… | |
… | |
158 | * -b.t. |
158 | * -b.t. |
159 | */ |
159 | */ |
160 | |
160 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
162 | |
162 | |
163 | #ifndef WIN32 |
|
|
164 | extern uint64 *levels; |
|
|
165 | #else |
|
|
166 | extern sint64 *levels; |
163 | extern sint64 *levels; |
167 | #endif |
|
|
168 | |
164 | |
169 | #define MAX_SAVE_LEVEL 110 |
165 | #define MAX_SAVE_LEVEL 110 |
170 | |
166 | |
171 | /* This no longer needs to be changed anytime the number of |
167 | /* This no longer needs to be changed anytime the number of |
172 | * levels is increased - rather, did_make_save will do the |
168 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
239 | |
235 | |
240 | /* |
236 | /* |
241 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
242 | * what attr is (STR to POW). |
238 | * what attr is (STR to POW). |
243 | */ |
239 | */ |
244 | |
|
|
245 | void |
240 | void |
246 | set_attr_value (living * stats, int attr, sint8 value) |
241 | set_attr_value (living *stats, int attr, sint8 value) |
247 | { |
242 | { |
248 | switch (attr) |
243 | switch (attr) |
249 | { |
244 | { |
250 | case STR: |
245 | case STR: |
251 | stats->Str = value; |
246 | stats->Str = value; |
… | |
… | |
273 | |
268 | |
274 | /* |
269 | /* |
275 | * Like set_attr_value(), but instead the value (which can be negative) |
270 | * Like set_attr_value(), but instead the value (which can be negative) |
276 | * is added to the specified stat. |
271 | * is added to the specified stat. |
277 | */ |
272 | */ |
278 | |
|
|
279 | void |
273 | void |
280 | change_attr_value (living * stats, int attr, sint8 value) |
274 | change_attr_value (living *stats, int attr, sint8 value) |
281 | { |
275 | { |
282 | if (value == 0) |
276 | if (value == 0) |
283 | return; |
277 | return; |
|
|
278 | |
284 | switch (attr) |
279 | switch (attr) |
285 | { |
280 | { |
286 | case STR: |
281 | case STR: |
287 | stats->Str += value; |
282 | stats->Str += value; |
288 | break; |
283 | break; |
… | |
… | |
312 | /* |
307 | /* |
313 | * returns the specified stat. See also set_attr_value(). |
308 | * returns the specified stat. See also set_attr_value(). |
314 | */ |
309 | */ |
315 | |
310 | |
316 | sint8 |
311 | sint8 |
317 | get_attr_value (const living * stats, int attr) |
312 | get_attr_value (const living *stats, int attr) |
318 | { |
313 | { |
319 | switch (attr) |
314 | switch (attr) |
320 | { |
315 | { |
321 | case STR: |
|
|
322 | return (stats->Str); |
316 | case STR: return stats->Str; |
323 | case DEX: |
|
|
324 | return (stats->Dex); |
317 | case DEX: return stats->Dex; |
325 | case CON: |
|
|
326 | return (stats->Con); |
318 | case CON: return stats->Con; |
327 | case WIS: |
|
|
328 | return (stats->Wis); |
319 | case WIS: return stats->Wis; |
329 | case CHA: |
|
|
330 | return (stats->Cha); |
320 | case CHA: return stats->Cha; |
331 | case INT: |
|
|
332 | return (stats->Int); |
321 | case INT: return stats->Int; |
333 | case POW: |
|
|
334 | return (stats->Pow); |
322 | case POW: return stats->Pow; |
335 | } |
323 | } |
|
|
324 | |
336 | return 0; |
325 | return 0; |
337 | } |
326 | } |
338 | |
327 | |
339 | /* |
328 | /* |
340 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
329 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
341 | * 1-30 stat limit. |
330 | * 1-30 stat limit. |
342 | */ |
331 | */ |
343 | |
332 | |
344 | void |
333 | void |
345 | check_stat_bounds (living * stats) |
334 | check_stat_bounds (living *stats) |
346 | { |
335 | { |
347 | int i, v; |
336 | int i, v; |
348 | |
337 | |
349 | for (i = 0; i < NUM_STATS; i++) |
338 | for (i = 0; i < NUM_STATS; i++) |
350 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
339 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
… | |
… | |
452 | |
441 | |
453 | /* call fix_player since op object could have whatever attribute due |
442 | /* call fix_player since op object could have whatever attribute due |
454 | * to multiple items. if fix_player always has to be called after |
443 | * to multiple items. if fix_player always has to be called after |
455 | * change_ability then might as well call it from here |
444 | * change_ability then might as well call it from here |
456 | */ |
445 | */ |
457 | fix_player (op); |
446 | op->update_stats (); |
458 | |
447 | |
459 | /* Fix player won't add the bows ability to the player, so don't |
448 | /* Fix player won't add the bows ability to the player, so don't |
460 | * print out message if this is a bow. |
449 | * print out message if this is a bow. |
461 | */ |
450 | */ |
462 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
451 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
… | |
… | |
655 | |
644 | |
656 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
645 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
657 | } |
646 | } |
658 | } |
647 | } |
659 | |
648 | |
660 | if (tmp->type != EXPERIENCE && !potion_max) |
649 | if (!potion_max) |
661 | { |
650 | { |
662 | for (j = 0; j < NUM_STATS; j++) |
651 | for (j = 0; j < NUM_STATS; j++) |
663 | { |
652 | { |
664 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
653 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
665 | { |
654 | { |
… | |
… | |
675 | * Stat draining by Vick 930307 |
664 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
665 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
666 | */ |
678 | |
667 | |
679 | void |
668 | void |
680 | drain_stat (object *op) |
669 | object::drain_stat () |
681 | { |
670 | { |
682 | drain_specific_stat (op, RANDOM () % NUM_STATS); |
671 | drain_specific_stat (RANDOM () % NUM_STATS); |
683 | } |
672 | } |
684 | |
673 | |
685 | void |
674 | void |
686 | drain_specific_stat (object *op, int deplete_stats) |
675 | object::drain_specific_stat (int deplete_stats) |
687 | { |
676 | { |
688 | object *tmp; |
677 | object *tmp; |
689 | archetype *at; |
678 | archetype *at; |
690 | |
679 | |
691 | at = archetype::find (ARCH_DEPLETION); |
680 | at = archetype::find (ARCH_DEPLETION); |
… | |
… | |
694 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
683 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
695 | return; |
684 | return; |
696 | } |
685 | } |
697 | else |
686 | else |
698 | { |
687 | { |
699 | tmp = present_arch_in_ob (at, op); |
688 | tmp = present_arch_in_ob (at, this); |
|
|
689 | |
700 | if (!tmp) |
690 | if (!tmp) |
701 | { |
691 | { |
702 | tmp = arch_to_object (at); |
692 | tmp = arch_to_object (at); |
703 | tmp = insert_ob_in_ob (tmp, op); |
693 | tmp = insert_ob_in_ob (tmp, this); |
704 | SET_FLAG (tmp, FLAG_APPLIED); |
694 | SET_FLAG (tmp, FLAG_APPLIED); |
705 | } |
695 | } |
706 | } |
696 | } |
707 | |
697 | |
708 | new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
698 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
709 | change_attr_value (&tmp->stats, deplete_stats, -1); |
699 | change_attr_value (&tmp->stats, deplete_stats, -1); |
710 | fix_player (op); |
700 | update_stats (); |
711 | } |
701 | } |
712 | |
702 | |
713 | /* |
703 | /* |
714 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
704 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
715 | * via an applied bad_luck object. |
705 | * via an applied bad_luck object. |
716 | */ |
706 | */ |
717 | |
|
|
718 | void |
707 | void |
719 | change_luck (object *op, int value) |
708 | object::change_luck (int value) |
720 | { |
709 | { |
721 | object *tmp; |
|
|
722 | archetype *at; |
|
|
723 | int new_luck; |
|
|
724 | |
|
|
725 | at = archetype::find ("luck"); |
710 | archetype *at = archetype::find ("luck"); |
726 | if (!at) |
711 | if (!at) |
727 | LOG (llevError, "Couldn't find archetype luck.\n"); |
712 | LOG (llevError, "Couldn't find archetype luck.\n"); |
728 | else |
713 | else |
729 | { |
714 | { |
730 | tmp = present_arch_in_ob (at, op); |
715 | object *tmp = present_arch_in_ob (at, this); |
|
|
716 | |
731 | if (!tmp) |
717 | if (!tmp) |
732 | { |
718 | { |
733 | if (!value) |
719 | if (!value) |
734 | return; |
720 | return; |
|
|
721 | |
735 | tmp = arch_to_object (at); |
722 | tmp = arch_to_object (at); |
736 | tmp = insert_ob_in_ob (tmp, op); |
723 | tmp = insert_ob_in_ob (tmp, this); |
737 | SET_FLAG (tmp, FLAG_APPLIED); |
724 | SET_FLAG (tmp, FLAG_APPLIED); |
738 | } |
725 | } |
|
|
726 | |
739 | if (value) |
727 | if (value) |
740 | { |
728 | { |
741 | /* Limit the luck value of the bad luck object to +/-100. This |
729 | /* Limit the luck value of the bad luck object to +/-100. This |
742 | * (arbitrary) value prevents overflows (both in the bad luck object and |
730 | * (arbitrary) value prevents overflows (both in the bad luck object and |
743 | * in op itself). |
731 | * in op itself). |
744 | */ |
732 | */ |
745 | new_luck = tmp->stats.luck + value; |
733 | int new_luck = tmp->stats.luck + value; |
|
|
734 | |
746 | if (new_luck >= -100 && new_luck <= 100) |
735 | if (new_luck >= -100 && new_luck <= 100) |
747 | { |
736 | { |
748 | op->stats.luck += value; |
737 | stats.luck += value; |
749 | tmp->stats.luck = new_luck; |
738 | tmp->stats.luck = new_luck; |
750 | } |
739 | } |
751 | } |
740 | } |
752 | else |
741 | else |
753 | { |
742 | { |
754 | if (!tmp->stats.luck) |
743 | if (!tmp->stats.luck) |
755 | { |
|
|
756 | return; |
744 | return; |
757 | } |
745 | |
758 | /* Randomly change the players luck. Basically, we move it |
746 | /* Randomly change the players luck. Basically, we move it |
759 | * back neutral (if greater>0, subtract, otherwise add) |
747 | * back neutral (if greater>0, subtract, otherwise add) |
760 | */ |
748 | */ |
761 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
749 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
762 | { |
750 | { |
763 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
751 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
764 | |
752 | |
765 | op->stats.luck += diff; |
753 | stats.luck += diff; |
766 | tmp->stats.luck += diff; |
754 | tmp->stats.luck += diff; |
767 | } |
755 | } |
768 | } |
756 | } |
769 | } |
757 | } |
770 | } |
758 | } |
771 | |
759 | |
772 | /* |
760 | /* |
773 | * Subtracts stat-bonuses given by the class which the player has chosen. |
761 | * Subtracts stat-bonuses given by the class which the player has chosen. |
774 | */ |
762 | */ |
775 | |
|
|
776 | void |
763 | void |
777 | remove_statbonus (object *op) |
764 | object::remove_statbonus () |
778 | { |
765 | { |
779 | op->stats.Str -= op->arch->clone.stats.Str; |
766 | stats.Str -= arch->clone.stats.Str; |
780 | op->stats.Dex -= op->arch->clone.stats.Dex; |
767 | stats.Dex -= arch->clone.stats.Dex; |
781 | op->stats.Con -= op->arch->clone.stats.Con; |
768 | stats.Con -= arch->clone.stats.Con; |
782 | op->stats.Wis -= op->arch->clone.stats.Wis; |
769 | stats.Wis -= arch->clone.stats.Wis; |
783 | op->stats.Pow -= op->arch->clone.stats.Pow; |
770 | stats.Pow -= arch->clone.stats.Pow; |
784 | op->stats.Cha -= op->arch->clone.stats.Cha; |
771 | stats.Cha -= arch->clone.stats.Cha; |
785 | op->stats.Int -= op->arch->clone.stats.Int; |
772 | stats.Int -= arch->clone.stats.Int; |
|
|
773 | |
786 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
774 | contr->orig_stats.Str -= arch->clone.stats.Str; |
787 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
775 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
788 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
776 | contr->orig_stats.Con -= arch->clone.stats.Con; |
789 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
777 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
790 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
778 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
791 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
779 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
792 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
780 | contr->orig_stats.Int -= arch->clone.stats.Int; |
793 | } |
781 | } |
794 | |
782 | |
795 | /* |
783 | /* |
796 | * Adds stat-bonuses given by the class which the player has chosen. |
784 | * Adds stat-bonuses given by the class which the player has chosen. |
797 | */ |
785 | */ |
798 | |
|
|
799 | void |
786 | void |
800 | add_statbonus (object *op) |
787 | object::add_statbonus () |
801 | { |
788 | { |
802 | op->stats.Str += op->arch->clone.stats.Str; |
789 | stats.Str += arch->clone.stats.Str; |
803 | op->stats.Dex += op->arch->clone.stats.Dex; |
790 | stats.Dex += arch->clone.stats.Dex; |
804 | op->stats.Con += op->arch->clone.stats.Con; |
791 | stats.Con += arch->clone.stats.Con; |
805 | op->stats.Wis += op->arch->clone.stats.Wis; |
792 | stats.Wis += arch->clone.stats.Wis; |
806 | op->stats.Pow += op->arch->clone.stats.Pow; |
793 | stats.Pow += arch->clone.stats.Pow; |
807 | op->stats.Cha += op->arch->clone.stats.Cha; |
794 | stats.Cha += arch->clone.stats.Cha; |
808 | op->stats.Int += op->arch->clone.stats.Int; |
795 | stats.Int += arch->clone.stats.Int; |
|
|
796 | |
809 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
797 | contr->orig_stats.Str += arch->clone.stats.Str; |
810 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
798 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
811 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
799 | contr->orig_stats.Con += arch->clone.stats.Con; |
812 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
800 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
813 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
801 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
814 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
802 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
815 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
803 | contr->orig_stats.Int += arch->clone.stats.Int; |
816 | } |
804 | } |
817 | |
805 | |
818 | /* |
806 | /* |
819 | * Updates all abilities given by applied objects in the inventory |
807 | * Updates all abilities given by applied objects in the inventory |
820 | * of the given object. Note: This function works for both monsters |
808 | * of the given object. Note: This function works for both monsters |
… | |
… | |
826 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
814 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
827 | spell system split, grace points now added to system --peterm |
815 | spell system split, grace points now added to system --peterm |
828 | */ |
816 | */ |
829 | |
817 | |
830 | void |
818 | void |
831 | fix_player (object *op) |
819 | object::update_stats () |
832 | { |
820 | { |
833 | int i, j; |
821 | int i, j; |
834 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
822 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
835 | int weapon_weight = 0, weapon_speed = 0; |
823 | int weapon_weight = 0, weapon_speed = 0; |
836 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
824 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
837 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
825 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
838 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
826 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
839 | |
827 | |
840 | /* First task is to clear all the values back to their original values */ |
828 | /* First task is to clear all the values back to their original values */ |
841 | if (op->type == PLAYER) |
829 | if (type == PLAYER) |
842 | { |
830 | { |
843 | for (i = 0; i < NUM_STATS; i++) |
831 | for (i = 0; i < NUM_STATS; i++) |
844 | { |
|
|
845 | set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); |
832 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
846 | } |
833 | |
847 | if (settings.spell_encumbrance == TRUE) |
834 | if (settings.spell_encumbrance == TRUE) |
848 | op->contr->encumbrance = 0; |
835 | contr->encumbrance = 0; |
849 | |
836 | |
850 | op->attacktype = 0; |
837 | attacktype = 0; |
851 | op->contr->digestion = 0; |
838 | contr->digestion = 0; |
852 | op->contr->gen_hp = 0; |
839 | contr->gen_hp = 0; |
853 | op->contr->gen_sp = 0; |
840 | contr->gen_sp = 0; |
854 | op->contr->gen_grace = 0; |
841 | contr->gen_grace = 0; |
855 | op->contr->gen_sp_armour = 10; |
842 | contr->gen_sp_armour = 10; |
856 | op->contr->item_power = 0; |
843 | contr->item_power = 0; |
857 | |
844 | |
858 | /* Don't clobber all the range_ values. range_golem otherwise |
845 | /* Don't clobber all the range_ values. range_golem otherwise |
859 | * gets reset for no good reason, and we don't want to reset |
846 | * gets reset for no good reason, and we don't want to reset |
860 | * range_magic (what spell is readied). These three below |
847 | * range_magic (what spell is readied). These three below |
861 | * well get filled in based on what the player has equipped. |
848 | * well get filled in based on what the player has equipped. |
862 | */ |
849 | */ |
863 | op->contr->ranges[range_bow] = NULL; |
850 | contr->ranges[range_bow] = NULL; |
864 | op->contr->ranges[range_misc] = NULL; |
851 | contr->ranges[range_misc] = NULL; |
865 | op->contr->ranges[range_skill] = NULL; |
852 | contr->ranges[range_skill] = NULL; |
866 | } |
853 | } |
|
|
854 | |
867 | memcpy (op->body_used, op->body_info, sizeof (op->body_info)); |
855 | memcpy (body_used, body_info, sizeof (body_info)); |
868 | |
856 | |
869 | op->slaying = 0; |
857 | slaying = 0; |
870 | |
858 | |
871 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
859 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
872 | { |
860 | { |
873 | CLEAR_FLAG (op, FLAG_XRAYS); |
861 | CLEAR_FLAG (this, FLAG_XRAYS); |
874 | CLEAR_FLAG (op, FLAG_MAKE_INVIS); |
862 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
875 | } |
863 | } |
876 | |
864 | |
877 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
865 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
878 | CLEAR_FLAG (op, FLAG_STEALTH); |
866 | CLEAR_FLAG (this, FLAG_STEALTH); |
879 | CLEAR_FLAG (op, FLAG_BLIND); |
867 | CLEAR_FLAG (this, FLAG_BLIND); |
880 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
881 | CLEAR_FLAG (op, FLAG_REFL_SPELL); |
|
|
882 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
883 | CLEAR_FLAG (op, FLAG_REFL_MISSILE); |
|
|
884 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
885 | CLEAR_FLAG (op, FLAG_UNDEAD); |
|
|
886 | if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
887 | CLEAR_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
888 | |
868 | |
|
|
869 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
|
|
870 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
|
|
871 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
|
|
872 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
873 | |
889 | op->path_attuned = op->arch->clone.path_attuned; |
874 | path_attuned = arch->clone.path_attuned; |
890 | op->path_repelled = op->arch->clone.path_repelled; |
875 | path_repelled = arch->clone.path_repelled; |
891 | op->path_denied = op->arch->clone.path_denied; |
876 | path_denied = arch->clone.path_denied; |
892 | op->glow_radius = op->arch->clone.glow_radius; |
877 | glow_radius = arch->clone.glow_radius; |
893 | op->move_type = op->arch->clone.move_type; |
878 | move_type = arch->clone.move_type; |
894 | op->chosen_skill = NULL; |
879 | chosen_skill = NULL; |
895 | |
880 | |
896 | /* initializing resistances from the values in player/monster's |
881 | /* initializing resistances from the values in player/monster's |
897 | * archetype clone |
882 | * archetype clone |
898 | */ |
883 | */ |
899 | memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); |
884 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
900 | |
885 | |
901 | for (i = 0; i < NROFATTACKS; i++) |
886 | for (i = 0; i < NROFATTACKS; i++) |
902 | { |
887 | { |
903 | if (op->resist[i] > 0) |
888 | if (resist[i] > 0) |
904 | prot[i] = op->resist[i], vuln[i] = 0; |
889 | prot[i] = resist[i], vuln[i] = 0; |
905 | else |
890 | else |
906 | vuln[i] = -(op->resist[i]), prot[i] = 0; |
891 | vuln[i] = -(resist[i]), prot[i] = 0; |
907 | potion_resist[i] = 0; |
892 | potion_resist[i] = 0; |
908 | } |
893 | } |
909 | |
894 | |
910 | wc = op->arch->clone.stats.wc; |
895 | wc = arch->clone.stats.wc; |
911 | op->stats.dam = op->arch->clone.stats.dam; |
896 | stats.dam = arch->clone.stats.dam; |
912 | |
897 | |
913 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
898 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
914 | * plus a small amount of physical resist, those poor suckers. ;) |
899 | * plus a small amount of physical resist, those poor suckers. ;) |
915 | * the fact that maxlevel is factored in could be considered sort of bogus - |
900 | * the fact that maxlevel is factored in could be considered sort of bogus - |
916 | * we should probably give them some bonus and cap it off - otherwise, |
901 | * we should probably give them some bonus and cap it off - otherwise, |
917 | * basically, if a server updates its max level, these playes may find |
902 | * basically, if a server updates its max level, these playes may find |
918 | * that their protection from physical goes down |
903 | * that their protection from physical goes down |
919 | */ |
904 | */ |
920 | if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) |
905 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
921 | { |
906 | { |
922 | ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); |
907 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
923 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; |
908 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
924 | } |
909 | } |
925 | else |
910 | else |
926 | ac = op->arch->clone.stats.ac; |
911 | ac = arch->clone.stats.ac; |
927 | |
912 | |
928 | op->stats.luck = op->arch->clone.stats.luck; |
913 | stats.luck = arch->clone.stats.luck; |
929 | op->speed = op->arch->clone.speed; |
914 | speed = arch->clone.speed; |
930 | |
915 | |
931 | /* OK - we've reset most all the objects attributes to sane values. |
916 | /* OK - we've reset most all the objects attributes to sane values. |
932 | * now go through and make adjustments for what the player has equipped. |
917 | * now go through and make adjustments for what the player has equipped. |
933 | */ |
918 | */ |
934 | |
919 | |
935 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
920 | for (tmp = inv; tmp; tmp = tmp->below) |
936 | { |
921 | { |
937 | /* See note in map.c:update_position about making this additive |
922 | /* See note in map.c:update_position about making this additive |
938 | * since light sources are never applied, need to put check here. |
923 | * since light sources are never applied, need to put check here. |
939 | */ |
924 | */ |
940 | if (tmp->glow_radius > op->glow_radius) |
925 | if (tmp->glow_radius > glow_radius) |
941 | op->glow_radius = tmp->glow_radius; |
926 | glow_radius = tmp->glow_radius; |
942 | |
927 | |
943 | /* This happens because apply_potion calls change_abil with the potion |
928 | /* This happens because apply_potion calls change_abil with the potion |
944 | * applied so we can tell the player what chagned. But change_abil |
929 | * applied so we can tell the player what chagned. But change_abil |
945 | * then calls this function. |
930 | * then calls this function. |
946 | */ |
931 | */ |
947 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
932 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
948 | { |
|
|
949 | continue; |
933 | continue; |
950 | } |
|
|
951 | |
934 | |
952 | /* For some things, we don't care what is equipped */ |
935 | /* For some things, we don't care what is equipped */ |
953 | if (tmp->type == SKILL) |
936 | if (tmp->type == SKILL) |
954 | { |
937 | { |
955 | /* Want to take the highest skill here. */ |
938 | /* Want to take the highest skill here. */ |
… | |
… | |
958 | if (!mana_obj) |
941 | if (!mana_obj) |
959 | mana_obj = tmp; |
942 | mana_obj = tmp; |
960 | else if (tmp->level > mana_obj->level) |
943 | else if (tmp->level > mana_obj->level) |
961 | mana_obj = tmp; |
944 | mana_obj = tmp; |
962 | } |
945 | } |
|
|
946 | |
963 | if (IS_GRACE_SKILL (tmp->subtype)) |
947 | if (IS_GRACE_SKILL (tmp->subtype)) |
964 | { |
948 | { |
965 | if (!grace_obj) |
949 | if (!grace_obj) |
966 | grace_obj = tmp; |
950 | grace_obj = tmp; |
967 | else if (tmp->level > grace_obj->level) |
951 | else if (tmp->level > grace_obj->level) |
… | |
… | |
979 | * up, etc. |
963 | * up, etc. |
980 | */ |
964 | */ |
981 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
965 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
982 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
966 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
983 | { |
967 | { |
984 | if (op->type == PLAYER) |
968 | if (type == PLAYER) |
985 | { |
969 | { |
986 | if (tmp->type == BOW) |
970 | if (tmp->type == BOW) |
987 | op->contr->ranges[range_bow] = tmp; |
971 | contr->ranges[range_bow] = tmp; |
988 | |
972 | |
989 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
973 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
990 | op->contr->ranges[range_misc] = tmp; |
974 | contr->ranges[range_misc] = tmp; |
991 | |
975 | |
992 | for (i = 0; i < NUM_STATS; i++) |
976 | for (i = 0; i < NUM_STATS; i++) |
993 | change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); |
977 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
994 | |
978 | |
995 | /* these are the items that currently can change digestion, regeneration, |
979 | /* these are the items that currently can change digestion, regeneration, |
996 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
980 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
997 | * list, but other items store other info into stats array. |
981 | * list, but other items store other info into stats array. |
998 | */ |
982 | */ |
999 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
983 | if ((tmp->type == WEAPON) || |
1000 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
984 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
1001 | (tmp->type == SHIELD) || (tmp->type == RING) || |
985 | (tmp->type == SHIELD) || (tmp->type == RING) || |
1002 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
986 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
1003 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
987 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
1004 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) |
988 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
|
|
989 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
|
|
990 | (tmp->type == SKILL)) |
1005 | { |
991 | { |
1006 | op->contr->digestion += tmp->stats.food; |
992 | contr->digestion += tmp->stats.food; |
1007 | op->contr->gen_hp += tmp->stats.hp; |
993 | contr->gen_hp += tmp->stats.hp; |
1008 | op->contr->gen_sp += tmp->stats.sp; |
994 | contr->gen_sp += tmp->stats.sp; |
1009 | op->contr->gen_grace += tmp->stats.grace; |
995 | contr->gen_grace += tmp->stats.grace; |
1010 | op->contr->gen_sp_armour += tmp->gen_sp_armour; |
996 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1011 | op->contr->item_power += tmp->item_power; |
997 | contr->item_power += tmp->item_power; |
1012 | } |
998 | } |
1013 | } /* if this is a player */ |
999 | } /* if this is a player */ |
1014 | |
1000 | |
1015 | /* Update slots used for items */ |
1001 | /* Update slots used for items */ |
1016 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1002 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1017 | { |
|
|
1018 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1003 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1019 | op->body_used[i] += tmp->body_info[i]; |
1004 | body_used[i] += tmp->body_info[i]; |
1020 | } |
|
|
1021 | |
1005 | |
1022 | if (tmp->type == SYMPTOM) |
1006 | if (tmp->type == SYMPTOM) |
1023 | { |
1007 | { |
1024 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1008 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1025 | if (speed_reduce_from_disease == 0) |
1009 | if (speed_reduce_from_disease == 0) |
… | |
… | |
1052 | } |
1036 | } |
1053 | } |
1037 | } |
1054 | |
1038 | |
1055 | /* There may be other things that should not adjust the attacktype */ |
1039 | /* There may be other things that should not adjust the attacktype */ |
1056 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1057 | op->attacktype |= tmp->attacktype; |
1041 | attacktype |= tmp->attacktype; |
1058 | |
1042 | |
1059 | op->path_attuned |= tmp->path_attuned; |
1043 | path_attuned |= tmp->path_attuned; |
1060 | op->path_repelled |= tmp->path_repelled; |
1044 | path_repelled |= tmp->path_repelled; |
1061 | op->path_denied |= tmp->path_denied; |
1045 | path_denied |= tmp->path_denied; |
1062 | op->stats.luck += tmp->stats.luck; |
1046 | stats.luck += tmp->stats.luck; |
1063 | op->move_type |= tmp->move_type; |
1047 | move_type |= tmp->move_type; |
1064 | |
1048 | |
1065 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
1049 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1066 | SET_FLAG (op, FLAG_LIFESAVE); |
1050 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1067 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) |
1051 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1068 | SET_FLAG (op, FLAG_REFL_SPELL); |
1052 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1069 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) |
1053 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
1070 | SET_FLAG (op, FLAG_REFL_MISSILE); |
1054 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
1071 | if (QUERY_FLAG (tmp, FLAG_STEALTH)) |
1055 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
1072 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1073 | if (QUERY_FLAG (tmp, FLAG_XRAYS)) |
|
|
1074 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1075 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
|
|
1076 | SET_FLAG (op, FLAG_BLIND); |
|
|
1077 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) |
|
|
1078 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1079 | |
1056 | |
1080 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
1057 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
1081 | SET_FLAG (op, FLAG_UNDEAD); |
1058 | SET_FLAG (this, FLAG_UNDEAD); |
1082 | |
1059 | |
1083 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1060 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1084 | { |
1061 | { |
1085 | SET_FLAG (op, FLAG_MAKE_INVIS); |
1062 | SET_FLAG (this, FLAG_MAKE_INVIS); |
1086 | op->invisible = 1; |
1063 | invisible = 1; |
1087 | } |
1064 | } |
1088 | |
1065 | |
1089 | if (tmp->stats.exp && tmp->type != SKILL) |
1066 | if (tmp->stats.exp && tmp->type != SKILL) |
1090 | { |
1067 | { |
1091 | if (tmp->stats.exp > 0) |
1068 | if (tmp->stats.exp > 0) |
… | |
… | |
1106 | break; |
1083 | break; |
1107 | |
1084 | |
1108 | if (IS_COMBAT_SKILL (tmp->subtype)) |
1085 | if (IS_COMBAT_SKILL (tmp->subtype)) |
1109 | wc_obj = tmp; |
1086 | wc_obj = tmp; |
1110 | |
1087 | |
1111 | if (op->chosen_skill) |
1088 | if (chosen_skill) |
1112 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
1089 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1113 | |
1090 | |
1114 | op->chosen_skill = tmp; |
1091 | chosen_skill = tmp; |
1115 | |
1092 | |
1116 | if (tmp->stats.dam > 0) |
1093 | if (tmp->stats.dam > 0) |
1117 | { /* skill is a 'weapon' */ |
1094 | { /* skill is a 'weapon' */ |
1118 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1095 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1119 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1096 | weapon_speed = (int) WEAPON_SPEED (tmp); |
|
|
1097 | |
1120 | if (weapon_speed < 0) |
1098 | if (weapon_speed < 0) |
1121 | weapon_speed = 0; |
1099 | weapon_speed = 0; |
|
|
1100 | |
1122 | weapon_weight = tmp->weight; |
1101 | weapon_weight = tmp->weight; |
1123 | op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); |
1102 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
|
|
1103 | |
1124 | if (tmp->magic) |
1104 | if (tmp->magic) |
1125 | op->stats.dam += tmp->magic; |
1105 | stats.dam += tmp->magic; |
1126 | } |
1106 | } |
1127 | |
1107 | |
1128 | if (tmp->stats.wc) |
1108 | if (tmp->stats.wc) |
1129 | wc -= (tmp->stats.wc + tmp->magic); |
1109 | wc -= (tmp->stats.wc + tmp->magic); |
1130 | |
1110 | |
1131 | if (tmp->slaying != NULL) |
1111 | if (tmp->slaying != NULL) |
1132 | op->slaying = tmp->slaying; |
1112 | slaying = tmp->slaying; |
1133 | |
1113 | |
1134 | if (tmp->stats.ac) |
1114 | if (tmp->stats.ac) |
1135 | ac -= (tmp->stats.ac + tmp->magic); |
1115 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1116 | |
1136 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1117 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1118 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1138 | |
1119 | |
1139 | if (op->type == PLAYER) |
1120 | if (type == PLAYER) |
1140 | op->contr->ranges[range_skill] = op; |
1121 | contr->ranges[range_skill] = this; |
|
|
1122 | |
1141 | break; |
1123 | break; |
1142 | |
1124 | |
1143 | case SKILL_TOOL: |
1125 | case SKILL_TOOL: |
1144 | if (op->chosen_skill) |
1126 | if (chosen_skill) |
1145 | { |
|
|
1146 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
1127 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1147 | } |
1128 | |
1148 | op->chosen_skill = tmp; |
1129 | chosen_skill = tmp; |
|
|
1130 | |
1149 | if (op->type == PLAYER) |
1131 | if (type == PLAYER) |
1150 | op->contr->ranges[range_skill] = op; |
1132 | contr->ranges[range_skill] = this; |
1151 | break; |
1133 | break; |
1152 | |
1134 | |
1153 | case SHIELD: |
1135 | case SHIELD: |
1154 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1136 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1155 | op->contr->encumbrance += (int) tmp->weight / 2000; |
1137 | contr->encumbrance += (int) tmp->weight / 2000; |
1156 | case RING: |
1138 | case RING: |
1157 | case AMULET: |
1139 | case AMULET: |
1158 | case GIRDLE: |
1140 | case GIRDLE: |
1159 | case HELMET: |
1141 | case HELMET: |
1160 | case BOOTS: |
1142 | case BOOTS: |
1161 | case GLOVES: |
1143 | case GLOVES: |
1162 | case CLOAK: |
1144 | case CLOAK: |
1163 | if (tmp->stats.wc) |
1145 | if (tmp->stats.wc) |
1164 | wc -= (tmp->stats.wc + tmp->magic); |
1146 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1147 | |
1165 | if (tmp->stats.dam) |
1148 | if (tmp->stats.dam) |
1166 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1149 | stats.dam += (tmp->stats.dam + tmp->magic); |
|
|
1150 | |
1167 | if (tmp->stats.ac) |
1151 | if (tmp->stats.ac) |
1168 | ac -= (tmp->stats.ac + tmp->magic); |
1152 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1153 | |
1169 | break; |
1154 | break; |
1170 | |
1155 | |
1171 | case WEAPON: |
1156 | case WEAPON: |
1172 | wc -= (tmp->stats.wc + tmp->magic); |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1158 | |
1173 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1159 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1174 | ac -= tmp->stats.ac + tmp->magic; |
1160 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1161 | |
1175 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1162 | stats.dam += (tmp->stats.dam + tmp->magic); |
1176 | weapon_weight = tmp->weight; |
1163 | weapon_weight = tmp->weight; |
1177 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1164 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1165 | |
1178 | if (weapon_speed < 0) |
1166 | if (weapon_speed < 0) |
1179 | weapon_speed = 0; |
1167 | weapon_speed = 0; |
|
|
1168 | |
1180 | op->slaying = tmp->slaying; |
1169 | slaying = tmp->slaying; |
1181 | /* If there is desire that two handed weapons should do |
1170 | /* If there is desire that two handed weapons should do |
1182 | * extra strength damage, this is where the code should |
1171 | * extra strength damage, this is where the code should |
1183 | * go. |
1172 | * go. |
1184 | */ |
1173 | */ |
1185 | op->current_weapon = tmp; |
1174 | current_weapon = tmp; |
1186 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1175 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1187 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1176 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1188 | |
1177 | |
1189 | break; |
1178 | break; |
1190 | |
1179 | |
1191 | case ARMOUR: /* Only the best of these three are used: */ |
1180 | case ARMOUR: /* Only the best of these three are used: */ |
1192 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1181 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1193 | op->contr->encumbrance += (int) tmp->weight / 1000; |
1182 | contr->encumbrance += (int) tmp->weight / 1000; |
1194 | |
1183 | |
1195 | case BRACERS: |
1184 | case BRACERS: |
1196 | case FORCE: |
1185 | case FORCE: |
1197 | if (tmp->stats.wc) |
1186 | if (tmp->stats.wc) |
1198 | { |
1187 | { |
… | |
… | |
1202 | best_wc = tmp->stats.wc + tmp->magic; |
1191 | best_wc = tmp->stats.wc + tmp->magic; |
1203 | } |
1192 | } |
1204 | else |
1193 | else |
1205 | wc += tmp->stats.wc + tmp->magic; |
1194 | wc += tmp->stats.wc + tmp->magic; |
1206 | } |
1195 | } |
|
|
1196 | |
1207 | if (tmp->stats.ac) |
1197 | if (tmp->stats.ac) |
1208 | { |
1198 | { |
1209 | if (best_ac < tmp->stats.ac + tmp->magic) |
1199 | if (best_ac < tmp->stats.ac + tmp->magic) |
1210 | { |
1200 | { |
1211 | ac += best_ac; /* Remove last bonus */ |
1201 | ac += best_ac; /* Remove last bonus */ |
1212 | best_ac = tmp->stats.ac + tmp->magic; |
1202 | best_ac = tmp->stats.ac + tmp->magic; |
1213 | } |
1203 | } |
1214 | else /* To nullify the below effect */ |
1204 | else /* To nullify the below effect */ |
1215 | ac += tmp->stats.ac + tmp->magic; |
1205 | ac += tmp->stats.ac + tmp->magic; |
1216 | } |
1206 | } |
|
|
1207 | |
1217 | if (tmp->stats.wc) |
1208 | if (tmp->stats.wc) |
1218 | wc -= (tmp->stats.wc + tmp->magic); |
1209 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1210 | |
1219 | if (tmp->stats.ac) |
1211 | if (tmp->stats.ac) |
1220 | ac -= (tmp->stats.ac + tmp->magic); |
1212 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1213 | |
1221 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1214 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1222 | max = ARMOUR_SPEED (tmp) / 10.0; |
1215 | max = ARMOUR_SPEED (tmp) / 10.0; |
|
|
1216 | |
1223 | break; |
1217 | break; |
1224 | } /* switch tmp->type */ |
1218 | } /* switch tmp->type */ |
1225 | } /* item is equipped */ |
1219 | } /* item is equipped */ |
1226 | } /* for loop of items */ |
1220 | } /* for loop of items */ |
1227 | |
1221 | |
… | |
… | |
1235 | * If there is a cursed (and no uncursed) potion in effect, we take |
1229 | * If there is a cursed (and no uncursed) potion in effect, we take |
1236 | * 'total resistance = vulnerability from cursed potion'. |
1230 | * 'total resistance = vulnerability from cursed potion'. |
1237 | */ |
1231 | */ |
1238 | for (i = 0; i < NROFATTACKS; i++) |
1232 | for (i = 0; i < NROFATTACKS; i++) |
1239 | { |
1233 | { |
1240 | op->resist[i] = prot[i] - vuln[i]; |
1234 | resist[i] = prot[i] - vuln[i]; |
|
|
1235 | |
1241 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) |
1236 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1242 | op->resist[i] = potion_resist[i]; |
1237 | resist[i] = potion_resist[i]; |
1243 | } |
1238 | } |
1244 | |
1239 | |
1245 | /* Figure out the players sp/mana/hp totals. */ |
1240 | /* Figure out the players sp/mana/hp totals. */ |
1246 | if (op->type == PLAYER) |
1241 | if (type == PLAYER) |
1247 | { |
1242 | { |
1248 | int pl_level; |
1243 | int pl_level; |
1249 | |
1244 | |
1250 | check_stat_bounds (&(op->stats)); |
1245 | check_stat_bounds (&(stats)); |
1251 | pl_level = op->level; |
1246 | pl_level = level; |
1252 | |
1247 | |
1253 | if (pl_level < 1) |
1248 | if (pl_level < 1) |
1254 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1249 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1255 | |
1250 | |
1256 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1251 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1257 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1252 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1258 | */ |
1253 | */ |
1259 | for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1254 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1260 | { |
1255 | { |
1261 | j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; |
1256 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1257 | |
1262 | if (i % 2 && con_bonus[op->stats.Con] % 2) |
1258 | if (i % 2 && con_bonus[stats.Con] % 2) |
1263 | { |
1259 | { |
1264 | if (con_bonus[op->stats.Con] > 0) |
1260 | if (con_bonus[stats.Con] > 0) |
1265 | j++; |
1261 | j++; |
1266 | else |
1262 | else |
1267 | j--; |
1263 | j--; |
1268 | } |
1264 | } |
|
|
1265 | |
1269 | op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1266 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1270 | } |
1267 | } |
1271 | |
1268 | |
1272 | for (i = 11; i <= op->level; i++) |
1269 | for (i = 11; i <= level; i++) |
1273 | op->stats.maxhp += 2; |
1270 | stats.maxhp += 2; |
1274 | |
1271 | |
1275 | if (op->stats.hp > op->stats.maxhp) |
1272 | if (stats.hp > stats.maxhp) |
1276 | op->stats.hp = op->stats.maxhp; |
1273 | stats.hp = stats.maxhp; |
1277 | |
1274 | |
1278 | /* Sp gain is controlled by the level of the player's |
1275 | /* Sp gain is controlled by the level of the player's |
1279 | * relevant experience object (mana_obj, see above) |
1276 | * relevant experience object (mana_obj, see above) |
1280 | */ |
1277 | */ |
1281 | /* following happen when skills system is not used */ |
1278 | /* following happen when skills system is not used */ |
1282 | if (!mana_obj) |
1279 | if (!mana_obj) |
1283 | mana_obj = op; |
1280 | mana_obj = this; |
|
|
1281 | |
1284 | if (!grace_obj) |
1282 | if (!grace_obj) |
1285 | grace_obj = op; |
1283 | grace_obj = this; |
|
|
1284 | |
1286 | /* set maxsp */ |
1285 | /* set maxsp */ |
1287 | if (!mana_obj || !mana_obj->level || op->type != PLAYER) |
1286 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
1288 | mana_obj = op; |
1287 | mana_obj = this; |
1289 | |
1288 | |
1290 | if (mana_obj == op && op->type == PLAYER) |
1289 | if (mana_obj == this && type == PLAYER) |
1291 | { |
|
|
1292 | op->stats.maxsp = 1; |
1290 | stats.maxsp = 1; |
1293 | } |
|
|
1294 | else |
1291 | else |
1295 | { |
1292 | { |
1296 | sp_tmp = 0.0; |
1293 | sp_tmp = 0.0; |
|
|
1294 | |
1297 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1295 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1298 | { |
1296 | { |
1299 | float stmp; |
1297 | float stmp; |
1300 | |
1298 | |
1301 | /* Got some extra bonus at first level */ |
1299 | /* Got some extra bonus at first level */ |
1302 | if (i < 2) |
1300 | if (i < 2) |
1303 | { |
|
|
1304 | stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); |
1301 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1305 | } |
|
|
1306 | else |
1302 | else |
1307 | { |
|
|
1308 | stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; |
1303 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1309 | } |
1304 | |
1310 | if (stmp < 1.0) |
1305 | if (stmp < 1.0) |
1311 | stmp = 1.0; |
1306 | stmp = 1.0; |
|
|
1307 | |
1312 | sp_tmp += stmp; |
1308 | sp_tmp += stmp; |
1313 | } |
1309 | } |
|
|
1310 | |
1314 | op->stats.maxsp = (int) sp_tmp; |
1311 | stats.maxsp = (int) sp_tmp; |
1315 | |
1312 | |
1316 | for (i = 11; i <= mana_obj->level; i++) |
1313 | for (i = 11; i <= mana_obj->level; i++) |
1317 | op->stats.maxsp += 2; |
1314 | stats.maxsp += 2; |
1318 | } |
1315 | } |
1319 | /* Characters can get their sp supercharged via rune of transferrance */ |
1316 | /* Characters can get their sp supercharged via rune of transferrance */ |
1320 | if (op->stats.sp > op->stats.maxsp * 2) |
1317 | if (stats.sp > stats.maxsp * 2) |
1321 | op->stats.sp = op->stats.maxsp * 2; |
1318 | stats.sp = stats.maxsp * 2; |
1322 | |
1319 | |
1323 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1320 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1324 | if (!grace_obj || !grace_obj->level || op->type != PLAYER) |
1321 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1325 | grace_obj = op; |
1322 | grace_obj = this; |
1326 | |
1323 | |
1327 | if (grace_obj == op && op->type == PLAYER) |
1324 | if (grace_obj == this && type == PLAYER) |
1328 | { |
|
|
1329 | op->stats.maxgrace = 1; |
1325 | stats.maxgrace = 1; |
1330 | } |
|
|
1331 | else |
1326 | else |
1332 | { |
1327 | { |
1333 | /* store grace in a float - this way, the divisions below don't create |
1328 | /* store grace in a float - this way, the divisions below don't create |
1334 | * big jumps when you go from level to level - with int's, it then |
1329 | * big jumps when you go from level to level - with int's, it then |
1335 | * becomes big jumps when the sums of the bonuses jump to the next |
1330 | * becomes big jumps when the sums of the bonuses jump to the next |
1336 | * step of 8 - with floats, even fractional ones are useful. |
1331 | * step of 8 - with floats, even fractional ones are useful. |
1337 | */ |
1332 | */ |
1338 | sp_tmp = 0.0; |
1333 | sp_tmp = 0.0; |
1339 | for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1334 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1340 | { |
1335 | { |
1341 | float grace_tmp = 0.0; |
1336 | float grace_tmp = 0.0; |
1342 | |
1337 | |
1343 | /* Got some extra bonus at first level */ |
1338 | /* Got some extra bonus at first level */ |
1344 | if (i < 2) |
1339 | if (i < 2) |
1345 | { |
|
|
1346 | grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + |
1340 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1347 | 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); |
1341 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
1348 | } |
|
|
1349 | else |
1342 | else |
1350 | { |
|
|
1351 | grace_tmp = (float) op->contr->levgrace[i] |
1343 | grace_tmp = (float) contr->levgrace[i] |
1352 | + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; |
1344 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1353 | } |
1345 | |
1354 | if (grace_tmp < 1.0) |
1346 | if (grace_tmp < 1.0) |
1355 | grace_tmp = 1.0; |
1347 | grace_tmp = 1.0; |
|
|
1348 | |
1356 | sp_tmp += grace_tmp; |
1349 | sp_tmp += grace_tmp; |
1357 | } |
1350 | } |
|
|
1351 | |
1358 | op->stats.maxgrace = (int) sp_tmp; |
1352 | stats.maxgrace = (int) sp_tmp; |
1359 | |
1353 | |
1360 | /* two grace points per level after 11 */ |
1354 | /* two grace points per level after 11 */ |
1361 | for (i = 11; i <= grace_obj->level; i++) |
1355 | for (i = 11; i <= grace_obj->level; i++) |
1362 | op->stats.maxgrace += 2; |
1356 | stats.maxgrace += 2; |
1363 | } |
1357 | } |
1364 | /* No limit on grace vs maxgrace */ |
1358 | /* No limit on grace vs maxgrace */ |
1365 | |
1359 | |
1366 | if (op->contr->braced) |
1360 | if (contr->braced) |
1367 | { |
1361 | { |
1368 | ac += 2; |
1362 | ac += 2; |
1369 | wc += 4; |
1363 | wc += 4; |
1370 | } |
1364 | } |
1371 | else |
1365 | else |
1372 | ac -= dex_bonus[op->stats.Dex]; |
1366 | ac -= dex_bonus[stats.Dex]; |
1373 | |
1367 | |
1374 | /* In new exp/skills system, wc bonuses are related to |
1368 | /* In new exp/skills system, wc bonuses are related to |
1375 | * the players level in a relevant exp object (wc_obj) |
1369 | * the players level in a relevant exp object (wc_obj) |
1376 | * not the general player level -b.t. |
1370 | * not the general player level -b.t. |
1377 | * I changed this slightly so that wc bonuses are better |
1371 | * I changed this slightly so that wc bonuses are better |
… | |
… | |
1381 | * we give the player a bonus here in wc and dam |
1375 | * we give the player a bonus here in wc and dam |
1382 | * to make up for the change. Note that I left the |
1376 | * to make up for the change. Note that I left the |
1383 | * monster bonus the same as before. -b.t. |
1377 | * monster bonus the same as before. -b.t. |
1384 | */ |
1378 | */ |
1385 | |
1379 | |
1386 | if (op->type == PLAYER && wc_obj && wc_obj->level > 1) |
1380 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1387 | { |
1381 | { |
1388 | wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); |
1382 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1389 | for (i = 1; i < wc_obj->level; i++) |
1383 | for (i = 1; i < wc_obj->level; i++) |
1390 | { |
1384 | { |
1391 | /* addtional wc every 6 levels */ |
1385 | /* addtional wc every 6 levels */ |
1392 | if (!(i % 6)) |
1386 | if (!(i % 6)) |
1393 | wc--; |
1387 | wc--; |
1394 | /* addtional dam every 4 levels. */ |
1388 | /* addtional dam every 4 levels. */ |
1395 | if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) |
1389 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1396 | op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); |
1390 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1397 | } |
1391 | } |
1398 | } |
1392 | } |
1399 | else |
1393 | else |
1400 | wc -= (op->level + thaco_bonus[op->stats.Str]); |
1394 | wc -= (level + thaco_bonus[stats.Str]); |
1401 | |
1395 | |
1402 | op->stats.dam += dam_bonus[op->stats.Str]; |
1396 | stats.dam += dam_bonus[stats.Str]; |
1403 | |
1397 | |
1404 | if (op->stats.dam < 1) |
1398 | if (stats.dam < 1) |
1405 | op->stats.dam = 1; |
1399 | stats.dam = 1; |
1406 | |
1400 | |
1407 | op->speed = 1.0 + speed_bonus[op->stats.Dex]; |
1401 | speed = 1.0 + speed_bonus[stats.Dex]; |
|
|
1402 | |
1408 | if (settings.search_items && op->contr->search_str[0]) |
1403 | if (settings.search_items && contr->search_str[0]) |
1409 | op->speed -= 1; |
1404 | speed -= 1; |
|
|
1405 | |
1410 | if (op->attacktype == 0) |
1406 | if (attacktype == 0) |
1411 | op->attacktype = op->arch->clone.attacktype; |
1407 | attacktype = arch->clone.attacktype; |
1412 | |
1408 | |
1413 | } /* End if player */ |
1409 | } /* End if player */ |
1414 | |
1410 | |
1415 | if (added_speed >= 0) |
1411 | if (added_speed >= 0) |
1416 | op->speed += added_speed / 10.0; |
1412 | speed += added_speed / 10.0; |
1417 | else /* Something wrong here...: */ |
1413 | else /* Something wrong here...: */ |
1418 | op->speed /= (float) (1.0 - added_speed); |
1414 | speed /= (float) (1.0 - added_speed); |
1419 | |
1415 | |
1420 | /* Max is determined by armour */ |
1416 | /* Max is determined by armour */ |
1421 | if (op->speed > max) |
1417 | if (speed > max) |
1422 | op->speed = max; |
1418 | speed = max; |
1423 | |
1419 | |
1424 | if (op->type == PLAYER) |
1420 | if (type == PLAYER) |
1425 | { |
1421 | { |
1426 | /* f is a number the represents the number of kg above (positive num) |
1422 | /* f is a number the represents the number of kg above (positive num) |
1427 | * or below (negative number) that the player is carrying. If above |
1423 | * or below (negative number) that the player is carrying. If above |
1428 | * weight limit, then player suffers a speed reduction based on how |
1424 | * weight limit, then player suffers a speed reduction based on how |
1429 | * much above he is, and what is max carry is |
1425 | * much above he is, and what is max carry is |
1430 | */ |
1426 | */ |
1431 | f = (op->carrying / 1000) - max_carry[op->stats.Str]; |
1427 | f = (carrying / 1000) - max_carry[stats.Str]; |
1432 | if (f > 0) |
1428 | if (f > 0) |
1433 | op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); |
1429 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1434 | } |
1430 | } |
1435 | |
1431 | |
1436 | op->speed += bonus_speed / 10.0; /* Not affected by limits */ |
1432 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1437 | |
1433 | |
1438 | /* Put a lower limit on speed. Note with this speed, you move once every |
1434 | /* Put a lower limit on speed. Note with this speed, you move once every |
1439 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1435 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1440 | */ |
1436 | */ |
1441 | op->speed = op->speed * speed_reduce_from_disease; |
1437 | speed = speed * speed_reduce_from_disease; |
1442 | |
1438 | |
1443 | if (op->speed < 0.01 && op->type == PLAYER) |
1439 | if (speed < 0.01 && type == PLAYER) |
1444 | op->speed = 0.01; |
1440 | speed = 0.01; |
1445 | |
1441 | |
1446 | if (op->type == PLAYER) |
1442 | if (type == PLAYER) |
1447 | { |
1443 | { |
1448 | float M, W, s, D, K, S, M2; |
1444 | float M, W, s, D, K, S, M2; |
1449 | |
1445 | |
1450 | /* (This formula was made by vidarl@ifi.uio.no) |
1446 | /* (This formula was made by vidarl@ifi.uio.no) |
1451 | * Note that we never used these values again - basically |
1447 | * Note that we never used these values again - basically |
1452 | * all of these could be subbed into one big equation, but |
1448 | * all of these could be subbed into one big equation, but |
1453 | * that would just be a real pain to read. |
1449 | * that would just be a real pain to read. |
1454 | */ |
1450 | */ |
1455 | M = (max_carry[op->stats.Str] - 121) / 121.0; |
1451 | M = (max_carry[stats.Str] - 121) / 121.0; |
1456 | M2 = max_carry[op->stats.Str] / 100.0; |
1452 | M2 = max_carry[stats.Str] / 100.0; |
1457 | W = weapon_weight / 20000.0; |
1453 | W = weapon_weight / 20000.0; |
1458 | s = 2 - weapon_speed / 10.0; |
1454 | s = 2 - weapon_speed / 10.0; |
1459 | D = (op->stats.Dex - 14) / 14.0; |
1455 | D = (stats.Dex - 14) / 14.0; |
1460 | K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; |
1456 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1461 | K *= (4 + op->level) / (float) (6 + op->level) * 1.2; |
1457 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1462 | if (K <= 0) |
1458 | if (K <= 0) |
1463 | K = 0.01; |
1459 | K = 0.01; |
1464 | S = op->speed / (K * s); |
1460 | S = speed / (K * s); |
1465 | op->contr->weapon_sp = S; |
1461 | contr->weapon_sp = S; |
1466 | } |
1462 | } |
|
|
1463 | |
1467 | /* I want to limit the power of small monsters with big weapons: */ |
1464 | /* I want to limit the power of small monsters with big weapons: */ |
1468 | if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) |
1465 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1469 | op->stats.dam = op->arch->clone.stats.dam * 3; |
1466 | stats.dam = arch->clone.stats.dam * 3; |
1470 | |
1467 | |
1471 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1468 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1472 | * should be more than enough - remember, AC is also in 8 bits, |
1469 | * should be more than enough - remember, AC is also in 8 bits, |
1473 | * so its value is the same. |
1470 | * so its value is the same. |
1474 | */ |
1471 | */ |
1475 | if (wc > 120) |
1472 | if (wc > 120) |
1476 | wc = 120; |
1473 | wc = 120; |
1477 | else if (wc < -120) |
1474 | else if (wc < -120) |
1478 | wc = -120; |
1475 | wc = -120; |
|
|
1476 | |
1479 | op->stats.wc = wc; |
1477 | stats.wc = wc; |
1480 | |
1478 | |
1481 | if (ac > 120) |
1479 | if (ac > 120) |
1482 | ac = 120; |
1480 | ac = 120; |
1483 | else if (ac < -120) |
1481 | else if (ac < -120) |
1484 | ac = -120; |
1482 | ac = -120; |
|
|
1483 | |
1485 | op->stats.ac = ac; |
1484 | stats.ac = ac; |
1486 | |
1485 | |
1487 | /* if for some reason the creature doesn't have any move type, |
1486 | /* if for some reason the creature doesn't have any move type, |
1488 | * give them walking as a default. |
1487 | * give them walking as a default. |
1489 | * The second case is a special case - to more closely mimic the |
1488 | * The second case is a special case - to more closely mimic the |
1490 | * old behaviour - if your flying, your not walking - just |
1489 | * old behaviour - if your flying, your not walking - just |
1491 | * one or the other. |
1490 | * one or the other. |
1492 | */ |
1491 | */ |
1493 | if (op->move_type == 0) |
1492 | if (move_type == 0) |
1494 | op->move_type = MOVE_WALK; |
1493 | move_type = MOVE_WALK; |
1495 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1494 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1496 | op->move_type &= ~MOVE_WALK; |
1495 | move_type &= ~MOVE_WALK; |
1497 | |
1496 | |
1498 | update_ob_speed (op); |
1497 | update_ob_speed (this); |
1499 | |
1498 | |
1500 | /* It is quite possible that a player's spell costing might have changed, |
1499 | /* It is quite possible that a player's spell costing might have changed, |
1501 | * so we will check that now. |
1500 | * so we will check that now. |
1502 | */ |
1501 | */ |
1503 | if (op->type == PLAYER) |
1502 | if (type == PLAYER) |
|
|
1503 | { |
|
|
1504 | esrv_update_stats (contr); |
1504 | esrv_update_spells (op->contr); |
1505 | esrv_update_spells (contr); |
|
|
1506 | } |
1505 | } |
1507 | } |
1506 | |
1508 | |
1507 | /* |
1509 | /* |
1508 | * Returns true if the given player is a legal class. |
1510 | * Returns true if the given player is a legal class. |
1509 | * The function to add and remove class-bonuses to the stats doesn't |
1511 | * The function to add and remove class-bonuses to the stats doesn't |
1510 | * check if the stat becomes negative, thus this function |
1512 | * check if the stat becomes negative, thus this function |
1511 | * merely checks that all stats are 1 or more, and returns |
1513 | * merely checks that all stats are 1 or more, and returns |
1512 | * false otherwise. |
1514 | * false otherwise. |
1513 | */ |
1515 | */ |
1514 | |
|
|
1515 | int |
1516 | int |
1516 | allowed_class (const object *op) |
1517 | allowed_class (const object *op) |
1517 | { |
1518 | { |
1518 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1519 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1519 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1520 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
… | |
… | |
1704 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1705 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1705 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1706 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1706 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1707 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1707 | } |
1708 | } |
1708 | |
1709 | |
1709 | fix_player (who); |
1710 | who->update_stats (); |
1710 | if (op->level > 1) |
1711 | if (op->level > 1) |
1711 | { |
1712 | { |
1712 | if (op->type != PLAYER) |
1713 | if (op->type != PLAYER) |
1713 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1714 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1714 | else |
1715 | else |
… | |
… | |
1719 | player_lvl_adj (who, op); /* To increase more levels */ |
1720 | player_lvl_adj (who, op); /* To increase more levels */ |
1720 | } |
1721 | } |
1721 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1722 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1722 | { |
1723 | { |
1723 | op->level--; |
1724 | op->level--; |
1724 | fix_player (who); |
1725 | who->update_stats (); |
1725 | if (op->type != PLAYER) |
1726 | if (op->type != PLAYER) |
1726 | { |
1727 | { |
1727 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1728 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1728 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1729 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1729 | } |
1730 | } |
1730 | player_lvl_adj (who, op); /* To decrease more levels */ |
1731 | player_lvl_adj (who, op); /* To decrease more levels */ |
1731 | } |
1732 | } |
|
|
1733 | |
1732 | /* check if the spell data has changed */ |
1734 | /* check if the spell data has changed */ |
|
|
1735 | esrv_update_stats (who->contr); |
1733 | esrv_update_spells (who->contr); |
1736 | esrv_update_spells (who->contr); |
1734 | } |
1737 | } |
1735 | |
1738 | |
1736 | /* |
1739 | /* |
1737 | * Returns how much experience is needed for a player to become |
1740 | * Returns how much experience is needed for a player to become |
… | |
… | |
1771 | op->perm_exp = 0; |
1774 | op->perm_exp = 0; |
1772 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1775 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1773 | op->perm_exp = MAX_EXPERIENCE; |
1776 | op->perm_exp = MAX_EXPERIENCE; |
1774 | } |
1777 | } |
1775 | |
1778 | |
1776 | |
|
|
1777 | /* Add experience to a player - exp should only be positive. |
1779 | /* Add experience to a player - exp should only be positive. |
1778 | * Updates permanent exp for the skill we are adding to. |
1780 | * Updates permanent exp for the skill we are adding to. |
1779 | * skill_name is the skill to add exp to. Skill name can be |
1781 | * skill_name is the skill to add exp to. Skill name can be |
1780 | * NULL, in which case exp increases the players general |
1782 | * NULL, in which case exp increases the players general |
1781 | * total, but not any particular skill. |
1783 | * total, but not any particular skill. |
1782 | * flag is what to do if the player doesn't have the skill: |
1784 | * flag is what to do if the player doesn't have the skill: |
1783 | */ |
1785 | */ |
1784 | |
|
|
1785 | static void |
1786 | static void |
1786 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1787 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1787 | { |
1788 | { |
1788 | object *skill_obj = NULL; |
1789 | object *skill_obj = NULL; |
1789 | sint64 limit, exp_to_add; |
1790 | sint64 limit, exp_to_add; |
… | |
… | |
1959 | void |
1960 | void |
1960 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1961 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1961 | { |
1962 | { |
1962 | |
1963 | |
1963 | #ifdef EXP_DEBUG |
1964 | #ifdef EXP_DEBUG |
1964 | # ifndef WIN32 |
|
|
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); |
|
|
1966 | # else |
|
|
1967 | LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); |
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1968 | # endif |
|
|
1969 | #endif |
1966 | #endif |
1970 | |
1967 | |
1971 | /* safety */ |
1968 | /* safety */ |
1972 | if (!op) |
1969 | if (!op) |
1973 | { |
1970 | { |
… | |
… | |
2076 | if (level > MAX_SAVE_LEVEL) |
2073 | if (level > MAX_SAVE_LEVEL) |
2077 | level = MAX_SAVE_LEVEL; |
2074 | level = MAX_SAVE_LEVEL; |
2078 | |
2075 | |
2079 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2076 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2080 | return 0; |
2077 | return 0; |
|
|
2078 | |
2081 | return 1; |
2079 | return 1; |
2082 | } |
2080 | } |