|
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308 | /* |
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309 | * returns the specified stat. See also set_attr_value(). |
|
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310 | */ |
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311 | |
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312 | sint8 |
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313 | get_attr_value (const living * stats, int attr) |
|
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314 | { |
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315 | switch (attr) |
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316 | { |
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317 | case STR: |
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318 | return (stats->Str); |
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319 | case DEX: |
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320 | return (stats->Dex); |
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321 | case CON: |
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322 | return (stats->Con); |
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323 | case WIS: |
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324 | return (stats->Wis); |
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325 | case CHA: |
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326 | return (stats->Cha); |
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327 | case INT: |
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328 | return (stats->Int); |
|
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329 | case POW: |
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330 | return (stats->Pow); |
|
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331 | } |
|
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332 | return 0; |
|
|
333 | } |
245 | } |
334 | |
246 | |
335 | /* |
247 | /* |
336 | * 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 |
337 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
338 | */ |
250 | */ |
339 | |
|
|
340 | void |
251 | void |
341 | check_stat_bounds (living * stats) |
252 | check_stat_bounds (living *stats) |
342 | { |
253 | { |
343 | int i, v; |
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|
344 | |
|
|
345 | for (i = 0; i < NUM_STATS; i++) |
254 | for (int i = 0; i < NUM_STATS; i++) |
346 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
255 | { |
347 | set_attr_value (stats, i, MAX_STAT); |
256 | sint8 &v = stats->stat (i); |
348 | else if (v < MIN_STAT) |
257 | v = clamp (v, MIN_STAT, MAX_STAT); |
349 | set_attr_value (stats, i, MIN_STAT); |
258 | } |
350 | } |
259 | } |
351 | |
260 | |
352 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
353 | |
262 | |
354 | /* 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, |
… | |
… | |
363 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
364 | * the object. |
273 | * the object. |
365 | * It is the calling functions responsibilty to check to see if the object |
274 | * It is the calling functions responsibilty to check to see if the object |
366 | * can be applied or not. |
275 | * can be applied or not. |
367 | * The main purpose of calling this function is the messages that are |
276 | * The main purpose of calling this function is the messages that are |
368 | * displayed - fix_player should really always be called after this when |
277 | * displayed - update_stats should really always be called after this when |
369 | * removing an object - that is because it is impossible to know if some object |
278 | * removing an object - that is because it is impossible to know if some object |
370 | * is the only source of an attacktype or spell attunement, so this function |
279 | * is the only source of an attacktype or spell attunement, so this function |
371 | * will clear the bits, but the player may still have some other object |
280 | * will clear the bits, but the player may still have some other object |
372 | * that gives them that ability. |
281 | * that gives them that ability. |
373 | */ |
282 | */ |
374 | int |
283 | int |
375 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
376 | { |
285 | { |
377 | 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; |
378 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
379 | int potion_max = 0; |
288 | int potion_max = 0; |
380 | |
289 | |
381 | /* remember what object was like before it was changed. note that |
290 | /* remember what object was like before it was changed. note that |
382 | * 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 |
383 | * found by fix_player. refop is not a real object |
292 | * found by update_stats. refop is not a real object |
384 | */ |
293 | */ |
385 | object_pod refop = *op; |
294 | object_copy refop = *op; |
386 | |
295 | |
387 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
388 | { |
297 | { |
389 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
390 | { |
299 | { |
391 | potion_max = 1; |
300 | potion_max = 1; |
392 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
393 | { |
302 | { |
394 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
395 | |
304 | int i = tmp->stats.stat (j); |
396 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
397 | i = get_attr_value (&(tmp->stats), j); |
|
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398 | |
305 | |
399 | /* 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 */ |
400 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
401 | |
308 | |
402 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
403 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
404 | * 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 |
405 | * to allow for that. |
312 | * to allow for that. |
406 | */ |
313 | */ |
407 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
408 | nstat = 1; |
315 | nstat = 1; |
409 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
410 | { |
|
|
411 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
412 | } |
318 | |
413 | if (nstat != ostat) |
319 | if (nstat != ostat) |
414 | { |
320 | { |
415 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
416 | potion_max = 0; |
322 | potion_max = 0; |
417 | } |
323 | } |
418 | else if (i) |
324 | else if (i) |
419 | { |
325 | { |
420 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
421 | potion_max = 1; |
327 | potion_max = 1; |
422 | } |
328 | } |
423 | } |
329 | } |
|
|
330 | |
424 | /* 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 |
425 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
426 | * recalculates this anyway. |
333 | * recalculates this anyway. |
427 | */ |
334 | */ |
428 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
429 | 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)); |
|
|
337 | |
430 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
431 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
432 | } |
340 | } |
433 | |
341 | |
434 | /* 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 |
435 | * everything to set |
343 | * everything to set |
436 | */ |
344 | */ |
437 | if (flag == -1) |
345 | if (flag == -1) |
438 | { |
346 | { |
439 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
440 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
441 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
442 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
443 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
444 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
445 | */ |
353 | */ |
446 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
447 | } |
355 | } |
448 | |
356 | |
449 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
450 | * 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 |
451 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
452 | */ |
360 | */ |
453 | fix_player (op); |
361 | op->update_stats (); |
454 | |
362 | |
455 | /* 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 |
456 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
457 | */ |
365 | */ |
458 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
459 | { |
367 | { |
460 | success = 1; |
368 | success = 1; |
461 | 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."); |
462 | } |
370 | } |
|
|
371 | |
463 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
464 | { |
373 | { |
465 | success = 1; |
374 | success = 1; |
466 | 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."); |
467 | } |
376 | } |
|
|
377 | |
468 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
469 | { |
379 | { |
470 | success = 1; |
380 | success = 1; |
471 | 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."); |
472 | } |
382 | } |
|
|
383 | |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
474 | { |
385 | { |
475 | success = 1; |
386 | success = 1; |
476 | 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."); |
477 | } |
388 | } |
|
|
389 | |
478 | /* movement type has changed. We don't care about cases where |
390 | /* movement type has changed. We don't care about cases where |
479 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
480 | * 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 |
481 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
482 | * from fly high) |
394 | * from fly high) |
… | |
… | |
496 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
497 | { |
409 | { |
498 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
499 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
500 | */ |
412 | */ |
501 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
502 | (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.")); |
503 | } |
415 | } |
|
|
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"); |
506 | |
419 | |
507 | /* Changing move status may mean you are affected by things you weren't before */ |
420 | /* Changing move status may mean you are affected by things you weren't before */ |
508 | check_move_on (op, op); |
421 | check_move_on (op, op); |
… | |
… | |
530 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
531 | { |
444 | { |
532 | success = 1; |
445 | success = 1; |
533 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
534 | } |
447 | } |
|
|
448 | |
535 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
536 | { |
450 | { |
537 | success = 1; |
451 | success = 1; |
538 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
539 | } |
453 | } |
|
|
454 | |
540 | /* 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 |
541 | * vision |
456 | * vision |
542 | */ |
457 | */ |
543 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
544 | { |
459 | { |
… | |
… | |
634 | success = 1; |
549 | success = 1; |
635 | 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."); |
636 | } |
551 | } |
637 | |
552 | |
638 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
639 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
640 | { |
555 | { |
641 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
642 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
643 | |
558 | |
644 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
651 | |
566 | |
652 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
653 | } |
568 | } |
654 | } |
569 | } |
655 | |
570 | |
656 | if (tmp->type != EXPERIENCE && !potion_max) |
571 | if (!potion_max) |
657 | { |
572 | { |
658 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
659 | { |
574 | { |
660 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
575 | if (int i = tmp->stats.stat (j)) |
661 | { |
576 | { |
662 | success = 1; |
577 | success = 1; |
663 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
664 | } |
579 | } |
665 | } |
580 | } |
666 | } |
581 | } |
|
|
582 | |
667 | return success; |
583 | return success; |
668 | } |
584 | } |
669 | |
585 | |
670 | /* |
586 | /* |
671 | * Stat draining by Vick 930307 |
587 | * Stat draining by Vick 930307 |
672 | * (Feeling evil, I made it work as well now. -Frank 8) |
588 | * (Feeling evil, I made it work as well now. -Frank 8) |
673 | */ |
589 | */ |
674 | |
|
|
675 | void |
590 | void |
676 | drain_stat (object *op) |
591 | object::drain_stat () |
677 | { |
592 | { |
678 | drain_specific_stat (op, RANDOM () % NUM_STATS); |
593 | drain_specific_stat (rndm (NUM_STATS)); |
679 | } |
594 | } |
680 | |
595 | |
681 | void |
596 | void |
682 | drain_specific_stat (object *op, int deplete_stats) |
597 | object::drain_specific_stat (int deplete_stats) |
683 | { |
598 | { |
684 | object *tmp; |
599 | object *tmp; |
685 | archetype *at; |
600 | archetype *at; |
686 | |
601 | |
687 | at = archetype::find (ARCH_DEPLETION); |
602 | at = archetype::find (ARCH_DEPLETION); |
… | |
… | |
690 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
605 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
691 | return; |
606 | return; |
692 | } |
607 | } |
693 | else |
608 | else |
694 | { |
609 | { |
695 | tmp = present_arch_in_ob (at, op); |
610 | tmp = present_arch_in_ob (at, this); |
|
|
611 | |
696 | if (!tmp) |
612 | if (!tmp) |
697 | { |
613 | { |
698 | tmp = arch_to_object (at); |
614 | tmp = arch_to_object (at); |
699 | tmp = insert_ob_in_ob (tmp, op); |
615 | tmp = insert_ob_in_ob (tmp, this); |
700 | SET_FLAG (tmp, FLAG_APPLIED); |
616 | SET_FLAG (tmp, FLAG_APPLIED); |
701 | } |
617 | } |
702 | } |
618 | } |
703 | |
619 | |
704 | new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
620 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
705 | change_attr_value (&tmp->stats, deplete_stats, -1); |
621 | change_attr_value (&tmp->stats, deplete_stats, -1); |
706 | fix_player (op); |
622 | update_stats (); |
707 | } |
623 | } |
708 | |
624 | |
709 | /* |
625 | /* |
710 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
626 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
711 | * via an applied bad_luck object. |
627 | * via an applied bad_luck object. |
712 | */ |
628 | */ |
713 | |
|
|
714 | void |
629 | void |
715 | change_luck (object *op, int value) |
630 | object::change_luck (int value) |
716 | { |
631 | { |
717 | object *tmp; |
|
|
718 | archetype *at; |
|
|
719 | int new_luck; |
|
|
720 | |
|
|
721 | at = archetype::find ("luck"); |
632 | archetype *at = archetype::find ("luck"); |
722 | if (!at) |
633 | if (!at) |
723 | LOG (llevError, "Couldn't find archetype luck.\n"); |
634 | LOG (llevError, "Couldn't find archetype luck.\n"); |
724 | else |
635 | else |
725 | { |
636 | { |
726 | tmp = present_arch_in_ob (at, op); |
637 | object *tmp = present_arch_in_ob (at, this); |
|
|
638 | |
727 | if (!tmp) |
639 | if (!tmp) |
728 | { |
640 | { |
729 | if (!value) |
641 | if (!value) |
730 | return; |
642 | return; |
|
|
643 | |
731 | tmp = arch_to_object (at); |
644 | tmp = arch_to_object (at); |
732 | tmp = insert_ob_in_ob (tmp, op); |
645 | tmp = insert_ob_in_ob (tmp, this); |
733 | SET_FLAG (tmp, FLAG_APPLIED); |
646 | SET_FLAG (tmp, FLAG_APPLIED); |
734 | } |
647 | } |
|
|
648 | |
735 | if (value) |
649 | if (value) |
736 | { |
650 | { |
737 | /* Limit the luck value of the bad luck object to +/-100. This |
651 | /* Limit the luck value of the bad luck object to +/-100. This |
738 | * (arbitrary) value prevents overflows (both in the bad luck object and |
652 | * (arbitrary) value prevents overflows (both in the bad luck object and |
739 | * in op itself). |
653 | * in op itself). |
740 | */ |
654 | */ |
741 | new_luck = tmp->stats.luck + value; |
655 | int new_luck = tmp->stats.luck + value; |
|
|
656 | |
742 | if (new_luck >= -100 && new_luck <= 100) |
657 | if (new_luck >= -100 && new_luck <= 100) |
743 | { |
658 | { |
744 | op->stats.luck += value; |
659 | stats.luck += value; |
745 | tmp->stats.luck = new_luck; |
660 | tmp->stats.luck = new_luck; |
746 | } |
661 | } |
747 | } |
662 | } |
748 | else |
663 | else |
749 | { |
664 | { |
750 | if (!tmp->stats.luck) |
665 | if (!tmp->stats.luck) |
751 | { |
|
|
752 | return; |
666 | return; |
753 | } |
667 | |
754 | /* Randomly change the players luck. Basically, we move it |
668 | /* Randomly change the players luck. Basically, we move it |
755 | * back neutral (if greater>0, subtract, otherwise add) |
669 | * back neutral (if greater>0, subtract, otherwise add) |
756 | */ |
670 | */ |
757 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
671 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
758 | { |
672 | { |
759 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
673 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
760 | |
674 | |
761 | op->stats.luck += diff; |
675 | stats.luck += diff; |
762 | tmp->stats.luck += diff; |
676 | tmp->stats.luck += diff; |
763 | } |
677 | } |
764 | } |
678 | } |
765 | } |
679 | } |
766 | } |
680 | } |
767 | |
681 | |
768 | /* |
682 | /* |
769 | * 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. |
770 | */ |
684 | */ |
771 | |
|
|
772 | void |
685 | void |
773 | remove_statbonus (object *op) |
686 | object::remove_statbonus () |
774 | { |
687 | { |
775 | op->stats.Str -= op->arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
776 | op->stats.Dex -= op->arch->clone.stats.Dex; |
689 | { |
777 | op->stats.Con -= op->arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
778 | op->stats.Wis -= op->arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
779 | op->stats.Pow -= op->arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
780 | op->stats.Cha -= op->arch->clone.stats.Cha; |
693 | } |
781 | op->stats.Int -= op->arch->clone.stats.Int; |
|
|
782 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
|
|
783 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
|
|
784 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
|
|
785 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
|
|
786 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
|
|
787 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
|
|
788 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
|
|
789 | } |
694 | } |
790 | |
695 | |
791 | /* |
696 | /* |
792 | * 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. |
793 | */ |
698 | */ |
794 | |
|
|
795 | void |
699 | void |
796 | add_statbonus (object *op) |
700 | object::add_statbonus () |
797 | { |
701 | { |
798 | op->stats.Str += op->arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
799 | op->stats.Dex += op->arch->clone.stats.Dex; |
703 | { |
800 | op->stats.Con += op->arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
801 | op->stats.Wis += op->arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
802 | op->stats.Pow += op->arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
803 | op->stats.Cha += op->arch->clone.stats.Cha; |
707 | } |
804 | op->stats.Int += op->arch->clone.stats.Int; |
|
|
805 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
|
|
806 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
|
|
807 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
|
|
808 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
|
|
809 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
|
|
810 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
|
|
811 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
|
|
812 | } |
708 | } |
813 | |
709 | |
814 | /* |
710 | /* |
815 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
816 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
817 | * and players; the "player" in the name is purely an archaic inheritance. |
713 | * and players; the "player" in the name is purely an archaic inheritance. |
818 | * This functions starts from base values (archetype or player object) |
714 | * This functions starts from base values (archetype or player object) |
819 | * and then adjusts them according to what the player has equipped. |
715 | * and then adjusts them according to what the player has equipped. |
820 | */ |
716 | * |
821 | |
|
|
822 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
717 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
823 | spell system split, grace points now added to system --peterm |
718 | * spell system split, grace points now added to system --peterm |
824 | */ |
719 | */ |
825 | |
|
|
826 | void |
720 | void |
827 | fix_player (object *op) |
721 | object::update_stats () |
828 | { |
722 | { |
829 | int i, j; |
723 | int i, j; |
830 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
832 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
833 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
834 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
729 | float old_speed = speed; |
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 (op->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 | { |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
841 | set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); |
736 | |
842 | } |
|
|
843 | if (settings.spell_encumbrance == TRUE) |
737 | if (settings.spell_encumbrance == TRUE) |
844 | op->contr->encumbrance = 0; |
738 | contr->encumbrance = 0; |
845 | |
739 | |
846 | op->attacktype = 0; |
740 | attacktype = 0; |
|
|
741 | |
847 | op->contr->digestion = 0; |
742 | contr->digestion = 0; |
848 | op->contr->gen_hp = 0; |
743 | contr->gen_hp = 0; |
849 | op->contr->gen_sp = 0; |
744 | contr->gen_sp = 0; |
850 | op->contr->gen_grace = 0; |
745 | contr->gen_grace = 0; |
851 | op->contr->gen_sp_armour = 10; |
746 | contr->gen_sp_armour = 10; |
852 | op->contr->item_power = 0; |
747 | contr->item_power = 0; |
853 | |
|
|
854 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
855 | * gets reset for no good reason, and we don't want to reset |
|
|
856 | * range_magic (what spell is readied). These three below |
|
|
857 | * well get filled in based on what the player has equipped. |
|
|
858 | */ |
|
|
859 | op->contr->ranges[range_bow] = NULL; |
|
|
860 | op->contr->ranges[range_misc] = NULL; |
|
|
861 | op->contr->ranges[range_skill] = NULL; |
|
|
862 | } |
748 | } |
863 | memcpy (op->body_used, op->body_info, sizeof (op->body_info)); |
|
|
864 | |
749 | |
|
|
750 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
751 | slot[i].used = slot[i].info; |
|
|
752 | |
865 | op->slaying = 0; |
753 | slaying = 0; |
866 | |
754 | |
867 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
755 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
868 | { |
756 | { |
869 | CLEAR_FLAG (op, FLAG_XRAYS); |
757 | CLEAR_FLAG (this, FLAG_XRAYS); |
870 | CLEAR_FLAG (op, FLAG_MAKE_INVIS); |
758 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
871 | } |
759 | } |
872 | |
760 | |
873 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
874 | CLEAR_FLAG (op, FLAG_STEALTH); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
875 | CLEAR_FLAG (op, FLAG_BLIND); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
876 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
877 | CLEAR_FLAG (op, FLAG_REFL_SPELL); |
|
|
878 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
879 | CLEAR_FLAG (op, FLAG_REFL_MISSILE); |
|
|
880 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
881 | CLEAR_FLAG (op, FLAG_UNDEAD); |
|
|
882 | if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
883 | CLEAR_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
884 | |
764 | |
|
|
765 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
|
|
766 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
|
|
767 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
|
|
768 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
769 | |
885 | op->path_attuned = op->arch->clone.path_attuned; |
770 | path_attuned = arch->clone.path_attuned; |
886 | op->path_repelled = op->arch->clone.path_repelled; |
771 | path_repelled = arch->clone.path_repelled; |
887 | op->path_denied = op->arch->clone.path_denied; |
772 | path_denied = arch->clone.path_denied; |
888 | op->glow_radius = op->arch->clone.glow_radius; |
773 | glow_radius = arch->clone.glow_radius; |
889 | op->move_type = op->arch->clone.move_type; |
774 | move_type = arch->clone.move_type; |
|
|
775 | |
890 | op->chosen_skill = NULL; |
776 | chosen_skill = 0; |
891 | |
777 | |
892 | /* initializing resistances from the values in player/monster's |
778 | /* initializing resistances from the values in player/monster's |
893 | * archetype clone |
779 | * archetype clone |
894 | */ |
780 | */ |
895 | memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
896 | |
782 | |
897 | for (i = 0; i < NROFATTACKS; i++) |
783 | for (i = 0; i < NROFATTACKS; i++) |
898 | { |
784 | { |
899 | if (op->resist[i] > 0) |
785 | if (resist[i] > 0) |
900 | prot[i] = op->resist[i], vuln[i] = 0; |
786 | prot[i] = resist[i], vuln[i] = 0; |
901 | else |
787 | else |
902 | vuln[i] = -(op->resist[i]), prot[i] = 0; |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
789 | |
903 | potion_resist[i] = 0; |
790 | potion_resist[i] = 0; |
904 | } |
791 | } |
905 | |
792 | |
906 | wc = op->arch->clone.stats.wc; |
793 | wc = arch->clone.stats.wc; |
907 | op->stats.dam = op->arch->clone.stats.dam; |
794 | stats.dam = arch->clone.stats.dam; |
908 | |
795 | |
909 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
796 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
910 | * plus a small amount of physical resist, those poor suckers. ;) |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
911 | * the fact that maxlevel is factored in could be considered sort of bogus - |
798 | * the fact that maxlevel is factored in could be considered sort of bogus - |
912 | * we should probably give them some bonus and cap it off - otherwise, |
799 | * we should probably give them some bonus and cap it off - otherwise, |
913 | * basically, if a server updates its max level, these playes may find |
800 | * basically, if a server updates its max level, these playes may find |
914 | * that their protection from physical goes down |
801 | * that their protection from physical goes down |
915 | */ |
802 | */ |
916 | if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
917 | { |
804 | { |
918 | ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); |
805 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
919 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; |
806 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
920 | } |
807 | } |
921 | else |
808 | else |
922 | ac = op->arch->clone.stats.ac; |
809 | ac = arch->clone.stats.ac; |
923 | |
810 | |
924 | op->stats.luck = op->arch->clone.stats.luck; |
811 | stats.luck = arch->clone.stats.luck; |
925 | op->speed = op->arch->clone.speed; |
812 | speed = arch->clone.speed; |
926 | |
813 | |
927 | /* OK - we've reset most all the objects attributes to sane values. |
814 | /* OK - we've reset most all the objects attributes to sane values. |
928 | * now go through and make adjustments for what the player has equipped. |
815 | * now go through and make adjustments for what the player has equipped. |
929 | */ |
816 | */ |
930 | |
|
|
931 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
932 | { |
818 | { |
933 | /* See note in map.c:update_position about making this additive |
819 | /* See note in map.c:update_position about making this additive |
934 | * since light sources are never applied, need to put check here. |
820 | * since light sources are never applied, need to put check here. |
935 | */ |
821 | */ |
936 | if (tmp->glow_radius > op->glow_radius) |
822 | if (tmp->glow_radius > glow_radius) |
937 | op->glow_radius = tmp->glow_radius; |
823 | glow_radius = tmp->glow_radius; |
938 | |
824 | |
939 | /* This happens because apply_potion calls change_abil with the potion |
825 | /* This happens because apply_potion calls change_abil with the potion |
940 | * applied so we can tell the player what chagned. But change_abil |
826 | * applied so we can tell the player what changed. But change_abil |
941 | * then calls this function. |
827 | * then calls this function. |
942 | */ |
828 | */ |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
944 | { |
|
|
945 | continue; |
830 | continue; |
946 | } |
|
|
947 | |
831 | |
948 | /* For some things, we don't care what is equipped */ |
832 | /* For some things, we don't care what is equipped */ |
949 | if (tmp->type == SKILL) |
833 | if (tmp->type == SKILL) |
950 | { |
834 | { |
951 | /* Want to take the highest skill here. */ |
835 | /* Want to take the highest skill here. */ |
… | |
… | |
954 | if (!mana_obj) |
838 | if (!mana_obj) |
955 | mana_obj = tmp; |
839 | mana_obj = tmp; |
956 | else if (tmp->level > mana_obj->level) |
840 | else if (tmp->level > mana_obj->level) |
957 | mana_obj = tmp; |
841 | mana_obj = tmp; |
958 | } |
842 | } |
|
|
843 | |
959 | if (IS_GRACE_SKILL (tmp->subtype)) |
844 | if (IS_GRACE_SKILL (tmp->subtype)) |
960 | { |
845 | { |
961 | if (!grace_obj) |
846 | if (!grace_obj) |
962 | grace_obj = tmp; |
847 | grace_obj = tmp; |
963 | else if (tmp->level > grace_obj->level) |
848 | else if (tmp->level > grace_obj->level) |
… | |
… | |
972 | * in the praying skill, and the player should always get those. |
857 | * in the praying skill, and the player should always get those. |
973 | * 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, |
974 | * because the skill shouldn't count against body positions being used |
859 | * because the skill shouldn't count against body positions being used |
975 | * up, etc. |
860 | * up, etc. |
976 | */ |
861 | */ |
977 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
862 | if ((tmp->flag [FLAG_APPLIED] |
|
|
863 | && tmp->type != CONTAINER |
|
|
864 | && tmp->type != CLOSE_CON) |
|
|
865 | || (tmp->type == SKILL |
978 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
979 | { |
867 | { |
980 | if (op->type == PLAYER) |
868 | if (type == PLAYER) |
981 | { |
869 | { |
982 | if (tmp->type == BOW) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
983 | op->contr->ranges[range_bow] = tmp; |
871 | if (tmp != current_weapon |
984 | |
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
985 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
873 | && !tmp->flag [FLAG_CURSED] |
986 | op->contr->ranges[range_misc] = tmp; |
874 | && !tmp->flag [FLAG_DAMNED]) |
|
|
875 | continue; |
987 | |
876 | |
988 | for (i = 0; i < NUM_STATS; i++) |
877 | for (i = 0; i < NUM_STATS; i++) |
989 | change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
990 | |
879 | |
991 | /* these are the items that currently can change digestion, regeneration, |
880 | /* these are the items that currently can change digestion, regeneration, |
992 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
881 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
993 | * list, but other items store other info into stats array. |
882 | * list, but other items store other info into stats array. |
994 | */ |
883 | */ |
995 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
996 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
997 | (tmp->type == SHIELD) || (tmp->type == RING) || |
886 | tmp->type == SHIELD || tmp->type == RING || |
998 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
887 | tmp->type == BOOTS || tmp->type == GLOVES || |
999 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
888 | tmp->type == AMULET || tmp->type == GIRDLE || |
1000 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
889 | tmp->type == BRACERS || tmp->type == CLOAK || |
1001 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
890 | tmp->type == DISEASE || tmp->type == FORCE || |
1002 | (tmp->type == SKILL)) |
891 | tmp->type == SKILL) |
1003 | { |
892 | { |
1004 | op->contr->digestion += tmp->stats.food; |
893 | contr->digestion += tmp->stats.food; |
1005 | op->contr->gen_hp += tmp->stats.hp; |
894 | contr->gen_hp += tmp->stats.hp; |
1006 | op->contr->gen_sp += tmp->stats.sp; |
895 | contr->gen_sp += tmp->stats.sp; |
1007 | op->contr->gen_grace += tmp->stats.grace; |
896 | contr->gen_grace += tmp->stats.grace; |
1008 | op->contr->gen_sp_armour += tmp->gen_sp_armour; |
897 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1009 | op->contr->item_power += tmp->item_power; |
898 | contr->item_power += tmp->item_power; |
1010 | } |
899 | } |
1011 | } /* if this is a player */ |
900 | } /* if this is a player */ |
|
|
901 | else |
|
|
902 | { |
|
|
903 | if (tmp->type == WEAPON) |
|
|
904 | current_weapon = tmp; |
|
|
905 | } |
1012 | |
906 | |
1013 | /* Update slots used for items */ |
907 | /* Update slots used for items */ |
1014 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1015 | { |
|
|
1016 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1017 | op->body_used[i] += tmp->body_info[i]; |
910 | slot[i].used += tmp->slot[i].info; |
1018 | } |
|
|
1019 | |
911 | |
1020 | if (tmp->type == SYMPTOM) |
912 | if (tmp->type == SYMPTOM) |
1021 | { |
913 | { |
1022 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
915 | |
1023 | if (speed_reduce_from_disease == 0) |
916 | if (speed_reduce_from_disease == 0) |
1024 | speed_reduce_from_disease = 1; |
917 | speed_reduce_from_disease = 1; |
1025 | } |
918 | } |
1026 | |
919 | |
1027 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
920 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1028 | * (Negative protections are calculated extactly like positive.) |
921 | * (Negative protections are calculated exactly like positive.) |
1029 | * Resistance from potions are treated special as well. If there's |
922 | * Resistance from potions are treated special as well. If there's |
1030 | * more than one potion-effect, the bigger prot.-value is taken. |
923 | * more than one potion-effect, the bigger prot.-value is taken. |
1031 | */ |
924 | */ |
1032 | if (tmp->type != POTION) |
925 | if (tmp->type != POTION) |
1033 | { |
926 | { |
1034 | for (i = 0; i < NROFATTACKS; i++) |
927 | for (i = 0; i < NROFATTACKS; i++) |
1035 | { |
928 | { |
1036 | /* Potential for cursed potions, in which case we just can use |
929 | /* Potential for cursed potions, in which case we just can use |
1037 | * a straight MAX, as potion_resist is initialized to zero. |
930 | * a straight MAX, as potion_resist is initialised to zero. |
1038 | */ |
931 | */ |
1039 | if (tmp->type == POTION_EFFECT) |
932 | if (tmp->type == POTION_EFFECT) |
1040 | { |
933 | { |
1041 | if (potion_resist[i]) |
934 | if (potion_resist[i]) |
1042 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
935 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1043 | else |
936 | else |
1044 | potion_resist[i] = tmp->resist[i]; |
937 | potion_resist[i] = tmp->resist[i]; |
1045 | } |
938 | } |
1046 | else if (tmp->resist[i] > 0) |
939 | else if (tmp->resist[i] > 0) |
1047 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1048 | else if (tmp->resist[i] < 0) |
941 | else if (tmp->resist[i] < 0) |
1049 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1050 | } |
943 | } |
1051 | } |
944 | } |
1052 | |
945 | |
1053 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
1054 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
|
|
948 | { |
1055 | op->attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
1056 | |
|
|
1057 | op->path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
1058 | op->path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
1059 | op->path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
|
|
953 | move_type |= tmp->move_type; |
1060 | op->stats.luck += tmp->stats.luck; |
954 | stats.luck += tmp->stats.luck; |
1061 | op->move_type |= tmp->move_type; |
955 | } |
1062 | |
956 | |
1063 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1064 | SET_FLAG (op, FLAG_LIFESAVE); |
958 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1065 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) |
959 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1066 | SET_FLAG (op, FLAG_REFL_SPELL); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1067 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) |
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
1068 | SET_FLAG (op, FLAG_REFL_MISSILE); |
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
1069 | if (QUERY_FLAG (tmp, FLAG_STEALTH)) |
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
1070 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1071 | if (QUERY_FLAG (tmp, FLAG_XRAYS)) |
|
|
1072 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1073 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
|
|
1074 | SET_FLAG (op, FLAG_BLIND); |
|
|
1075 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) |
|
|
1076 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1077 | |
964 | |
1078 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
1079 | SET_FLAG (op, FLAG_UNDEAD); |
966 | SET_FLAG (this, FLAG_UNDEAD); |
1080 | |
967 | |
1081 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1082 | { |
969 | { |
1083 | SET_FLAG (op, FLAG_MAKE_INVIS); |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
1084 | op->invisible = 1; |
971 | invisible = 1; |
1085 | } |
972 | } |
1086 | |
973 | |
1087 | if (tmp->stats.exp && tmp->type != SKILL) |
974 | if (tmp->stats.exp && tmp->type != SKILL) |
1088 | { |
975 | { |
1089 | if (tmp->stats.exp > 0) |
976 | if (tmp->stats.exp > 0) |
1090 | { |
977 | { |
1091 | added_speed += (float) tmp->stats.exp / 3.0; |
978 | added_speed += tmp->stats.exp / 3.f; |
1092 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
979 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1093 | } |
980 | } |
1094 | else |
981 | else |
1095 | added_speed += (float) tmp->stats.exp; |
982 | added_speed += tmp->stats.exp; |
1096 | } |
983 | } |
1097 | |
984 | |
1098 | switch (tmp->type) |
985 | switch (tmp->type) |
1099 | { |
986 | { |
|
|
987 | #if 0 |
|
|
988 | case WAND: |
|
|
989 | case ROD: |
|
|
990 | case HORN: |
|
|
991 | if (type != PLAYER || current_weapon == tmp) |
|
|
992 | chosen_skill = tmp; |
|
|
993 | break; |
|
|
994 | #endif |
|
|
995 | |
1100 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
1101 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
1102 | case SKILL: |
998 | case SKILL: |
1103 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1104 | break; |
1000 | break; |
1105 | |
1001 | |
1106 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1107 | wc_obj = tmp; |
|
|
1108 | |
|
|
1109 | if (op->chosen_skill) |
1002 | if (chosen_skill) |
1110 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
1003 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1111 | |
1004 | |
1112 | op->chosen_skill = tmp; |
1005 | chosen_skill = tmp; |
1113 | |
1006 | |
1114 | if (tmp->stats.dam > 0) |
1007 | if (tmp->stats.dam > 0) |
1115 | { /* skill is a 'weapon' */ |
1008 | { /* skill is a 'weapon' */ |
1116 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1009 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1117 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1010 | weapon_speed = WEAPON_SPEED (tmp); |
|
|
1011 | |
1118 | if (weapon_speed < 0) |
1012 | if (weapon_speed < 0) |
1119 | weapon_speed = 0; |
1013 | weapon_speed = 0; |
|
|
1014 | |
1120 | weapon_weight = tmp->weight; |
1015 | weapon_weight = tmp->weight; |
1121 | op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); |
1016 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
|
|
1017 | |
1122 | if (tmp->magic) |
1018 | if (tmp->magic) |
1123 | op->stats.dam += tmp->magic; |
1019 | stats.dam += tmp->magic; |
1124 | } |
1020 | } |
1125 | |
1021 | |
1126 | if (tmp->stats.wc) |
1022 | if (tmp->stats.wc) |
1127 | wc -= (tmp->stats.wc + tmp->magic); |
1023 | wc -= tmp->stats.wc + tmp->magic; |
1128 | |
1024 | |
1129 | if (tmp->slaying != NULL) |
1025 | if (tmp->slaying) |
1130 | op->slaying = tmp->slaying; |
1026 | slaying = tmp->slaying; |
1131 | |
1027 | |
1132 | if (tmp->stats.ac) |
1028 | if (tmp->stats.ac) |
1133 | ac -= (tmp->stats.ac + tmp->magic); |
1029 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1030 | |
1134 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1031 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1135 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1032 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1136 | |
1033 | |
1137 | if (op->type == PLAYER) |
|
|
1138 | op->contr->ranges[range_skill] = op; |
|
|
1139 | break; |
1034 | break; |
1140 | |
1035 | |
1141 | case SKILL_TOOL: |
|
|
1142 | if (op->chosen_skill) |
|
|
1143 | { |
|
|
1144 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
|
|
1145 | } |
|
|
1146 | op->chosen_skill = tmp; |
|
|
1147 | if (op->type == PLAYER) |
|
|
1148 | op->contr->ranges[range_skill] = op; |
|
|
1149 | break; |
|
|
1150 | |
|
|
1151 | case SHIELD: |
1036 | case SHIELD: |
1152 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1037 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1153 | op->contr->encumbrance += (int) tmp->weight / 2000; |
1038 | contr->encumbrance += (int) tmp->weight / 2000; |
1154 | case RING: |
1039 | case RING: |
1155 | case AMULET: |
1040 | case AMULET: |
1156 | case GIRDLE: |
1041 | case GIRDLE: |
1157 | case HELMET: |
1042 | case HELMET: |
1158 | case BOOTS: |
1043 | case BOOTS: |
1159 | case GLOVES: |
1044 | case GLOVES: |
1160 | case CLOAK: |
1045 | case CLOAK: |
1161 | if (tmp->stats.wc) |
1046 | if (tmp->stats.wc) |
1162 | wc -= (tmp->stats.wc + tmp->magic); |
1047 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1048 | |
1163 | if (tmp->stats.dam) |
1049 | if (tmp->stats.dam) |
1164 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1050 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1051 | |
1165 | if (tmp->stats.ac) |
1052 | if (tmp->stats.ac) |
1166 | ac -= (tmp->stats.ac + tmp->magic); |
1053 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1054 | |
1167 | break; |
1055 | break; |
1168 | |
1056 | |
|
|
1057 | case BOW: |
1169 | case WEAPON: |
1058 | case WEAPON: |
|
|
1059 | if (type != PLAYER || current_weapon == tmp) |
|
|
1060 | { |
1170 | wc -= (tmp->stats.wc + tmp->magic); |
1061 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1062 | |
1171 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1063 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1172 | ac -= tmp->stats.ac + tmp->magic; |
1064 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1065 | |
1173 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1066 | stats.dam += tmp->stats.dam + tmp->magic; |
1174 | weapon_weight = tmp->weight; |
1067 | weapon_weight = tmp->weight; |
1175 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1068 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1069 | |
1176 | if (weapon_speed < 0) |
1070 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1071 | weapon_speed = 0; |
|
|
1072 | |
1178 | op->slaying = tmp->slaying; |
1073 | slaying = tmp->slaying; |
|
|
1074 | |
1179 | /* If there is desire that two handed weapons should do |
1075 | /* If there is desire that two handed weapons should do |
1180 | * extra strength damage, this is where the code should |
1076 | * extra strength damage, this is where the code should |
1181 | * go. |
1077 | * go. |
1182 | */ |
1078 | */ |
1183 | op->current_weapon = tmp; |
1079 | |
1184 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1080 | if (type == PLAYER) |
|
|
1081 | if (settings.spell_encumbrance) |
1185 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1082 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1083 | } |
1186 | |
1084 | |
1187 | break; |
1085 | break; |
1188 | |
1086 | |
1189 | case ARMOUR: /* Only the best of these three are used: */ |
1087 | case ARMOUR: /* Only the best of these three are used: */ |
1190 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1088 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1191 | op->contr->encumbrance += (int) tmp->weight / 1000; |
1089 | contr->encumbrance += tmp->weight / 1000; |
1192 | |
1090 | |
1193 | case BRACERS: |
1091 | case BRACERS: |
1194 | case FORCE: |
1092 | case FORCE: |
1195 | if (tmp->stats.wc) |
1093 | if (tmp->stats.wc) |
1196 | { |
1094 | { |
… | |
… | |
1200 | best_wc = tmp->stats.wc + tmp->magic; |
1098 | best_wc = tmp->stats.wc + tmp->magic; |
1201 | } |
1099 | } |
1202 | else |
1100 | else |
1203 | wc += tmp->stats.wc + tmp->magic; |
1101 | wc += tmp->stats.wc + tmp->magic; |
1204 | } |
1102 | } |
|
|
1103 | |
1205 | if (tmp->stats.ac) |
1104 | if (tmp->stats.ac) |
1206 | { |
1105 | { |
1207 | if (best_ac < tmp->stats.ac + tmp->magic) |
1106 | if (best_ac < tmp->stats.ac + tmp->magic) |
1208 | { |
1107 | { |
1209 | ac += best_ac; /* Remove last bonus */ |
1108 | ac += best_ac; /* Remove last bonus */ |
1210 | best_ac = tmp->stats.ac + tmp->magic; |
1109 | best_ac = tmp->stats.ac + tmp->magic; |
1211 | } |
1110 | } |
1212 | else /* To nullify the below effect */ |
1111 | else /* To nullify the below effect */ |
1213 | ac += tmp->stats.ac + tmp->magic; |
1112 | ac += tmp->stats.ac + tmp->magic; |
1214 | } |
1113 | } |
|
|
1114 | |
1215 | if (tmp->stats.wc) |
1115 | if (tmp->stats.wc) |
1216 | wc -= (tmp->stats.wc + tmp->magic); |
1116 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1117 | |
1217 | if (tmp->stats.ac) |
1118 | if (tmp->stats.ac) |
1218 | ac -= (tmp->stats.ac + tmp->magic); |
1119 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1120 | |
1219 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1121 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1220 | max = ARMOUR_SPEED (tmp) / 10.0; |
1122 | max = ARMOUR_SPEED (tmp) / 10.f; |
|
|
1123 | |
1221 | break; |
1124 | break; |
1222 | } /* switch tmp->type */ |
1125 | } /* switch tmp->type */ |
1223 | } /* item is equipped */ |
1126 | } /* item is equipped */ |
1224 | } /* for loop of items */ |
1127 | } /* for loop of items */ |
1225 | |
1128 | |
… | |
… | |
1233 | * If there is a cursed (and no uncursed) potion in effect, we take |
1136 | * If there is a cursed (and no uncursed) potion in effect, we take |
1234 | * 'total resistance = vulnerability from cursed potion'. |
1137 | * 'total resistance = vulnerability from cursed potion'. |
1235 | */ |
1138 | */ |
1236 | for (i = 0; i < NROFATTACKS; i++) |
1139 | for (i = 0; i < NROFATTACKS; i++) |
1237 | { |
1140 | { |
1238 | op->resist[i] = prot[i] - vuln[i]; |
1141 | resist[i] = prot[i] - vuln[i]; |
|
|
1142 | |
1239 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) |
1143 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1240 | op->resist[i] = potion_resist[i]; |
1144 | resist[i] = potion_resist[i]; |
1241 | } |
1145 | } |
1242 | |
1146 | |
1243 | /* Figure out the players sp/mana/hp totals. */ |
1147 | /* Figure out the players sp/mana/hp totals. */ |
1244 | if (op->type == PLAYER) |
1148 | if (type == PLAYER) |
1245 | { |
1149 | { |
1246 | int pl_level; |
1150 | int pl_level; |
1247 | |
1151 | |
1248 | check_stat_bounds (&(op->stats)); |
1152 | check_stat_bounds (&(stats)); |
1249 | pl_level = op->level; |
1153 | pl_level = level; |
1250 | |
1154 | |
1251 | if (pl_level < 1) |
1155 | if (pl_level < 1) |
1252 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1156 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1253 | |
1157 | |
1254 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1158 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1255 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1159 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1256 | */ |
1160 | */ |
1257 | for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1161 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1258 | { |
1162 | { |
1259 | j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; |
1163 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1164 | |
1260 | if (i % 2 && con_bonus[op->stats.Con] % 2) |
1165 | if (i % 2 && con_bonus[stats.Con] % 2) |
1261 | { |
1166 | { |
1262 | if (con_bonus[op->stats.Con] > 0) |
1167 | if (con_bonus[stats.Con] > 0) |
1263 | j++; |
1168 | j++; |
1264 | else |
1169 | else |
1265 | j--; |
1170 | j--; |
1266 | } |
1171 | } |
|
|
1172 | |
1267 | op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1173 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1268 | } |
1174 | } |
1269 | |
1175 | |
1270 | for (i = 11; i <= op->level; i++) |
1176 | for (i = 11; i <= level; i++) |
1271 | op->stats.maxhp += 2; |
1177 | stats.maxhp += 2; |
1272 | |
1178 | |
1273 | if (op->stats.hp > op->stats.maxhp) |
1179 | if (stats.hp > stats.maxhp) |
1274 | op->stats.hp = op->stats.maxhp; |
1180 | stats.hp = stats.maxhp; |
1275 | |
1181 | |
1276 | /* Sp gain is controlled by the level of the player's |
1182 | /* Sp gain is controlled by the level of the player's |
1277 | * relevant experience object (mana_obj, see above) |
1183 | * relevant experience object (mana_obj, see above) |
1278 | */ |
1184 | */ |
1279 | /* following happen when skills system is not used */ |
1185 | /* following happen when skills system is not used */ |
1280 | if (!mana_obj) |
1186 | if (!mana_obj) |
1281 | mana_obj = op; |
1187 | mana_obj = this; |
|
|
1188 | |
1282 | if (!grace_obj) |
1189 | if (!grace_obj) |
1283 | grace_obj = op; |
1190 | grace_obj = this; |
|
|
1191 | |
1284 | /* set maxsp */ |
1192 | /* set maxsp */ |
1285 | if (!mana_obj || !mana_obj->level || op->type != PLAYER) |
1193 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
1286 | mana_obj = op; |
1194 | mana_obj = this; |
1287 | |
1195 | |
1288 | if (mana_obj == op && op->type == PLAYER) |
1196 | if (mana_obj == this && type == PLAYER) |
1289 | { |
|
|
1290 | op->stats.maxsp = 1; |
1197 | stats.maxsp = 1; |
1291 | } |
|
|
1292 | else |
1198 | else |
1293 | { |
1199 | { |
1294 | sp_tmp = 0.0; |
1200 | sp_tmp = 0.f; |
|
|
1201 | |
1295 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1202 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1296 | { |
1203 | { |
1297 | float stmp; |
1204 | float stmp; |
1298 | |
1205 | |
1299 | /* Got some extra bonus at first level */ |
1206 | /* Got some extra bonus at first level */ |
1300 | if (i < 2) |
1207 | if (i < 2) |
1301 | { |
|
|
1302 | stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); |
1208 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1303 | } |
|
|
1304 | else |
1209 | else |
1305 | { |
|
|
1306 | stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; |
1210 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1307 | } |
1211 | |
1308 | if (stmp < 1.0) |
1212 | if (stmp < 1.f) |
1309 | stmp = 1.0; |
1213 | stmp = 1.f; |
|
|
1214 | |
1310 | sp_tmp += stmp; |
1215 | sp_tmp += stmp; |
1311 | } |
1216 | } |
|
|
1217 | |
1312 | op->stats.maxsp = (int) sp_tmp; |
1218 | stats.maxsp = (sint16)sp_tmp; |
1313 | |
1219 | |
1314 | for (i = 11; i <= mana_obj->level; i++) |
1220 | for (i = 11; i <= mana_obj->level; i++) |
1315 | op->stats.maxsp += 2; |
1221 | stats.maxsp += 2; |
1316 | } |
1222 | } |
|
|
1223 | |
1317 | /* Characters can get their sp supercharged via rune of transferrance */ |
1224 | /* Characters can get their sp supercharged via rune of transferrance */ |
1318 | if (op->stats.sp > op->stats.maxsp * 2) |
1225 | if (stats.sp > stats.maxsp * 2) |
1319 | op->stats.sp = op->stats.maxsp * 2; |
1226 | stats.sp = stats.maxsp * 2; |
1320 | |
1227 | |
1321 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1228 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1322 | if (!grace_obj || !grace_obj->level || op->type != PLAYER) |
1229 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1323 | grace_obj = op; |
1230 | grace_obj = this; |
1324 | |
1231 | |
1325 | if (grace_obj == op && op->type == PLAYER) |
1232 | if (grace_obj == this && type == PLAYER) |
1326 | { |
|
|
1327 | op->stats.maxgrace = 1; |
1233 | stats.maxgrace = 1; |
1328 | } |
|
|
1329 | else |
1234 | else |
1330 | { |
1235 | { |
1331 | /* store grace in a float - this way, the divisions below don't create |
1236 | /* store grace in a float - this way, the divisions below don't create |
1332 | * big jumps when you go from level to level - with int's, it then |
1237 | * big jumps when you go from level to level - with int's, it then |
1333 | * becomes big jumps when the sums of the bonuses jump to the next |
1238 | * becomes big jumps when the sums of the bonuses jump to the next |
1334 | * step of 8 - with floats, even fractional ones are useful. |
1239 | * step of 8 - with floats, even fractional ones are useful. |
1335 | */ |
1240 | */ |
1336 | sp_tmp = 0.0; |
1241 | sp_tmp = 0.f; |
1337 | for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1242 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1338 | { |
1243 | { |
1339 | float grace_tmp = 0.0; |
1244 | float grace_tmp = 0.f; |
1340 | |
1245 | |
1341 | /* Got some extra bonus at first level */ |
1246 | /* Got some extra bonus at first level */ |
1342 | if (i < 2) |
1247 | if (i < 2) |
1343 | { |
1248 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1344 | grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + |
|
|
1345 | 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); |
|
|
1346 | } |
|
|
1347 | else |
1249 | else |
1348 | { |
1250 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1349 | grace_tmp = (float) op->contr->levgrace[i] |
1251 | |
1350 | + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; |
|
|
1351 | } |
|
|
1352 | if (grace_tmp < 1.0) |
1252 | if (grace_tmp < 1.f) |
1353 | grace_tmp = 1.0; |
1253 | grace_tmp = 1.f; |
|
|
1254 | |
1354 | sp_tmp += grace_tmp; |
1255 | sp_tmp += grace_tmp; |
1355 | } |
1256 | } |
|
|
1257 | |
1356 | op->stats.maxgrace = (int) sp_tmp; |
1258 | stats.maxgrace = (sint16)sp_tmp; |
1357 | |
1259 | |
1358 | /* two grace points per level after 11 */ |
1260 | /* two grace points per level after 11 */ |
1359 | for (i = 11; i <= grace_obj->level; i++) |
1261 | for (i = 11; i <= grace_obj->level; i++) |
1360 | op->stats.maxgrace += 2; |
1262 | stats.maxgrace += 2; |
1361 | } |
1263 | } |
|
|
1264 | |
1362 | /* No limit on grace vs maxgrace */ |
1265 | /* No limit on grace vs maxgrace */ |
1363 | |
1266 | |
1364 | if (op->contr->braced) |
1267 | if (contr->braced) |
1365 | { |
1268 | { |
1366 | ac += 2; |
1269 | ac += 2; |
1367 | wc += 4; |
1270 | wc += 4; |
1368 | } |
1271 | } |
1369 | else |
1272 | else |
1370 | ac -= dex_bonus[op->stats.Dex]; |
1273 | ac -= dex_bonus[stats.Dex]; |
1371 | |
1274 | |
1372 | /* In new exp/skills system, wc bonuses are related to |
1275 | /* In new exp/skills system, wc bonuses are related to |
1373 | * the players level in a relevant exp object (wc_obj) |
1276 | * the players level in a relevant exp object (wc_obj) |
1374 | * not the general player level -b.t. |
1277 | * not the general player level -b.t. |
1375 | * I changed this slightly so that wc bonuses are better |
1278 | * I changed this slightly so that wc bonuses are better |
… | |
… | |
1378 | * improvement every level, now its fighterlevel/5. So |
1281 | * improvement every level, now its fighterlevel/5. So |
1379 | * we give the player a bonus here in wc and dam |
1282 | * we give the player a bonus here in wc and dam |
1380 | * to make up for the change. Note that I left the |
1283 | * to make up for the change. Note that I left the |
1381 | * monster bonus the same as before. -b.t. |
1284 | * monster bonus the same as before. -b.t. |
1382 | */ |
1285 | */ |
|
|
1286 | object *wc_obj = chosen_skill; |
1383 | |
1287 | |
1384 | if (op->type == PLAYER && wc_obj && wc_obj->level > 1) |
1288 | if (contr && wc_obj && wc_obj->level > 1) |
1385 | { |
1289 | { |
1386 | wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); |
1290 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1291 | |
1387 | for (i = 1; i < wc_obj->level; i++) |
1292 | for (i = 1; i < wc_obj->level; i++) |
1388 | { |
1293 | { |
1389 | /* addtional wc every 6 levels */ |
1294 | /* additional wc every 6 levels */ |
1390 | if (!(i % 6)) |
1295 | if (!(i % 6)) |
1391 | wc--; |
1296 | wc--; |
|
|
1297 | |
1392 | /* addtional dam every 4 levels. */ |
1298 | /* additional dam every 4 levels. */ |
1393 | if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) |
1299 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1394 | op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); |
1300 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1395 | } |
1301 | } |
1396 | } |
1302 | } |
1397 | else |
1303 | else |
1398 | wc -= (op->level + thaco_bonus[op->stats.Str]); |
1304 | wc -= level + thaco_bonus[stats.Str]; |
1399 | |
1305 | |
1400 | op->stats.dam += dam_bonus[op->stats.Str]; |
1306 | stats.dam += dam_bonus[stats.Str]; |
1401 | |
1307 | |
1402 | if (op->stats.dam < 1) |
1308 | if (stats.dam < 1) |
1403 | op->stats.dam = 1; |
1309 | stats.dam = 1; |
1404 | |
1310 | |
1405 | op->speed = 1.0 + speed_bonus[op->stats.Dex]; |
1311 | speed = 1.f + speed_bonus[stats.Dex]; |
|
|
1312 | |
1406 | if (settings.search_items && op->contr->search_str[0]) |
1313 | if (settings.search_items && contr->search_str[0]) |
1407 | op->speed -= 1; |
1314 | speed -= 1; |
|
|
1315 | |
1408 | if (op->attacktype == 0) |
1316 | if (attacktype == 0) |
1409 | op->attacktype = op->arch->clone.attacktype; |
1317 | attacktype = arch->clone.attacktype; |
1410 | |
|
|
1411 | } /* End if player */ |
1318 | } /* End if player */ |
1412 | |
1319 | |
1413 | if (added_speed >= 0) |
1320 | if (added_speed >= 0) |
1414 | op->speed += added_speed / 10.0; |
1321 | speed += added_speed / 10.f; |
1415 | else /* Something wrong here...: */ |
1322 | else /* Something wrong here...: */ |
1416 | op->speed /= (float) (1.0 - added_speed); |
1323 | speed /= 1.f - added_speed; |
1417 | |
1324 | |
1418 | /* Max is determined by armour */ |
1325 | /* Max is determined by armour */ |
1419 | if (op->speed > max) |
1326 | if (speed > max) |
1420 | op->speed = max; |
1327 | speed = max; |
1421 | |
1328 | |
1422 | if (op->type == PLAYER) |
1329 | if (type == PLAYER) |
1423 | { |
1330 | { |
1424 | /* f is a number the represents the number of kg above (positive num) |
1331 | /* f is a number the represents the number of kg above (positive num) |
1425 | * or below (negative number) that the player is carrying. If above |
1332 | * or below (negative number) that the player is carrying. If above |
1426 | * weight limit, then player suffers a speed reduction based on how |
1333 | * weight limit, then player suffers a speed reduction based on how |
1427 | * much above he is, and what is max carry is |
1334 | * much above he is, and what is max carry is |
1428 | */ |
1335 | */ |
1429 | f = (op->carrying / 1000) - max_carry[op->stats.Str]; |
1336 | f = (carrying / 1000) - max_carry[stats.Str]; |
1430 | if (f > 0) |
1337 | if (f > 0) |
1431 | op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); |
1338 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1432 | } |
1339 | } |
1433 | |
1340 | |
1434 | op->speed += bonus_speed / 10.0; /* Not affected by limits */ |
1341 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1435 | |
1342 | |
1436 | /* Put a lower limit on speed. Note with this speed, you move once every |
1343 | /* Put a lower limit on speed. Note with this speed, you move once every |
1437 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1344 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1438 | */ |
1345 | */ |
1439 | op->speed = op->speed * speed_reduce_from_disease; |
1346 | speed = speed * speed_reduce_from_disease; |
1440 | |
1347 | |
1441 | if (op->speed < 0.01 && op->type == PLAYER) |
1348 | if (speed < 0.01f && type == PLAYER) |
1442 | op->speed = 0.01; |
1349 | speed = 0.01f; |
1443 | |
1350 | |
1444 | if (op->type == PLAYER) |
1351 | if (type == PLAYER) |
1445 | { |
1352 | { |
1446 | float M, W, s, D, K, S, M2; |
|
|
1447 | |
|
|
1448 | /* (This formula was made by vidarl@ifi.uio.no) |
1353 | /* (This formula was made by vidarl@ifi.uio.no) |
1449 | * Note that we never used these values again - basically |
1354 | * Note that we never used these values again - basically |
1450 | * all of these could be subbed into one big equation, but |
1355 | * all of these could be subbed into one big equation, but |
1451 | * that would just be a real pain to read. |
1356 | * that would just be a real pain to read. |
1452 | */ |
1357 | */ |
1453 | M = (max_carry[op->stats.Str] - 121) / 121.0; |
1358 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1454 | M2 = max_carry[op->stats.Str] / 100.0; |
1359 | float M2 = max_carry[stats.Str] / 100.f; |
1455 | W = weapon_weight / 20000.0; |
1360 | float W = weapon_weight / 20000.f; |
1456 | s = 2 - weapon_speed / 10.0; |
1361 | float s = (20 - weapon_speed) / 10.f; |
1457 | D = (op->stats.Dex - 14) / 14.0; |
1362 | float D = (stats.Dex - 14) / 14.f; |
1458 | K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; |
1363 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1459 | K *= (4 + op->level) / (float) (6 + op->level) * 1.2; |
1364 | |
|
|
1365 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1366 | |
1460 | if (K <= 0) |
1367 | if (K <= 0.01f) |
1461 | K = 0.01; |
1368 | K = 0.01f; |
|
|
1369 | |
1462 | S = op->speed / (K * s); |
1370 | float S = speed / (K * s); |
|
|
1371 | |
1463 | op->contr->weapon_sp = S; |
1372 | contr->weapon_sp = S; |
1464 | } |
1373 | } |
|
|
1374 | |
1465 | /* I want to limit the power of small monsters with big weapons: */ |
1375 | /* I want to limit the power of small monsters with big weapons: */ |
1466 | if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) |
1376 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1467 | op->stats.dam = op->arch->clone.stats.dam * 3; |
1377 | stats.dam = arch->clone.stats.dam * 3; |
1468 | |
1378 | |
1469 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1379 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1470 | * should be more than enough - remember, AC is also in 8 bits, |
1380 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1471 | * so its value is the same. |
|
|
1472 | */ |
|
|
1473 | if (wc > 120) |
|
|
1474 | wc = 120; |
|
|
1475 | else if (wc < -120) |
|
|
1476 | wc = -120; |
|
|
1477 | op->stats.wc = wc; |
|
|
1478 | |
|
|
1479 | if (ac > 120) |
|
|
1480 | ac = 120; |
|
|
1481 | else if (ac < -120) |
|
|
1482 | ac = -120; |
|
|
1483 | op->stats.ac = ac; |
|
|
1484 | |
1381 | |
1485 | /* if for some reason the creature doesn't have any move type, |
1382 | /* if for some reason the creature doesn't have any move type, |
1486 | * give them walking as a default. |
1383 | * give them walking as a default. |
1487 | * The second case is a special case - to more closely mimic the |
1384 | * The second case is a special case - to more closely mimic the |
1488 | * old behaviour - if your flying, your not walking - just |
1385 | * old behaviour - if your flying, your not walking - just |
1489 | * one or the other. |
1386 | * one or the other. |
1490 | */ |
1387 | */ |
1491 | if (op->move_type == 0) |
1388 | if (move_type == 0) |
1492 | op->move_type = MOVE_WALK; |
1389 | move_type = MOVE_WALK; |
1493 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1390 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1494 | op->move_type &= ~MOVE_WALK; |
1391 | move_type &= ~MOVE_WALK; |
1495 | |
1392 | |
1496 | update_ob_speed (op); |
1393 | if (speed != old_speed) |
|
|
1394 | set_speed (speed); |
1497 | |
1395 | |
1498 | /* It is quite possible that a player's spell costing might have changed, |
1396 | /* It is quite possible that a player's spell costing might have changed, |
1499 | * so we will check that now. |
1397 | * so we will check that now. |
1500 | */ |
1398 | */ |
1501 | if (op->type == PLAYER) |
1399 | if (type == PLAYER) |
|
|
1400 | { |
|
|
1401 | esrv_update_stats (contr); |
1502 | esrv_update_spells (op->contr); |
1402 | esrv_update_spells (contr); |
|
|
1403 | } |
|
|
1404 | |
|
|
1405 | // update the mapspace, if we are on a map |
|
|
1406 | if (!flag [FLAG_REMOVED] && map) |
|
|
1407 | map->at (x, y).flags_ = 0; |
1503 | } |
1408 | } |
1504 | |
1409 | |
1505 | /* |
1410 | /* |
1506 | * Returns true if the given player is a legal class. |
1411 | * Returns true if the given player is a legal class. |
1507 | * The function to add and remove class-bonuses to the stats doesn't |
1412 | * The function to add and remove class-bonuses to the stats doesn't |
1508 | * check if the stat becomes negative, thus this function |
1413 | * check if the stat becomes negative, thus this function |
1509 | * merely checks that all stats are 1 or more, and returns |
1414 | * merely checks that all stats are 1 or more, and returns |
1510 | * false otherwise. |
1415 | * false otherwise. |
1511 | */ |
1416 | */ |
1512 | |
|
|
1513 | int |
1417 | int |
1514 | allowed_class (const object *op) |
1418 | allowed_class (const object *op) |
1515 | { |
1419 | { |
1516 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1420 | return op->stats.Dex > 0 |
1517 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1421 | && op->stats.Str > 0 |
|
|
1422 | && op->stats.Con > 0 |
|
|
1423 | && op->stats.Int > 0 |
|
|
1424 | && op->stats.Wis > 0 |
|
|
1425 | && op->stats.Pow > 0 |
|
|
1426 | && op->stats.Cha > 0; |
1518 | } |
1427 | } |
1519 | |
1428 | |
1520 | /* |
1429 | /* |
1521 | * set the new dragon name after gaining levels or |
1430 | * set the new dragon name after gaining levels or |
1522 | * changing ability focus (later this can be extended to |
1431 | * changing ability focus (later this can be extended to |
… | |
… | |
1593 | object *skin = NULL; /* pointer to dragon skin force */ |
1502 | object *skin = NULL; /* pointer to dragon skin force */ |
1594 | object *tmp = NULL; /* tmp. object */ |
1503 | object *tmp = NULL; /* tmp. object */ |
1595 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1504 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1596 | |
1505 | |
1597 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1506 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1507 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1508 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1509 | |
1598 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1510 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1599 | { |
|
|
1600 | if (tmp->type == FORCE) |
1511 | if (tmp->type == FORCE) |
1601 | { |
|
|
1602 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1512 | if (tmp->arch->name == dragon_ability_force) |
1603 | abil = tmp; |
1513 | abil = tmp; |
1604 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1514 | else if (tmp->arch->name == dragon_skin_force) |
1605 | skin = tmp; |
1515 | skin = tmp; |
1606 | } |
1516 | |
1607 | } |
|
|
1608 | /* if the force is missing -> bail out */ |
1517 | /* if the force is missing -> bail out */ |
1609 | if (abil == NULL) |
1518 | if (abil == NULL) |
1610 | return; |
1519 | return; |
1611 | |
1520 | |
1612 | /* The ability_force keeps track of maximum level ever achieved. |
1521 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1656 | if (!skill_obj) |
1565 | if (!skill_obj) |
1657 | { |
1566 | { |
1658 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1567 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1659 | return NULL; |
1568 | return NULL; |
1660 | } |
1569 | } |
|
|
1570 | |
1661 | /* clear the flag - exp goes into this bucket, but player |
1571 | /* clear the flag - exp goes into this bucket, but player |
1662 | * still doesn't know it. |
1572 | * still doesn't know it. |
1663 | */ |
1573 | */ |
1664 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1574 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1665 | skill_obj->stats.exp = 0; |
1575 | skill_obj->stats.exp = 0; |
1666 | skill_obj->level = 1; |
1576 | skill_obj->level = 1; |
1667 | insert_ob_in_ob (skill_obj, op); |
1577 | insert_ob_in_ob (skill_obj, op); |
1668 | if (op->contr) |
1578 | |
|
|
1579 | if (player *pl = op->contr) |
1669 | { |
1580 | { |
1670 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1581 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1671 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1582 | if (pl->ns) |
|
|
1583 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1672 | } |
1584 | } |
|
|
1585 | |
1673 | return skill_obj; |
1586 | return skill_obj; |
1674 | } |
1587 | } |
1675 | |
|
|
1676 | |
1588 | |
1677 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1589 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1678 | * whether the player gets more hp, sp and new levels. |
1590 | * whether the player gets more hp, sp and new levels. |
1679 | * Note this this function should only be called for players. Monstes |
1591 | * Note this this function should only be called for players. Monstes |
1680 | * don't really gain levels |
1592 | * don't really gain levels |
… | |
… | |
1691 | |
1603 | |
1692 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1604 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1693 | { |
1605 | { |
1694 | op->level++; |
1606 | op->level++; |
1695 | |
1607 | |
1696 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1608 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1697 | dragon_level_gain (who); |
1609 | dragon_level_gain (who); |
1698 | |
1610 | |
1699 | /* Only roll these if it is the player (who) that gained the level */ |
1611 | /* Only roll these if it is the player (who) that gained the level */ |
1700 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1612 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1701 | { |
1613 | { |
1702 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1614 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1703 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1615 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1704 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1616 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1705 | } |
1617 | } |
1706 | |
1618 | |
1707 | fix_player (who); |
1619 | who->update_stats (); |
1708 | if (op->level > 1) |
1620 | if (op->level > 1) |
1709 | { |
1621 | { |
1710 | if (op->type != PLAYER) |
1622 | if (op->type != PLAYER) |
1711 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1623 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1712 | else |
1624 | else |
1713 | sprintf (buf, "You are now level %d.", op->level); |
1625 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1626 | |
1714 | if (who) |
1627 | if (who) |
1715 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1628 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1716 | } |
1629 | } |
|
|
1630 | |
1717 | player_lvl_adj (who, op); /* To increase more levels */ |
1631 | player_lvl_adj (who, op); /* To increase more levels */ |
1718 | } |
1632 | } |
1719 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1633 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1720 | { |
1634 | { |
1721 | op->level--; |
1635 | op->level--; |
1722 | fix_player (who); |
1636 | who->update_stats (); |
|
|
1637 | |
1723 | if (op->type != PLAYER) |
1638 | if (op->type != PLAYER) |
1724 | { |
1639 | { |
1725 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1640 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1726 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1641 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1727 | } |
1642 | } |
|
|
1643 | |
1728 | player_lvl_adj (who, op); /* To decrease more levels */ |
1644 | player_lvl_adj (who, op); /* To decrease more levels */ |
1729 | } |
1645 | } |
|
|
1646 | |
1730 | /* check if the spell data has changed */ |
1647 | /* check if the spell data has changed */ |
|
|
1648 | esrv_update_stats (who->contr); |
1731 | esrv_update_spells (who->contr); |
1649 | esrv_update_spells (who->contr); |
1732 | } |
1650 | } |
1733 | |
1651 | |
1734 | /* |
1652 | /* |
1735 | * Returns how much experience is needed for a player to become |
1653 | * Returns how much experience is needed for a player to become |
… | |
… | |
1739 | sint64 |
1657 | sint64 |
1740 | level_exp (int level, double expmul) |
1658 | level_exp (int level, double expmul) |
1741 | { |
1659 | { |
1742 | if (level > settings.max_level) |
1660 | if (level > settings.max_level) |
1743 | return (sint64) (expmul * levels[settings.max_level]); |
1661 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1662 | |
1744 | return (sint64) (expmul * levels[level]); |
1663 | return (sint64) (expmul * levels[level]); |
1745 | } |
1664 | } |
1746 | |
1665 | |
1747 | /* |
1666 | /* |
1748 | * Ensure that the permanent experience requirements in an exp object are met. |
1667 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1769 | op->perm_exp = 0; |
1688 | op->perm_exp = 0; |
1770 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1689 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1771 | op->perm_exp = MAX_EXPERIENCE; |
1690 | op->perm_exp = MAX_EXPERIENCE; |
1772 | } |
1691 | } |
1773 | |
1692 | |
1774 | |
|
|
1775 | /* Add experience to a player - exp should only be positive. |
1693 | /* Add experience to a player - exp should only be positive. |
1776 | * Updates permanent exp for the skill we are adding to. |
1694 | * Updates permanent exp for the skill we are adding to. |
1777 | * skill_name is the skill to add exp to. Skill name can be |
1695 | * skill_name is the skill to add exp to. Skill name can be |
1778 | * NULL, in which case exp increases the players general |
1696 | * NULL, in which case exp increases the players general |
1779 | * total, but not any particular skill. |
1697 | * total, but not any particular skill. |
1780 | * 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: |
1781 | */ |
1699 | */ |
1782 | |
|
|
1783 | static void |
1700 | static void |
1784 | 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) |
1785 | { |
1702 | { |
1786 | object *skill_obj = NULL; |
1703 | object *skill_obj = NULL; |
1787 | sint64 limit, exp_to_add; |
1704 | sint64 limit, exp_to_add; |
1788 | int i; |
1705 | int i; |
1789 | |
1706 | |
1790 | /* prevents some forms of abuse. */ |
1707 | /* prevents some forms of abuse. */ |
1791 | if (op->contr->braced) |
1708 | if (op->contr->braced) |
1792 | exp = exp / 5; |
1709 | exp /= 5; |
1793 | |
1710 | |
1794 | /* Try to find the matching skill. |
1711 | /* Try to find the matching skill. |
1795 | * 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 |
1796 | * chosen_skill. This means we don't need to search through |
1713 | * chosen_skill. This means we don't need to search through |
1797 | * the players inventory. |
1714 | * the players inventory. |
1798 | */ |
1715 | */ |
1799 | if (skill_name) |
1716 | if (skill_name) |
1800 | { |
1717 | { |
1801 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1718 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1932 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1849 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1933 | tmp->stats.exp -= del_exp; |
1850 | tmp->stats.exp -= del_exp; |
1934 | player_lvl_adj (op, tmp); |
1851 | player_lvl_adj (op, tmp); |
1935 | } |
1852 | } |
1936 | } |
1853 | } |
|
|
1854 | |
1937 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1855 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1938 | { |
1856 | { |
1939 | del_exp = check_exp_loss (op, exp); |
1857 | del_exp = check_exp_loss (op, exp); |
1940 | op->stats.exp -= del_exp; |
1858 | op->stats.exp -= del_exp; |
1941 | player_lvl_adj (op, NULL); |
1859 | player_lvl_adj (op, NULL); |
1942 | } |
1860 | } |
1943 | } |
1861 | } |
1944 | |
|
|
1945 | |
|
|
1946 | |
1862 | |
1947 | /* change_exp() - changes experience to a player/monster. This |
1863 | /* change_exp() - changes experience to a player/monster. This |
1948 | * does bounds checking to make sure we don't overflow the max exp. |
1864 | * does bounds checking to make sure we don't overflow the max exp. |
1949 | * |
1865 | * |
1950 | * The exp passed is typically not modified much by this function - |
1866 | * The exp passed is typically not modified much by this function - |
1951 | * it is assumed the caller has modified the exp as needed. |
1867 | * it is assumed the caller has modified the exp as needed. |
1952 | * skill_name is the skill that should get the exp added. |
1868 | * skill_name is the skill that should get the exp added. |
1953 | * flag is what to do if player doesn't have the skill. |
1869 | * flag is what to do if player doesn't have the skill. |
1954 | * these last two values are only used for players. |
1870 | * these last two values are only used for players. |
1955 | */ |
1871 | */ |
1956 | |
|
|
1957 | void |
1872 | void |
1958 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1873 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1959 | { |
1874 | { |
1960 | |
|
|
1961 | #ifdef EXP_DEBUG |
1875 | #ifdef EXP_DEBUG |
1962 | # ifndef WIN32 |
|
|
1963 | LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); |
|
|
1964 | # else |
|
|
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); |
1876 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1966 | # endif |
|
|
1967 | #endif |
1877 | #endif |
1968 | |
1878 | |
1969 | /* safety */ |
1879 | /* safety */ |
1970 | if (!op) |
1880 | if (!op) |
1971 | { |
1881 | { |
… | |
… | |
2010 | else |
1920 | else |
2011 | /* note that when you lose exp, it doesn't go against |
1921 | /* note that when you lose exp, it doesn't go against |
2012 | * a particular skill, so we don't need to pass that |
1922 | * a particular skill, so we don't need to pass that |
2013 | * along. |
1923 | * along. |
2014 | */ |
1924 | */ |
2015 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1925 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2016 | |
|
|
2017 | } |
1926 | } |
2018 | } |
1927 | } |
2019 | |
1928 | |
2020 | /* Applies a death penalty experience, the size of this is defined by the |
1929 | /* Applies a death penalty experience, the size of this is defined by the |
2021 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1930 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2022 | * amount of permenent experience, whichever gives the lowest loss. |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
2023 | */ |
1932 | */ |
2024 | |
|
|
2025 | void |
1933 | void |
2026 | apply_death_exp_penalty (object *op) |
1934 | apply_death_exp_penalty (object *op) |
2027 | { |
1935 | { |
2028 | object *tmp; |
1936 | object *tmp; |
2029 | sint64 loss; |
1937 | sint64 loss; |
… | |
… | |
2051 | player_lvl_adj (op, tmp); |
1959 | player_lvl_adj (op, tmp); |
2052 | } |
1960 | } |
2053 | |
1961 | |
2054 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1962 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2055 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1963 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1964 | |
2056 | if (level_loss < 0) |
1965 | if (level_loss < 0) |
2057 | level_loss = 0; |
1966 | level_loss = 0; |
2058 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1967 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2059 | |
1968 | |
2060 | op->stats.exp -= loss; |
1969 | op->stats.exp -= loss; |
… | |
… | |
2074 | if (level > MAX_SAVE_LEVEL) |
1983 | if (level > MAX_SAVE_LEVEL) |
2075 | level = MAX_SAVE_LEVEL; |
1984 | level = MAX_SAVE_LEVEL; |
2076 | |
1985 | |
2077 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1986 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2078 | return 0; |
1987 | return 0; |
|
|
1988 | |
2079 | return 1; |
1989 | return 1; |
2080 | } |
1990 | } |