1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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 |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
26 | |
26 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
192 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
193 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
194 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
195 | "You suddenly begin to lose your memory!", |
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|
196 | "Watch out, your mind is going!", |
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|
197 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
198 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
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198 | "Your spirit feels drained!" |
|
|
199 | }; |
199 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
201 | "You feel your strength return.", |
202 | "You feel your agility return.", |
202 | "You feel your agility return.", |
203 | "You feel your health return.", |
203 | "You feel your health return.", |
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|
204 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
205 | "You feel your wisdom return.", |
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|
206 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
207 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
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207 | "You feel your spirits return." |
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|
208 | }; |
208 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
210 | "You feel stronger.", |
211 | "You feel more agile.", |
211 | "You feel more agile.", |
212 | "You feel healthy.", |
212 | "You feel healthy.", |
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|
213 | "You feel smarter.", |
213 | "You feel wiser.", |
214 | "You feel wiser.", |
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|
215 | "You feel more potent.", |
214 | "You seem to look better.", |
216 | "You seem to look better.", |
215 | "You feel smarter.", |
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216 | "You feel more potent." |
|
|
217 | }; |
217 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
219 | "You feel weaker!", |
220 | "You feel clumsy!", |
220 | "You feel clumsy!", |
221 | "You feel less healthy!", |
221 | "You feel less healthy!", |
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|
222 | "You feel stupid!", |
222 | "You lose some of your memory!", |
223 | "You lose some of your memory!", |
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|
224 | "You feel less potent!", |
223 | "You look ugly!", |
225 | "You look ugly!", |
224 | "You feel stupid!", |
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225 | "You feel less potent!" |
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|
226 | }; |
226 | }; |
227 | |
227 | |
228 | const char *const statname[NUM_STATS] = { |
228 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
230 | }; |
231 | |
231 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
234 | }; |
235 | |
|
|
236 | /* |
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|
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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238 | * what attr is (STR to POW). |
|
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239 | */ |
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240 | void |
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241 | set_attr_value (living *stats, int attr, sint8 value) |
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242 | { |
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243 | switch (attr) |
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244 | { |
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245 | case STR: |
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246 | stats->Str = value; |
|
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247 | break; |
|
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248 | case DEX: |
|
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249 | stats->Dex = value; |
|
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250 | break; |
|
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251 | case CON: |
|
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252 | stats->Con = value; |
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253 | break; |
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254 | case WIS: |
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255 | stats->Wis = value; |
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256 | break; |
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257 | case POW: |
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258 | stats->Pow = value; |
|
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259 | break; |
|
|
260 | case CHA: |
|
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261 | stats->Cha = value; |
|
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262 | break; |
|
|
263 | case INT: |
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264 | stats->Int = value; |
|
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265 | break; |
|
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266 | } |
|
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267 | } |
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268 | |
235 | |
269 | /* |
236 | /* |
270 | * Like set_attr_value(), but instead the value (which can be negative) |
237 | * Like set_attr_value(), but instead the value (which can be negative) |
271 | * is added to the specified stat. |
238 | * is added to the specified stat. |
272 | */ |
239 | */ |
273 | void |
240 | void |
274 | change_attr_value (living *stats, int attr, sint8 value) |
241 | change_attr_value (living *stats, int attr, sint8 value) |
275 | { |
242 | { |
276 | if (value == 0) |
243 | stats->stat (attr) += value; |
277 | return; |
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278 | |
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279 | switch (attr) |
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280 | { |
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281 | case STR: |
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282 | stats->Str += value; |
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283 | break; |
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284 | case DEX: |
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285 | stats->Dex += value; |
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286 | break; |
|
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287 | case CON: |
|
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288 | stats->Con += value; |
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289 | break; |
|
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290 | case WIS: |
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291 | stats->Wis += value; |
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292 | break; |
|
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293 | case POW: |
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294 | stats->Pow += value; |
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295 | break; |
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296 | case CHA: |
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297 | stats->Cha += value; |
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298 | break; |
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299 | case INT: |
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300 | stats->Int += value; |
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301 | break; |
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302 | default: |
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303 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
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304 | } |
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305 | } |
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306 | |
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307 | /* |
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308 | * returns the specified stat. See also set_attr_value(). |
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309 | */ |
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310 | |
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311 | sint8 |
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312 | get_attr_value (const living *stats, int attr) |
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313 | { |
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314 | switch (attr) |
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315 | { |
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316 | case STR: return stats->Str; |
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317 | case DEX: return stats->Dex; |
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318 | case CON: return stats->Con; |
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319 | case WIS: return stats->Wis; |
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320 | case CHA: return stats->Cha; |
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321 | case INT: return stats->Int; |
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322 | case POW: return stats->Pow; |
|
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323 | } |
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324 | |
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325 | return 0; |
|
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326 | } |
244 | } |
327 | |
245 | |
328 | /* |
246 | /* |
329 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
247 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
330 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
331 | */ |
249 | */ |
332 | |
|
|
333 | void |
250 | void |
334 | check_stat_bounds (living *stats) |
251 | check_stat_bounds (living *stats) |
335 | { |
252 | { |
336 | int i, v; |
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337 | |
|
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338 | for (i = 0; i < NUM_STATS; i++) |
253 | for (int i = 0; i < NUM_STATS; i++) |
339 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
254 | { |
340 | set_attr_value (stats, i, MAX_STAT); |
255 | sint8 &v = stats->stat (i); |
341 | else if (v < MIN_STAT) |
256 | v = clamp (v, MIN_STAT, MAX_STAT); |
342 | set_attr_value (stats, i, MIN_STAT); |
257 | } |
343 | } |
258 | } |
344 | |
259 | |
345 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
260 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
346 | |
261 | |
347 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
356 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
357 | * the object. |
272 | * the object. |
358 | * It is the calling functions responsibilty to check to see if the object |
273 | * It is the calling functions responsibilty to check to see if the object |
359 | * can be applied or not. |
274 | * can be applied or not. |
360 | * The main purpose of calling this function is the messages that are |
275 | * The main purpose of calling this function is the messages that are |
361 | * displayed - fix_player should really always be called after this when |
276 | * 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 |
277 | * 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 |
278 | * 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 |
279 | * will clear the bits, but the player may still have some other object |
365 | * that gives them that ability. |
280 | * that gives them that ability. |
366 | */ |
281 | */ |
367 | int |
282 | int |
368 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
369 | { |
284 | { |
370 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
371 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
372 | int potion_max = 0; |
287 | int potion_max = 0; |
373 | |
288 | |
374 | /* remember what object was like before it was changed. note that |
289 | /* 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 |
290 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
380 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
381 | { |
296 | { |
382 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
383 | { |
298 | { |
384 | potion_max = 1; |
299 | potion_max = 1; |
385 | for (j = 0; j < NUM_STATS; j++) |
300 | for (int j = 0; j < NUM_STATS; j++) |
386 | { |
301 | { |
387 | int nstat, ostat; |
302 | int ostat = op->contr->orig_stats.stat (j); |
388 | |
303 | 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 | |
304 | |
392 | /* nstat is what the stat will be after use of the potion */ |
305 | /* nstat is what the stat will be after use of the potion */ |
393 | nstat = flag * i + ostat; |
306 | int nstat = flag * i + ostat; |
394 | |
307 | |
395 | /* Do some bounds checking. While I don't think any |
308 | /* Do some bounds checking. While I don't think any |
396 | * potions do so right now, there is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
397 | * that adjust that stat by more than one point, so we need |
310 | * that adjust that stat by more than one point, so we need |
398 | * to allow for that. |
311 | * to allow for that. |
399 | */ |
312 | */ |
400 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
401 | nstat = 1; |
314 | nstat = 1; |
402 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
403 | { |
316 | nstat = 20 + op->arch->stats.stat (j); |
404 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
|
|
405 | } |
|
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406 | |
317 | |
407 | if (nstat != ostat) |
318 | if (nstat != ostat) |
408 | { |
319 | { |
409 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
320 | op->contr->orig_stats.stat (j) = nstat; |
410 | potion_max = 0; |
321 | potion_max = 0; |
411 | } |
322 | } |
412 | else if (i) |
323 | else if (i) |
413 | { |
324 | { |
414 | /* potion is useless - player has already hit the natural maximum */ |
325 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
418 | |
329 | |
419 | /* This section of code ups the characters normal stats also. I am not |
330 | /* This section of code ups the characters normal stats also. I am not |
420 | * sure if this is strictly necessary, being that fix_player probably |
331 | * sure if this is strictly necessary, being that fix_player probably |
421 | * recalculates this anyway. |
332 | * recalculates this anyway. |
422 | */ |
333 | */ |
423 | for (j = 0; j < NUM_STATS; j++) |
334 | for (int j = 0; j < NUM_STATS; j++) |
424 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
335 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
425 | |
336 | |
426 | check_stat_bounds (&(op->stats)); |
337 | check_stat_bounds (&op->stats); |
427 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
428 | } |
339 | } |
429 | |
340 | |
430 | /* reset attributes that fix_player doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
431 | * everything to set |
342 | * everything to set |
432 | */ |
343 | */ |
433 | if (flag == -1) |
344 | if (flag == -1) |
434 | { |
345 | { |
435 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
436 | op->path_attuned &= ~tmp->path_attuned; |
347 | op->path_attuned &= ~tmp->path_attuned; |
437 | op->path_repelled &= ~tmp->path_repelled; |
348 | op->path_repelled &= ~tmp->path_repelled; |
438 | op->path_denied &= ~tmp->path_denied; |
349 | op->path_denied &= ~tmp->path_denied; |
439 | /* Presuming here that creatures only have move_type, |
350 | /* Presuming here that creatures only have move_type, |
440 | * and not the other move_ fields. |
351 | * and not the other move_ fields. |
441 | */ |
352 | */ |
442 | op->move_type &= ~tmp->move_type; |
353 | op->move_type &= ~tmp->move_type; |
443 | } |
354 | } |
444 | |
355 | |
445 | /* call fix_player since op object could have whatever attribute due |
356 | /* call fix_player since op object could have whatever attribute due |
446 | * to multiple items. if fix_player always has to be called after |
357 | * to multiple items. if update_stats always has to be called after |
447 | * change_ability then might as well call it from here |
358 | * change_ability then might as well call it from here |
448 | */ |
359 | */ |
449 | op->update_stats (); |
360 | op->update_stats (); |
450 | |
361 | |
451 | /* Fix player won't add the bows ability to the player, so don't |
362 | /* update_stats won't add the bows ability to the player, so don't |
452 | * print out message if this is a bow. |
363 | * print out message if this is a bow. |
453 | */ |
364 | */ |
454 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
365 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
455 | { |
366 | { |
456 | success = 1; |
367 | success = 1; |
… | |
… | |
496 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
497 | { |
408 | { |
498 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* double conditional - second case covers if you have move_fly_low - |
499 | * in that case, you don't actually land |
410 | * in that case, you don't actually land |
500 | */ |
411 | */ |
501 | DIFF_MSG (flag, "You soar into the air air!.", |
412 | DIFF_MSG (flag, "You soar into the air!", |
502 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
503 | } |
414 | } |
|
|
415 | |
504 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
506 | |
418 | |
507 | /* Changing move status may mean you are affected by things you weren't before */ |
419 | /* Changing move status may mean you are affected by things you weren't before */ |
508 | check_move_on (op, op); |
420 | check_move_on (op, op); |
509 | } |
421 | } |
510 | |
422 | |
511 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
512 | * originally undead may change their status |
424 | * originally undead may change their status |
513 | */ |
425 | */ |
514 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
515 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
516 | { |
428 | { |
517 | success = 1; |
429 | success = 1; |
518 | if (flag > 0) |
430 | if (flag > 0) |
519 | { |
431 | { |
520 | op->race = "undead"; |
432 | op->race = "undead"; |
521 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
433 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
522 | } |
434 | } |
523 | else |
435 | else |
524 | { |
436 | { |
525 | op->race = op->arch->clone.race; |
437 | op->race = op->arch->race; |
526 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
527 | } |
439 | } |
528 | } |
440 | } |
529 | |
441 | |
530 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
… | |
… | |
636 | success = 1; |
548 | success = 1; |
637 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
638 | } |
550 | } |
639 | |
551 | |
640 | /* Messages for changed resistance */ |
552 | /* Messages for changed resistance */ |
641 | for (i = 0; i < NROFATTACKS; i++) |
553 | for (int i = 0; i < NROFATTACKS; i++) |
642 | { |
554 | { |
643 | if (i == ATNR_PHYSICAL) |
555 | if (i == ATNR_PHYSICAL) |
644 | continue; /* Don't display about armour */ |
556 | continue; /* Don't display about armour */ |
645 | |
557 | |
646 | if (op->resist[i] != refop.resist[i]) |
558 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
655 | } |
567 | } |
656 | } |
568 | } |
657 | |
569 | |
658 | if (!potion_max) |
570 | if (!potion_max) |
659 | { |
571 | { |
660 | for (j = 0; j < NUM_STATS; j++) |
572 | for (int j = 0; j < NUM_STATS; j++) |
661 | { |
573 | { |
662 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
574 | if (int i = tmp->stats.stat (j)) |
663 | { |
575 | { |
664 | success = 1; |
576 | success = 1; |
665 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | } |
578 | } |
667 | } |
579 | } |
… | |
… | |
672 | |
584 | |
673 | /* |
585 | /* |
674 | * Stat draining by Vick 930307 |
586 | * Stat draining by Vick 930307 |
675 | * (Feeling evil, I made it work as well now. -Frank 8) |
587 | * (Feeling evil, I made it work as well now. -Frank 8) |
676 | */ |
588 | */ |
677 | |
|
|
678 | void |
589 | void |
679 | object::drain_stat () |
590 | object::drain_stat () |
680 | { |
591 | { |
681 | drain_specific_stat (RANDOM () % NUM_STATS); |
592 | drain_specific_stat (rndm (NUM_STATS)); |
682 | } |
593 | } |
683 | |
594 | |
684 | void |
595 | void |
685 | object::drain_specific_stat (int deplete_stats) |
596 | object::drain_specific_stat (int deplete_stats) |
686 | { |
597 | { |
… | |
… | |
754 | return; |
665 | return; |
755 | |
666 | |
756 | /* Randomly change the players luck. Basically, we move it |
667 | /* Randomly change the players luck. Basically, we move it |
757 | * back neutral (if greater>0, subtract, otherwise add) |
668 | * back neutral (if greater>0, subtract, otherwise add) |
758 | */ |
669 | */ |
759 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
670 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
760 | { |
671 | { |
761 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
672 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | |
673 | |
763 | stats.luck += diff; |
674 | stats.luck += diff; |
764 | tmp->stats.luck += diff; |
675 | tmp->stats.luck += diff; |
… | |
… | |
771 | * Subtracts stat-bonuses given by the class which the player has chosen. |
682 | * Subtracts stat-bonuses given by the class which the player has chosen. |
772 | */ |
683 | */ |
773 | void |
684 | void |
774 | object::remove_statbonus () |
685 | object::remove_statbonus () |
775 | { |
686 | { |
776 | stats.Str -= arch->clone.stats.Str; |
687 | for (int i = 0; i < NUM_STATS; ++i) |
777 | stats.Dex -= arch->clone.stats.Dex; |
688 | { |
778 | stats.Con -= arch->clone.stats.Con; |
689 | sint8 v = arch->stats.stat (i); |
779 | stats.Wis -= arch->clone.stats.Wis; |
690 | stats.stat (i) -= v; |
780 | stats.Pow -= arch->clone.stats.Pow; |
691 | contr->orig_stats.stat (i) -= v; |
781 | stats.Cha -= arch->clone.stats.Cha; |
692 | } |
782 | stats.Int -= arch->clone.stats.Int; |
|
|
783 | |
|
|
784 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
785 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
786 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
787 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
788 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
789 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
790 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
791 | } |
693 | } |
792 | |
694 | |
793 | /* |
695 | /* |
794 | * Adds stat-bonuses given by the class which the player has chosen. |
696 | * Adds stat-bonuses given by the class which the player has chosen. |
795 | */ |
697 | */ |
796 | void |
698 | void |
797 | object::add_statbonus () |
699 | object::add_statbonus () |
798 | { |
700 | { |
799 | stats.Str += arch->clone.stats.Str; |
701 | for (int i = 0; i < NUM_STATS; ++i) |
800 | stats.Dex += arch->clone.stats.Dex; |
702 | { |
801 | stats.Con += arch->clone.stats.Con; |
703 | sint8 v = arch->stats.stat (i); |
802 | stats.Wis += arch->clone.stats.Wis; |
704 | stats.stat (i) += v; |
803 | stats.Pow += arch->clone.stats.Pow; |
705 | contr->orig_stats.stat (i) += v; |
804 | stats.Cha += arch->clone.stats.Cha; |
706 | } |
805 | stats.Int += arch->clone.stats.Int; |
|
|
806 | |
|
|
807 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
808 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
809 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
810 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
811 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
812 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
813 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
814 | } |
707 | } |
815 | |
708 | |
816 | /* |
709 | /* |
817 | * Updates all abilities given by applied objects in the inventory |
710 | * Updates all abilities given by applied objects in the inventory |
818 | * of the given object. Note: This function works for both monsters |
711 | * of the given object. Note: This function works for both monsters |
819 | * and players; the "player" in the name is purely an archaic inheritance. |
712 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * This functions starts from base values (archetype or player object) |
713 | * This functions starts from base values (archetype or player object) |
821 | * and then adjusts them according to what the player has equipped. |
714 | * and then adjusts them according to what the player has equipped. |
822 | */ |
715 | * |
823 | |
|
|
824 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
716 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
825 | spell system split, grace points now added to system --peterm |
717 | * spell system split, grace points now added to system --peterm |
826 | */ |
718 | */ |
827 | |
|
|
828 | void |
719 | void |
829 | object::update_stats () |
720 | object::update_stats () |
830 | { |
721 | { |
831 | int i, j; |
722 | int i, j; |
832 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
723 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | int weapon_weight = 0, weapon_speed = 0; |
724 | int weapon_weight = 0, weapon_speed = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
728 | float old_speed = speed; |
837 | |
729 | |
838 | /* First task is to clear all the values back to their original values */ |
730 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
731 | if (type == PLAYER) |
840 | { |
732 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
733 | for (i = 0; i < NUM_STATS; i++) |
842 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
734 | stats.stat (i) = contr->orig_stats.stat (i); |
843 | |
735 | |
844 | if (settings.spell_encumbrance == TRUE) |
736 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
737 | contr->encumbrance = 0; |
846 | |
738 | |
847 | attacktype = 0; |
739 | attacktype = 0; |
|
|
740 | |
848 | contr->digestion = 0; |
741 | contr->digestion = 0; |
849 | contr->gen_hp = 0; |
742 | contr->gen_hp = 0; |
850 | contr->gen_sp = 0; |
743 | contr->gen_sp = 0; |
851 | contr->gen_grace = 0; |
744 | contr->gen_grace = 0; |
852 | contr->gen_sp_armour = 10; |
745 | contr->gen_sp_armour = 10; |
853 | contr->item_power = 0; |
746 | contr->item_power = 0; |
854 | |
|
|
855 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
856 | * gets reset for no good reason, and we don't want to reset |
|
|
857 | * range_magic (what spell is readied). These three below |
|
|
858 | * well get filled in based on what the player has equipped. |
|
|
859 | */ |
|
|
860 | contr->ranges[range_bow] = NULL; |
|
|
861 | contr->ranges[range_misc] = NULL; |
|
|
862 | contr->ranges[range_skill] = NULL; |
|
|
863 | } |
747 | } |
864 | |
748 | |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
749 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
750 | slot[i].used = slot[i].info; |
866 | |
751 | |
867 | slaying = 0; |
752 | slaying = 0; |
868 | |
753 | |
869 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
754 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
870 | { |
755 | { |
… | |
… | |
874 | |
759 | |
875 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
760 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
876 | CLEAR_FLAG (this, FLAG_STEALTH); |
761 | CLEAR_FLAG (this, FLAG_STEALTH); |
877 | CLEAR_FLAG (this, FLAG_BLIND); |
762 | CLEAR_FLAG (this, FLAG_BLIND); |
878 | |
763 | |
879 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
764 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
880 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
765 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
766 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
767 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
883 | |
768 | |
884 | path_attuned = arch->clone.path_attuned; |
769 | path_attuned = arch->path_attuned; |
885 | path_repelled = arch->clone.path_repelled; |
770 | path_repelled = arch->path_repelled; |
886 | path_denied = arch->clone.path_denied; |
771 | path_denied = arch->path_denied; |
887 | glow_radius = arch->clone.glow_radius; |
772 | glow_radius = arch->glow_radius; |
888 | move_type = arch->clone.move_type; |
773 | move_type = arch->move_type; |
|
|
774 | |
889 | chosen_skill = NULL; |
775 | chosen_skill = 0; |
890 | |
776 | |
891 | /* initializing resistances from the values in player/monster's |
777 | /* initializing resistances from the values in player/monster's |
892 | * archetype clone |
778 | * archetype clone |
893 | */ |
779 | */ |
894 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
780 | memcpy (&resist, &arch->resist, sizeof (resist)); |
895 | |
781 | |
896 | for (i = 0; i < NROFATTACKS; i++) |
782 | for (i = 0; i < NROFATTACKS; i++) |
897 | { |
783 | { |
898 | if (resist[i] > 0) |
784 | if (resist[i] > 0) |
899 | prot[i] = resist[i], vuln[i] = 0; |
785 | prot[i] = resist[i], vuln[i] = 0; |
900 | else |
786 | else |
901 | vuln[i] = -(resist[i]), prot[i] = 0; |
787 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
788 | |
902 | potion_resist[i] = 0; |
789 | potion_resist[i] = 0; |
903 | } |
790 | } |
904 | |
791 | |
905 | wc = arch->clone.stats.wc; |
792 | wc = arch->stats.wc; |
906 | stats.dam = arch->clone.stats.dam; |
793 | stats.dam = arch->stats.dam; |
907 | |
794 | |
908 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
795 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
909 | * plus a small amount of physical resist, those poor suckers. ;) |
796 | * plus a small amount of physical resist, those poor suckers. ;) |
910 | * the fact that maxlevel is factored in could be considered sort of bogus - |
797 | * the fact that maxlevel is factored in could be considered sort of bogus - |
911 | * we should probably give them some bonus and cap it off - otherwise, |
798 | * we should probably give them some bonus and cap it off - otherwise, |
912 | * basically, if a server updates its max level, these playes may find |
799 | * basically, if a server updates its max level, these playes may find |
913 | * that their protection from physical goes down |
800 | * that their protection from physical goes down |
914 | */ |
801 | */ |
915 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
916 | { |
803 | { |
917 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
918 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
805 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
919 | } |
806 | } |
920 | else |
807 | else |
921 | ac = arch->clone.stats.ac; |
808 | ac = arch->stats.ac; |
922 | |
809 | |
923 | stats.luck = arch->clone.stats.luck; |
810 | stats.luck = arch->stats.luck; |
924 | speed = arch->clone.speed; |
811 | speed = arch->speed; |
925 | |
812 | |
926 | /* OK - we've reset most all the objects attributes to sane values. |
813 | /* OK - we've reset most all the objects attributes to sane values. |
927 | * now go through and make adjustments for what the player has equipped. |
814 | * now go through and make adjustments for what the player has equipped. |
928 | */ |
815 | */ |
929 | |
|
|
930 | for (tmp = inv; tmp; tmp = tmp->below) |
816 | for (tmp = inv; tmp; tmp = tmp->below) |
931 | { |
817 | { |
|
|
818 | /* This happens because apply_potion calls change_abil with the potion |
|
|
819 | * applied so we can tell the player what changed. But change_abil |
|
|
820 | * then calls this function. |
|
|
821 | */ |
|
|
822 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
823 | continue; |
|
|
824 | |
932 | /* See note in map.c:update_position about making this additive |
825 | /* See note in map.c:update_position about making this additive |
933 | * since light sources are never applied, need to put check here. |
826 | * since light sources are never applied, need to put check here. |
934 | */ |
827 | */ |
935 | if (tmp->glow_radius > glow_radius) |
828 | if (tmp->glow_radius > glow_radius) |
936 | glow_radius = tmp->glow_radius; |
829 | glow_radius = tmp->glow_radius; |
937 | |
|
|
938 | /* This happens because apply_potion calls change_abil with the potion |
|
|
939 | * applied so we can tell the player what chagned. But change_abil |
|
|
940 | * then calls this function. |
|
|
941 | */ |
|
|
942 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
943 | continue; |
|
|
944 | |
830 | |
945 | /* For some things, we don't care what is equipped */ |
831 | /* For some things, we don't care what is equipped */ |
946 | if (tmp->type == SKILL) |
832 | if (tmp->type == SKILL) |
947 | { |
833 | { |
948 | /* Want to take the highest skill here. */ |
834 | /* Want to take the highest skill here. */ |
… | |
… | |
970 | * in the praying skill, and the player should always get those. |
856 | * in the praying skill, and the player should always get those. |
971 | * It also means we need to put in additional checks for applied below, |
857 | * It also means we need to put in additional checks for applied below, |
972 | * because the skill shouldn't count against body positions being used |
858 | * because the skill shouldn't count against body positions being used |
973 | * up, etc. |
859 | * up, etc. |
974 | */ |
860 | */ |
975 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
861 | if ((tmp->flag [FLAG_APPLIED] |
|
|
862 | && tmp->type != CONTAINER |
|
|
863 | && tmp->type != CLOSE_CON) |
|
|
864 | || (tmp->type == SKILL |
976 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
865 | && tmp->subtype == SK_PRAYING)) |
977 | { |
866 | { |
978 | if (type == PLAYER) |
867 | if (type == PLAYER) |
979 | { |
868 | { |
980 | if (tmp->type == BOW) |
869 | contr->item_power += tmp->item_power; |
981 | contr->ranges[range_bow] = tmp; |
|
|
982 | |
870 | |
983 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
871 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
984 | contr->ranges[range_misc] = tmp; |
872 | if (tmp != current_weapon |
|
|
873 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
874 | && !tmp->flag [FLAG_CURSED] |
|
|
875 | && !tmp->flag [FLAG_DAMNED]) |
|
|
876 | continue; |
985 | |
877 | |
986 | for (i = 0; i < NUM_STATS; i++) |
878 | for (i = 0; i < NUM_STATS; i++) |
987 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
879 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
988 | |
880 | |
989 | /* these are the items that currently can change digestion, regeneration, |
881 | /* These are the items that currently can change digestion, regeneration, |
990 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
882 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
991 | * list, but other items store other info into stats array. |
883 | * list, but other items store other info into stats array. |
992 | */ |
884 | */ |
993 | if ((tmp->type == WEAPON) || |
885 | if (tmp->type == WEAPON || tmp->type == BOW || |
994 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
886 | tmp->type == ARMOUR || tmp->type == HELMET || |
995 | (tmp->type == SHIELD) || (tmp->type == RING) || |
887 | tmp->type == SHIELD || tmp->type == RING || |
996 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
888 | tmp->type == BOOTS || tmp->type == GLOVES || |
997 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
889 | tmp->type == AMULET || tmp->type == GIRDLE || |
998 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
890 | tmp->type == BRACERS || tmp->type == CLOAK || |
999 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
891 | tmp->type == DISEASE || tmp->type == FORCE || |
1000 | (tmp->type == SKILL)) |
892 | tmp->type == SKILL) |
1001 | { |
893 | { |
1002 | contr->digestion += tmp->stats.food; |
894 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
1003 | contr->gen_hp += tmp->stats.hp; |
895 | contr->gen_hp += tmp->stats.hp; |
1004 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_sp += tmp->stats.sp; |
1005 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_grace += tmp->stats.grace; |
1006 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1007 | contr->item_power += tmp->item_power; |
|
|
1008 | } |
899 | } |
1009 | } /* if this is a player */ |
900 | } /* if this is a player */ |
|
|
901 | else |
|
|
902 | { |
|
|
903 | if (tmp->type == WEAPON) |
|
|
904 | current_weapon = tmp; |
|
|
905 | } |
1010 | |
906 | |
1011 | /* Update slots used for items */ |
907 | /* Update slots used for items */ |
1012 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1013 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1014 | body_used[i] += tmp->body_info[i]; |
910 | slot[i].used += tmp->slot[i].info; |
1015 | |
911 | |
1016 | if (tmp->type == SYMPTOM) |
912 | if (tmp->type == SYMPTOM) |
1017 | { |
913 | { |
1018 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
915 | |
1019 | if (speed_reduce_from_disease == 0) |
916 | if (speed_reduce_from_disease == 0) |
1020 | speed_reduce_from_disease = 1; |
917 | speed_reduce_from_disease = 1; |
1021 | } |
918 | } |
1022 | |
919 | |
1023 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
920 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | * (Negative protections are calculated extactly like positive.) |
921 | * (Negative protections are calculated exactly like positive.) |
1025 | * Resistance from potions are treated special as well. If there's |
922 | * Resistance from potions are treated special as well. If there's |
1026 | * more than one potion-effect, the bigger prot.-value is taken. |
923 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | */ |
924 | */ |
1028 | if (tmp->type != POTION) |
925 | if (tmp->type != POTION) |
1029 | { |
926 | { |
1030 | for (i = 0; i < NROFATTACKS; i++) |
927 | for (i = 0; i < NROFATTACKS; i++) |
1031 | { |
928 | { |
1032 | /* Potential for cursed potions, in which case we just can use |
929 | /* Potential for cursed potions, in which case we just can use |
1033 | * a straight MAX, as potion_resist is initialized to zero. |
930 | * a straight MAX, as potion_resist is initialised to zero. |
1034 | */ |
931 | */ |
1035 | if (tmp->type == POTION_EFFECT) |
932 | if (tmp->type == POTION_EFFECT) |
1036 | { |
933 | { |
1037 | if (potion_resist[i]) |
934 | if (potion_resist[i]) |
1038 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
935 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | else |
936 | else |
1040 | potion_resist[i] = tmp->resist[i]; |
937 | potion_resist[i] = tmp->resist[i]; |
1041 | } |
938 | } |
1042 | else if (tmp->resist[i] > 0) |
939 | else if (tmp->resist[i] > 0) |
1043 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | else if (tmp->resist[i] < 0) |
941 | else if (tmp->resist[i] < 0) |
1045 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1046 | } |
943 | } |
1047 | } |
944 | } |
1048 | |
945 | |
1049 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
1050 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
|
|
948 | { |
1051 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
1052 | |
|
|
1053 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
1054 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
1055 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
|
|
953 | move_type |= tmp->move_type; |
1056 | stats.luck += tmp->stats.luck; |
954 | stats.luck += tmp->stats.luck; |
1057 | move_type |= tmp->move_type; |
955 | } |
1058 | |
956 | |
1059 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1060 | 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); |
1061 | 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); |
1062 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1063 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
1064 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
1065 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
1066 | |
964 | |
1067 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1068 | SET_FLAG (this, FLAG_UNDEAD); |
966 | SET_FLAG (this, FLAG_UNDEAD); |
1069 | |
967 | |
1070 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1071 | { |
969 | { |
1072 | SET_FLAG (this, FLAG_MAKE_INVIS); |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1075 | |
973 | |
1076 | if (tmp->stats.exp && tmp->type != SKILL) |
974 | if (tmp->stats.exp && tmp->type != SKILL) |
1077 | { |
975 | { |
1078 | if (tmp->stats.exp > 0) |
976 | if (tmp->stats.exp > 0) |
1079 | { |
977 | { |
1080 | added_speed += (float) tmp->stats.exp / 3.0; |
978 | added_speed += tmp->stats.exp / 3.f; |
1081 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
979 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1082 | } |
980 | } |
1083 | else |
981 | else |
1084 | added_speed += (float) tmp->stats.exp; |
982 | added_speed += tmp->stats.exp; |
1085 | } |
983 | } |
1086 | |
984 | |
1087 | switch (tmp->type) |
985 | switch (tmp->type) |
1088 | { |
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 | |
1089 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
1090 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
1091 | case SKILL: |
998 | case SKILL: |
1092 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1093 | break; |
1001 | break; |
1094 | |
1002 | |
1095 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1096 | wc_obj = tmp; |
|
|
1097 | |
|
|
1098 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1099 | 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); |
1100 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1101 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1102 | |
1014 | |
1103 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1104 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1105 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1106 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1107 | |
1019 | |
1108 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1109 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1110 | |
1022 | |
1111 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1112 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1113 | |
1025 | |
1114 | if (tmp->magic) |
1026 | if (tmp->magic) |
1115 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1116 | } |
1028 | } |
1117 | |
1029 | |
1118 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1119 | wc -= (tmp->stats.wc + tmp->magic); |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1120 | |
1032 | |
1121 | if (tmp->slaying != NULL) |
1033 | if (tmp->slaying) |
1122 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1123 | |
1035 | |
1124 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1125 | ac -= (tmp->stats.ac + tmp->magic); |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1126 | |
1038 | |
1127 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1128 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1129 | |
|
|
1130 | if (type == PLAYER) |
|
|
1131 | contr->ranges[range_skill] = this; |
|
|
1132 | |
|
|
1133 | break; |
1041 | } |
1134 | |
1042 | |
1135 | case SKILL_TOOL: |
|
|
1136 | if (chosen_skill) |
|
|
1137 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1138 | |
|
|
1139 | chosen_skill = tmp; |
|
|
1140 | |
|
|
1141 | if (type == PLAYER) |
|
|
1142 | contr->ranges[range_skill] = this; |
|
|
1143 | break; |
1043 | break; |
1144 | |
1044 | |
1145 | case SHIELD: |
1045 | case SHIELD: |
1146 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1147 | contr->encumbrance += (int) tmp->weight / 2000; |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1151 | case HELMET: |
1051 | case HELMET: |
1152 | case BOOTS: |
1052 | case BOOTS: |
1153 | case GLOVES: |
1053 | case GLOVES: |
1154 | case CLOAK: |
1054 | case CLOAK: |
1155 | if (tmp->stats.wc) |
1055 | if (tmp->stats.wc) |
1156 | wc -= (tmp->stats.wc + tmp->magic); |
1056 | wc -= tmp->stats.wc + tmp->magic; |
1157 | |
1057 | |
1158 | if (tmp->stats.dam) |
1058 | if (tmp->stats.dam) |
1159 | stats.dam += (tmp->stats.dam + tmp->magic); |
1059 | stats.dam += tmp->stats.dam + tmp->magic; |
1160 | |
1060 | |
1161 | if (tmp->stats.ac) |
1061 | if (tmp->stats.ac) |
1162 | ac -= (tmp->stats.ac + tmp->magic); |
1062 | ac -= tmp->stats.ac + tmp->magic; |
1163 | |
1063 | |
1164 | break; |
1064 | break; |
1165 | |
1065 | |
|
|
1066 | case BOW: |
1166 | case WEAPON: |
1067 | case WEAPON: |
|
|
1068 | if (type != PLAYER || current_weapon == tmp) |
|
|
1069 | { |
1167 | wc -= (tmp->stats.wc + tmp->magic); |
1070 | wc -= tmp->stats.wc + tmp->magic; |
1168 | |
1071 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1072 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1073 | ac -= tmp->stats.ac + tmp->magic; |
1171 | |
1074 | |
1172 | stats.dam += (tmp->stats.dam + tmp->magic); |
1075 | stats.dam += tmp->stats.dam + tmp->magic; |
1173 | weapon_weight = tmp->weight; |
1076 | weapon_weight = tmp->weight; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1077 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | |
1078 | |
1176 | if (weapon_speed < 0) |
1079 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1080 | weapon_speed = 0; |
1178 | |
1081 | |
1179 | slaying = tmp->slaying; |
1082 | slaying = tmp->slaying; |
|
|
1083 | |
1180 | /* If there is desire that two handed weapons should do |
1084 | /* If there is desire that two handed weapons should do |
1181 | * extra strength damage, this is where the code should |
1085 | * extra strength damage, this is where the code should |
1182 | * go. |
1086 | * go. |
1183 | */ |
1087 | */ |
1184 | current_weapon = tmp; |
1088 | |
1185 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1089 | if (type == PLAYER) |
|
|
1090 | if (settings.spell_encumbrance) |
1186 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1091 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1092 | } |
1187 | |
1093 | |
1188 | break; |
1094 | break; |
1189 | |
1095 | |
1190 | case ARMOUR: /* Only the best of these three are used: */ |
1096 | case ARMOUR: /* Only the best of these three are used: */ |
1191 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1097 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1192 | contr->encumbrance += (int) tmp->weight / 1000; |
1098 | contr->encumbrance += tmp->weight / 1000; |
1193 | |
1099 | |
1194 | case BRACERS: |
1100 | case BRACERS: |
1195 | case FORCE: |
1101 | case FORCE: |
1196 | if (tmp->stats.wc) |
1102 | if (tmp->stats.wc) |
1197 | { |
1103 | { |
… | |
… | |
1219 | wc -= (tmp->stats.wc + tmp->magic); |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1220 | |
1126 | |
1221 | if (tmp->stats.ac) |
1127 | if (tmp->stats.ac) |
1222 | ac -= (tmp->stats.ac + tmp->magic); |
1128 | ac -= (tmp->stats.ac + tmp->magic); |
1223 | |
1129 | |
1224 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1130 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1225 | max = ARMOUR_SPEED (tmp) / 10.0; |
1131 | max = ARMOUR_SPEED (tmp) / 10.f; |
1226 | |
1132 | |
1227 | break; |
1133 | break; |
1228 | } /* switch tmp->type */ |
1134 | } /* switch tmp->type */ |
1229 | } /* item is equipped */ |
1135 | } /* item is equipped */ |
1230 | } /* for loop of items */ |
1136 | } /* for loop of items */ |
… | |
… | |
1298 | |
1204 | |
1299 | if (mana_obj == this && type == PLAYER) |
1205 | if (mana_obj == this && type == PLAYER) |
1300 | stats.maxsp = 1; |
1206 | stats.maxsp = 1; |
1301 | else |
1207 | else |
1302 | { |
1208 | { |
1303 | sp_tmp = 0.0; |
1209 | sp_tmp = 0.f; |
1304 | |
1210 | |
1305 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1211 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1306 | { |
1212 | { |
1307 | float stmp; |
1213 | float stmp; |
1308 | |
1214 | |
1309 | /* Got some extra bonus at first level */ |
1215 | /* Got some extra bonus at first level */ |
1310 | if (i < 2) |
1216 | if (i < 2) |
1311 | 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; |
1312 | else |
1218 | else |
1313 | 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; |
1314 | |
1220 | |
1315 | if (stmp < 1.0) |
1221 | if (stmp < 1.f) |
1316 | stmp = 1.0; |
1222 | stmp = 1.f; |
1317 | |
1223 | |
1318 | sp_tmp += stmp; |
1224 | sp_tmp += stmp; |
1319 | } |
1225 | } |
1320 | |
1226 | |
1321 | stats.maxsp = (int) sp_tmp; |
1227 | stats.maxsp = (sint16)sp_tmp; |
1322 | |
1228 | |
1323 | for (i = 11; i <= mana_obj->level; i++) |
1229 | for (i = 11; i <= mana_obj->level; i++) |
1324 | stats.maxsp += 2; |
1230 | stats.maxsp += 2; |
1325 | } |
1231 | } |
|
|
1232 | |
1326 | /* Characters can get their sp supercharged via rune of transferrance */ |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1327 | if (stats.sp > stats.maxsp * 2) |
1234 | if (stats.sp > stats.maxsp * 2) |
1328 | stats.sp = stats.maxsp * 2; |
1235 | stats.sp = stats.maxsp * 2; |
1329 | |
1236 | |
1330 | /* 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 */ |
… | |
… | |
1338 | /* 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 |
1339 | * 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 |
1340 | * 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 |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1248 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1249 | */ |
1343 | sp_tmp = 0.0; |
1250 | sp_tmp = 0.f; |
1344 | 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++) |
1345 | { |
1252 | { |
1346 | float grace_tmp = 0.0; |
1253 | float grace_tmp = 0.f; |
1347 | |
1254 | |
1348 | /* Got some extra bonus at first level */ |
1255 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1256 | if (i < 2) |
1350 | 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; |
1351 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1352 | else |
1258 | else |
1353 | grace_tmp = (float) contr->levgrace[i] |
|
|
1354 | + ((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; |
1355 | |
1260 | |
1356 | if (grace_tmp < 1.0) |
1261 | if (grace_tmp < 1.f) |
1357 | grace_tmp = 1.0; |
1262 | grace_tmp = 1.f; |
1358 | |
1263 | |
1359 | sp_tmp += grace_tmp; |
1264 | sp_tmp += grace_tmp; |
1360 | } |
1265 | } |
1361 | |
1266 | |
1362 | stats.maxgrace = (int) sp_tmp; |
1267 | stats.maxgrace = (sint16)sp_tmp; |
1363 | |
1268 | |
1364 | /* two grace points per level after 11 */ |
1269 | /* two grace points per level after 11 */ |
1365 | for (i = 11; i <= grace_obj->level; i++) |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1366 | stats.maxgrace += 2; |
1271 | stats.maxgrace += 2; |
1367 | } |
1272 | } |
|
|
1273 | |
1368 | /* No limit on grace vs maxgrace */ |
1274 | /* No limit on grace vs maxgrace */ |
1369 | |
1275 | |
1370 | if (contr->braced) |
1276 | if (contr->braced) |
1371 | { |
1277 | { |
1372 | ac += 2; |
1278 | ac += 2; |
… | |
… | |
1384 | * improvement every level, now its fighterlevel/5. So |
1290 | * improvement every level, now its fighterlevel/5. So |
1385 | * we give the player a bonus here in wc and dam |
1291 | * we give the player a bonus here in wc and dam |
1386 | * to make up for the change. Note that I left the |
1292 | * to make up for the change. Note that I left the |
1387 | * monster bonus the same as before. -b.t. |
1293 | * monster bonus the same as before. -b.t. |
1388 | */ |
1294 | */ |
|
|
1295 | object *wc_obj = chosen_skill; |
1389 | |
1296 | |
1390 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1391 | { |
1298 | { |
1392 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1300 | |
1393 | for (i = 1; i < wc_obj->level; i++) |
1301 | for (i = 1; i < wc_obj->level; i++) |
1394 | { |
1302 | { |
1395 | /* addtional wc every 6 levels */ |
1303 | /* additional wc every 6 levels */ |
1396 | if (!(i % 6)) |
1304 | if (!(i % 6)) |
1397 | wc--; |
1305 | wc--; |
|
|
1306 | |
1398 | /* addtional dam every 4 levels. */ |
1307 | /* additional dam every 4 levels. */ |
1399 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1308 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1400 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1309 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1401 | } |
1310 | } |
1402 | } |
1311 | } |
1403 | else |
1312 | else |
1404 | wc -= (level + thaco_bonus[stats.Str]); |
1313 | wc -= level + thaco_bonus[stats.Str]; |
1405 | |
1314 | |
1406 | stats.dam += dam_bonus[stats.Str]; |
1315 | stats.dam += dam_bonus[stats.Str]; |
1407 | |
1316 | |
1408 | if (stats.dam < 1) |
1317 | if (stats.dam < 1) |
1409 | stats.dam = 1; |
1318 | stats.dam = 1; |
1410 | |
1319 | |
1411 | speed = 1.0 + speed_bonus[stats.Dex]; |
1320 | speed = 1.f + speed_bonus[stats.Dex]; |
1412 | |
1321 | |
1413 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1414 | speed -= 1; |
1323 | speed -= 1; |
1415 | |
1324 | |
1416 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1417 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->attacktype; |
1418 | |
|
|
1419 | } /* End if player */ |
1327 | } /* End if player */ |
1420 | |
1328 | |
1421 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1422 | speed += added_speed / 10.0; |
1330 | speed += added_speed / 10.f; |
1423 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
1424 | speed /= (float) (1.0 - added_speed); |
1332 | speed /= 1.f - added_speed; |
1425 | |
1333 | |
1426 | /* Max is determined by armour */ |
1334 | /* Max is determined by armour */ |
1427 | if (speed > max) |
1335 | if (speed > max) |
1428 | speed = max; |
1336 | speed = max; |
1429 | |
1337 | |
… | |
… | |
1434 | * weight limit, then player suffers a speed reduction based on how |
1342 | * weight limit, then player suffers a speed reduction based on how |
1435 | * much above he is, and what is max carry is |
1343 | * much above he is, and what is max carry is |
1436 | */ |
1344 | */ |
1437 | f = (carrying / 1000) - max_carry[stats.Str]; |
1345 | f = (carrying / 1000) - max_carry[stats.Str]; |
1438 | if (f > 0) |
1346 | if (f > 0) |
1439 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1347 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1440 | } |
1348 | } |
1441 | |
1349 | |
1442 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1350 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1443 | |
1351 | |
1444 | /* 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 |
1445 | * 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. |
1446 | */ |
1354 | */ |
1447 | speed = speed * speed_reduce_from_disease; |
1355 | speed = speed * speed_reduce_from_disease; |
1448 | |
1356 | |
1449 | if (speed < 0.01 && type == PLAYER) |
1357 | if (speed < 0.01f && type == PLAYER) |
1450 | speed = 0.01; |
1358 | speed = 0.01f; |
1451 | |
1359 | |
1452 | if (type == PLAYER) |
1360 | if (type == PLAYER) |
1453 | { |
1361 | { |
1454 | float M, W, s, D, K, S, M2; |
|
|
1455 | |
|
|
1456 | /* (This formula was made by vidarl@ifi.uio.no) |
1362 | /* (This formula was made by vidarl@ifi.uio.no) |
1457 | * Note that we never used these values again - basically |
1363 | * Note that we never used these values again - basically |
1458 | * all of these could be subbed into one big equation, but |
1364 | * all of these could be subbed into one big equation, but |
1459 | * that would just be a real pain to read. |
1365 | * that would just be a real pain to read. |
1460 | */ |
1366 | */ |
1461 | M = (max_carry[stats.Str] - 121) / 121.0; |
1367 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1462 | M2 = max_carry[stats.Str] / 100.0; |
1368 | float M2 = max_carry[stats.Str] / 100.f; |
1463 | W = weapon_weight / 20000.0; |
1369 | float W = weapon_weight / 20000.f; |
1464 | s = 2 - weapon_speed / 10.0; |
1370 | float s = (20 - weapon_speed) / 10.f; |
1465 | D = (stats.Dex - 14) / 14.0; |
1371 | float D = (stats.Dex - 14) / 14.f; |
1466 | 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 | |
1467 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1375 | |
1468 | if (K <= 0) |
1376 | if (K <= 0.01f) |
1469 | K = 0.01; |
1377 | K = 0.01f; |
1470 | S = speed / (K * s); |
1378 | |
1471 | contr->weapon_sp = S; |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1472 | } |
1380 | } |
1473 | |
1381 | |
1474 | /* 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: */ |
1475 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1476 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->stats.dam * 3; |
1477 | |
1385 | |
1478 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1479 | * should be more than enough - remember, AC is also in 8 bits, |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1480 | * so its value is the same. |
|
|
1481 | */ |
|
|
1482 | if (wc > 120) |
|
|
1483 | wc = 120; |
|
|
1484 | else if (wc < -120) |
|
|
1485 | wc = -120; |
|
|
1486 | |
|
|
1487 | stats.wc = wc; |
|
|
1488 | |
|
|
1489 | if (ac > 120) |
|
|
1490 | ac = 120; |
|
|
1491 | else if (ac < -120) |
|
|
1492 | ac = -120; |
|
|
1493 | |
|
|
1494 | stats.ac = ac; |
|
|
1495 | |
1388 | |
1496 | /* 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, |
1497 | * give them walking as a default. |
1390 | * give them walking as a default. |
1498 | * 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 |
1499 | * old behaviour - if your flying, your not walking - just |
1392 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1502 | if (move_type == 0) |
1395 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1396 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1397 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1398 | move_type &= ~MOVE_WALK; |
1506 | |
1399 | |
1507 | update_ob_speed (this); |
1400 | if (speed != old_speed) |
|
|
1401 | set_speed (speed); |
1508 | |
1402 | |
1509 | /* 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, |
1510 | * so we will check that now. |
1404 | * so we will check that now. |
1511 | */ |
1405 | */ |
1512 | if (type == PLAYER) |
1406 | if (type == PLAYER) |
1513 | { |
1407 | { |
1514 | esrv_update_stats (contr); |
1408 | esrv_update_stats (contr); |
1515 | esrv_update_spells (contr); |
1409 | esrv_update_spells (contr); |
1516 | } |
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; |
1517 | } |
1415 | } |
1518 | |
1416 | |
1519 | /* |
1417 | /* |
1520 | * Returns true if the given player is a legal class. |
1418 | * Returns true if the given player is a legal class. |
1521 | * 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 |
… | |
… | |
1524 | * false otherwise. |
1422 | * false otherwise. |
1525 | */ |
1423 | */ |
1526 | int |
1424 | int |
1527 | allowed_class (const object *op) |
1425 | allowed_class (const object *op) |
1528 | { |
1426 | { |
1529 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1427 | return op->stats.Dex > 0 |
1530 | 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; |
1531 | } |
1434 | } |
1532 | |
1435 | |
1533 | /* |
1436 | /* |
1534 | * set the new dragon name after gaining levels or |
1437 | * set the new dragon name after gaining levels or |
1535 | * changing ability focus (later this can be extended to |
1438 | * changing ability focus (later this can be extended to |
… | |
… | |
1606 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1607 | object *tmp = NULL; /* tmp. object */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1608 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1609 | |
1512 | |
1610 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1611 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1514 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1612 | { |
|
|
1613 | if (tmp->type == FORCE) |
1515 | if (tmp->type == FORCE) |
1614 | { |
1516 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1615 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
|
|
1616 | abil = tmp; |
1517 | abil = tmp; |
1617 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1518 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1618 | skin = tmp; |
1519 | skin = tmp; |
1619 | } |
1520 | |
1620 | } |
|
|
1621 | /* if the force is missing -> bail out */ |
1521 | /* if the force is missing -> bail out */ |
1622 | if (abil == NULL) |
1522 | if (abil == NULL) |
1623 | return; |
1523 | return; |
1624 | |
1524 | |
1625 | /* The ability_force keeps track of maximum level ever achieved. |
1525 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1669 | if (!skill_obj) |
1569 | if (!skill_obj) |
1670 | { |
1570 | { |
1671 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1571 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1672 | return NULL; |
1572 | return NULL; |
1673 | } |
1573 | } |
|
|
1574 | |
1674 | /* clear the flag - exp goes into this bucket, but player |
1575 | /* clear the flag - exp goes into this bucket, but player |
1675 | * still doesn't know it. |
1576 | * still doesn't know it. |
1676 | */ |
1577 | */ |
1677 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1678 | skill_obj->stats.exp = 0; |
1579 | skill_obj->stats.exp = 0; |
1679 | skill_obj->level = 1; |
1580 | skill_obj->level = 1; |
1680 | insert_ob_in_ob (skill_obj, op); |
1581 | insert_ob_in_ob (skill_obj, op); |
1681 | if (op->contr) |
1582 | |
|
|
1583 | if (player *pl = op->contr) |
1682 | { |
1584 | { |
1683 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1585 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1684 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1586 | if (pl->ns) |
|
|
1587 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1685 | } |
1588 | } |
|
|
1589 | |
1686 | return skill_obj; |
1590 | return skill_obj; |
1687 | } |
1591 | } |
1688 | |
|
|
1689 | |
1592 | |
1690 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1593 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1691 | * whether the player gets more hp, sp and new levels. |
1594 | * whether the player gets more hp, sp and new levels. |
1692 | * Note this this function should only be called for players. Monstes |
1595 | * Note this this function should only be called for players. Monstes |
1693 | * don't really gain levels |
1596 | * don't really gain levels |
… | |
… | |
1704 | |
1607 | |
1705 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1608 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1706 | { |
1609 | { |
1707 | op->level++; |
1610 | op->level++; |
1708 | |
1611 | |
1709 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1612 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1710 | dragon_level_gain (who); |
1613 | dragon_level_gain (who); |
1711 | |
1614 | |
1712 | /* Only roll these if it is the player (who) that gained the level */ |
1615 | /* Only roll these if it is the player (who) that gained the level */ |
1713 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1616 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1714 | { |
1617 | { |
… | |
… | |
1722 | { |
1625 | { |
1723 | if (op->type != PLAYER) |
1626 | if (op->type != PLAYER) |
1724 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1627 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1725 | else |
1628 | else |
1726 | sprintf (buf, "You are now level %d.", op->level); |
1629 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1630 | |
1727 | if (who) |
1631 | if (who) |
1728 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1632 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1729 | } |
1633 | } |
|
|
1634 | |
1730 | player_lvl_adj (who, op); /* To increase more levels */ |
1635 | player_lvl_adj (who, op); /* To increase more levels */ |
1731 | } |
1636 | } |
1732 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1637 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1733 | { |
1638 | { |
1734 | op->level--; |
1639 | op->level--; |
1735 | who->update_stats (); |
1640 | who->update_stats (); |
|
|
1641 | |
1736 | if (op->type != PLAYER) |
1642 | if (op->type != PLAYER) |
1737 | { |
1643 | { |
1738 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1739 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1645 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1740 | } |
1646 | } |
|
|
1647 | |
1741 | player_lvl_adj (who, op); /* To decrease more levels */ |
1648 | player_lvl_adj (who, op); /* To decrease more levels */ |
1742 | } |
1649 | } |
1743 | |
1650 | |
1744 | /* check if the spell data has changed */ |
1651 | /* check if the spell data has changed */ |
1745 | esrv_update_stats (who->contr); |
1652 | esrv_update_stats (who->contr); |
… | |
… | |
1754 | sint64 |
1661 | sint64 |
1755 | level_exp (int level, double expmul) |
1662 | level_exp (int level, double expmul) |
1756 | { |
1663 | { |
1757 | if (level > settings.max_level) |
1664 | if (level > settings.max_level) |
1758 | return (sint64) (expmul * levels[settings.max_level]); |
1665 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1666 | |
1759 | return (sint64) (expmul * levels[level]); |
1667 | return (sint64) (expmul * levels[level]); |
1760 | } |
1668 | } |
1761 | |
1669 | |
1762 | /* |
1670 | /* |
1763 | * Ensure that the permanent experience requirements in an exp object are met. |
1671 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1800 | sint64 limit, exp_to_add; |
1708 | sint64 limit, exp_to_add; |
1801 | int i; |
1709 | int i; |
1802 | |
1710 | |
1803 | /* prevents some forms of abuse. */ |
1711 | /* prevents some forms of abuse. */ |
1804 | if (op->contr->braced) |
1712 | if (op->contr->braced) |
1805 | exp = exp / 5; |
1713 | exp /= 5; |
1806 | |
1714 | |
1807 | /* Try to find the matching skill. |
1715 | /* Try to find the matching skill. |
1808 | * We do a shortcut/time saving mechanism first - see if it matches |
1716 | * We do a shortcut/time saving mechanism first - see if it matches |
1809 | * chosen_skill. This means we don't need to search through |
1717 | * chosen_skill. This means we don't need to search through |
1810 | * the players inventory. |
1718 | * the players inventory. |
1811 | */ |
1719 | */ |
1812 | if (skill_name) |
1720 | if (skill_name) |
1813 | { |
1721 | { |
1814 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1722 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1945 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1853 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1946 | tmp->stats.exp -= del_exp; |
1854 | tmp->stats.exp -= del_exp; |
1947 | player_lvl_adj (op, tmp); |
1855 | player_lvl_adj (op, tmp); |
1948 | } |
1856 | } |
1949 | } |
1857 | } |
|
|
1858 | |
1950 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1859 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1951 | { |
1860 | { |
1952 | del_exp = check_exp_loss (op, exp); |
1861 | del_exp = check_exp_loss (op, exp); |
1953 | op->stats.exp -= del_exp; |
1862 | op->stats.exp -= del_exp; |
1954 | player_lvl_adj (op, NULL); |
1863 | player_lvl_adj (op, NULL); |
1955 | } |
1864 | } |
1956 | } |
1865 | } |
1957 | |
|
|
1958 | |
|
|
1959 | |
1866 | |
1960 | /* change_exp() - changes experience to a player/monster. This |
1867 | /* change_exp() - changes experience to a player/monster. This |
1961 | * does bounds checking to make sure we don't overflow the max exp. |
1868 | * does bounds checking to make sure we don't overflow the max exp. |
1962 | * |
1869 | * |
1963 | * The exp passed is typically not modified much by this function - |
1870 | * The exp passed is typically not modified much by this function - |
1964 | * it is assumed the caller has modified the exp as needed. |
1871 | * it is assumed the caller has modified the exp as needed. |
1965 | * skill_name is the skill that should get the exp added. |
1872 | * skill_name is the skill that should get the exp added. |
1966 | * flag is what to do if player doesn't have the skill. |
1873 | * flag is what to do if player doesn't have the skill. |
1967 | * these last two values are only used for players. |
1874 | * these last two values are only used for players. |
1968 | */ |
1875 | */ |
1969 | |
|
|
1970 | void |
1876 | void |
1971 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1877 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1972 | { |
1878 | { |
1973 | |
|
|
1974 | #ifdef EXP_DEBUG |
1879 | #ifdef EXP_DEBUG |
1975 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1880 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1976 | #endif |
1881 | #endif |
1977 | |
1882 | |
1978 | /* safety */ |
1883 | /* safety */ |
… | |
… | |
2019 | else |
1924 | else |
2020 | /* note that when you lose exp, it doesn't go against |
1925 | /* note that when you lose exp, it doesn't go against |
2021 | * a particular skill, so we don't need to pass that |
1926 | * a particular skill, so we don't need to pass that |
2022 | * along. |
1927 | * along. |
2023 | */ |
1928 | */ |
2024 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1929 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2025 | |
|
|
2026 | } |
1930 | } |
2027 | } |
1931 | } |
2028 | |
1932 | |
2029 | /* Applies a death penalty experience, the size of this is defined by the |
1933 | /* Applies a death penalty experience, the size of this is defined by the |
2030 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1934 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2031 | * amount of permenent experience, whichever gives the lowest loss. |
1935 | * amount of permenent experience, whichever gives the lowest loss. |
2032 | */ |
1936 | */ |
2033 | |
|
|
2034 | void |
1937 | void |
2035 | apply_death_exp_penalty (object *op) |
1938 | apply_death_exp_penalty (object *op) |
2036 | { |
1939 | { |
2037 | object *tmp; |
1940 | object *tmp; |
2038 | sint64 loss; |
1941 | sint64 loss; |
… | |
… | |
2060 | player_lvl_adj (op, tmp); |
1963 | player_lvl_adj (op, tmp); |
2061 | } |
1964 | } |
2062 | |
1965 | |
2063 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2064 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1967 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1968 | |
2065 | if (level_loss < 0) |
1969 | if (level_loss < 0) |
2066 | level_loss = 0; |
1970 | level_loss = 0; |
2067 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2068 | |
1972 | |
2069 | op->stats.exp -= loss; |
1973 | op->stats.exp -= loss; |