… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
235 | }; |
236 | |
236 | |
237 | /* |
237 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
239 | * what attr is (STR to POW). |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
243 | { |
|
|
244 | switch (attr) |
|
|
245 | { |
|
|
246 | case STR: |
|
|
247 | stats->Str = value; |
|
|
248 | break; |
|
|
249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
|
251 | break; |
|
|
252 | case CON: |
|
|
253 | stats->Con = value; |
|
|
254 | break; |
|
|
255 | case WIS: |
|
|
256 | stats->Wis = value; |
|
|
257 | break; |
|
|
258 | case POW: |
|
|
259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
|
262 | stats->Cha = value; |
|
|
263 | break; |
|
|
264 | case INT: |
|
|
265 | stats->Int = value; |
|
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266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
|
|
270 | /* |
|
|
271 | * Like set_attr_value(), but instead the value (which can be negative) |
238 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
239 | * is added to the specified stat. |
273 | */ |
240 | */ |
274 | void |
241 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
243 | { |
277 | if (value == 0) |
244 | stats->stat (attr) += value; |
278 | return; |
|
|
279 | |
|
|
280 | switch (attr) |
|
|
281 | { |
|
|
282 | case STR: |
|
|
283 | stats->Str += value; |
|
|
284 | break; |
|
|
285 | case DEX: |
|
|
286 | stats->Dex += value; |
|
|
287 | break; |
|
|
288 | case CON: |
|
|
289 | stats->Con += value; |
|
|
290 | break; |
|
|
291 | case WIS: |
|
|
292 | stats->Wis += value; |
|
|
293 | break; |
|
|
294 | case POW: |
|
|
295 | stats->Pow += value; |
|
|
296 | break; |
|
|
297 | case CHA: |
|
|
298 | stats->Cha += value; |
|
|
299 | break; |
|
|
300 | case INT: |
|
|
301 | stats->Int += value; |
|
|
302 | break; |
|
|
303 | default: |
|
|
304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
305 | } |
|
|
306 | } |
|
|
307 | |
|
|
308 | /* |
|
|
309 | * returns the specified stat. See also set_attr_value(). |
|
|
310 | */ |
|
|
311 | |
|
|
312 | sint8 |
|
|
313 | get_attr_value (const living *stats, int attr) |
|
|
314 | { |
|
|
315 | switch (attr) |
|
|
316 | { |
|
|
317 | case STR: return stats->Str; |
|
|
318 | case DEX: return stats->Dex; |
|
|
319 | case CON: return stats->Con; |
|
|
320 | case WIS: return stats->Wis; |
|
|
321 | case CHA: return stats->Cha; |
|
|
322 | case INT: return stats->Int; |
|
|
323 | case POW: return stats->Pow; |
|
|
324 | } |
|
|
325 | |
|
|
326 | return 0; |
|
|
327 | } |
245 | } |
328 | |
246 | |
329 | /* |
247 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
332 | */ |
250 | */ |
333 | |
|
|
334 | void |
251 | void |
335 | check_stat_bounds (living *stats) |
252 | check_stat_bounds (living *stats) |
336 | { |
253 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
254 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
255 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
256 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
257 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
258 | } |
344 | } |
259 | } |
345 | |
260 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
262 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
357 | /* 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 |
358 | * the object. |
273 | * the object. |
359 | * 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 |
360 | * can be applied or not. |
275 | * can be applied or not. |
361 | * 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 |
362 | * displayed - fix_player should really always be called after this when |
277 | * displayed - update_stats should really always be called after this when |
363 | * removing an object - that is because it is impossible to know if some object |
278 | * removing an object - that is because it is impossible to know if some object |
364 | * is the only source of an attacktype or spell attunement, so this function |
279 | * is the only source of an attacktype or spell attunement, so this function |
365 | * will clear the bits, but the player may still have some other object |
280 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
281 | * that gives them that ability. |
367 | */ |
282 | */ |
368 | int |
283 | int |
369 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
370 | { |
285 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
372 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
288 | int potion_max = 0; |
374 | |
289 | |
375 | /* remember what object was like before it was changed. note that |
290 | /* remember what object was like before it was changed. note that |
376 | * refop is a local copy of op only to be used for detecting changes |
291 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
382 | { |
297 | { |
383 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
384 | { |
299 | { |
385 | potion_max = 1; |
300 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
302 | { |
388 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
304 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
391 | i = get_attr_value (&(tmp->stats), j); |
|
|
392 | |
305 | |
393 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
395 | |
308 | |
396 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
398 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
312 | * to allow for that. |
400 | */ |
313 | */ |
401 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
315 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
404 | { |
|
|
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
406 | } |
|
|
407 | |
318 | |
408 | if (nstat != ostat) |
319 | if (nstat != ostat) |
409 | { |
320 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
322 | potion_max = 0; |
412 | } |
323 | } |
413 | else if (i) |
324 | else if (i) |
414 | { |
325 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
419 | |
330 | |
420 | /* 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 |
421 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
333 | * recalculates this anyway. |
423 | */ |
334 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
425 | 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)); |
426 | |
337 | |
427 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
429 | } |
340 | } |
430 | |
341 | |
431 | /* 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 |
432 | * everything to set |
343 | * everything to set |
433 | */ |
344 | */ |
434 | if (flag == -1) |
345 | if (flag == -1) |
435 | { |
346 | { |
436 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
442 | */ |
353 | */ |
443 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
444 | } |
355 | } |
445 | |
356 | |
446 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
447 | * 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 |
448 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
449 | */ |
360 | */ |
450 | op->update_stats (); |
361 | op->update_stats (); |
451 | |
362 | |
452 | /* 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 |
453 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
454 | */ |
365 | */ |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
456 | { |
367 | { |
457 | success = 1; |
368 | success = 1; |
… | |
… | |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
498 | { |
409 | { |
499 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
500 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
501 | */ |
412 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
503 | (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.")); |
504 | } |
415 | } |
|
|
416 | |
505 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
506 | 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"); |
507 | |
419 | |
508 | /* 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 */ |
509 | check_move_on (op, op); |
421 | check_move_on (op, op); |
… | |
… | |
637 | success = 1; |
549 | success = 1; |
638 | 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."); |
639 | } |
551 | } |
640 | |
552 | |
641 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
642 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
643 | { |
555 | { |
644 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
645 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
646 | |
558 | |
647 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
656 | } |
568 | } |
657 | } |
569 | } |
658 | |
570 | |
659 | if (!potion_max) |
571 | if (!potion_max) |
660 | { |
572 | { |
661 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
662 | { |
574 | { |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
575 | if (int i = tmp->stats.stat (j)) |
664 | { |
576 | { |
665 | success = 1; |
577 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
579 | } |
668 | } |
580 | } |
… | |
… | |
673 | |
585 | |
674 | /* |
586 | /* |
675 | * Stat draining by Vick 930307 |
587 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
588 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
589 | */ |
678 | |
|
|
679 | void |
590 | void |
680 | object::drain_stat () |
591 | object::drain_stat () |
681 | { |
592 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
593 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
594 | } |
… | |
… | |
772 | * 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. |
773 | */ |
684 | */ |
774 | void |
685 | void |
775 | object::remove_statbonus () |
686 | object::remove_statbonus () |
776 | { |
687 | { |
777 | stats.Str -= arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
778 | stats.Dex -= arch->clone.stats.Dex; |
689 | { |
779 | stats.Con -= arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
780 | stats.Wis -= arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
781 | stats.Pow -= arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
782 | stats.Cha -= arch->clone.stats.Cha; |
693 | } |
783 | stats.Int -= arch->clone.stats.Int; |
|
|
784 | |
|
|
785 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
786 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
787 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
788 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
789 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
790 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
791 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
792 | } |
694 | } |
793 | |
695 | |
794 | /* |
696 | /* |
795 | * 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. |
796 | */ |
698 | */ |
797 | void |
699 | void |
798 | object::add_statbonus () |
700 | object::add_statbonus () |
799 | { |
701 | { |
800 | stats.Str += arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
801 | stats.Dex += arch->clone.stats.Dex; |
703 | { |
802 | stats.Con += arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
803 | stats.Wis += arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
804 | stats.Pow += arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
805 | stats.Cha += arch->clone.stats.Cha; |
707 | } |
806 | stats.Int += arch->clone.stats.Int; |
|
|
807 | |
|
|
808 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
809 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
810 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
811 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
812 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
813 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
814 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
815 | } |
708 | } |
816 | |
709 | |
817 | /* |
710 | /* |
818 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
… | |
… | |
830 | int i, j; |
723 | int i, j; |
831 | 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; |
832 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
836 | float old_speed = speed; |
729 | float old_speed = speed; |
837 | |
730 | |
838 | /* 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 */ |
839 | if (type == PLAYER) |
732 | if (type == PLAYER) |
840 | { |
733 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
734 | for (i = 0; i < NUM_STATS; i++) |
842 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
843 | |
736 | |
844 | if (settings.spell_encumbrance == TRUE) |
737 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
738 | contr->encumbrance = 0; |
846 | |
739 | |
847 | attacktype = 0; |
740 | attacktype = 0; |
… | |
… | |
852 | contr->gen_grace = 0; |
745 | contr->gen_grace = 0; |
853 | contr->gen_sp_armour = 10; |
746 | contr->gen_sp_armour = 10; |
854 | contr->item_power = 0; |
747 | contr->item_power = 0; |
855 | } |
748 | } |
856 | |
749 | |
857 | memcpy (body_used, body_info, sizeof (body_info)); |
750 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
751 | slot[i].used = slot[i].info; |
858 | |
752 | |
859 | slaying = 0; |
753 | slaying = 0; |
860 | |
754 | |
861 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
755 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
862 | { |
756 | { |
… | |
… | |
963 | * in the praying skill, and the player should always get those. |
857 | * in the praying skill, and the player should always get those. |
964 | * 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, |
965 | * because the skill shouldn't count against body positions being used |
859 | * because the skill shouldn't count against body positions being used |
966 | * up, etc. |
860 | * up, etc. |
967 | */ |
861 | */ |
968 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
862 | if ((tmp->flag [FLAG_APPLIED] |
969 | && tmp->type != CONTAINER |
863 | && tmp->type != CONTAINER |
970 | && tmp->type != CLOSE_CON) |
864 | && tmp->type != CLOSE_CON) |
971 | || (tmp->type == SKILL |
865 | || (tmp->type == SKILL |
972 | && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
973 | { |
867 | { |
974 | if (type == PLAYER) |
868 | if (type == PLAYER) |
975 | { |
869 | { |
976 | if ((tmp->type == WEAPON || tmp->type == BOW) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
977 | && tmp != current_weapon) |
871 | if (tmp != current_weapon |
|
|
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
873 | && !tmp->flag [FLAG_CURSED] |
|
|
874 | && !tmp->flag [FLAG_DAMNED]) |
978 | continue; |
875 | continue; |
979 | |
876 | |
980 | for (i = 0; i < NUM_STATS; i++) |
877 | for (i = 0; i < NUM_STATS; i++) |
981 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
982 | |
879 | |
983 | /* these are the items that currently can change digestion, regeneration, |
880 | /* these are the items that currently can change digestion, regeneration, |
984 | * 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 |
985 | * list, but other items store other info into stats array. |
882 | * list, but other items store other info into stats array. |
986 | */ |
883 | */ |
987 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
988 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
989 | (tmp->type == SHIELD) || (tmp->type == RING) || |
886 | tmp->type == SHIELD || tmp->type == RING || |
990 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
887 | tmp->type == BOOTS || tmp->type == GLOVES || |
991 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
888 | tmp->type == AMULET || tmp->type == GIRDLE || |
992 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
889 | tmp->type == BRACERS || tmp->type == CLOAK || |
993 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
890 | tmp->type == DISEASE || tmp->type == FORCE || |
994 | (tmp->type == SKILL)) |
891 | tmp->type == SKILL) |
995 | { |
892 | { |
996 | contr->digestion += tmp->stats.food; |
893 | contr->digestion += tmp->stats.food; |
997 | contr->gen_hp += tmp->stats.hp; |
894 | contr->gen_hp += tmp->stats.hp; |
998 | contr->gen_sp += tmp->stats.sp; |
895 | contr->gen_sp += tmp->stats.sp; |
999 | contr->gen_grace += tmp->stats.grace; |
896 | contr->gen_grace += tmp->stats.grace; |
… | |
… | |
1008 | } |
905 | } |
1009 | |
906 | |
1010 | /* Update slots used for items */ |
907 | /* Update slots used for items */ |
1011 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1012 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1013 | body_used[i] += tmp->body_info[i]; |
910 | slot[i].used += tmp->slot[i].info; |
1014 | |
911 | |
1015 | if (tmp->type == SYMPTOM) |
912 | if (tmp->type == SYMPTOM) |
1016 | { |
913 | { |
1017 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
1018 | |
915 | |
… | |
… | |
1045 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1046 | } |
943 | } |
1047 | } |
944 | } |
1048 | |
945 | |
1049 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
1050 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
1051 | || current_weapon == tmp) |
|
|
1052 | { |
948 | { |
1053 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
1054 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
1055 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
1056 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
… | |
… | |
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 (chosen_skill) |
1002 | if (chosen_skill) |
1110 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1003 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1111 | |
1004 | |
1112 | chosen_skill = tmp; |
1005 | chosen_skill = tmp; |
1113 | |
1006 | |
… | |
… | |
1118 | |
1011 | |
1119 | if (weapon_speed < 0) |
1012 | if (weapon_speed < 0) |
1120 | weapon_speed = 0; |
1013 | weapon_speed = 0; |
1121 | |
1014 | |
1122 | weapon_weight = tmp->weight; |
1015 | weapon_weight = tmp->weight; |
1123 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1016 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1124 | |
1017 | |
1125 | if (tmp->magic) |
1018 | if (tmp->magic) |
1126 | stats.dam += tmp->magic; |
1019 | stats.dam += tmp->magic; |
1127 | } |
1020 | } |
1128 | |
1021 | |
… | |
… | |
1136 | ac -= tmp->stats.ac + tmp->magic; |
1029 | ac -= tmp->stats.ac + tmp->magic; |
1137 | |
1030 | |
1138 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1031 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1139 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1032 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1140 | |
1033 | |
1141 | break; |
|
|
1142 | |
|
|
1143 | case SKILL_TOOL: |
|
|
1144 | if (chosen_skill) |
|
|
1145 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1146 | |
|
|
1147 | chosen_skill = tmp; |
|
|
1148 | break; |
1034 | break; |
1149 | |
1035 | |
1150 | case SHIELD: |
1036 | case SHIELD: |
1151 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1037 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1152 | contr->encumbrance += (int) tmp->weight / 2000; |
1038 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1332 | stats.maxsp = (sint16)sp_tmp; |
1218 | stats.maxsp = (sint16)sp_tmp; |
1333 | |
1219 | |
1334 | for (i = 11; i <= mana_obj->level; i++) |
1220 | for (i = 11; i <= mana_obj->level; i++) |
1335 | stats.maxsp += 2; |
1221 | stats.maxsp += 2; |
1336 | } |
1222 | } |
|
|
1223 | |
1337 | /* Characters can get their sp supercharged via rune of transferrance */ |
1224 | /* Characters can get their sp supercharged via rune of transferrance */ |
1338 | if (stats.sp > stats.maxsp * 2) |
1225 | if (stats.sp > stats.maxsp * 2) |
1339 | stats.sp = stats.maxsp * 2; |
1226 | stats.sp = stats.maxsp * 2; |
1340 | |
1227 | |
1341 | /* 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 */ |
… | |
… | |
1372 | |
1259 | |
1373 | /* two grace points per level after 11 */ |
1260 | /* two grace points per level after 11 */ |
1374 | for (i = 11; i <= grace_obj->level; i++) |
1261 | for (i = 11; i <= grace_obj->level; i++) |
1375 | stats.maxgrace += 2; |
1262 | stats.maxgrace += 2; |
1376 | } |
1263 | } |
|
|
1264 | |
1377 | /* No limit on grace vs maxgrace */ |
1265 | /* No limit on grace vs maxgrace */ |
1378 | |
1266 | |
1379 | if (contr->braced) |
1267 | if (contr->braced) |
1380 | { |
1268 | { |
1381 | ac += 2; |
1269 | ac += 2; |
… | |
… | |
1393 | * improvement every level, now its fighterlevel/5. So |
1281 | * improvement every level, now its fighterlevel/5. So |
1394 | * we give the player a bonus here in wc and dam |
1282 | * we give the player a bonus here in wc and dam |
1395 | * to make up for the change. Note that I left the |
1283 | * to make up for the change. Note that I left the |
1396 | * monster bonus the same as before. -b.t. |
1284 | * monster bonus the same as before. -b.t. |
1397 | */ |
1285 | */ |
|
|
1286 | object *wc_obj = chosen_skill; |
1398 | |
1287 | |
1399 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1288 | if (contr && wc_obj && wc_obj->level > 1) |
1400 | { |
1289 | { |
1401 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1290 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1402 | |
1291 | |
1403 | for (i = 1; i < wc_obj->level; i++) |
1292 | for (i = 1; i < wc_obj->level; i++) |
1404 | { |
1293 | { |
1405 | /* addtional wc every 6 levels */ |
1294 | /* additional wc every 6 levels */ |
1406 | if (!(i % 6)) |
1295 | if (!(i % 6)) |
1407 | wc--; |
1296 | wc--; |
1408 | |
1297 | |
1409 | /* addtional dam every 4 levels. */ |
1298 | /* additional dam every 4 levels. */ |
1410 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1299 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1411 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1300 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1412 | } |
1301 | } |
1413 | } |
1302 | } |
1414 | else |
1303 | else |
… | |
… | |
1424 | if (settings.search_items && contr->search_str[0]) |
1313 | if (settings.search_items && contr->search_str[0]) |
1425 | speed -= 1; |
1314 | speed -= 1; |
1426 | |
1315 | |
1427 | if (attacktype == 0) |
1316 | if (attacktype == 0) |
1428 | attacktype = arch->clone.attacktype; |
1317 | attacktype = arch->clone.attacktype; |
1429 | |
|
|
1430 | } /* End if player */ |
1318 | } /* End if player */ |
1431 | |
1319 | |
1432 | if (added_speed >= 0) |
1320 | if (added_speed >= 0) |
1433 | speed += added_speed / 10.f; |
1321 | speed += added_speed / 10.f; |
1434 | else /* Something wrong here...: */ |
1322 | else /* Something wrong here...: */ |
… | |
… | |
1468 | * that would just be a real pain to read. |
1356 | * that would just be a real pain to read. |
1469 | */ |
1357 | */ |
1470 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1358 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1471 | float M2 = max_carry[stats.Str] / 100.f; |
1359 | float M2 = max_carry[stats.Str] / 100.f; |
1472 | float W = weapon_weight / 20000.f; |
1360 | float W = weapon_weight / 20000.f; |
1473 | float s = 2 - weapon_speed / 10.f; |
1361 | float s = (20 - weapon_speed) / 10.f; |
1474 | float D = (stats.Dex - 14) / 14.f; |
1362 | float D = (stats.Dex - 14) / 14.f; |
1475 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1363 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1476 | |
1364 | |
1477 | K *= (4 + level) *1.2f / (6 + level); |
1365 | K *= (4 + level) * 1.2f / (6 + level); |
1478 | |
1366 | |
1479 | if (K <= 0.f) |
1367 | if (K <= 0.01f) |
1480 | K = 0.01f; |
1368 | K = 0.01f; |
1481 | |
1369 | |
1482 | float S = speed / (K * s); |
1370 | float S = speed / (K * s); |
1483 | |
1371 | |
1484 | contr->weapon_sp = S; |
1372 | contr->weapon_sp = S; |
… | |
… | |
1486 | |
1374 | |
1487 | /* 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: */ |
1488 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1376 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1489 | stats.dam = arch->clone.stats.dam * 3; |
1377 | stats.dam = arch->clone.stats.dam * 3; |
1490 | |
1378 | |
1491 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1379 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1492 | * should be more than enough - remember, AC is also in 8 bits, |
1380 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1493 | * so its value is the same. |
|
|
1494 | */ |
|
|
1495 | if (wc > 120) |
|
|
1496 | wc = 120; |
|
|
1497 | else if (wc < -120) |
|
|
1498 | wc = -120; |
|
|
1499 | |
|
|
1500 | stats.wc = wc; |
|
|
1501 | |
|
|
1502 | if (ac > 120) |
|
|
1503 | ac = 120; |
|
|
1504 | else if (ac < -120) |
|
|
1505 | ac = -120; |
|
|
1506 | |
|
|
1507 | stats.ac = ac; |
|
|
1508 | |
1381 | |
1509 | /* 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, |
1510 | * give them walking as a default. |
1383 | * give them walking as a default. |
1511 | * 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 |
1512 | * old behaviour - if your flying, your not walking - just |
1385 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1692 | if (!skill_obj) |
1565 | if (!skill_obj) |
1693 | { |
1566 | { |
1694 | 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); |
1695 | return NULL; |
1568 | return NULL; |
1696 | } |
1569 | } |
|
|
1570 | |
1697 | /* clear the flag - exp goes into this bucket, but player |
1571 | /* clear the flag - exp goes into this bucket, but player |
1698 | * still doesn't know it. |
1572 | * still doesn't know it. |
1699 | */ |
1573 | */ |
1700 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1574 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1701 | skill_obj->stats.exp = 0; |
1575 | skill_obj->stats.exp = 0; |
1702 | skill_obj->level = 1; |
1576 | skill_obj->level = 1; |
1703 | insert_ob_in_ob (skill_obj, op); |
1577 | insert_ob_in_ob (skill_obj, op); |
1704 | |
1578 | |
1705 | if (op->contr) |
1579 | if (player *pl = op->contr) |
1706 | { |
1580 | { |
1707 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1581 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1708 | if (op->contr->ns) |
1582 | if (pl->ns) |
1709 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1583 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1710 | } |
1584 | } |
1711 | |
1585 | |
1712 | return skill_obj; |
1586 | return skill_obj; |
1713 | } |
1587 | } |
1714 | |
|
|
1715 | |
1588 | |
1716 | /* 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 |
1717 | * whether the player gets more hp, sp and new levels. |
1590 | * whether the player gets more hp, sp and new levels. |
1718 | * Note this this function should only be called for players. Monstes |
1591 | * Note this this function should only be called for players. Monstes |
1719 | * don't really gain levels |
1592 | * don't really gain levels |
… | |
… | |
1730 | |
1603 | |
1731 | 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)) |
1732 | { |
1605 | { |
1733 | op->level++; |
1606 | op->level++; |
1734 | |
1607 | |
1735 | 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)) |
1736 | dragon_level_gain (who); |
1609 | dragon_level_gain (who); |
1737 | |
1610 | |
1738 | /* 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 */ |
1739 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1612 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1740 | { |
1613 | { |
… | |
… | |
1748 | { |
1621 | { |
1749 | if (op->type != PLAYER) |
1622 | if (op->type != PLAYER) |
1750 | 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); |
1751 | else |
1624 | else |
1752 | sprintf (buf, "You are now level %d.", op->level); |
1625 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1626 | |
1753 | if (who) |
1627 | if (who) |
1754 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1628 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1755 | } |
1629 | } |
|
|
1630 | |
1756 | player_lvl_adj (who, op); /* To increase more levels */ |
1631 | player_lvl_adj (who, op); /* To increase more levels */ |
1757 | } |
1632 | } |
1758 | 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)) |
1759 | { |
1634 | { |
1760 | op->level--; |
1635 | op->level--; |
1761 | who->update_stats (); |
1636 | who->update_stats (); |
|
|
1637 | |
1762 | if (op->type != PLAYER) |
1638 | if (op->type != PLAYER) |
1763 | { |
1639 | { |
1764 | 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); |
1765 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1641 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1766 | } |
1642 | } |
|
|
1643 | |
1767 | player_lvl_adj (who, op); /* To decrease more levels */ |
1644 | player_lvl_adj (who, op); /* To decrease more levels */ |
1768 | } |
1645 | } |
1769 | |
1646 | |
1770 | /* check if the spell data has changed */ |
1647 | /* check if the spell data has changed */ |
1771 | esrv_update_stats (who->contr); |
1648 | esrv_update_stats (who->contr); |
… | |
… | |
2082 | player_lvl_adj (op, tmp); |
1959 | player_lvl_adj (op, tmp); |
2083 | } |
1960 | } |
2084 | |
1961 | |
2085 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1962 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2086 | 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 | |
2087 | if (level_loss < 0) |
1965 | if (level_loss < 0) |
2088 | level_loss = 0; |
1966 | level_loss = 0; |
2089 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1967 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2090 | |
1968 | |
2091 | op->stats.exp -= loss; |
1969 | op->stats.exp -= loss; |