1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
27 | |
26 | |
… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
234 | }; |
236 | |
235 | |
237 | /* |
236 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
239 | * what attr is (STR to POW). |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
243 | { |
|
|
244 | switch (attr) |
|
|
245 | { |
|
|
246 | case STR: |
|
|
247 | stats->Str = value; |
|
|
248 | break; |
|
|
249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
|
251 | break; |
|
|
252 | case CON: |
|
|
253 | stats->Con = value; |
|
|
254 | break; |
|
|
255 | case WIS: |
|
|
256 | stats->Wis = value; |
|
|
257 | break; |
|
|
258 | case POW: |
|
|
259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
|
262 | stats->Cha = value; |
|
|
263 | break; |
|
|
264 | case INT: |
|
|
265 | stats->Int = value; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
|
|
270 | /* |
|
|
271 | * Like set_attr_value(), but instead the value (which can be negative) |
237 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
238 | * is added to the specified stat. |
273 | */ |
239 | */ |
274 | void |
240 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
241 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
242 | { |
277 | if (value == 0) |
243 | 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 | } |
244 | } |
328 | |
245 | |
329 | /* |
246 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
247 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
332 | */ |
249 | */ |
333 | |
|
|
334 | void |
250 | void |
335 | check_stat_bounds (living *stats) |
251 | check_stat_bounds (living *stats) |
336 | { |
252 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
253 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
254 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
255 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
256 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
257 | } |
344 | } |
258 | } |
345 | |
259 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
260 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
261 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* 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 |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
272 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
273 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
274 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
275 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
276 | * 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 |
277 | * 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 |
278 | * 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 |
279 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
280 | * that gives them that ability. |
367 | */ |
281 | */ |
368 | int |
282 | int |
369 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
370 | { |
284 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
372 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
287 | int potion_max = 0; |
374 | |
288 | |
375 | /* remember what object was like before it was changed. note that |
289 | /* 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 |
290 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
382 | { |
296 | { |
383 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
384 | { |
298 | { |
385 | potion_max = 1; |
299 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
300 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
301 | { |
388 | int nstat, ostat; |
302 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
303 | 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 | |
304 | |
393 | /* nstat is what the stat will be after use of the potion */ |
305 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
306 | int nstat = flag * i + ostat; |
395 | |
307 | |
396 | /* Do some bounds checking. While I don't think any |
308 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
398 | * that adjust that stat by more than one point, so we need |
310 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
311 | * to allow for that. |
400 | */ |
312 | */ |
401 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
314 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
404 | { |
316 | nstat = 20 + op->arch->stats.stat (j); |
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
|
|
406 | } |
|
|
407 | |
317 | |
408 | if (nstat != ostat) |
318 | if (nstat != ostat) |
409 | { |
319 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
320 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
321 | potion_max = 0; |
412 | } |
322 | } |
413 | else if (i) |
323 | else if (i) |
414 | { |
324 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
325 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
419 | |
329 | |
420 | /* This section of code ups the characters normal stats also. I am not |
330 | /* 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 |
331 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
332 | * recalculates this anyway. |
423 | */ |
333 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
334 | for (int j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
335 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
426 | |
336 | |
427 | check_stat_bounds (&(op->stats)); |
337 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
429 | } |
339 | } |
430 | |
340 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
432 | * everything to set |
342 | * everything to set |
433 | */ |
343 | */ |
434 | if (flag == -1) |
344 | if (flag == -1) |
435 | { |
345 | { |
436 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
347 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
348 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
349 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
350 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
351 | * and not the other move_ fields. |
442 | */ |
352 | */ |
443 | op->move_type &= ~tmp->move_type; |
353 | op->move_type &= ~tmp->move_type; |
444 | } |
354 | } |
445 | |
355 | |
446 | /* call fix_player since op object could have whatever attribute due |
356 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
357 | * to multiple items. if update_stats always has to be called after |
448 | * change_ability then might as well call it from here |
358 | * change_ability then might as well call it from here |
449 | */ |
359 | */ |
450 | op->update_stats (); |
360 | op->update_stats (); |
451 | |
361 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
362 | /* update_stats won't add the bows ability to the player, so don't |
453 | * print out message if this is a bow. |
363 | * print out message if this is a bow. |
454 | */ |
364 | */ |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
365 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
456 | { |
366 | { |
457 | success = 1; |
367 | success = 1; |
… | |
… | |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
498 | { |
408 | { |
499 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* double conditional - second case covers if you have move_fly_low - |
500 | * in that case, you don't actually land |
410 | * in that case, you don't actually land |
501 | */ |
411 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
412 | 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.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
414 | } |
|
|
415 | |
505 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
507 | |
418 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
419 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
420 | check_move_on (op, op); |
510 | } |
421 | } |
511 | |
422 | |
512 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
513 | * originally undead may change their status |
424 | * originally undead may change their status |
514 | */ |
425 | */ |
515 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
516 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
517 | { |
428 | { |
518 | success = 1; |
429 | success = 1; |
519 | if (flag > 0) |
430 | if (flag > 0) |
520 | { |
431 | { |
521 | op->race = "undead"; |
432 | op->race = "undead"; |
522 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
433 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
523 | } |
434 | } |
524 | else |
435 | else |
525 | { |
436 | { |
526 | op->race = op->arch->clone.race; |
437 | op->race = op->arch->race; |
527 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
528 | } |
439 | } |
529 | } |
440 | } |
530 | |
441 | |
531 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
… | |
… | |
637 | success = 1; |
548 | success = 1; |
638 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
639 | } |
550 | } |
640 | |
551 | |
641 | /* Messages for changed resistance */ |
552 | /* Messages for changed resistance */ |
642 | for (i = 0; i < NROFATTACKS; i++) |
553 | for (int i = 0; i < NROFATTACKS; i++) |
643 | { |
554 | { |
644 | if (i == ATNR_PHYSICAL) |
555 | if (i == ATNR_PHYSICAL) |
645 | continue; /* Don't display about armour */ |
556 | continue; /* Don't display about armour */ |
646 | |
557 | |
647 | if (op->resist[i] != refop.resist[i]) |
558 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
656 | } |
567 | } |
657 | } |
568 | } |
658 | |
569 | |
659 | if (!potion_max) |
570 | if (!potion_max) |
660 | { |
571 | { |
661 | for (j = 0; j < NUM_STATS; j++) |
572 | for (int j = 0; j < NUM_STATS; j++) |
662 | { |
573 | { |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
574 | if (int i = tmp->stats.stat (j)) |
664 | { |
575 | { |
665 | success = 1; |
576 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
578 | } |
668 | } |
579 | } |
… | |
… | |
673 | |
584 | |
674 | /* |
585 | /* |
675 | * Stat draining by Vick 930307 |
586 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
587 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
588 | */ |
678 | |
|
|
679 | void |
589 | void |
680 | object::drain_stat () |
590 | object::drain_stat () |
681 | { |
591 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
592 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
593 | } |
… | |
… | |
772 | * Subtracts stat-bonuses given by the class which the player has chosen. |
682 | * Subtracts stat-bonuses given by the class which the player has chosen. |
773 | */ |
683 | */ |
774 | void |
684 | void |
775 | object::remove_statbonus () |
685 | object::remove_statbonus () |
776 | { |
686 | { |
777 | stats.Str -= arch->clone.stats.Str; |
687 | for (int i = 0; i < NUM_STATS; ++i) |
778 | stats.Dex -= arch->clone.stats.Dex; |
688 | { |
779 | stats.Con -= arch->clone.stats.Con; |
689 | sint8 v = arch->stats.stat (i); |
780 | stats.Wis -= arch->clone.stats.Wis; |
690 | stats.stat (i) -= v; |
781 | stats.Pow -= arch->clone.stats.Pow; |
691 | contr->orig_stats.stat (i) -= v; |
782 | stats.Cha -= arch->clone.stats.Cha; |
692 | } |
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 | } |
693 | } |
793 | |
694 | |
794 | /* |
695 | /* |
795 | * Adds stat-bonuses given by the class which the player has chosen. |
696 | * Adds stat-bonuses given by the class which the player has chosen. |
796 | */ |
697 | */ |
797 | void |
698 | void |
798 | object::add_statbonus () |
699 | object::add_statbonus () |
799 | { |
700 | { |
800 | stats.Str += arch->clone.stats.Str; |
701 | for (int i = 0; i < NUM_STATS; ++i) |
801 | stats.Dex += arch->clone.stats.Dex; |
702 | { |
802 | stats.Con += arch->clone.stats.Con; |
703 | sint8 v = arch->stats.stat (i); |
803 | stats.Wis += arch->clone.stats.Wis; |
704 | stats.stat (i) += v; |
804 | stats.Pow += arch->clone.stats.Pow; |
705 | contr->orig_stats.stat (i) += v; |
805 | stats.Cha += arch->clone.stats.Cha; |
706 | } |
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 | } |
707 | } |
|
|
708 | |
|
|
709 | /* These are the items that currently can change digestion, regeneration, |
|
|
710 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
711 | * list, but other items store other info into stats array. |
|
|
712 | */ |
|
|
713 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
714 | { |
|
|
715 | digest_types () |
|
|
716 | { |
|
|
717 | set (WEAPON); |
|
|
718 | set (BOW); |
|
|
719 | set (ARMOUR); |
|
|
720 | set (HELMET); |
|
|
721 | set (SHIELD); |
|
|
722 | set (RING); |
|
|
723 | set (BOOTS); |
|
|
724 | set (GLOVES); |
|
|
725 | set (AMULET); |
|
|
726 | set (GIRDLE); |
|
|
727 | set (BRACERS); |
|
|
728 | set (CLOAK); |
|
|
729 | set (DISEASE); |
|
|
730 | set (FORCE); |
|
|
731 | set (SKILL); |
|
|
732 | } |
|
|
733 | } digest_types; |
|
|
734 | |
|
|
735 | static struct copy_flags : object::flags_t |
|
|
736 | { |
|
|
737 | copy_flags () |
|
|
738 | { |
|
|
739 | set (FLAG_LIFESAVE); |
|
|
740 | set (FLAG_REFL_SPELL); |
|
|
741 | set (FLAG_REFL_MISSILE); |
|
|
742 | set (FLAG_STEALTH); |
|
|
743 | set (FLAG_XRAYS); |
|
|
744 | set (FLAG_BLIND); |
|
|
745 | set (FLAG_SEE_IN_DARK); |
|
|
746 | } |
|
|
747 | } copy_flags; |
816 | |
748 | |
817 | /* |
749 | /* |
818 | * Updates all abilities given by applied objects in the inventory |
750 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
751 | * of the given object. Note: This function works for both monsters |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
752 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
825 | * spell system split, grace points now added to system --peterm |
757 | * spell system split, grace points now added to system --peterm |
826 | */ |
758 | */ |
827 | void |
759 | void |
828 | object::update_stats () |
760 | object::update_stats () |
829 | { |
761 | { |
830 | int i, j; |
|
|
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
762 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
832 | int weapon_weight = 0, weapon_speed = 0; |
763 | int weapon_weight = 0, weapon_speed = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
764 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
766 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
836 | float old_speed = speed; |
767 | float old_speed = speed; |
|
|
768 | int stat_sum [NUM_STATS]; |
837 | |
769 | |
838 | /* First task is to clear all the values back to their original values */ |
770 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
771 | if (type == PLAYER) |
840 | { |
772 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
842 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
843 | |
775 | |
844 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
846 | |
778 | |
847 | attacktype = 0; |
779 | attacktype = 0; |
|
|
780 | |
848 | contr->digestion = 0; |
781 | contr->digestion = 0; |
849 | contr->gen_hp = 0; |
782 | contr->gen_hp = 0; |
850 | contr->gen_sp = 0; |
783 | contr->gen_sp = 0; |
851 | contr->gen_grace = 0; |
784 | contr->gen_grace = 0; |
852 | contr->gen_sp_armour = 10; |
785 | contr->gen_sp_armour = 10; |
853 | contr->item_power = 0; |
786 | contr->item_power = 0; |
854 | |
|
|
855 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
856 | * gets reset for no good reason, and we don't want to reset |
|
|
857 | * range_magic (what spell is readied). These three below |
|
|
858 | * well get filled in based on what the player has equipped. |
|
|
859 | */ |
|
|
860 | contr->ranges[range_bow] = 0; |
|
|
861 | contr->ranges[range_misc] = 0; |
|
|
862 | contr->ranges[range_skill] = 0; |
|
|
863 | } |
787 | } |
864 | |
788 | |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
789 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
790 | slot[i].used = slot[i].info; |
866 | |
791 | |
867 | slaying = 0; |
792 | slaying = 0; |
868 | |
793 | |
869 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
794 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
870 | { |
795 | { |
… | |
… | |
874 | |
799 | |
875 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
800 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
876 | CLEAR_FLAG (this, FLAG_STEALTH); |
801 | CLEAR_FLAG (this, FLAG_STEALTH); |
877 | CLEAR_FLAG (this, FLAG_BLIND); |
802 | CLEAR_FLAG (this, FLAG_BLIND); |
878 | |
803 | |
879 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
804 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
880 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
805 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
806 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
807 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
883 | |
808 | |
884 | path_attuned = arch->clone.path_attuned; |
809 | path_attuned = arch->path_attuned; |
885 | path_repelled = arch->clone.path_repelled; |
810 | path_repelled = arch->path_repelled; |
886 | path_denied = arch->clone.path_denied; |
811 | path_denied = arch->path_denied; |
887 | glow_radius = arch->clone.glow_radius; |
812 | glow_radius = arch->glow_radius; |
888 | move_type = arch->clone.move_type; |
813 | move_type = arch->move_type; |
|
|
814 | |
889 | chosen_skill = NULL; |
815 | chosen_skill = 0; |
890 | |
816 | |
891 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
892 | * archetype clone |
818 | * archetype clone |
893 | */ |
819 | */ |
894 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
895 | |
821 | |
896 | for (i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
897 | { |
823 | { |
898 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
899 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
900 | else |
826 | else |
901 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
828 | |
902 | potion_resist[i] = 0; |
829 | potion_resist[i] = 0; |
903 | } |
830 | } |
904 | |
831 | |
905 | wc = arch->clone.stats.wc; |
832 | wc = arch->stats.wc; |
906 | stats.dam = arch->clone.stats.dam; |
833 | stats.dam = arch->stats.dam; |
907 | |
834 | |
908 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
835 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
909 | * plus a small amount of physical resist, those poor suckers. ;) |
836 | * plus a small amount of physical resist, those poor suckers. ;) |
910 | * the fact that maxlevel is factored in could be considered sort of bogus - |
837 | * the fact that maxlevel is factored in could be considered sort of bogus - |
911 | * we should probably give them some bonus and cap it off - otherwise, |
838 | * we should probably give them some bonus and cap it off - otherwise, |
912 | * basically, if a server updates its max level, these playes may find |
839 | * basically, if a server updates its max level, these playes may find |
913 | * that their protection from physical goes down |
840 | * that their protection from physical goes down |
914 | */ |
841 | */ |
915 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
916 | { |
843 | { |
917 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
844 | ac = max (-10, arch->stats.ac - level / 3); |
918 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
919 | } |
846 | } |
920 | else |
847 | else |
921 | ac = arch->clone.stats.ac; |
848 | ac = arch->stats.ac; |
922 | |
849 | |
923 | stats.luck = arch->clone.stats.luck; |
850 | stats.luck = arch->stats.luck; |
924 | speed = arch->clone.speed; |
851 | speed = arch->speed; |
925 | |
852 | |
926 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
927 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
928 | */ |
855 | */ |
929 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
930 | { |
857 | { |
|
|
858 | /* This happens because apply_potion calls change_abil with the potion |
|
|
859 | * applied so we can tell the player what changed. But change_abil |
|
|
860 | * then calls this function. |
|
|
861 | */ |
|
|
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
863 | continue; |
|
|
864 | |
931 | /* See note in map.c:update_position about making this additive |
865 | /* See note in map.c:update_position about making this additive |
932 | * since light sources are never applied, need to put check here. |
866 | * since light sources are never applied, need to put check here. |
933 | */ |
867 | */ |
934 | if (tmp->glow_radius > glow_radius) |
868 | if (tmp->glow_radius > glow_radius) |
935 | glow_radius = tmp->glow_radius; |
869 | glow_radius = tmp->glow_radius; |
936 | |
|
|
937 | /* This happens because apply_potion calls change_abil with the potion |
|
|
938 | * applied so we can tell the player what chagned. But change_abil |
|
|
939 | * then calls this function. |
|
|
940 | */ |
|
|
941 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
942 | continue; |
|
|
943 | |
870 | |
944 | /* For some things, we don't care what is equipped */ |
871 | /* For some things, we don't care what is equipped */ |
945 | if (tmp->type == SKILL) |
872 | if (tmp->type == SKILL) |
946 | { |
873 | { |
947 | /* Want to take the highest skill here. */ |
874 | /* Want to take the highest skill here. */ |
… | |
… | |
969 | * in the praying skill, and the player should always get those. |
896 | * in the praying skill, and the player should always get those. |
970 | * It also means we need to put in additional checks for applied below, |
897 | * It also means we need to put in additional checks for applied below, |
971 | * because the skill shouldn't count against body positions being used |
898 | * because the skill shouldn't count against body positions being used |
972 | * up, etc. |
899 | * up, etc. |
973 | */ |
900 | */ |
974 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
901 | if ((tmp->flag [FLAG_APPLIED] |
|
|
902 | && tmp->type != CONTAINER |
|
|
903 | && tmp->type != CLOSE_CON) |
|
|
904 | || (tmp->type == SKILL |
975 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
905 | && tmp->subtype == SK_PRAYING)) |
976 | { |
906 | { |
977 | if (type == PLAYER) |
907 | if (type == PLAYER) |
978 | { |
908 | { |
979 | if (tmp->type == BOW) |
909 | contr->item_power += tmp->item_power; |
980 | contr->ranges[range_bow] = tmp; |
|
|
981 | |
910 | |
982 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
911 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
983 | contr->ranges[range_misc] = tmp; |
912 | if (tmp != current_weapon |
|
|
913 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
914 | && !tmp->flag [FLAG_CURSED] |
|
|
915 | && !tmp->flag [FLAG_DAMNED]) |
|
|
916 | continue; |
984 | |
917 | |
985 | for (i = 0; i < NUM_STATS; i++) |
918 | for (int i = 0; i < NUM_STATS; i++) |
986 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
987 | |
920 | |
988 | /* these are the items that currently can change digestion, regeneration, |
921 | if (digest_types [tmp->type]) |
989 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
990 | * list, but other items store other info into stats array. |
|
|
991 | */ |
|
|
992 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
|
|
993 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
994 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
995 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
996 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
|
|
997 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
|
|
998 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
|
|
999 | (tmp->type == SKILL)) |
|
|
1000 | { |
922 | { |
1001 | contr->digestion += tmp->stats.food; |
923 | contr->digestion += tmp->stats.food; |
1002 | contr->gen_hp += tmp->stats.hp; |
924 | contr->gen_hp += tmp->stats.hp; |
1003 | contr->gen_sp += tmp->stats.sp; |
925 | contr->gen_sp += tmp->stats.sp; |
1004 | contr->gen_grace += tmp->stats.grace; |
926 | contr->gen_grace += tmp->stats.grace; |
1005 | contr->gen_sp_armour += tmp->gen_sp_armour; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1006 | contr->item_power += tmp->item_power; |
|
|
1007 | } |
928 | } |
1008 | } /* if this is a player */ |
929 | } /* if this is a player */ |
|
|
930 | else |
|
|
931 | { |
|
|
932 | if (tmp->type == WEAPON) |
|
|
933 | current_weapon = tmp; |
|
|
934 | } |
1009 | |
935 | |
1010 | /* Update slots used for items */ |
936 | /* Update slots used for items */ |
1011 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1012 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1013 | body_used[i] += tmp->body_info[i]; |
939 | slot[i].used += tmp->slot[i].info; |
1014 | |
940 | |
1015 | if (tmp->type == SYMPTOM) |
941 | if (tmp->type == SYMPTOM) |
1016 | { |
942 | { |
1017 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
943 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
944 | |
1018 | if (speed_reduce_from_disease == 0) |
945 | if (speed_reduce_from_disease == 0) |
1019 | speed_reduce_from_disease = 1; |
946 | speed_reduce_from_disease = 1; |
1020 | } |
947 | } |
1021 | |
948 | |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
949 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
… | |
… | |
1024 | * Resistance from potions are treated special as well. If there's |
951 | * Resistance from potions are treated special as well. If there's |
1025 | * more than one potion-effect, the bigger prot.-value is taken. |
952 | * more than one potion-effect, the bigger prot.-value is taken. |
1026 | */ |
953 | */ |
1027 | if (tmp->type != POTION) |
954 | if (tmp->type != POTION) |
1028 | { |
955 | { |
1029 | for (i = 0; i < NROFATTACKS; i++) |
956 | for (int i = 0; i < NROFATTACKS; i++) |
1030 | { |
957 | { |
1031 | /* Potential for cursed potions, in which case we just can use |
958 | /* Potential for cursed potions, in which case we just can use |
1032 | * a straight MAX, as potion_resist is initialised to zero. |
959 | * a straight MAX, as potion_resist is initialised to zero. |
1033 | */ |
960 | */ |
1034 | if (tmp->type == POTION_EFFECT) |
961 | if (tmp->type == POTION_EFFECT) |
1035 | { |
962 | { |
1036 | if (potion_resist[i]) |
963 | if (potion_resist[i]) |
1037 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
964 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
1038 | else |
965 | else |
1039 | potion_resist[i] = tmp->resist[i]; |
966 | potion_resist[i] = tmp->resist[i]; |
1040 | } |
967 | } |
1041 | else if (tmp->resist[i] > 0) |
968 | else if (tmp->resist[i] > 0) |
1042 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
969 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
971 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1045 | } |
972 | } |
1046 | } |
973 | } |
1047 | |
974 | |
1048 | /* There may be other things that should not adjust the attacktype */ |
975 | /* There may be other things that should not adjust the attacktype */ |
1049 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
976 | if (tmp->type != SYMPTOM) |
|
|
977 | { |
1050 | attacktype |= tmp->attacktype; |
978 | attacktype |= tmp->attacktype; |
1051 | |
|
|
1052 | path_attuned |= tmp->path_attuned; |
979 | path_attuned |= tmp->path_attuned; |
1053 | path_repelled |= tmp->path_repelled; |
980 | path_repelled |= tmp->path_repelled; |
1054 | path_denied |= tmp->path_denied; |
981 | path_denied |= tmp->path_denied; |
|
|
982 | move_type |= tmp->move_type; |
1055 | stats.luck += tmp->stats.luck; |
983 | stats.luck += tmp->stats.luck; |
1056 | move_type |= tmp->move_type; |
984 | } |
1057 | |
985 | |
1058 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
986 | flag |= tmp->flag & copy_flags; |
1059 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
1060 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
1061 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
1063 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
1065 | |
987 | |
1066 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
988 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1067 | SET_FLAG (this, FLAG_UNDEAD); |
989 | SET_FLAG (this, FLAG_UNDEAD); |
1068 | |
990 | |
1069 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
991 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1070 | { |
992 | { |
1071 | SET_FLAG (this, FLAG_MAKE_INVIS); |
993 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1074 | |
996 | |
1075 | if (tmp->stats.exp && tmp->type != SKILL) |
997 | if (tmp->stats.exp && tmp->type != SKILL) |
1076 | { |
998 | { |
1077 | if (tmp->stats.exp > 0) |
999 | if (tmp->stats.exp > 0) |
1078 | { |
1000 | { |
1079 | added_speed += (float) tmp->stats.exp / 3.0; |
1001 | added_speed += tmp->stats.exp / 3.f; |
1080 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1002 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1081 | } |
1003 | } |
1082 | else |
1004 | else |
1083 | added_speed += (float) tmp->stats.exp; |
1005 | added_speed += tmp->stats.exp; |
1084 | } |
1006 | } |
1085 | |
1007 | |
1086 | switch (tmp->type) |
1008 | switch (tmp->type) |
1087 | { |
1009 | { |
|
|
1010 | #if 0 |
|
|
1011 | case WAND: |
|
|
1012 | case ROD: |
|
|
1013 | case HORN: |
|
|
1014 | if (type != PLAYER || current_weapon == tmp) |
|
|
1015 | chosen_skill = tmp; |
|
|
1016 | break; |
|
|
1017 | #endif |
|
|
1018 | |
1088 | /* skills modifying the character -b.t. */ |
1019 | /* skills modifying the character -b.t. */ |
1089 | /* for all skills and skill granting objects */ |
1020 | /* for all skills and skill granting objects */ |
1090 | case SKILL: |
1021 | case SKILL: |
1091 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1022 | { |
|
|
1023 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1092 | break; |
1024 | break; |
1093 | |
1025 | |
1094 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1095 | wc_obj = tmp; |
|
|
1096 | |
|
|
1097 | if (chosen_skill) |
1026 | if (chosen_skill) |
|
|
1027 | { |
1098 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1028 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1029 | &name, &chosen_skill->name, &tmp->name); |
1099 | |
1030 | |
|
|
1031 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1032 | update_stats (); |
|
|
1033 | return; |
|
|
1034 | } |
|
|
1035 | else |
1100 | chosen_skill = tmp; |
1036 | chosen_skill = tmp; |
1101 | |
1037 | |
1102 | if (tmp->stats.dam > 0) |
1038 | if (tmp->stats.dam > 0) |
1103 | { /* skill is a 'weapon' */ |
1039 | { /* skill is a 'weapon' */ |
1104 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1040 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1105 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1041 | weapon_speed = WEAPON_SPEED (tmp); |
1106 | |
1042 | |
1107 | if (weapon_speed < 0) |
1043 | if (weapon_speed < 0) |
1108 | weapon_speed = 0; |
1044 | weapon_speed = 0; |
1109 | |
1045 | |
1110 | weapon_weight = tmp->weight; |
1046 | weapon_weight = tmp->weight; |
1111 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1047 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1112 | |
1048 | |
1113 | if (tmp->magic) |
1049 | if (tmp->magic) |
1114 | stats.dam += tmp->magic; |
1050 | stats.dam += tmp->magic; |
1115 | } |
1051 | } |
1116 | |
1052 | |
1117 | if (tmp->stats.wc) |
1053 | if (tmp->stats.wc) |
1118 | wc -= (tmp->stats.wc + tmp->magic); |
1054 | wc -= tmp->stats.wc + tmp->magic; |
1119 | |
1055 | |
1120 | if (tmp->slaying != NULL) |
1056 | if (tmp->slaying) |
1121 | slaying = tmp->slaying; |
1057 | slaying = tmp->slaying; |
1122 | |
1058 | |
1123 | if (tmp->stats.ac) |
1059 | if (tmp->stats.ac) |
1124 | ac -= (tmp->stats.ac + tmp->magic); |
1060 | ac -= tmp->stats.ac + tmp->magic; |
1125 | |
1061 | |
1126 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1127 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1063 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1128 | |
|
|
1129 | if (type == PLAYER) |
|
|
1130 | contr->ranges[range_skill] = this; |
|
|
1131 | |
|
|
1132 | break; |
1064 | } |
1133 | |
1065 | |
1134 | case SKILL_TOOL: |
|
|
1135 | if (chosen_skill) |
|
|
1136 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1137 | |
|
|
1138 | chosen_skill = tmp; |
|
|
1139 | |
|
|
1140 | if (type == PLAYER) |
|
|
1141 | contr->ranges[range_skill] = this; |
|
|
1142 | break; |
1066 | break; |
1143 | |
1067 | |
1144 | case SHIELD: |
1068 | case SHIELD: |
1145 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1069 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1146 | contr->encumbrance += (int) tmp->weight / 2000; |
1070 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1162 | |
1086 | |
1163 | break; |
1087 | break; |
1164 | |
1088 | |
1165 | case BOW: |
1089 | case BOW: |
1166 | case WEAPON: |
1090 | case WEAPON: |
|
|
1091 | if (type != PLAYER || current_weapon == tmp) |
|
|
1092 | { |
1167 | wc -= tmp->stats.wc + tmp->magic; |
1093 | wc -= tmp->stats.wc + tmp->magic; |
1168 | |
1094 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1095 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1096 | ac -= tmp->stats.ac + tmp->magic; |
1171 | |
1097 | |
1172 | stats.dam += tmp->stats.dam + tmp->magic; |
1098 | stats.dam += tmp->stats.dam + tmp->magic; |
1173 | weapon_weight = tmp->weight; |
1099 | weapon_weight = tmp->weight; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1100 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | |
1101 | |
1176 | if (weapon_speed < 0) |
1102 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1103 | weapon_speed = 0; |
1178 | |
1104 | |
1179 | slaying = tmp->slaying; |
1105 | slaying = tmp->slaying; |
|
|
1106 | |
1180 | /* If there is desire that two handed weapons should do |
1107 | /* If there is desire that two handed weapons should do |
1181 | * extra strength damage, this is where the code should |
1108 | * extra strength damage, this is where the code should |
1182 | * go. |
1109 | * go. |
1183 | */ |
1110 | */ |
1184 | current_weapon = tmp; |
1111 | |
1185 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1112 | if (type == PLAYER) |
|
|
1113 | if (settings.spell_encumbrance) |
1186 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1114 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1115 | } |
1187 | |
1116 | |
1188 | break; |
1117 | break; |
1189 | |
1118 | |
1190 | case ARMOUR: /* Only the best of these three are used: */ |
1119 | case ARMOUR: /* Only the best of these three are used: */ |
1191 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1120 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1192 | contr->encumbrance += (int) tmp->weight / 1000; |
1121 | contr->encumbrance += tmp->weight / 1000; |
1193 | |
1122 | |
1194 | case BRACERS: |
1123 | case BRACERS: |
1195 | case FORCE: |
1124 | case FORCE: |
1196 | if (tmp->stats.wc) |
1125 | if (tmp->stats.wc) |
1197 | { |
1126 | { |
… | |
… | |
1219 | wc -= (tmp->stats.wc + tmp->magic); |
1148 | wc -= (tmp->stats.wc + tmp->magic); |
1220 | |
1149 | |
1221 | if (tmp->stats.ac) |
1150 | if (tmp->stats.ac) |
1222 | ac -= (tmp->stats.ac + tmp->magic); |
1151 | ac -= (tmp->stats.ac + tmp->magic); |
1223 | |
1152 | |
1224 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1153 | if (ARMOUR_SPEED (tmp)) |
1225 | max = ARMOUR_SPEED (tmp) / 10.0; |
1154 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1226 | |
1155 | |
1227 | break; |
1156 | break; |
1228 | } /* switch tmp->type */ |
1157 | } /* switch tmp->type */ |
1229 | } /* item is equipped */ |
1158 | } /* item is equipped */ |
1230 | } /* for loop of items */ |
1159 | } /* for loop of items */ |
… | |
… | |
1237 | * If there is an uncursed potion in effect, granting more protection |
1166 | * If there is an uncursed potion in effect, granting more protection |
1238 | * than that, we take: 'total resistance = resistance from potion'. |
1167 | * than that, we take: 'total resistance = resistance from potion'. |
1239 | * If there is a cursed (and no uncursed) potion in effect, we take |
1168 | * If there is a cursed (and no uncursed) potion in effect, we take |
1240 | * 'total resistance = vulnerability from cursed potion'. |
1169 | * 'total resistance = vulnerability from cursed potion'. |
1241 | */ |
1170 | */ |
1242 | for (i = 0; i < NROFATTACKS; i++) |
1171 | for (int i = 0; i < NROFATTACKS; i++) |
1243 | { |
1172 | { |
1244 | resist[i] = prot[i] - vuln[i]; |
1173 | resist[i] = prot[i] - vuln[i]; |
1245 | |
1174 | |
1246 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1175 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1247 | resist[i] = potion_resist[i]; |
1176 | resist[i] = potion_resist[i]; |
1248 | } |
1177 | } |
1249 | |
1178 | |
1250 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1251 | if (type == PLAYER) |
1179 | if (type == PLAYER) |
1252 | { |
1180 | { |
|
|
1181 | // clamp various player stats |
|
|
1182 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1183 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1184 | |
|
|
1185 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1186 | |
|
|
1187 | /* Figure out the players sp/mana/hp totals. */ |
1253 | int pl_level; |
1188 | int pl_level; |
1254 | |
1189 | |
1255 | check_stat_bounds (&(stats)); |
1190 | check_stat_bounds (&(stats)); |
1256 | pl_level = level; |
1191 | pl_level = level; |
1257 | |
1192 | |
… | |
… | |
1259 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1194 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1260 | |
1195 | |
1261 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1196 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1262 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1197 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1263 | */ |
1198 | */ |
1264 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1199 | stats.maxhp = 0; |
|
|
1200 | for (int i = 1; i <= min (10, pl_level); i++) |
1265 | { |
1201 | { |
1266 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1202 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1267 | |
1203 | |
1268 | if (i % 2 && con_bonus[stats.Con] % 2) |
1204 | if (i % 2 && con_bonus[stats.Con] % 2) |
1269 | { |
|
|
1270 | if (con_bonus[stats.Con] > 0) |
1205 | if (con_bonus[stats.Con] > 0) |
1271 | j++; |
1206 | j++; |
1272 | else |
1207 | else |
1273 | j--; |
1208 | j--; |
1274 | } |
|
|
1275 | |
1209 | |
1276 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1210 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1277 | } |
1211 | } |
1278 | |
1212 | |
1279 | for (i = 11; i <= level; i++) |
1213 | stats.maxhp += 2 * max (0, level - 10); |
1280 | stats.maxhp += 2; |
|
|
1281 | |
1214 | |
1282 | if (stats.hp > stats.maxhp) |
1215 | if (stats.hp > stats.maxhp) |
1283 | stats.hp = stats.maxhp; |
1216 | stats.hp = stats.maxhp; |
1284 | |
1217 | |
1285 | /* Sp gain is controlled by the level of the player's |
1218 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1298 | |
1231 | |
1299 | if (mana_obj == this && type == PLAYER) |
1232 | if (mana_obj == this && type == PLAYER) |
1300 | stats.maxsp = 1; |
1233 | stats.maxsp = 1; |
1301 | else |
1234 | else |
1302 | { |
1235 | { |
1303 | sp_tmp = 0.0; |
1236 | float sp_tmp = 0.f; |
1304 | |
1237 | |
1305 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1238 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1306 | { |
1239 | { |
1307 | float stmp; |
1240 | float stmp; |
1308 | |
1241 | |
1309 | /* Got some extra bonus at first level */ |
1242 | /* Got some extra bonus at first level */ |
1310 | if (i < 2) |
1243 | if (i < 2) |
1311 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1244 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1312 | else |
1245 | else |
1313 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1246 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1314 | |
1247 | |
1315 | if (stmp < 1.0) |
|
|
1316 | stmp = 1.0; |
|
|
1317 | |
|
|
1318 | sp_tmp += stmp; |
1248 | sp_tmp += max (1.f, stmp); |
1319 | } |
|
|
1320 | |
|
|
1321 | stats.maxsp = (int) sp_tmp; |
|
|
1322 | |
|
|
1323 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1324 | stats.maxsp += 2; |
|
|
1325 | } |
1249 | } |
|
|
1250 | |
|
|
1251 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
|
|
1252 | } |
|
|
1253 | |
1326 | /* Characters can get their sp supercharged via rune of transferrance */ |
1254 | /* Characters can get their sp supercharged via rune of transferrance */ |
1327 | if (stats.sp > stats.maxsp * 2) |
1255 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1328 | stats.sp = stats.maxsp * 2; |
|
|
1329 | |
1256 | |
1330 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1257 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1331 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1258 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1332 | grace_obj = this; |
1259 | grace_obj = this; |
1333 | |
1260 | |
… | |
… | |
1338 | /* store grace in a float - this way, the divisions below don't create |
1265 | /* store grace in a float - this way, the divisions below don't create |
1339 | * big jumps when you go from level to level - with int's, it then |
1266 | * big jumps when you go from level to level - with int's, it then |
1340 | * becomes big jumps when the sums of the bonuses jump to the next |
1267 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1268 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1269 | */ |
1343 | sp_tmp = 0.0; |
1270 | float sp_tmp = 0.f; |
1344 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1271 | |
|
|
1272 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1345 | { |
1273 | { |
1346 | float grace_tmp = 0.0; |
1274 | float grace_tmp = 0.f; |
1347 | |
1275 | |
1348 | /* Got some extra bonus at first level */ |
1276 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1277 | if (i < 2) |
1350 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1278 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1351 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1352 | else |
1279 | else |
1353 | grace_tmp = (float) contr->levgrace[i] |
|
|
1354 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1280 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1355 | |
1281 | |
1356 | if (grace_tmp < 1.0) |
|
|
1357 | grace_tmp = 1.0; |
|
|
1358 | |
|
|
1359 | sp_tmp += grace_tmp; |
1282 | sp_tmp += max (1.f, grace_tmp); |
1360 | } |
1283 | } |
1361 | |
1284 | |
1362 | stats.maxgrace = (int) sp_tmp; |
|
|
1363 | |
|
|
1364 | /* two grace points per level after 11 */ |
1285 | /* two grace points per level after 10 */ |
1365 | for (i = 11; i <= grace_obj->level; i++) |
1286 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1366 | stats.maxgrace += 2; |
|
|
1367 | } |
1287 | } |
|
|
1288 | |
1368 | /* No limit on grace vs maxgrace */ |
1289 | /* No limit on grace vs maxgrace */ |
1369 | |
1290 | |
1370 | if (contr->braced) |
1291 | if (contr->braced) |
1371 | { |
1292 | { |
1372 | ac += 2; |
1293 | ac += 2; |
… | |
… | |
1384 | * improvement every level, now its fighterlevel/5. So |
1305 | * improvement every level, now its fighterlevel/5. So |
1385 | * we give the player a bonus here in wc and dam |
1306 | * we give the player a bonus here in wc and dam |
1386 | * to make up for the change. Note that I left the |
1307 | * to make up for the change. Note that I left the |
1387 | * monster bonus the same as before. -b.t. |
1308 | * monster bonus the same as before. -b.t. |
1388 | */ |
1309 | */ |
|
|
1310 | object *wc_obj = chosen_skill; |
1389 | |
1311 | |
1390 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1312 | if (contr && wc_obj && wc_obj->level > 1) |
1391 | { |
1313 | { |
1392 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1314 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1393 | |
1315 | |
1394 | for (i = 1; i < wc_obj->level; i++) |
1316 | for (int i = 1; i < wc_obj->level; i++) |
1395 | { |
1317 | { |
1396 | /* addtional wc every 6 levels */ |
1318 | /* additional wc every 6 levels */ |
1397 | if (!(i % 6)) |
1319 | if (!(i % 6)) |
1398 | wc--; |
1320 | wc--; |
1399 | |
1321 | |
1400 | /* addtional dam every 4 levels. */ |
1322 | /* additional dam every 4 levels. */ |
1401 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1323 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1402 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1324 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1403 | } |
1325 | } |
1404 | } |
1326 | } |
1405 | else |
1327 | else |
… | |
… | |
1408 | stats.dam += dam_bonus[stats.Str]; |
1330 | stats.dam += dam_bonus[stats.Str]; |
1409 | |
1331 | |
1410 | if (stats.dam < 1) |
1332 | if (stats.dam < 1) |
1411 | stats.dam = 1; |
1333 | stats.dam = 1; |
1412 | |
1334 | |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
1335 | speed = 1.f + speed_bonus[stats.Dex]; |
1414 | |
1336 | |
1415 | if (settings.search_items && contr->search_str[0]) |
1337 | if (settings.search_items && contr->search_str[0]) |
1416 | speed -= 1; |
1338 | speed -= 1; |
1417 | |
1339 | |
1418 | if (attacktype == 0) |
1340 | if (attacktype == 0) |
1419 | attacktype = arch->clone.attacktype; |
1341 | attacktype = arch->attacktype; |
1420 | |
|
|
1421 | } /* End if player */ |
1342 | } /* End if player */ |
1422 | |
1343 | |
1423 | if (added_speed >= 0) |
1344 | if (added_speed >= 0) |
1424 | speed += added_speed / 10.0; |
1345 | speed += added_speed / 10.f; |
1425 | else /* Something wrong here...: */ |
1346 | else /* Something wrong here...: */ |
1426 | speed /= (float) (1.0 - added_speed); |
1347 | speed /= 1.f - added_speed; |
1427 | |
1348 | |
1428 | /* Max is determined by armour */ |
1349 | /* Max is determined by armour */ |
1429 | if (speed > max) |
1350 | speed = min (speed, max_speed); |
1430 | speed = max; |
|
|
1431 | |
1351 | |
1432 | if (type == PLAYER) |
1352 | if (type == PLAYER) |
1433 | { |
1353 | { |
1434 | /* f is a number the represents the number of kg above (positive num) |
1354 | /* f is a number the represents the number of kg above (positive num) |
1435 | * or below (negative number) that the player is carrying. If above |
1355 | * or below (negative number) that the player is carrying. If above |
1436 | * weight limit, then player suffers a speed reduction based on how |
1356 | * weight limit, then player suffers a speed reduction based on how |
1437 | * much above he is, and what is max carry is |
1357 | * much above he is, and what is max carry is |
1438 | */ |
1358 | */ |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1359 | f = (carrying / 1000) - max_carry[stats.Str]; |
1440 | if (f > 0) |
1360 | if (f > 0) |
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1361 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1442 | } |
1362 | } |
1443 | |
1363 | |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1364 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1445 | |
1365 | |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1366 | /* Put a lower limit on speed. Note with this speed, you move once every |
1447 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1367 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1448 | */ |
1368 | */ |
1449 | speed = speed * speed_reduce_from_disease; |
1369 | speed = speed * speed_reduce_from_disease; |
1450 | |
1370 | |
1451 | if (speed < 0.01 && type == PLAYER) |
1371 | if (speed < 0.01f && type == PLAYER) |
1452 | speed = 0.01; |
1372 | speed = 0.01f; |
1453 | |
1373 | |
1454 | if (type == PLAYER) |
1374 | if (type == PLAYER) |
1455 | { |
1375 | { |
1456 | float M, W, s, D, K, S, M2; |
|
|
1457 | |
|
|
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1376 | /* (This formula was made by vidarl@ifi.uio.no) |
1459 | * Note that we never used these values again - basically |
1377 | * Note that we never used these values again - basically |
1460 | * all of these could be subbed into one big equation, but |
1378 | * all of these could be subbed into one big equation, but |
1461 | * that would just be a real pain to read. |
1379 | * that would just be a real pain to read. |
1462 | */ |
1380 | */ |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1381 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1382 | float M2 = max_carry[stats.Str] / 100.f; |
1465 | W = weapon_weight / 20000.0; |
1383 | float W = weapon_weight / 20000.f; |
1466 | s = 2 - weapon_speed / 10.0; |
1384 | float s = (20 - weapon_speed) / 10.f; |
1467 | D = (stats.Dex - 14) / 14.0; |
1385 | float D = (stats.Dex - 14) / 14.f; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1386 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1387 | |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1388 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1389 | |
1470 | if (K <= 0) |
1390 | if (K <= 0.01f) |
1471 | K = 0.01; |
1391 | K = 0.01f; |
1472 | S = speed / (K * s); |
1392 | |
1473 | contr->weapon_sp = S; |
1393 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1474 | } |
1394 | } |
1475 | |
1395 | |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1396 | /* I want to limit the power of small monsters with big weapons: */ |
1477 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1397 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1398 | stats.dam = arch->stats.dam * 3; |
1479 | |
1399 | |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1400 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1401 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1482 | * so its value is the same. |
|
|
1483 | */ |
|
|
1484 | if (wc > 120) |
|
|
1485 | wc = 120; |
|
|
1486 | else if (wc < -120) |
|
|
1487 | wc = -120; |
|
|
1488 | |
|
|
1489 | stats.wc = wc; |
|
|
1490 | |
|
|
1491 | if (ac > 120) |
|
|
1492 | ac = 120; |
|
|
1493 | else if (ac < -120) |
|
|
1494 | ac = -120; |
|
|
1495 | |
|
|
1496 | stats.ac = ac; |
|
|
1497 | |
1402 | |
1498 | /* if for some reason the creature doesn't have any move type, |
1403 | /* if for some reason the creature doesn't have any move type, |
1499 | * give them walking as a default. |
1404 | * give them walking as a default. |
1500 | * The second case is a special case - to more closely mimic the |
1405 | * The second case is a special case - to more closely mimic the |
1501 | * old behaviour - if your flying, your not walking - just |
1406 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1531 | * false otherwise. |
1436 | * false otherwise. |
1532 | */ |
1437 | */ |
1533 | int |
1438 | int |
1534 | allowed_class (const object *op) |
1439 | allowed_class (const object *op) |
1535 | { |
1440 | { |
1536 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1441 | return op->stats.Dex > 0 |
1537 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1442 | && op->stats.Str > 0 |
|
|
1443 | && op->stats.Con > 0 |
|
|
1444 | && op->stats.Int > 0 |
|
|
1445 | && op->stats.Wis > 0 |
|
|
1446 | && op->stats.Pow > 0 |
|
|
1447 | && op->stats.Cha > 0; |
1538 | } |
1448 | } |
1539 | |
1449 | |
1540 | /* |
1450 | /* |
1541 | * set the new dragon name after gaining levels or |
1451 | * set the new dragon name after gaining levels or |
1542 | * changing ability focus (later this can be extended to |
1452 | * changing ability focus (later this can be extended to |
… | |
… | |
1613 | object *skin = NULL; /* pointer to dragon skin force */ |
1523 | object *skin = NULL; /* pointer to dragon skin force */ |
1614 | object *tmp = NULL; /* tmp. object */ |
1524 | object *tmp = NULL; /* tmp. object */ |
1615 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1525 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1616 | |
1526 | |
1617 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1527 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1618 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1619 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1620 | |
|
|
1621 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1528 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1622 | if (tmp->type == FORCE) |
1529 | if (tmp->type == FORCE) |
1623 | if (tmp->arch->name == dragon_ability_force) |
1530 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1624 | abil = tmp; |
1531 | abil = tmp; |
1625 | else if (tmp->arch->name == dragon_skin_force) |
1532 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1626 | skin = tmp; |
1533 | skin = tmp; |
1627 | |
1534 | |
1628 | /* if the force is missing -> bail out */ |
1535 | /* if the force is missing -> bail out */ |
1629 | if (abil == NULL) |
1536 | if (abil == NULL) |
1630 | return; |
1537 | return; |
… | |
… | |
1676 | if (!skill_obj) |
1583 | if (!skill_obj) |
1677 | { |
1584 | { |
1678 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1585 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1679 | return NULL; |
1586 | return NULL; |
1680 | } |
1587 | } |
|
|
1588 | |
1681 | /* clear the flag - exp goes into this bucket, but player |
1589 | /* clear the flag - exp goes into this bucket, but player |
1682 | * still doesn't know it. |
1590 | * still doesn't know it. |
1683 | */ |
1591 | */ |
1684 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1592 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1685 | skill_obj->stats.exp = 0; |
1593 | skill_obj->stats.exp = 0; |
1686 | skill_obj->level = 1; |
1594 | skill_obj->level = 1; |
1687 | insert_ob_in_ob (skill_obj, op); |
1595 | insert_ob_in_ob (skill_obj, op); |
1688 | |
1596 | |
1689 | if (op->contr) |
1597 | if (player *pl = op->contr) |
1690 | { |
1598 | { |
1691 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1599 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1692 | if (op->contr->ns) |
1600 | if (pl->ns) |
1693 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1601 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1694 | } |
1602 | } |
1695 | |
1603 | |
1696 | return skill_obj; |
1604 | return skill_obj; |
1697 | } |
1605 | } |
1698 | |
|
|
1699 | |
1606 | |
1700 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1607 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1701 | * whether the player gets more hp, sp and new levels. |
1608 | * whether the player gets more hp, sp and new levels. |
1702 | * Note this this function should only be called for players. Monstes |
1609 | * Note this this function should only be called for players. Monstes |
1703 | * don't really gain levels |
1610 | * don't really gain levels |
… | |
… | |
1706 | */ |
1613 | */ |
1707 | void |
1614 | void |
1708 | player_lvl_adj (object *who, object *op) |
1615 | player_lvl_adj (object *who, object *op) |
1709 | { |
1616 | { |
1710 | char buf[MAX_BUF]; |
1617 | char buf[MAX_BUF]; |
|
|
1618 | bool changed = false; |
1711 | |
1619 | |
1712 | if (!op) /* when rolling stats */ |
1620 | if (!op) /* when rolling stats */ |
1713 | op = who; |
1621 | op = who; |
1714 | |
1622 | |
1715 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1623 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1716 | { |
1624 | { |
|
|
1625 | changed = true; |
|
|
1626 | |
1717 | op->level++; |
1627 | op->level++; |
1718 | |
1628 | |
1719 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1629 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1720 | dragon_level_gain (who); |
1630 | dragon_level_gain (who); |
1721 | |
1631 | |
1722 | /* Only roll these if it is the player (who) that gained the level */ |
1632 | /* Only roll these if it is the player (who) that gained the level */ |
1723 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1633 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1724 | { |
1634 | { |
1725 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1635 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1726 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1636 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1727 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1637 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1728 | } |
1638 | } |
1729 | |
1639 | |
1730 | who->update_stats (); |
|
|
1731 | if (op->level > 1) |
1640 | if (op->level > 1) |
1732 | { |
1641 | { |
1733 | if (op->type != PLAYER) |
1642 | if (op->type != PLAYER) |
|
|
1643 | { |
|
|
1644 | who->contr->play_sound (sound_find ("skill_up")); |
1734 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1645 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1646 | } |
1735 | else |
1647 | else |
|
|
1648 | { |
|
|
1649 | who->contr->play_sound (sound_find ("level_up")); |
1736 | sprintf (buf, "You are now level %d.", op->level); |
1650 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1651 | } |
|
|
1652 | |
1737 | if (who) |
1653 | if (who) |
1738 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1654 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1739 | } |
1655 | } |
1740 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1741 | } |
1656 | } |
|
|
1657 | |
1742 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1658 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1743 | { |
1659 | { |
|
|
1660 | changed = true; |
|
|
1661 | |
1744 | op->level--; |
1662 | op->level--; |
1745 | who->update_stats (); |
1663 | |
1746 | if (op->type != PLAYER) |
1664 | if (op->type != PLAYER) |
1747 | { |
1665 | { |
1748 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1666 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1749 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1667 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1750 | } |
1668 | } |
1751 | player_lvl_adj (who, op); /* To decrease more levels */ |
1669 | } |
|
|
1670 | |
|
|
1671 | if (changed) |
1752 | } |
1672 | { |
1753 | |
1673 | who->update_stats (); |
|
|
1674 | esrv_update_stats (who->contr); |
1754 | /* check if the spell data has changed */ |
1675 | /* check if the spell data has changed */ |
1755 | esrv_update_stats (who->contr); |
|
|
1756 | esrv_update_spells (who->contr); |
1676 | esrv_update_spells (who->contr); |
|
|
1677 | } |
1757 | } |
1678 | } |
1758 | |
1679 | |
1759 | /* |
1680 | /* |
1760 | * Returns how much experience is needed for a player to become |
1681 | * Returns how much experience is needed for a player to become |
1761 | * the given level. level should really never exceed max_level |
1682 | * the given level. level should really never exceed max_level |
… | |
… | |
1764 | sint64 |
1685 | sint64 |
1765 | level_exp (int level, double expmul) |
1686 | level_exp (int level, double expmul) |
1766 | { |
1687 | { |
1767 | if (level > settings.max_level) |
1688 | if (level > settings.max_level) |
1768 | return (sint64) (expmul * levels[settings.max_level]); |
1689 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1690 | |
1769 | return (sint64) (expmul * levels[level]); |
1691 | return (sint64) (expmul * levels[level]); |
1770 | } |
1692 | } |
1771 | |
1693 | |
1772 | /* |
1694 | /* |
1773 | * Ensure that the permanent experience requirements in an exp object are met. |
1695 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1810 | sint64 limit, exp_to_add; |
1732 | sint64 limit, exp_to_add; |
1811 | int i; |
1733 | int i; |
1812 | |
1734 | |
1813 | /* prevents some forms of abuse. */ |
1735 | /* prevents some forms of abuse. */ |
1814 | if (op->contr->braced) |
1736 | if (op->contr->braced) |
1815 | exp = exp / 5; |
1737 | exp /= 5; |
1816 | |
1738 | |
1817 | /* Try to find the matching skill. |
1739 | /* Try to find the matching skill. |
1818 | * We do a shortcut/time saving mechanism first - see if it matches |
1740 | * We do a shortcut/time saving mechanism first - see if it matches |
1819 | * chosen_skill. This means we don't need to search through |
1741 | * chosen_skill. This means we don't need to search through |
1820 | * the players inventory. |
1742 | * the players inventory. |
1821 | */ |
1743 | */ |
1822 | if (skill_name) |
1744 | if (skill_name) |
1823 | { |
1745 | { |
1824 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1746 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
2065 | player_lvl_adj (op, tmp); |
1987 | player_lvl_adj (op, tmp); |
2066 | } |
1988 | } |
2067 | |
1989 | |
2068 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1990 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2069 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1991 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1992 | |
2070 | if (level_loss < 0) |
1993 | if (level_loss < 0) |
2071 | level_loss = 0; |
1994 | level_loss = 0; |
2072 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1995 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2073 | |
1996 | |
2074 | op->stats.exp -= loss; |
1997 | op->stats.exp -= loss; |