… | |
… | |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
358 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
359 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
360 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
361 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
362 | * 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 |
363 | * 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 |
364 | * 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 |
365 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
366 | * that gives them that ability. |
367 | */ |
367 | */ |
… | |
… | |
398 | * that adjust that stat by more than one point, so we need |
398 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
399 | * to allow for that. |
400 | */ |
400 | */ |
401 | if (nstat < 1 && i * flag < 0) |
401 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
402 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
403 | else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) |
404 | { |
|
|
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
404 | nstat = 20 + get_attr_value (&op->arch->clone.stats, j); |
406 | } |
|
|
407 | |
405 | |
408 | if (nstat != ostat) |
406 | if (nstat != ostat) |
409 | { |
407 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
408 | set_attr_value (&op->contr->orig_stats, j, nstat); |
411 | potion_max = 0; |
409 | potion_max = 0; |
412 | } |
410 | } |
413 | else if (i) |
411 | else if (i) |
414 | { |
412 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
413 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
420 | /* This section of code ups the characters normal stats also. I am not |
418 | /* 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 |
419 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
420 | * recalculates this anyway. |
423 | */ |
421 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
422 | for (j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
423 | change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); |
426 | |
424 | |
427 | check_stat_bounds (&(op->stats)); |
425 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
426 | } /* end of potion handling code */ |
429 | } |
427 | } |
430 | |
428 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
429 | /* reset attributes that fix_player doesn't reset since it doesn't search |
432 | * everything to set |
430 | * everything to set |
433 | */ |
431 | */ |
434 | if (flag == -1) |
432 | if (flag == -1) |
435 | { |
433 | { |
436 | op->attacktype &= ~tmp->attacktype; |
434 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
435 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
436 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
437 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
438 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
439 | * and not the other move_ fields. |
442 | */ |
440 | */ |
443 | op->move_type &= ~tmp->move_type; |
441 | op->move_type &= ~tmp->move_type; |
444 | } |
442 | } |
445 | |
443 | |
446 | /* call fix_player since op object could have whatever attribute due |
444 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
445 | * to multiple items. if fix_player always has to be called after |
448 | * change_ability then might as well call it from here |
446 | * change_ability then might as well call it from here |
449 | */ |
447 | */ |
450 | op->update_stats (); |
448 | op->update_stats (); |
451 | |
449 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
450 | /* Fix player won't add the bows ability to the player, so don't |
… | |
… | |
500 | * in that case, you don't actually land |
498 | * in that case, you don't actually land |
501 | */ |
499 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
500 | DIFF_MSG (flag, "You soar into the air air!.", |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
501 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
502 | } |
|
|
503 | |
505 | if (tmp->move_type & MOVE_SWIM) |
504 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
507 | |
506 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
507 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
508 | check_move_on (op, op); |
… | |
… | |
673 | |
672 | |
674 | /* |
673 | /* |
675 | * Stat draining by Vick 930307 |
674 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
675 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
676 | */ |
678 | |
|
|
679 | void |
677 | void |
680 | object::drain_stat () |
678 | object::drain_stat () |
681 | { |
679 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
680 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
681 | } |
… | |
… | |
852 | contr->gen_grace = 0; |
850 | contr->gen_grace = 0; |
853 | contr->gen_sp_armour = 10; |
851 | contr->gen_sp_armour = 10; |
854 | contr->item_power = 0; |
852 | contr->item_power = 0; |
855 | } |
853 | } |
856 | |
854 | |
857 | memcpy (body_used, body_info, sizeof (body_info)); |
855 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
856 | slot[i].used = slot[i].info; |
858 | |
857 | |
859 | slaying = 0; |
858 | slaying = 0; |
860 | |
859 | |
861 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
860 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
862 | { |
861 | { |
… | |
… | |
877 | path_repelled = arch->clone.path_repelled; |
876 | path_repelled = arch->clone.path_repelled; |
878 | path_denied = arch->clone.path_denied; |
877 | path_denied = arch->clone.path_denied; |
879 | glow_radius = arch->clone.glow_radius; |
878 | glow_radius = arch->clone.glow_radius; |
880 | move_type = arch->clone.move_type; |
879 | move_type = arch->clone.move_type; |
881 | |
880 | |
882 | chosen_skill = NULL; |
881 | chosen_skill = 0; |
883 | |
882 | |
884 | /* initializing resistances from the values in player/monster's |
883 | /* initializing resistances from the values in player/monster's |
885 | * archetype clone |
884 | * archetype clone |
886 | */ |
885 | */ |
887 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
886 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
890 | { |
889 | { |
891 | if (resist[i] > 0) |
890 | if (resist[i] > 0) |
892 | prot[i] = resist[i], vuln[i] = 0; |
891 | prot[i] = resist[i], vuln[i] = 0; |
893 | else |
892 | else |
894 | vuln[i] = -(resist[i]), prot[i] = 0; |
893 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
894 | |
895 | potion_resist[i] = 0; |
895 | potion_resist[i] = 0; |
896 | } |
896 | } |
897 | |
897 | |
898 | wc = arch->clone.stats.wc; |
898 | wc = arch->clone.stats.wc; |
899 | stats.dam = arch->clone.stats.dam; |
899 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
962 | * in the praying skill, and the player should always get those. |
962 | * in the praying skill, and the player should always get those. |
963 | * It also means we need to put in additional checks for applied below, |
963 | * It also means we need to put in additional checks for applied below, |
964 | * because the skill shouldn't count against body positions being used |
964 | * because the skill shouldn't count against body positions being used |
965 | * up, etc. |
965 | * up, etc. |
966 | */ |
966 | */ |
967 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
967 | if ((tmp->flag [FLAG_APPLIED] |
968 | && tmp->type != CONTAINER |
968 | && tmp->type != CONTAINER |
969 | && tmp->type != CLOSE_CON) |
969 | && tmp->type != CLOSE_CON) |
970 | || (tmp->type == SKILL |
970 | || (tmp->type == SKILL |
971 | && tmp->subtype == SK_PRAYING)) |
971 | && tmp->subtype == SK_PRAYING)) |
972 | { |
972 | { |
973 | if (type == PLAYER) |
973 | if (type == PLAYER) |
974 | { |
974 | { |
|
|
975 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
976 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
|
|
977 | continue; |
|
|
978 | |
975 | for (i = 0; i < NUM_STATS; i++) |
979 | for (i = 0; i < NUM_STATS; i++) |
976 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
980 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
977 | |
981 | |
978 | /* these are the items that currently can change digestion, regeneration, |
982 | /* these are the items that currently can change digestion, regeneration, |
979 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
983 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
980 | * list, but other items store other info into stats array. |
984 | * list, but other items store other info into stats array. |
981 | */ |
985 | */ |
982 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
986 | if (tmp->type == WEAPON || tmp->type == BOW || |
983 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
987 | tmp->type == ARMOUR || tmp->type == HELMET || |
984 | (tmp->type == SHIELD) || (tmp->type == RING) || |
988 | tmp->type == SHIELD || tmp->type == RING || |
985 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
989 | tmp->type == BOOTS || tmp->type == GLOVES || |
986 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
990 | tmp->type == AMULET || tmp->type == GIRDLE || |
987 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
991 | tmp->type == BRACERS || tmp->type == CLOAK || |
988 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
992 | tmp->type == DISEASE || tmp->type == FORCE || |
989 | (tmp->type == SKILL)) |
993 | tmp->type == SKILL) |
990 | { |
994 | { |
991 | contr->digestion += tmp->stats.food; |
995 | contr->digestion += tmp->stats.food; |
992 | contr->gen_hp += tmp->stats.hp; |
996 | contr->gen_hp += tmp->stats.hp; |
993 | contr->gen_sp += tmp->stats.sp; |
997 | contr->gen_sp += tmp->stats.sp; |
994 | contr->gen_grace += tmp->stats.grace; |
998 | contr->gen_grace += tmp->stats.grace; |
995 | contr->gen_sp_armour += tmp->gen_sp_armour; |
999 | contr->gen_sp_armour += tmp->gen_sp_armour; |
996 | contr->item_power += tmp->item_power; |
1000 | contr->item_power += tmp->item_power; |
997 | } |
1001 | } |
998 | } /* if this is a player */ |
1002 | } /* if this is a player */ |
|
|
1003 | else |
|
|
1004 | { |
|
|
1005 | if (tmp->type == WEAPON) |
|
|
1006 | current_weapon = tmp; |
|
|
1007 | } |
999 | |
1008 | |
1000 | /* Update slots used for items */ |
1009 | /* Update slots used for items */ |
1001 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1010 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1002 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1011 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1003 | body_used[i] += tmp->body_info[i]; |
1012 | slot[i].used += tmp->slot[i].info; |
1004 | |
1013 | |
1005 | if (tmp->type == SYMPTOM) |
1014 | if (tmp->type == SYMPTOM) |
1006 | { |
1015 | { |
1007 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
1016 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
1008 | |
1017 | |
… | |
… | |
1035 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1036 | } |
1045 | } |
1037 | } |
1046 | } |
1038 | |
1047 | |
1039 | /* There may be other things that should not adjust the attacktype */ |
1048 | /* There may be other things that should not adjust the attacktype */ |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1049 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1050 | || current_weapon == tmp) |
|
|
1051 | { |
1041 | attacktype |= tmp->attacktype; |
1052 | attacktype |= tmp->attacktype; |
1042 | |
|
|
1043 | path_attuned |= tmp->path_attuned; |
1053 | path_attuned |= tmp->path_attuned; |
1044 | path_repelled |= tmp->path_repelled; |
1054 | path_repelled |= tmp->path_repelled; |
1045 | path_denied |= tmp->path_denied; |
1055 | path_denied |= tmp->path_denied; |
1046 | move_type |= tmp->move_type; |
1056 | move_type |= tmp->move_type; |
1047 | stats.luck += tmp->stats.luck; |
1057 | stats.luck += tmp->stats.luck; |
|
|
1058 | } |
1048 | |
1059 | |
1049 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1050 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1051 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1052 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1074 | added_speed += tmp->stats.exp; |
1085 | added_speed += tmp->stats.exp; |
1075 | } |
1086 | } |
1076 | |
1087 | |
1077 | switch (tmp->type) |
1088 | switch (tmp->type) |
1078 | { |
1089 | { |
|
|
1090 | #if 0 |
1079 | case WAND: |
1091 | case WAND: |
1080 | case ROD: |
1092 | case ROD: |
1081 | case HORN: |
1093 | case HORN: |
1082 | if (type == PLAYER) |
1094 | if (type != PLAYER || current_weapon == tmp) |
1083 | { |
|
|
1084 | contr->ranged_skill = this; |
1095 | chosen_skill = tmp; |
1085 | contr->ranged_ob = tmp; |
|
|
1086 | } |
|
|
1087 | break; |
1096 | break; |
|
|
1097 | #endif |
1088 | |
1098 | |
1089 | /* skills modifying the character -b.t. */ |
1099 | /* skills modifying the character -b.t. */ |
1090 | /* for all skills and skill granting objects */ |
1100 | /* for all skills and skill granting objects */ |
1091 | case SKILL: |
1101 | case SKILL: |
1092 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1102 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
… | |
… | |
1125 | ac -= tmp->stats.ac + tmp->magic; |
1135 | ac -= tmp->stats.ac + tmp->magic; |
1126 | |
1136 | |
1127 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1128 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1138 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1129 | |
1139 | |
1130 | if (type == PLAYER) |
|
|
1131 | { |
|
|
1132 | contr->ranged_skill = this; |
|
|
1133 | contr->ranged_ob = tmp; |
|
|
1134 | } |
|
|
1135 | |
|
|
1136 | break; |
1140 | break; |
1137 | |
1141 | |
1138 | case SKILL_TOOL: |
1142 | case SKILL_TOOL: |
1139 | if (chosen_skill) |
1143 | if (chosen_skill) |
1140 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1144 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1141 | |
1145 | |
1142 | chosen_skill = tmp; |
1146 | chosen_skill = tmp; |
1143 | |
|
|
1144 | if (type == PLAYER) |
|
|
1145 | { |
|
|
1146 | contr->ranged_skill = this; |
|
|
1147 | contr->ranged_ob = tmp; |
|
|
1148 | } |
|
|
1149 | break; |
1147 | break; |
1150 | |
1148 | |
1151 | case SHIELD: |
1149 | case SHIELD: |
1152 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1150 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1153 | contr->encumbrance += (int) tmp->weight / 2000; |
1151 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1169 | |
1167 | |
1170 | break; |
1168 | break; |
1171 | |
1169 | |
1172 | case BOW: |
1170 | case BOW: |
1173 | case WEAPON: |
1171 | case WEAPON: |
1174 | if (type != PLAYER |
1172 | if (type != PLAYER || current_weapon == tmp) |
1175 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW ) |
|
|
1176 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON)) |
|
|
1177 | { |
1173 | { |
1178 | wc -= tmp->stats.wc + tmp->magic; |
1174 | wc -= tmp->stats.wc + tmp->magic; |
1179 | |
1175 | |
1180 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1176 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1181 | ac -= tmp->stats.ac + tmp->magic; |
1177 | ac -= tmp->stats.ac + tmp->magic; |
… | |
… | |
1192 | /* If there is desire that two handed weapons should do |
1188 | /* If there is desire that two handed weapons should do |
1193 | * extra strength damage, this is where the code should |
1189 | * extra strength damage, this is where the code should |
1194 | * go. |
1190 | * go. |
1195 | */ |
1191 | */ |
1196 | |
1192 | |
1197 | current_weapon = tmp; |
|
|
1198 | |
|
|
1199 | if (type == PLAYER) |
1193 | if (type == PLAYER) |
1200 | { |
|
|
1201 | contr->combat_ob = tmp; |
|
|
1202 | |
|
|
1203 | if (settings.spell_encumbrance) |
1194 | if (settings.spell_encumbrance) |
1204 | contr->encumbrance += tmp->weight * 3 / 1000; |
1195 | contr->encumbrance += tmp->weight * 3 / 1000; |
1205 | } |
|
|
1206 | } |
1196 | } |
1207 | |
1197 | |
1208 | break; |
1198 | break; |
1209 | |
1199 | |
1210 | case ARMOUR: /* Only the best of these three are used: */ |
1200 | case ARMOUR: /* Only the best of these three are used: */ |
… | |
… | |
1836 | sint64 limit, exp_to_add; |
1826 | sint64 limit, exp_to_add; |
1837 | int i; |
1827 | int i; |
1838 | |
1828 | |
1839 | /* prevents some forms of abuse. */ |
1829 | /* prevents some forms of abuse. */ |
1840 | if (op->contr->braced) |
1830 | if (op->contr->braced) |
1841 | exp = exp / 5; |
1831 | exp /= 5; |
1842 | |
1832 | |
1843 | /* Try to find the matching skill. |
1833 | /* Try to find the matching skill. |
1844 | * We do a shortcut/time saving mechanism first - see if it matches |
1834 | * We do a shortcut/time saving mechanism first - see if it matches |
1845 | * chosen_skill. This means we don't need to search through |
1835 | * chosen_skill. This means we don't need to search through |
1846 | * the players inventory. |
1836 | * the players inventory. |
1847 | */ |
1837 | */ |
1848 | if (skill_name) |
1838 | if (skill_name) |
1849 | { |
1839 | { |
1850 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1840 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |