1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
|
|
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!" |
|
|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
|
|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
|
|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
|
|
207 | "You feel your spirits return." |
|
|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
|
|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
|
|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
|
|
216 | "You feel more potent." |
|
|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
|
|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
|
|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
|
|
225 | "You feel less potent!" |
|
|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
231 | |
232 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
235 | }; |
235 | |
|
|
236 | /* |
|
|
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
238 | * what attr is (STR to POW). |
|
|
239 | */ |
|
|
240 | void |
|
|
241 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
242 | { |
|
|
243 | switch (attr) |
|
|
244 | { |
|
|
245 | case STR: |
|
|
246 | stats->Str = value; |
|
|
247 | break; |
|
|
248 | case DEX: |
|
|
249 | stats->Dex = value; |
|
|
250 | break; |
|
|
251 | case CON: |
|
|
252 | stats->Con = value; |
|
|
253 | break; |
|
|
254 | case WIS: |
|
|
255 | stats->Wis = value; |
|
|
256 | break; |
|
|
257 | case POW: |
|
|
258 | stats->Pow = value; |
|
|
259 | break; |
|
|
260 | case CHA: |
|
|
261 | stats->Cha = value; |
|
|
262 | break; |
|
|
263 | case INT: |
|
|
264 | stats->Int = value; |
|
|
265 | break; |
|
|
266 | } |
|
|
267 | } |
|
|
268 | |
236 | |
269 | /* |
237 | /* |
270 | * Like set_attr_value(), but instead the value (which can be negative) |
238 | * Like set_attr_value(), but instead the value (which can be negative) |
271 | * is added to the specified stat. |
239 | * is added to the specified stat. |
272 | */ |
240 | */ |
273 | void |
241 | void |
274 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
275 | { |
243 | { |
276 | if (value == 0) |
244 | stats->stat (attr) += value; |
277 | return; |
|
|
278 | |
|
|
279 | switch (attr) |
|
|
280 | { |
|
|
281 | case STR: |
|
|
282 | stats->Str += value; |
|
|
283 | break; |
|
|
284 | case DEX: |
|
|
285 | stats->Dex += value; |
|
|
286 | break; |
|
|
287 | case CON: |
|
|
288 | stats->Con += value; |
|
|
289 | break; |
|
|
290 | case WIS: |
|
|
291 | stats->Wis += value; |
|
|
292 | break; |
|
|
293 | case POW: |
|
|
294 | stats->Pow += value; |
|
|
295 | break; |
|
|
296 | case CHA: |
|
|
297 | stats->Cha += value; |
|
|
298 | break; |
|
|
299 | case INT: |
|
|
300 | stats->Int += value; |
|
|
301 | break; |
|
|
302 | default: |
|
|
303 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
304 | } |
|
|
305 | } |
|
|
306 | |
|
|
307 | /* |
|
|
308 | * returns the specified stat. See also set_attr_value(). |
|
|
309 | */ |
|
|
310 | |
|
|
311 | sint8 |
|
|
312 | get_attr_value (const living *stats, int attr) |
|
|
313 | { |
|
|
314 | switch (attr) |
|
|
315 | { |
|
|
316 | case STR: return stats->Str; |
|
|
317 | case DEX: return stats->Dex; |
|
|
318 | case CON: return stats->Con; |
|
|
319 | case WIS: return stats->Wis; |
|
|
320 | case CHA: return stats->Cha; |
|
|
321 | case INT: return stats->Int; |
|
|
322 | case POW: return stats->Pow; |
|
|
323 | } |
|
|
324 | |
|
|
325 | return 0; |
|
|
326 | } |
245 | } |
327 | |
246 | |
328 | /* |
247 | /* |
329 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
330 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
331 | */ |
250 | */ |
332 | |
|
|
333 | void |
251 | void |
334 | check_stat_bounds (living *stats) |
252 | check_stat_bounds (living *stats) |
335 | { |
253 | { |
336 | int i, v; |
|
|
337 | |
|
|
338 | for (i = 0; i < NUM_STATS; i++) |
254 | for (int i = 0; i < NUM_STATS; i++) |
339 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
255 | { |
340 | set_attr_value (stats, i, MAX_STAT); |
256 | sint8 &v = stats->stat (i); |
341 | else if (v < MIN_STAT) |
257 | v = clamp (v, MIN_STAT, MAX_STAT); |
342 | set_attr_value (stats, i, MIN_STAT); |
258 | } |
343 | } |
259 | } |
344 | |
260 | |
345 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
346 | |
262 | |
347 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
356 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
357 | * the object. |
273 | * the object. |
358 | * It is the calling functions responsibilty to check to see if the object |
274 | * It is the calling functions responsibilty to check to see if the object |
359 | * can be applied or not. |
275 | * can be applied or not. |
360 | * The main purpose of calling this function is the messages that are |
276 | * The main purpose of calling this function is the messages that are |
361 | * displayed - fix_player should really always be called after this when |
277 | * displayed - update_stats should really always be called after this when |
362 | * removing an object - that is because it is impossible to know if some object |
278 | * removing an object - that is because it is impossible to know if some object |
363 | * is the only source of an attacktype or spell attunement, so this function |
279 | * is the only source of an attacktype or spell attunement, so this function |
364 | * will clear the bits, but the player may still have some other object |
280 | * will clear the bits, but the player may still have some other object |
365 | * that gives them that ability. |
281 | * that gives them that ability. |
366 | */ |
282 | */ |
367 | int |
283 | int |
368 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
369 | { |
285 | { |
370 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
371 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
372 | int potion_max = 0; |
288 | int potion_max = 0; |
373 | |
289 | |
374 | /* remember what object was like before it was changed. note that |
290 | /* remember what object was like before it was changed. note that |
375 | * refop is a local copy of op only to be used for detecting changes |
291 | * refop is a local copy of op only to be used for detecting changes |
376 | * found by fix_player. refop is not a real object |
292 | * found by update_stats. refop is not a real object |
377 | */ |
293 | */ |
378 | object_pod refop = *op; |
294 | object_copy refop = *op; |
379 | |
295 | |
380 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
381 | { |
297 | { |
382 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
383 | { |
299 | { |
384 | potion_max = 1; |
300 | potion_max = 1; |
385 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
386 | { |
302 | { |
387 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
388 | |
304 | int i = tmp->stats.stat (j); |
389 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
390 | i = get_attr_value (&(tmp->stats), j); |
|
|
391 | |
305 | |
392 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
393 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
394 | |
308 | |
395 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
396 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
397 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
398 | * to allow for that. |
312 | * to allow for that. |
399 | */ |
313 | */ |
400 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
401 | nstat = 1; |
315 | nstat = 1; |
402 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
403 | { |
|
|
404 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
405 | } |
318 | |
406 | if (nstat != ostat) |
319 | if (nstat != ostat) |
407 | { |
320 | { |
408 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
409 | potion_max = 0; |
322 | potion_max = 0; |
410 | } |
323 | } |
411 | else if (i) |
324 | else if (i) |
412 | { |
325 | { |
413 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
414 | potion_max = 1; |
327 | potion_max = 1; |
415 | } |
328 | } |
416 | } |
329 | } |
|
|
330 | |
417 | /* This section of code ups the characters normal stats also. I am not |
331 | /* This section of code ups the characters normal stats also. I am not |
418 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
419 | * recalculates this anyway. |
333 | * recalculates this anyway. |
420 | */ |
334 | */ |
421 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
422 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
|
|
337 | |
423 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
424 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
425 | } |
340 | } |
426 | |
341 | |
427 | /* reset attributes that fix_player doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
428 | * everything to set |
343 | * everything to set |
429 | */ |
344 | */ |
430 | if (flag == -1) |
345 | if (flag == -1) |
431 | { |
346 | { |
432 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
433 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
434 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
435 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
436 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
437 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
438 | */ |
353 | */ |
439 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
440 | } |
355 | } |
441 | |
356 | |
442 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
443 | * to multiple items. if fix_player always has to be called after |
358 | * to multiple items. if update_stats always has to be called after |
444 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
445 | */ |
360 | */ |
446 | op->update_stats (); |
361 | op->update_stats (); |
447 | |
362 | |
448 | /* Fix player won't add the bows ability to the player, so don't |
363 | /* update_stats won't add the bows ability to the player, so don't |
449 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
450 | */ |
365 | */ |
451 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
452 | { |
367 | { |
453 | success = 1; |
368 | success = 1; |
454 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
455 | } |
370 | } |
|
|
371 | |
456 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
457 | { |
373 | { |
458 | success = 1; |
374 | success = 1; |
459 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
460 | } |
376 | } |
|
|
377 | |
461 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
462 | { |
379 | { |
463 | success = 1; |
380 | success = 1; |
464 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
465 | } |
382 | } |
|
|
383 | |
466 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
467 | { |
385 | { |
468 | success = 1; |
386 | success = 1; |
469 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
470 | } |
388 | } |
|
|
389 | |
471 | /* movement type has changed. We don't care about cases where |
390 | /* movement type has changed. We don't care about cases where |
472 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
473 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
474 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
475 | * from fly high) |
394 | * from fly high) |
… | |
… | |
489 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
490 | { |
409 | { |
491 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
492 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
493 | */ |
412 | */ |
494 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
495 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
496 | } |
415 | } |
|
|
416 | |
497 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
498 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
499 | |
419 | |
500 | /* Changing move status may mean you are affected by things you weren't before */ |
420 | /* Changing move status may mean you are affected by things you weren't before */ |
501 | check_move_on (op, op); |
421 | check_move_on (op, op); |
… | |
… | |
523 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
524 | { |
444 | { |
525 | success = 1; |
445 | success = 1; |
526 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
527 | } |
447 | } |
|
|
448 | |
528 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
529 | { |
450 | { |
530 | success = 1; |
451 | success = 1; |
531 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
532 | } |
453 | } |
|
|
454 | |
533 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
534 | * vision |
456 | * vision |
535 | */ |
457 | */ |
536 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
537 | { |
459 | { |
… | |
… | |
627 | success = 1; |
549 | success = 1; |
628 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
629 | } |
551 | } |
630 | |
552 | |
631 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
632 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
633 | { |
555 | { |
634 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
635 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
636 | |
558 | |
637 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
646 | } |
568 | } |
647 | } |
569 | } |
648 | |
570 | |
649 | if (!potion_max) |
571 | if (!potion_max) |
650 | { |
572 | { |
651 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
652 | { |
574 | { |
653 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
575 | if (int i = tmp->stats.stat (j)) |
654 | { |
576 | { |
655 | success = 1; |
577 | success = 1; |
656 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
657 | } |
579 | } |
658 | } |
580 | } |
659 | } |
581 | } |
|
|
582 | |
660 | return success; |
583 | return success; |
661 | } |
584 | } |
662 | |
585 | |
663 | /* |
586 | /* |
664 | * Stat draining by Vick 930307 |
587 | * Stat draining by Vick 930307 |
665 | * (Feeling evil, I made it work as well now. -Frank 8) |
588 | * (Feeling evil, I made it work as well now. -Frank 8) |
666 | */ |
589 | */ |
667 | |
|
|
668 | void |
590 | void |
669 | object::drain_stat () |
591 | object::drain_stat () |
670 | { |
592 | { |
671 | drain_specific_stat (RANDOM () % NUM_STATS); |
593 | drain_specific_stat (rndm (NUM_STATS)); |
672 | } |
594 | } |
673 | |
595 | |
674 | void |
596 | void |
675 | object::drain_specific_stat (int deplete_stats) |
597 | object::drain_specific_stat (int deplete_stats) |
676 | { |
598 | { |
… | |
… | |
744 | return; |
666 | return; |
745 | |
667 | |
746 | /* Randomly change the players luck. Basically, we move it |
668 | /* Randomly change the players luck. Basically, we move it |
747 | * back neutral (if greater>0, subtract, otherwise add) |
669 | * back neutral (if greater>0, subtract, otherwise add) |
748 | */ |
670 | */ |
749 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
671 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
750 | { |
672 | { |
751 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
673 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
752 | |
674 | |
753 | stats.luck += diff; |
675 | stats.luck += diff; |
754 | tmp->stats.luck += diff; |
676 | tmp->stats.luck += diff; |
… | |
… | |
761 | * Subtracts stat-bonuses given by the class which the player has chosen. |
683 | * Subtracts stat-bonuses given by the class which the player has chosen. |
762 | */ |
684 | */ |
763 | void |
685 | void |
764 | object::remove_statbonus () |
686 | object::remove_statbonus () |
765 | { |
687 | { |
766 | stats.Str -= arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
767 | stats.Dex -= arch->clone.stats.Dex; |
689 | { |
768 | stats.Con -= arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
769 | stats.Wis -= arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
770 | stats.Pow -= arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
771 | stats.Cha -= arch->clone.stats.Cha; |
693 | } |
772 | stats.Int -= arch->clone.stats.Int; |
|
|
773 | |
|
|
774 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
775 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
776 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
777 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
778 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
779 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
780 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
781 | } |
694 | } |
782 | |
695 | |
783 | /* |
696 | /* |
784 | * Adds stat-bonuses given by the class which the player has chosen. |
697 | * Adds stat-bonuses given by the class which the player has chosen. |
785 | */ |
698 | */ |
786 | void |
699 | void |
787 | object::add_statbonus () |
700 | object::add_statbonus () |
788 | { |
701 | { |
789 | stats.Str += arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
790 | stats.Dex += arch->clone.stats.Dex; |
703 | { |
791 | stats.Con += arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
792 | stats.Wis += arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
793 | stats.Pow += arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
794 | stats.Cha += arch->clone.stats.Cha; |
707 | } |
795 | stats.Int += arch->clone.stats.Int; |
|
|
796 | |
|
|
797 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
798 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
799 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
800 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
801 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
802 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
803 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
804 | } |
708 | } |
805 | |
709 | |
806 | /* |
710 | /* |
807 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
808 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
809 | * and players; the "player" in the name is purely an archaic inheritance. |
713 | * and players; the "player" in the name is purely an archaic inheritance. |
810 | * This functions starts from base values (archetype or player object) |
714 | * This functions starts from base values (archetype or player object) |
811 | * and then adjusts them according to what the player has equipped. |
715 | * and then adjusts them according to what the player has equipped. |
812 | */ |
716 | * |
813 | |
|
|
814 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
717 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
815 | spell system split, grace points now added to system --peterm |
718 | * spell system split, grace points now added to system --peterm |
816 | */ |
719 | */ |
817 | |
|
|
818 | void |
720 | void |
819 | object::update_stats () |
721 | object::update_stats () |
820 | { |
722 | { |
821 | int i, j; |
723 | int i, j; |
822 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
823 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
824 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
825 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
826 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
729 | float old_speed = speed; |
827 | |
730 | |
828 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
829 | if (type == PLAYER) |
732 | if (type == PLAYER) |
830 | { |
733 | { |
831 | for (i = 0; i < NUM_STATS; i++) |
734 | for (i = 0; i < NUM_STATS; i++) |
832 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
833 | |
736 | |
834 | if (settings.spell_encumbrance == TRUE) |
737 | if (settings.spell_encumbrance == TRUE) |
835 | contr->encumbrance = 0; |
738 | contr->encumbrance = 0; |
836 | |
739 | |
837 | attacktype = 0; |
740 | attacktype = 0; |
|
|
741 | |
838 | contr->digestion = 0; |
742 | contr->digestion = 0; |
839 | contr->gen_hp = 0; |
743 | contr->gen_hp = 0; |
840 | contr->gen_sp = 0; |
744 | contr->gen_sp = 0; |
841 | contr->gen_grace = 0; |
745 | contr->gen_grace = 0; |
842 | contr->gen_sp_armour = 10; |
746 | contr->gen_sp_armour = 10; |
843 | contr->item_power = 0; |
747 | contr->item_power = 0; |
844 | |
|
|
845 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
846 | * gets reset for no good reason, and we don't want to reset |
|
|
847 | * range_magic (what spell is readied). These three below |
|
|
848 | * well get filled in based on what the player has equipped. |
|
|
849 | */ |
|
|
850 | contr->ranges[range_bow] = NULL; |
|
|
851 | contr->ranges[range_misc] = NULL; |
|
|
852 | contr->ranges[range_skill] = NULL; |
|
|
853 | } |
748 | } |
854 | |
749 | |
855 | memcpy (body_used, body_info, sizeof (body_info)); |
750 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
751 | slot[i].used = slot[i].info; |
856 | |
752 | |
857 | slaying = 0; |
753 | slaying = 0; |
858 | |
754 | |
859 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
755 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
860 | { |
756 | { |
… | |
… | |
869 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
765 | 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); |
766 | 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); |
767 | 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); |
768 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
873 | |
769 | |
874 | path_attuned = arch->clone.path_attuned; |
770 | path_attuned = arch->clone.path_attuned; |
875 | path_repelled = arch->clone.path_repelled; |
771 | path_repelled = arch->clone.path_repelled; |
876 | path_denied = arch->clone.path_denied; |
772 | path_denied = arch->clone.path_denied; |
877 | glow_radius = arch->clone.glow_radius; |
773 | glow_radius = arch->clone.glow_radius; |
878 | move_type = arch->clone.move_type; |
774 | move_type = arch->clone.move_type; |
|
|
775 | |
879 | chosen_skill = NULL; |
776 | chosen_skill = 0; |
880 | |
777 | |
881 | /* initializing resistances from the values in player/monster's |
778 | /* initializing resistances from the values in player/monster's |
882 | * archetype clone |
779 | * archetype clone |
883 | */ |
780 | */ |
884 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
887 | { |
784 | { |
888 | if (resist[i] > 0) |
785 | if (resist[i] > 0) |
889 | prot[i] = resist[i], vuln[i] = 0; |
786 | prot[i] = resist[i], vuln[i] = 0; |
890 | else |
787 | else |
891 | vuln[i] = -(resist[i]), prot[i] = 0; |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
789 | |
892 | potion_resist[i] = 0; |
790 | potion_resist[i] = 0; |
893 | } |
791 | } |
894 | |
792 | |
895 | wc = arch->clone.stats.wc; |
793 | wc = arch->clone.stats.wc; |
896 | stats.dam = arch->clone.stats.dam; |
794 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
914 | speed = arch->clone.speed; |
812 | speed = arch->clone.speed; |
915 | |
813 | |
916 | /* OK - we've reset most all the objects attributes to sane values. |
814 | /* OK - we've reset most all the objects attributes to sane values. |
917 | * now go through and make adjustments for what the player has equipped. |
815 | * now go through and make adjustments for what the player has equipped. |
918 | */ |
816 | */ |
919 | |
|
|
920 | for (tmp = inv; tmp; tmp = tmp->below) |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
921 | { |
818 | { |
|
|
819 | /* This happens because apply_potion calls change_abil with the potion |
|
|
820 | * applied so we can tell the player what changed. But change_abil |
|
|
821 | * then calls this function. |
|
|
822 | */ |
|
|
823 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
824 | continue; |
|
|
825 | |
922 | /* See note in map.c:update_position about making this additive |
826 | /* See note in map.c:update_position about making this additive |
923 | * since light sources are never applied, need to put check here. |
827 | * since light sources are never applied, need to put check here. |
924 | */ |
828 | */ |
925 | if (tmp->glow_radius > glow_radius) |
829 | if (tmp->glow_radius > glow_radius) |
926 | glow_radius = tmp->glow_radius; |
830 | glow_radius = tmp->glow_radius; |
927 | |
|
|
928 | /* This happens because apply_potion calls change_abil with the potion |
|
|
929 | * applied so we can tell the player what chagned. But change_abil |
|
|
930 | * then calls this function. |
|
|
931 | */ |
|
|
932 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
933 | continue; |
|
|
934 | |
831 | |
935 | /* For some things, we don't care what is equipped */ |
832 | /* For some things, we don't care what is equipped */ |
936 | if (tmp->type == SKILL) |
833 | if (tmp->type == SKILL) |
937 | { |
834 | { |
938 | /* Want to take the highest skill here. */ |
835 | /* Want to take the highest skill here. */ |
… | |
… | |
960 | * in the praying skill, and the player should always get those. |
857 | * in the praying skill, and the player should always get those. |
961 | * It also means we need to put in additional checks for applied below, |
858 | * It also means we need to put in additional checks for applied below, |
962 | * because the skill shouldn't count against body positions being used |
859 | * because the skill shouldn't count against body positions being used |
963 | * up, etc. |
860 | * up, etc. |
964 | */ |
861 | */ |
965 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
862 | if ((tmp->flag [FLAG_APPLIED] |
|
|
863 | && tmp->type != CONTAINER |
|
|
864 | && tmp->type != CLOSE_CON) |
|
|
865 | || (tmp->type == SKILL |
966 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
967 | { |
867 | { |
968 | if (type == PLAYER) |
868 | if (type == PLAYER) |
969 | { |
869 | { |
970 | if (tmp->type == BOW) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
971 | contr->ranges[range_bow] = tmp; |
871 | if (tmp != current_weapon |
972 | |
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
973 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
873 | && !tmp->flag [FLAG_CURSED] |
974 | contr->ranges[range_misc] = tmp; |
874 | && !tmp->flag [FLAG_DAMNED]) |
|
|
875 | continue; |
975 | |
876 | |
976 | for (i = 0; i < NUM_STATS; i++) |
877 | for (i = 0; i < NUM_STATS; i++) |
977 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
978 | |
879 | |
979 | /* these are the items that currently can change digestion, regeneration, |
880 | /* These are the items that currently can change digestion, regeneration, |
980 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
881 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
981 | * list, but other items store other info into stats array. |
882 | * list, but other items store other info into stats array. |
982 | */ |
883 | */ |
983 | if ((tmp->type == WEAPON) || |
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
984 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
985 | (tmp->type == SHIELD) || (tmp->type == RING) || |
886 | tmp->type == SHIELD || tmp->type == RING || |
986 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
887 | tmp->type == BOOTS || tmp->type == GLOVES || |
987 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
888 | tmp->type == AMULET || tmp->type == GIRDLE || |
988 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
889 | tmp->type == BRACERS || tmp->type == CLOAK || |
989 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
890 | tmp->type == DISEASE || tmp->type == FORCE || |
990 | (tmp->type == SKILL)) |
891 | tmp->type == SKILL) |
991 | { |
892 | { |
992 | contr->digestion += tmp->stats.food; |
893 | contr->digestion += tmp->stats.food; |
993 | contr->gen_hp += tmp->stats.hp; |
894 | contr->gen_hp += tmp->stats.hp; |
994 | contr->gen_sp += tmp->stats.sp; |
895 | contr->gen_sp += tmp->stats.sp; |
995 | contr->gen_grace += tmp->stats.grace; |
896 | contr->gen_grace += tmp->stats.grace; |
996 | contr->gen_sp_armour += tmp->gen_sp_armour; |
897 | contr->gen_sp_armour += tmp->gen_sp_armour; |
997 | contr->item_power += tmp->item_power; |
898 | contr->item_power += tmp->item_power; |
998 | } |
899 | } |
999 | } /* if this is a player */ |
900 | } /* if this is a player */ |
|
|
901 | else |
|
|
902 | { |
|
|
903 | if (tmp->type == WEAPON) |
|
|
904 | current_weapon = tmp; |
|
|
905 | } |
1000 | |
906 | |
1001 | /* Update slots used for items */ |
907 | /* Update slots used for items */ |
1002 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1003 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1004 | body_used[i] += tmp->body_info[i]; |
910 | slot[i].used += tmp->slot[i].info; |
1005 | |
911 | |
1006 | if (tmp->type == SYMPTOM) |
912 | if (tmp->type == SYMPTOM) |
1007 | { |
913 | { |
1008 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
915 | |
1009 | if (speed_reduce_from_disease == 0) |
916 | if (speed_reduce_from_disease == 0) |
1010 | speed_reduce_from_disease = 1; |
917 | speed_reduce_from_disease = 1; |
1011 | } |
918 | } |
1012 | |
919 | |
1013 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
920 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1014 | * (Negative protections are calculated extactly like positive.) |
921 | * (Negative protections are calculated exactly like positive.) |
1015 | * Resistance from potions are treated special as well. If there's |
922 | * Resistance from potions are treated special as well. If there's |
1016 | * more than one potion-effect, the bigger prot.-value is taken. |
923 | * more than one potion-effect, the bigger prot.-value is taken. |
1017 | */ |
924 | */ |
1018 | if (tmp->type != POTION) |
925 | if (tmp->type != POTION) |
1019 | { |
926 | { |
1020 | for (i = 0; i < NROFATTACKS; i++) |
927 | for (i = 0; i < NROFATTACKS; i++) |
1021 | { |
928 | { |
1022 | /* Potential for cursed potions, in which case we just can use |
929 | /* Potential for cursed potions, in which case we just can use |
1023 | * a straight MAX, as potion_resist is initialized to zero. |
930 | * a straight MAX, as potion_resist is initialised to zero. |
1024 | */ |
931 | */ |
1025 | if (tmp->type == POTION_EFFECT) |
932 | if (tmp->type == POTION_EFFECT) |
1026 | { |
933 | { |
1027 | if (potion_resist[i]) |
934 | if (potion_resist[i]) |
1028 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
935 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1029 | else |
936 | else |
1030 | potion_resist[i] = tmp->resist[i]; |
937 | potion_resist[i] = tmp->resist[i]; |
1031 | } |
938 | } |
1032 | else if (tmp->resist[i] > 0) |
939 | else if (tmp->resist[i] > 0) |
1033 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1034 | else if (tmp->resist[i] < 0) |
941 | else if (tmp->resist[i] < 0) |
1035 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1036 | } |
943 | } |
1037 | } |
944 | } |
1038 | |
945 | |
1039 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
|
|
948 | { |
1041 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
1042 | |
|
|
1043 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
1044 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
1045 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
|
|
953 | move_type |= tmp->move_type; |
1046 | stats.luck += tmp->stats.luck; |
954 | stats.luck += tmp->stats.luck; |
1047 | move_type |= tmp->move_type; |
955 | } |
1048 | |
956 | |
1049 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
957 | 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); |
958 | 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); |
959 | 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); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1065 | |
973 | |
1066 | if (tmp->stats.exp && tmp->type != SKILL) |
974 | if (tmp->stats.exp && tmp->type != SKILL) |
1067 | { |
975 | { |
1068 | if (tmp->stats.exp > 0) |
976 | if (tmp->stats.exp > 0) |
1069 | { |
977 | { |
1070 | added_speed += (float) tmp->stats.exp / 3.0; |
978 | added_speed += tmp->stats.exp / 3.f; |
1071 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
979 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1072 | } |
980 | } |
1073 | else |
981 | else |
1074 | added_speed += (float) tmp->stats.exp; |
982 | added_speed += tmp->stats.exp; |
1075 | } |
983 | } |
1076 | |
984 | |
1077 | switch (tmp->type) |
985 | switch (tmp->type) |
1078 | { |
986 | { |
|
|
987 | #if 0 |
|
|
988 | case WAND: |
|
|
989 | case ROD: |
|
|
990 | case HORN: |
|
|
991 | if (type != PLAYER || current_weapon == tmp) |
|
|
992 | chosen_skill = tmp; |
|
|
993 | break; |
|
|
994 | #endif |
|
|
995 | |
1079 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
1080 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
1081 | case SKILL: |
998 | case SKILL: |
1082 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1083 | break; |
1001 | break; |
1084 | |
1002 | |
1085 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1086 | wc_obj = tmp; |
|
|
1087 | |
|
|
1088 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1089 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1005 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1006 | &name, &chosen_skill->name, &tmp->name); |
1090 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1091 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1092 | |
1014 | |
1093 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1094 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1095 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1096 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1097 | |
1019 | |
1098 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1099 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1100 | |
1022 | |
1101 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1102 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1103 | |
1025 | |
1104 | if (tmp->magic) |
1026 | if (tmp->magic) |
1105 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1106 | } |
1028 | } |
1107 | |
1029 | |
1108 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1109 | wc -= (tmp->stats.wc + tmp->magic); |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1110 | |
1032 | |
1111 | if (tmp->slaying != NULL) |
1033 | if (tmp->slaying) |
1112 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1113 | |
1035 | |
1114 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1115 | ac -= (tmp->stats.ac + tmp->magic); |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1116 | |
1038 | |
1117 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1118 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1119 | |
|
|
1120 | if (type == PLAYER) |
|
|
1121 | contr->ranges[range_skill] = this; |
|
|
1122 | |
|
|
1123 | break; |
1041 | } |
1124 | |
1042 | |
1125 | case SKILL_TOOL: |
|
|
1126 | if (chosen_skill) |
|
|
1127 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1128 | |
|
|
1129 | chosen_skill = tmp; |
|
|
1130 | |
|
|
1131 | if (type == PLAYER) |
|
|
1132 | contr->ranges[range_skill] = this; |
|
|
1133 | break; |
1043 | break; |
1134 | |
1044 | |
1135 | case SHIELD: |
1045 | case SHIELD: |
1136 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | contr->encumbrance += (int) tmp->weight / 2000; |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1141 | case HELMET: |
1051 | case HELMET: |
1142 | case BOOTS: |
1052 | case BOOTS: |
1143 | case GLOVES: |
1053 | case GLOVES: |
1144 | case CLOAK: |
1054 | case CLOAK: |
1145 | if (tmp->stats.wc) |
1055 | if (tmp->stats.wc) |
1146 | wc -= (tmp->stats.wc + tmp->magic); |
1056 | wc -= tmp->stats.wc + tmp->magic; |
1147 | |
1057 | |
1148 | if (tmp->stats.dam) |
1058 | if (tmp->stats.dam) |
1149 | stats.dam += (tmp->stats.dam + tmp->magic); |
1059 | stats.dam += tmp->stats.dam + tmp->magic; |
1150 | |
1060 | |
1151 | if (tmp->stats.ac) |
1061 | if (tmp->stats.ac) |
1152 | ac -= (tmp->stats.ac + tmp->magic); |
1062 | ac -= tmp->stats.ac + tmp->magic; |
1153 | |
1063 | |
1154 | break; |
1064 | break; |
1155 | |
1065 | |
|
|
1066 | case BOW: |
1156 | case WEAPON: |
1067 | case WEAPON: |
|
|
1068 | if (type != PLAYER || current_weapon == tmp) |
|
|
1069 | { |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
1070 | wc -= tmp->stats.wc + tmp->magic; |
1158 | |
1071 | |
1159 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1072 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1160 | ac -= tmp->stats.ac + tmp->magic; |
1073 | ac -= tmp->stats.ac + tmp->magic; |
1161 | |
1074 | |
1162 | stats.dam += (tmp->stats.dam + tmp->magic); |
1075 | stats.dam += tmp->stats.dam + tmp->magic; |
1163 | weapon_weight = tmp->weight; |
1076 | weapon_weight = tmp->weight; |
1164 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1077 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1165 | |
1078 | |
1166 | if (weapon_speed < 0) |
1079 | if (weapon_speed < 0) |
1167 | weapon_speed = 0; |
1080 | weapon_speed = 0; |
1168 | |
1081 | |
1169 | slaying = tmp->slaying; |
1082 | slaying = tmp->slaying; |
|
|
1083 | |
1170 | /* If there is desire that two handed weapons should do |
1084 | /* If there is desire that two handed weapons should do |
1171 | * extra strength damage, this is where the code should |
1085 | * extra strength damage, this is where the code should |
1172 | * go. |
1086 | * go. |
1173 | */ |
1087 | */ |
1174 | current_weapon = tmp; |
1088 | |
1175 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1089 | if (type == PLAYER) |
|
|
1090 | if (settings.spell_encumbrance) |
1176 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1091 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1092 | } |
1177 | |
1093 | |
1178 | break; |
1094 | break; |
1179 | |
1095 | |
1180 | case ARMOUR: /* Only the best of these three are used: */ |
1096 | case ARMOUR: /* Only the best of these three are used: */ |
1181 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1097 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1182 | contr->encumbrance += (int) tmp->weight / 1000; |
1098 | contr->encumbrance += tmp->weight / 1000; |
1183 | |
1099 | |
1184 | case BRACERS: |
1100 | case BRACERS: |
1185 | case FORCE: |
1101 | case FORCE: |
1186 | if (tmp->stats.wc) |
1102 | if (tmp->stats.wc) |
1187 | { |
1103 | { |
… | |
… | |
1209 | wc -= (tmp->stats.wc + tmp->magic); |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1210 | |
1126 | |
1211 | if (tmp->stats.ac) |
1127 | if (tmp->stats.ac) |
1212 | ac -= (tmp->stats.ac + tmp->magic); |
1128 | ac -= (tmp->stats.ac + tmp->magic); |
1213 | |
1129 | |
1214 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1130 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1215 | max = ARMOUR_SPEED (tmp) / 10.0; |
1131 | max = ARMOUR_SPEED (tmp) / 10.f; |
1216 | |
1132 | |
1217 | break; |
1133 | break; |
1218 | } /* switch tmp->type */ |
1134 | } /* switch tmp->type */ |
1219 | } /* item is equipped */ |
1135 | } /* item is equipped */ |
1220 | } /* for loop of items */ |
1136 | } /* for loop of items */ |
… | |
… | |
1288 | |
1204 | |
1289 | if (mana_obj == this && type == PLAYER) |
1205 | if (mana_obj == this && type == PLAYER) |
1290 | stats.maxsp = 1; |
1206 | stats.maxsp = 1; |
1291 | else |
1207 | else |
1292 | { |
1208 | { |
1293 | sp_tmp = 0.0; |
1209 | sp_tmp = 0.f; |
1294 | |
1210 | |
1295 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1211 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1296 | { |
1212 | { |
1297 | float stmp; |
1213 | float stmp; |
1298 | |
1214 | |
1299 | /* Got some extra bonus at first level */ |
1215 | /* Got some extra bonus at first level */ |
1300 | if (i < 2) |
1216 | if (i < 2) |
1301 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1217 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1302 | else |
1218 | else |
1303 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1219 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1304 | |
1220 | |
1305 | if (stmp < 1.0) |
1221 | if (stmp < 1.f) |
1306 | stmp = 1.0; |
1222 | stmp = 1.f; |
1307 | |
1223 | |
1308 | sp_tmp += stmp; |
1224 | sp_tmp += stmp; |
1309 | } |
1225 | } |
1310 | |
1226 | |
1311 | stats.maxsp = (int) sp_tmp; |
1227 | stats.maxsp = (sint16)sp_tmp; |
1312 | |
1228 | |
1313 | for (i = 11; i <= mana_obj->level; i++) |
1229 | for (i = 11; i <= mana_obj->level; i++) |
1314 | stats.maxsp += 2; |
1230 | stats.maxsp += 2; |
1315 | } |
1231 | } |
|
|
1232 | |
1316 | /* Characters can get their sp supercharged via rune of transferrance */ |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1317 | if (stats.sp > stats.maxsp * 2) |
1234 | if (stats.sp > stats.maxsp * 2) |
1318 | stats.sp = stats.maxsp * 2; |
1235 | stats.sp = stats.maxsp * 2; |
1319 | |
1236 | |
1320 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1328 | /* store grace in a float - this way, the divisions below don't create |
1245 | /* store grace in a float - this way, the divisions below don't create |
1329 | * big jumps when you go from level to level - with int's, it then |
1246 | * big jumps when you go from level to level - with int's, it then |
1330 | * becomes big jumps when the sums of the bonuses jump to the next |
1247 | * becomes big jumps when the sums of the bonuses jump to the next |
1331 | * step of 8 - with floats, even fractional ones are useful. |
1248 | * step of 8 - with floats, even fractional ones are useful. |
1332 | */ |
1249 | */ |
1333 | sp_tmp = 0.0; |
1250 | sp_tmp = 0.f; |
1334 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1251 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1335 | { |
1252 | { |
1336 | float grace_tmp = 0.0; |
1253 | float grace_tmp = 0.f; |
1337 | |
1254 | |
1338 | /* Got some extra bonus at first level */ |
1255 | /* Got some extra bonus at first level */ |
1339 | if (i < 2) |
1256 | if (i < 2) |
1340 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1341 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1342 | else |
1258 | else |
1343 | grace_tmp = (float) contr->levgrace[i] |
|
|
1344 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1259 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1345 | |
1260 | |
1346 | if (grace_tmp < 1.0) |
1261 | if (grace_tmp < 1.f) |
1347 | grace_tmp = 1.0; |
1262 | grace_tmp = 1.f; |
1348 | |
1263 | |
1349 | sp_tmp += grace_tmp; |
1264 | sp_tmp += grace_tmp; |
1350 | } |
1265 | } |
1351 | |
1266 | |
1352 | stats.maxgrace = (int) sp_tmp; |
1267 | stats.maxgrace = (sint16)sp_tmp; |
1353 | |
1268 | |
1354 | /* two grace points per level after 11 */ |
1269 | /* two grace points per level after 11 */ |
1355 | for (i = 11; i <= grace_obj->level; i++) |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1356 | stats.maxgrace += 2; |
1271 | stats.maxgrace += 2; |
1357 | } |
1272 | } |
|
|
1273 | |
1358 | /* No limit on grace vs maxgrace */ |
1274 | /* No limit on grace vs maxgrace */ |
1359 | |
1275 | |
1360 | if (contr->braced) |
1276 | if (contr->braced) |
1361 | { |
1277 | { |
1362 | ac += 2; |
1278 | ac += 2; |
… | |
… | |
1374 | * improvement every level, now its fighterlevel/5. So |
1290 | * improvement every level, now its fighterlevel/5. So |
1375 | * we give the player a bonus here in wc and dam |
1291 | * we give the player a bonus here in wc and dam |
1376 | * to make up for the change. Note that I left the |
1292 | * to make up for the change. Note that I left the |
1377 | * monster bonus the same as before. -b.t. |
1293 | * monster bonus the same as before. -b.t. |
1378 | */ |
1294 | */ |
|
|
1295 | object *wc_obj = chosen_skill; |
1379 | |
1296 | |
1380 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1381 | { |
1298 | { |
1382 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1300 | |
1383 | for (i = 1; i < wc_obj->level; i++) |
1301 | for (i = 1; i < wc_obj->level; i++) |
1384 | { |
1302 | { |
1385 | /* addtional wc every 6 levels */ |
1303 | /* additional wc every 6 levels */ |
1386 | if (!(i % 6)) |
1304 | if (!(i % 6)) |
1387 | wc--; |
1305 | wc--; |
|
|
1306 | |
1388 | /* addtional dam every 4 levels. */ |
1307 | /* additional dam every 4 levels. */ |
1389 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1308 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1390 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1309 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1391 | } |
1310 | } |
1392 | } |
1311 | } |
1393 | else |
1312 | else |
1394 | wc -= (level + thaco_bonus[stats.Str]); |
1313 | wc -= level + thaco_bonus[stats.Str]; |
1395 | |
1314 | |
1396 | stats.dam += dam_bonus[stats.Str]; |
1315 | stats.dam += dam_bonus[stats.Str]; |
1397 | |
1316 | |
1398 | if (stats.dam < 1) |
1317 | if (stats.dam < 1) |
1399 | stats.dam = 1; |
1318 | stats.dam = 1; |
1400 | |
1319 | |
1401 | speed = 1.0 + speed_bonus[stats.Dex]; |
1320 | speed = 1.f + speed_bonus[stats.Dex]; |
1402 | |
1321 | |
1403 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1404 | speed -= 1; |
1323 | speed -= 1; |
1405 | |
1324 | |
1406 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1407 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->clone.attacktype; |
1408 | |
|
|
1409 | } /* End if player */ |
1327 | } /* End if player */ |
1410 | |
1328 | |
1411 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1412 | speed += added_speed / 10.0; |
1330 | speed += added_speed / 10.f; |
1413 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
1414 | speed /= (float) (1.0 - added_speed); |
1332 | speed /= 1.f - added_speed; |
1415 | |
1333 | |
1416 | /* Max is determined by armour */ |
1334 | /* Max is determined by armour */ |
1417 | if (speed > max) |
1335 | if (speed > max) |
1418 | speed = max; |
1336 | speed = max; |
1419 | |
1337 | |
… | |
… | |
1424 | * weight limit, then player suffers a speed reduction based on how |
1342 | * weight limit, then player suffers a speed reduction based on how |
1425 | * much above he is, and what is max carry is |
1343 | * much above he is, and what is max carry is |
1426 | */ |
1344 | */ |
1427 | f = (carrying / 1000) - max_carry[stats.Str]; |
1345 | f = (carrying / 1000) - max_carry[stats.Str]; |
1428 | if (f > 0) |
1346 | if (f > 0) |
1429 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1347 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1430 | } |
1348 | } |
1431 | |
1349 | |
1432 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1350 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1433 | |
1351 | |
1434 | /* Put a lower limit on speed. Note with this speed, you move once every |
1352 | /* Put a lower limit on speed. Note with this speed, you move once every |
1435 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1353 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1436 | */ |
1354 | */ |
1437 | speed = speed * speed_reduce_from_disease; |
1355 | speed = speed * speed_reduce_from_disease; |
1438 | |
1356 | |
1439 | if (speed < 0.01 && type == PLAYER) |
1357 | if (speed < 0.01f && type == PLAYER) |
1440 | speed = 0.01; |
1358 | speed = 0.01f; |
1441 | |
1359 | |
1442 | if (type == PLAYER) |
1360 | if (type == PLAYER) |
1443 | { |
1361 | { |
1444 | float M, W, s, D, K, S, M2; |
|
|
1445 | |
|
|
1446 | /* (This formula was made by vidarl@ifi.uio.no) |
1362 | /* (This formula was made by vidarl@ifi.uio.no) |
1447 | * Note that we never used these values again - basically |
1363 | * Note that we never used these values again - basically |
1448 | * all of these could be subbed into one big equation, but |
1364 | * all of these could be subbed into one big equation, but |
1449 | * that would just be a real pain to read. |
1365 | * that would just be a real pain to read. |
1450 | */ |
1366 | */ |
1451 | M = (max_carry[stats.Str] - 121) / 121.0; |
1367 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1452 | M2 = max_carry[stats.Str] / 100.0; |
1368 | float M2 = max_carry[stats.Str] / 100.f; |
1453 | W = weapon_weight / 20000.0; |
1369 | float W = weapon_weight / 20000.f; |
1454 | s = 2 - weapon_speed / 10.0; |
1370 | float s = (20 - weapon_speed) / 10.f; |
1455 | D = (stats.Dex - 14) / 14.0; |
1371 | float D = (stats.Dex - 14) / 14.f; |
1456 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1372 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1373 | |
1457 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1375 | |
1458 | if (K <= 0) |
1376 | if (K <= 0.01f) |
1459 | K = 0.01; |
1377 | K = 0.01f; |
1460 | S = speed / (K * s); |
1378 | |
1461 | contr->weapon_sp = S; |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1462 | } |
1380 | } |
1463 | |
1381 | |
1464 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | /* I want to limit the power of small monsters with big weapons: */ |
1465 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1466 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1467 | |
1385 | |
1468 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1469 | * should be more than enough - remember, AC is also in 8 bits, |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1470 | * so its value is the same. |
|
|
1471 | */ |
|
|
1472 | if (wc > 120) |
|
|
1473 | wc = 120; |
|
|
1474 | else if (wc < -120) |
|
|
1475 | wc = -120; |
|
|
1476 | |
|
|
1477 | stats.wc = wc; |
|
|
1478 | |
|
|
1479 | if (ac > 120) |
|
|
1480 | ac = 120; |
|
|
1481 | else if (ac < -120) |
|
|
1482 | ac = -120; |
|
|
1483 | |
|
|
1484 | stats.ac = ac; |
|
|
1485 | |
1388 | |
1486 | /* if for some reason the creature doesn't have any move type, |
1389 | /* if for some reason the creature doesn't have any move type, |
1487 | * give them walking as a default. |
1390 | * give them walking as a default. |
1488 | * The second case is a special case - to more closely mimic the |
1391 | * The second case is a special case - to more closely mimic the |
1489 | * old behaviour - if your flying, your not walking - just |
1392 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1492 | if (move_type == 0) |
1395 | if (move_type == 0) |
1493 | move_type = MOVE_WALK; |
1396 | move_type = MOVE_WALK; |
1494 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1397 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1495 | move_type &= ~MOVE_WALK; |
1398 | move_type &= ~MOVE_WALK; |
1496 | |
1399 | |
1497 | update_ob_speed (this); |
1400 | if (speed != old_speed) |
|
|
1401 | set_speed (speed); |
1498 | |
1402 | |
1499 | /* It is quite possible that a player's spell costing might have changed, |
1403 | /* It is quite possible that a player's spell costing might have changed, |
1500 | * so we will check that now. |
1404 | * so we will check that now. |
1501 | */ |
1405 | */ |
1502 | if (type == PLAYER) |
1406 | if (type == PLAYER) |
1503 | { |
1407 | { |
1504 | esrv_update_stats (contr); |
1408 | esrv_update_stats (contr); |
1505 | esrv_update_spells (contr); |
1409 | esrv_update_spells (contr); |
1506 | } |
1410 | } |
|
|
1411 | |
|
|
1412 | // update the mapspace, if we are on a map |
|
|
1413 | if (!flag [FLAG_REMOVED] && map) |
|
|
1414 | map->at (x, y).flags_ = 0; |
1507 | } |
1415 | } |
1508 | |
1416 | |
1509 | /* |
1417 | /* |
1510 | * Returns true if the given player is a legal class. |
1418 | * Returns true if the given player is a legal class. |
1511 | * The function to add and remove class-bonuses to the stats doesn't |
1419 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1514 | * false otherwise. |
1422 | * false otherwise. |
1515 | */ |
1423 | */ |
1516 | int |
1424 | int |
1517 | allowed_class (const object *op) |
1425 | allowed_class (const object *op) |
1518 | { |
1426 | { |
1519 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1427 | return op->stats.Dex > 0 |
1520 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1428 | && op->stats.Str > 0 |
|
|
1429 | && op->stats.Con > 0 |
|
|
1430 | && op->stats.Int > 0 |
|
|
1431 | && op->stats.Wis > 0 |
|
|
1432 | && op->stats.Pow > 0 |
|
|
1433 | && op->stats.Cha > 0; |
1521 | } |
1434 | } |
1522 | |
1435 | |
1523 | /* |
1436 | /* |
1524 | * set the new dragon name after gaining levels or |
1437 | * set the new dragon name after gaining levels or |
1525 | * changing ability focus (later this can be extended to |
1438 | * changing ability focus (later this can be extended to |
… | |
… | |
1596 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1597 | object *tmp = NULL; /* tmp. object */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1598 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1599 | |
1512 | |
1600 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1516 | |
1601 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1602 | { |
|
|
1603 | if (tmp->type == FORCE) |
1518 | if (tmp->type == FORCE) |
1604 | { |
|
|
1605 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1606 | abil = tmp; |
1520 | abil = tmp; |
1607 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1608 | skin = tmp; |
1522 | skin = tmp; |
1609 | } |
1523 | |
1610 | } |
|
|
1611 | /* if the force is missing -> bail out */ |
1524 | /* if the force is missing -> bail out */ |
1612 | if (abil == NULL) |
1525 | if (abil == NULL) |
1613 | return; |
1526 | return; |
1614 | |
1527 | |
1615 | /* The ability_force keeps track of maximum level ever achieved. |
1528 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1659 | if (!skill_obj) |
1572 | if (!skill_obj) |
1660 | { |
1573 | { |
1661 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1574 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1662 | return NULL; |
1575 | return NULL; |
1663 | } |
1576 | } |
|
|
1577 | |
1664 | /* clear the flag - exp goes into this bucket, but player |
1578 | /* clear the flag - exp goes into this bucket, but player |
1665 | * still doesn't know it. |
1579 | * still doesn't know it. |
1666 | */ |
1580 | */ |
1667 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1668 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1669 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1670 | insert_ob_in_ob (skill_obj, op); |
1584 | insert_ob_in_ob (skill_obj, op); |
1671 | if (op->contr) |
1585 | |
|
|
1586 | if (player *pl = op->contr) |
1672 | { |
1587 | { |
1673 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1588 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1674 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1589 | if (pl->ns) |
|
|
1590 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1675 | } |
1591 | } |
|
|
1592 | |
1676 | return skill_obj; |
1593 | return skill_obj; |
1677 | } |
1594 | } |
1678 | |
|
|
1679 | |
1595 | |
1680 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1596 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1681 | * whether the player gets more hp, sp and new levels. |
1597 | * whether the player gets more hp, sp and new levels. |
1682 | * Note this this function should only be called for players. Monstes |
1598 | * Note this this function should only be called for players. Monstes |
1683 | * don't really gain levels |
1599 | * don't really gain levels |
… | |
… | |
1694 | |
1610 | |
1695 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1611 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1696 | { |
1612 | { |
1697 | op->level++; |
1613 | op->level++; |
1698 | |
1614 | |
1699 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1700 | dragon_level_gain (who); |
1616 | dragon_level_gain (who); |
1701 | |
1617 | |
1702 | /* Only roll these if it is the player (who) that gained the level */ |
1618 | /* Only roll these if it is the player (who) that gained the level */ |
1703 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1619 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1704 | { |
1620 | { |
… | |
… | |
1712 | { |
1628 | { |
1713 | if (op->type != PLAYER) |
1629 | if (op->type != PLAYER) |
1714 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1630 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1715 | else |
1631 | else |
1716 | sprintf (buf, "You are now level %d.", op->level); |
1632 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1633 | |
1717 | if (who) |
1634 | if (who) |
1718 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1635 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1719 | } |
1636 | } |
|
|
1637 | |
1720 | player_lvl_adj (who, op); /* To increase more levels */ |
1638 | player_lvl_adj (who, op); /* To increase more levels */ |
1721 | } |
1639 | } |
1722 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1640 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1723 | { |
1641 | { |
1724 | op->level--; |
1642 | op->level--; |
1725 | who->update_stats (); |
1643 | who->update_stats (); |
|
|
1644 | |
1726 | if (op->type != PLAYER) |
1645 | if (op->type != PLAYER) |
1727 | { |
1646 | { |
1728 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1647 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1729 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1730 | } |
1649 | } |
|
|
1650 | |
1731 | player_lvl_adj (who, op); /* To decrease more levels */ |
1651 | player_lvl_adj (who, op); /* To decrease more levels */ |
1732 | } |
1652 | } |
1733 | |
1653 | |
1734 | /* check if the spell data has changed */ |
1654 | /* check if the spell data has changed */ |
1735 | esrv_update_stats (who->contr); |
1655 | esrv_update_stats (who->contr); |
… | |
… | |
1744 | sint64 |
1664 | sint64 |
1745 | level_exp (int level, double expmul) |
1665 | level_exp (int level, double expmul) |
1746 | { |
1666 | { |
1747 | if (level > settings.max_level) |
1667 | if (level > settings.max_level) |
1748 | return (sint64) (expmul * levels[settings.max_level]); |
1668 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1669 | |
1749 | return (sint64) (expmul * levels[level]); |
1670 | return (sint64) (expmul * levels[level]); |
1750 | } |
1671 | } |
1751 | |
1672 | |
1752 | /* |
1673 | /* |
1753 | * Ensure that the permanent experience requirements in an exp object are met. |
1674 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1790 | sint64 limit, exp_to_add; |
1711 | sint64 limit, exp_to_add; |
1791 | int i; |
1712 | int i; |
1792 | |
1713 | |
1793 | /* prevents some forms of abuse. */ |
1714 | /* prevents some forms of abuse. */ |
1794 | if (op->contr->braced) |
1715 | if (op->contr->braced) |
1795 | exp = exp / 5; |
1716 | exp /= 5; |
1796 | |
1717 | |
1797 | /* Try to find the matching skill. |
1718 | /* Try to find the matching skill. |
1798 | * We do a shortcut/time saving mechanism first - see if it matches |
1719 | * We do a shortcut/time saving mechanism first - see if it matches |
1799 | * chosen_skill. This means we don't need to search through |
1720 | * chosen_skill. This means we don't need to search through |
1800 | * the players inventory. |
1721 | * the players inventory. |
1801 | */ |
1722 | */ |
1802 | if (skill_name) |
1723 | if (skill_name) |
1803 | { |
1724 | { |
1804 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1725 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1935 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1856 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1936 | tmp->stats.exp -= del_exp; |
1857 | tmp->stats.exp -= del_exp; |
1937 | player_lvl_adj (op, tmp); |
1858 | player_lvl_adj (op, tmp); |
1938 | } |
1859 | } |
1939 | } |
1860 | } |
|
|
1861 | |
1940 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1862 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1941 | { |
1863 | { |
1942 | del_exp = check_exp_loss (op, exp); |
1864 | del_exp = check_exp_loss (op, exp); |
1943 | op->stats.exp -= del_exp; |
1865 | op->stats.exp -= del_exp; |
1944 | player_lvl_adj (op, NULL); |
1866 | player_lvl_adj (op, NULL); |
1945 | } |
1867 | } |
1946 | } |
1868 | } |
1947 | |
|
|
1948 | |
|
|
1949 | |
1869 | |
1950 | /* change_exp() - changes experience to a player/monster. This |
1870 | /* change_exp() - changes experience to a player/monster. This |
1951 | * does bounds checking to make sure we don't overflow the max exp. |
1871 | * does bounds checking to make sure we don't overflow the max exp. |
1952 | * |
1872 | * |
1953 | * The exp passed is typically not modified much by this function - |
1873 | * The exp passed is typically not modified much by this function - |
1954 | * it is assumed the caller has modified the exp as needed. |
1874 | * it is assumed the caller has modified the exp as needed. |
1955 | * skill_name is the skill that should get the exp added. |
1875 | * skill_name is the skill that should get the exp added. |
1956 | * flag is what to do if player doesn't have the skill. |
1876 | * flag is what to do if player doesn't have the skill. |
1957 | * these last two values are only used for players. |
1877 | * these last two values are only used for players. |
1958 | */ |
1878 | */ |
1959 | |
|
|
1960 | void |
1879 | void |
1961 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1880 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1962 | { |
1881 | { |
1963 | |
|
|
1964 | #ifdef EXP_DEBUG |
1882 | #ifdef EXP_DEBUG |
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1883 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1966 | #endif |
1884 | #endif |
1967 | |
1885 | |
1968 | /* safety */ |
1886 | /* safety */ |
… | |
… | |
2009 | else |
1927 | else |
2010 | /* note that when you lose exp, it doesn't go against |
1928 | /* note that when you lose exp, it doesn't go against |
2011 | * a particular skill, so we don't need to pass that |
1929 | * a particular skill, so we don't need to pass that |
2012 | * along. |
1930 | * along. |
2013 | */ |
1931 | */ |
2014 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1932 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2015 | |
|
|
2016 | } |
1933 | } |
2017 | } |
1934 | } |
2018 | |
1935 | |
2019 | /* Applies a death penalty experience, the size of this is defined by the |
1936 | /* Applies a death penalty experience, the size of this is defined by the |
2020 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1937 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2021 | * amount of permenent experience, whichever gives the lowest loss. |
1938 | * amount of permenent experience, whichever gives the lowest loss. |
2022 | */ |
1939 | */ |
2023 | |
|
|
2024 | void |
1940 | void |
2025 | apply_death_exp_penalty (object *op) |
1941 | apply_death_exp_penalty (object *op) |
2026 | { |
1942 | { |
2027 | object *tmp; |
1943 | object *tmp; |
2028 | sint64 loss; |
1944 | sint64 loss; |
… | |
… | |
2050 | player_lvl_adj (op, tmp); |
1966 | player_lvl_adj (op, tmp); |
2051 | } |
1967 | } |
2052 | |
1968 | |
2053 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1969 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2054 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1970 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1971 | |
2055 | if (level_loss < 0) |
1972 | if (level_loss < 0) |
2056 | level_loss = 0; |
1973 | level_loss = 0; |
2057 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1974 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2058 | |
1975 | |
2059 | op->stats.exp -= loss; |
1976 | op->stats.exp -= loss; |