1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
|
|
27 | |
25 | |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
26 | /* Handy little macro that adds exp and keeps it within bounds. Since |
29 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
27 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
30 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
28 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
31 | */ |
29 | */ |
… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
231 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
232 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
233 | }; |
236 | |
234 | |
237 | /* |
235 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
239 | * what attr is (STR to POW). |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
243 | { |
|
|
244 | switch (attr) |
|
|
245 | { |
|
|
246 | case STR: |
|
|
247 | stats->Str = value; |
|
|
248 | break; |
|
|
249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
|
251 | break; |
|
|
252 | case CON: |
|
|
253 | stats->Con = value; |
|
|
254 | break; |
|
|
255 | case WIS: |
|
|
256 | stats->Wis = value; |
|
|
257 | break; |
|
|
258 | case POW: |
|
|
259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
|
262 | stats->Cha = value; |
|
|
263 | break; |
|
|
264 | case INT: |
|
|
265 | stats->Int = value; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
|
|
270 | /* |
|
|
271 | * Like set_attr_value(), but instead the value (which can be negative) |
236 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
237 | * is added to the specified stat. |
273 | */ |
238 | */ |
274 | void |
239 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
240 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
241 | { |
277 | if (value == 0) |
242 | stats->stat (attr) += value; |
278 | return; |
|
|
279 | |
|
|
280 | switch (attr) |
|
|
281 | { |
|
|
282 | case STR: |
|
|
283 | stats->Str += value; |
|
|
284 | break; |
|
|
285 | case DEX: |
|
|
286 | stats->Dex += value; |
|
|
287 | break; |
|
|
288 | case CON: |
|
|
289 | stats->Con += value; |
|
|
290 | break; |
|
|
291 | case WIS: |
|
|
292 | stats->Wis += value; |
|
|
293 | break; |
|
|
294 | case POW: |
|
|
295 | stats->Pow += value; |
|
|
296 | break; |
|
|
297 | case CHA: |
|
|
298 | stats->Cha += value; |
|
|
299 | break; |
|
|
300 | case INT: |
|
|
301 | stats->Int += value; |
|
|
302 | break; |
|
|
303 | default: |
|
|
304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
305 | } |
|
|
306 | } |
|
|
307 | |
|
|
308 | /* |
|
|
309 | * returns the specified stat. See also set_attr_value(). |
|
|
310 | */ |
|
|
311 | |
|
|
312 | sint8 |
|
|
313 | get_attr_value (const living *stats, int attr) |
|
|
314 | { |
|
|
315 | switch (attr) |
|
|
316 | { |
|
|
317 | case STR: return stats->Str; |
|
|
318 | case DEX: return stats->Dex; |
|
|
319 | case CON: return stats->Con; |
|
|
320 | case WIS: return stats->Wis; |
|
|
321 | case CHA: return stats->Cha; |
|
|
322 | case INT: return stats->Int; |
|
|
323 | case POW: return stats->Pow; |
|
|
324 | } |
|
|
325 | |
|
|
326 | return 0; |
|
|
327 | } |
243 | } |
328 | |
244 | |
329 | /* |
245 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
246 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
247 | * 1-30 stat limit. |
332 | */ |
248 | */ |
333 | |
|
|
334 | void |
249 | void |
335 | check_stat_bounds (living *stats) |
250 | check_stat_bounds (living *stats) |
336 | { |
251 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
252 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
253 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
254 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
255 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
256 | } |
344 | } |
257 | } |
345 | |
258 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
259 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
260 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
366 | * that gives them that ability. |
279 | * that gives them that ability. |
367 | */ |
280 | */ |
368 | int |
281 | int |
369 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
370 | { |
283 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
285 | int success = 0; |
372 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
287 | int potion_max = 0; |
374 | |
288 | |
375 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
376 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
377 | * found by update_stats. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
378 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
379 | object_copy refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
380 | |
295 | |
381 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
382 | { |
297 | { |
383 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
384 | { |
299 | { |
385 | potion_max = 1; |
300 | potion_max = 1; |
|
|
301 | |
386 | for (j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
303 | { |
388 | int nstat, ostat; |
304 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
305 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
391 | i = get_attr_value (&(tmp->stats), j); |
|
|
392 | |
306 | |
393 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
395 | |
309 | |
396 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
397 | * potions do so right now, there is the potential for potions |
|
|
398 | * 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 |
399 | * to allow for that. |
312 | * to allow for that. |
400 | */ |
313 | */ |
401 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
315 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) |
316 | else if (nstat > 20 + op->arch->stats.stat (j)) |
404 | nstat = 20 + get_attr_value (&op->arch->clone.stats, j); |
317 | nstat = 20 + op->arch->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 */ |
… | |
… | |
417 | |
330 | |
418 | /* 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 |
419 | * sure if this is strictly necessary, being that fix_player probably |
332 | * sure if this is strictly necessary, being that fix_player probably |
420 | * recalculates this anyway. |
333 | * recalculates this anyway. |
421 | */ |
334 | */ |
422 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
423 | 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)); |
424 | |
337 | |
425 | check_stat_bounds (&op->stats); |
338 | check_stat_bounds (&op->stats); |
426 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
427 | } |
340 | } |
428 | |
341 | |
429 | /* 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 |
430 | * everything to set |
343 | * everything to set |
431 | */ |
344 | */ |
432 | if (flag == -1) |
345 | if (flag == -1) |
433 | { |
346 | { |
434 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
… | |
… | |
440 | */ |
353 | */ |
441 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
442 | } |
355 | } |
443 | |
356 | |
444 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
445 | * 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 |
446 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
447 | */ |
360 | */ |
448 | op->update_stats (); |
361 | op->update_stats (); |
449 | |
362 | |
450 | /* 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 |
451 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
452 | */ |
365 | */ |
453 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
454 | { |
367 | { |
455 | success = 1; |
368 | success = 1; |
456 | 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."); |
457 | } |
370 | } |
458 | |
371 | |
459 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
460 | { |
373 | { |
461 | success = 1; |
374 | success = 1; |
462 | 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."); |
463 | } |
376 | } |
464 | |
377 | |
465 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
466 | { |
379 | { |
467 | success = 1; |
380 | success = 1; |
468 | 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."); |
469 | } |
382 | } |
470 | |
383 | |
471 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
472 | { |
385 | { |
473 | success = 1; |
386 | success = 1; |
474 | 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."); |
475 | } |
388 | } |
476 | |
389 | |
… | |
… | |
478 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
479 | * 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 |
480 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
481 | * from fly high) |
394 | * from fly high) |
482 | */ |
395 | */ |
483 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
484 | { |
397 | { |
485 | success = 1; |
398 | success = 1; |
486 | |
399 | |
487 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
488 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
489 | */ |
402 | */ |
490 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
491 | { |
404 | { |
492 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
493 | } |
406 | } |
494 | |
407 | |
495 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
496 | { |
409 | { |
497 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
498 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
499 | */ |
412 | */ |
500 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
501 | (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.")); |
502 | } |
415 | } |
503 | |
416 | |
504 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
505 | 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"); |
… | |
… | |
509 | } |
422 | } |
510 | |
423 | |
511 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
512 | * originally undead may change their status |
425 | * originally undead may change their status |
513 | */ |
426 | */ |
514 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
427 | if (!op->arch->flag [FLAG_UNDEAD]) |
515 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
516 | { |
429 | { |
517 | success = 1; |
430 | success = 1; |
518 | if (flag > 0) |
431 | if (flag > 0) |
519 | { |
432 | { |
520 | op->race = "undead"; |
433 | op->race = "undead"; |
521 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
522 | } |
435 | } |
523 | else |
436 | else |
524 | { |
437 | { |
525 | op->race = op->arch->clone.race; |
438 | op->race = op->arch->race; |
526 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
527 | } |
440 | } |
528 | } |
441 | } |
529 | |
442 | |
530 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
531 | { |
444 | { |
532 | success = 1; |
445 | success = 1; |
533 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
534 | } |
447 | } |
535 | |
448 | |
536 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
537 | { |
450 | { |
538 | success = 1; |
451 | success = 1; |
539 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
540 | } |
453 | } |
541 | |
454 | |
542 | /* 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 |
543 | * vision |
456 | * vision |
544 | */ |
457 | */ |
545 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (tmp->flag [FLAG_BLIND]) |
546 | { |
459 | { |
547 | success = 1; |
460 | success = 1; |
548 | if (flag > 0) |
461 | if (flag > 0) |
549 | { |
462 | { |
550 | if (QUERY_FLAG (op, FLAG_WIZ)) |
463 | if (op->flag [FLAG_WIZ]) |
551 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
552 | else |
465 | else |
553 | { |
466 | { |
554 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
555 | SET_FLAG (op, FLAG_BLIND); |
468 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
557 | op->contr->do_los = 1; |
470 | op->contr->do_los = 1; |
558 | } |
471 | } |
559 | } |
472 | } |
560 | else |
473 | else |
561 | { |
474 | { |
562 | if (QUERY_FLAG (op, FLAG_WIZ)) |
475 | if (op->flag [FLAG_WIZ]) |
563 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
564 | else |
477 | else |
565 | { |
478 | { |
566 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
567 | CLEAR_FLAG (op, FLAG_BLIND); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
569 | op->contr->do_los = 1; |
482 | op->contr->do_los = 1; |
570 | } |
483 | } |
571 | } |
484 | } |
572 | } |
485 | } |
573 | |
486 | |
574 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
575 | { |
488 | { |
576 | success = 1; |
489 | success = 1; |
577 | if (op->type == PLAYER) |
490 | if (op->type == PLAYER) |
578 | op->contr->do_los = 1; |
491 | op->contr->do_los = 1; |
579 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
580 | } |
493 | } |
581 | |
494 | |
582 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
583 | { |
496 | { |
584 | success = 1; |
497 | success = 1; |
585 | if (flag > 0) |
498 | if (flag > 0) |
586 | { |
499 | { |
587 | if (QUERY_FLAG (op, FLAG_WIZ)) |
500 | if (op->flag [FLAG_WIZ]) |
588 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
589 | else |
502 | else |
590 | { |
503 | { |
591 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
592 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
593 | op->contr->do_los = 1; |
506 | op->contr->do_los = 1; |
594 | } |
507 | } |
595 | } |
508 | } |
596 | else |
509 | else |
597 | { |
510 | { |
598 | if (QUERY_FLAG (op, FLAG_WIZ)) |
511 | if (op->flag [FLAG_WIZ]) |
599 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
600 | else |
513 | else |
601 | { |
514 | { |
602 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
603 | if (op->type == PLAYER) |
516 | if (op->type == PLAYER) |
… | |
… | |
636 | success = 1; |
549 | success = 1; |
637 | 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."); |
638 | } |
551 | } |
639 | |
552 | |
640 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
641 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
642 | { |
555 | { |
643 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
644 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
645 | |
558 | |
646 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
647 | { |
560 | { |
648 | success = 1; |
561 | success = 1; |
|
|
562 | |
649 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
650 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
651 | else |
565 | else |
652 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
653 | |
567 | |
654 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
655 | } |
569 | } |
656 | } |
570 | } |
657 | |
571 | |
658 | if (!potion_max) |
572 | if (!potion_max) |
659 | { |
|
|
660 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
661 | { |
574 | if (int i = tmp->stats.stat (j)) |
662 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
|
|
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 | } |
|
|
668 | } |
|
|
669 | |
579 | |
670 | return success; |
580 | return success; |
671 | } |
581 | } |
672 | |
582 | |
673 | /* |
583 | /* |
… | |
… | |
770 | * Subtracts stat-bonuses given by the class which the player has chosen. |
680 | * Subtracts stat-bonuses given by the class which the player has chosen. |
771 | */ |
681 | */ |
772 | void |
682 | void |
773 | object::remove_statbonus () |
683 | object::remove_statbonus () |
774 | { |
684 | { |
775 | stats.Str -= arch->clone.stats.Str; |
685 | for (int i = 0; i < NUM_STATS; ++i) |
776 | stats.Dex -= arch->clone.stats.Dex; |
686 | { |
777 | stats.Con -= arch->clone.stats.Con; |
687 | sint8 v = arch->stats.stat (i); |
778 | stats.Wis -= arch->clone.stats.Wis; |
688 | stats.stat (i) -= v; |
779 | stats.Pow -= arch->clone.stats.Pow; |
689 | contr->orig_stats.stat (i) -= v; |
780 | stats.Cha -= arch->clone.stats.Cha; |
690 | } |
781 | stats.Int -= arch->clone.stats.Int; |
|
|
782 | |
|
|
783 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
784 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
785 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
786 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
787 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
788 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
789 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
790 | } |
691 | } |
791 | |
692 | |
792 | /* |
693 | /* |
793 | * Adds stat-bonuses given by the class which the player has chosen. |
694 | * Adds stat-bonuses given by the class which the player has chosen. |
794 | */ |
695 | */ |
795 | void |
696 | void |
796 | object::add_statbonus () |
697 | object::add_statbonus () |
797 | { |
698 | { |
798 | stats.Str += arch->clone.stats.Str; |
699 | for (int i = 0; i < NUM_STATS; ++i) |
799 | stats.Dex += arch->clone.stats.Dex; |
700 | { |
800 | stats.Con += arch->clone.stats.Con; |
701 | sint8 v = arch->stats.stat (i); |
801 | stats.Wis += arch->clone.stats.Wis; |
702 | stats.stat (i) += v; |
802 | stats.Pow += arch->clone.stats.Pow; |
703 | contr->orig_stats.stat (i) += v; |
803 | stats.Cha += arch->clone.stats.Cha; |
704 | } |
804 | stats.Int += arch->clone.stats.Int; |
|
|
805 | |
|
|
806 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
807 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
808 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
809 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
810 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
811 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
812 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
813 | } |
705 | } |
|
|
706 | |
|
|
707 | /* These are the items that currently can change digestion, regeneration, |
|
|
708 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
709 | * list, but other items store other info into stats array. |
|
|
710 | */ |
|
|
711 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
712 | { |
|
|
713 | digest_types () |
|
|
714 | { |
|
|
715 | set (WEAPON); |
|
|
716 | set (BOW); |
|
|
717 | set (ARMOUR); |
|
|
718 | set (HELMET); |
|
|
719 | set (SHIELD); |
|
|
720 | set (RING); |
|
|
721 | set (BOOTS); |
|
|
722 | set (GLOVES); |
|
|
723 | set (AMULET); |
|
|
724 | set (GIRDLE); |
|
|
725 | set (BRACERS); |
|
|
726 | set (CLOAK); |
|
|
727 | set (DISEASE); |
|
|
728 | set (FORCE); |
|
|
729 | set (SKILL); |
|
|
730 | } |
|
|
731 | } digest_types; |
|
|
732 | |
|
|
733 | static struct copy_flags : object::flags_t |
|
|
734 | { |
|
|
735 | copy_flags () |
|
|
736 | { |
|
|
737 | set (FLAG_LIFESAVE); |
|
|
738 | set (FLAG_REFL_SPELL); |
|
|
739 | set (FLAG_REFL_MISSILE); |
|
|
740 | set (FLAG_STEALTH); |
|
|
741 | set (FLAG_XRAYS); |
|
|
742 | set (FLAG_BLIND); |
|
|
743 | set (FLAG_SEE_IN_DARK); |
|
|
744 | } |
|
|
745 | } copy_flags; |
814 | |
746 | |
815 | /* |
747 | /* |
816 | * Updates all abilities given by applied objects in the inventory |
748 | * Updates all abilities given by applied objects in the inventory |
817 | * of the given object. Note: This function works for both monsters |
749 | * of the given object. Note: This function works for both monsters |
818 | * and players; the "player" in the name is purely an archaic inheritance. |
750 | * and players; the "player" in the name is purely an archaic inheritance. |
… | |
… | |
823 | * spell system split, grace points now added to system --peterm |
755 | * spell system split, grace points now added to system --peterm |
824 | */ |
756 | */ |
825 | void |
757 | void |
826 | object::update_stats () |
758 | object::update_stats () |
827 | { |
759 | { |
828 | int i, j; |
|
|
829 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
760 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
830 | int weapon_weight = 0, weapon_speed = 0; |
761 | int weapon_weight = 0, weapon_speed = 0; |
831 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
762 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
832 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
833 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
834 | float old_speed = speed; |
765 | float old_speed = speed; |
|
|
766 | int stat_sum [NUM_STATS]; |
835 | |
767 | |
836 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
837 | if (type == PLAYER) |
769 | if (type == PLAYER) |
838 | { |
770 | { |
839 | for (i = 0; i < NUM_STATS; i++) |
771 | for (int i = 0; i < NUM_STATS; i++) |
840 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
841 | |
773 | |
842 | if (settings.spell_encumbrance == TRUE) |
774 | if (settings.spell_encumbrance == TRUE) |
843 | contr->encumbrance = 0; |
775 | contr->encumbrance = 0; |
844 | |
776 | |
845 | attacktype = 0; |
777 | attacktype = 0; |
… | |
… | |
865 | |
797 | |
866 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
798 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
867 | CLEAR_FLAG (this, FLAG_STEALTH); |
799 | CLEAR_FLAG (this, FLAG_STEALTH); |
868 | CLEAR_FLAG (this, FLAG_BLIND); |
800 | CLEAR_FLAG (this, FLAG_BLIND); |
869 | |
801 | |
870 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
802 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
871 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
803 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
872 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
804 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
873 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
805 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
874 | |
806 | |
875 | path_attuned = arch->clone.path_attuned; |
807 | path_attuned = arch->path_attuned; |
876 | path_repelled = arch->clone.path_repelled; |
808 | path_repelled = arch->path_repelled; |
877 | path_denied = arch->clone.path_denied; |
809 | path_denied = arch->path_denied; |
878 | glow_radius = arch->clone.glow_radius; |
810 | glow_radius = arch->glow_radius; |
879 | move_type = arch->clone.move_type; |
811 | move_type = arch->move_type; |
880 | |
812 | |
881 | chosen_skill = 0; |
813 | chosen_skill = 0; |
882 | |
814 | |
883 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
884 | * archetype clone |
816 | * archetype clone |
885 | */ |
817 | */ |
886 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
887 | |
819 | |
888 | for (i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
889 | { |
821 | { |
890 | if (resist[i] > 0) |
822 | if (resist[i] > 0) |
891 | prot[i] = resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
892 | else |
824 | else |
893 | vuln[i] = -(resist[i]), prot[i] = 0; |
825 | vuln[i] = -(resist[i]), prot[i] = 0; |
894 | |
826 | |
895 | potion_resist[i] = 0; |
827 | potion_resist[i] = 0; |
896 | } |
828 | } |
897 | |
829 | |
898 | wc = arch->clone.stats.wc; |
830 | wc = arch->stats.wc; |
899 | stats.dam = arch->clone.stats.dam; |
831 | stats.dam = arch->stats.dam; |
900 | |
832 | |
901 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
833 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
902 | * plus a small amount of physical resist, those poor suckers. ;) |
834 | * plus a small amount of physical resist, those poor suckers. ;) |
903 | * the fact that maxlevel is factored in could be considered sort of bogus - |
835 | * the fact that maxlevel is factored in could be considered sort of bogus - |
904 | * we should probably give them some bonus and cap it off - otherwise, |
836 | * we should probably give them some bonus and cap it off - otherwise, |
905 | * basically, if a server updates its max level, these playes may find |
837 | * basically, if a server updates its max level, these playes may find |
906 | * that their protection from physical goes down |
838 | * that their protection from physical goes down |
907 | */ |
839 | */ |
908 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
840 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
909 | { |
841 | { |
910 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
842 | ac = max (-10, arch->stats.ac - level / 3); |
911 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
843 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
912 | } |
844 | } |
913 | else |
845 | else |
914 | ac = arch->clone.stats.ac; |
846 | ac = arch->stats.ac; |
915 | |
847 | |
916 | stats.luck = arch->clone.stats.luck; |
848 | stats.luck = arch->stats.luck; |
917 | speed = arch->clone.speed; |
849 | speed = arch->speed; |
918 | |
850 | |
919 | /* OK - we've reset most all the objects attributes to sane values. |
851 | /* OK - we've reset most all the objects attributes to sane values. |
920 | * now go through and make adjustments for what the player has equipped. |
852 | * now go through and make adjustments for what the player has equipped. |
921 | */ |
853 | */ |
922 | for (tmp = inv; tmp; tmp = tmp->below) |
854 | for (tmp = inv; tmp; tmp = tmp->below) |
923 | { |
855 | { |
924 | /* See note in map.c:update_position about making this additive |
|
|
925 | * since light sources are never applied, need to put check here. |
|
|
926 | */ |
|
|
927 | if (tmp->glow_radius > glow_radius) |
|
|
928 | glow_radius = tmp->glow_radius; |
|
|
929 | |
|
|
930 | /* This happens because apply_potion calls change_abil with the potion |
856 | /* This happens because apply_potion calls change_abil with the potion |
931 | * applied so we can tell the player what changed. But change_abil |
857 | * applied so we can tell the player what changed. But change_abil |
932 | * then calls this function. |
858 | * then calls this function. |
933 | */ |
859 | */ |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
935 | continue; |
861 | continue; |
936 | |
862 | |
|
|
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
|
|
867 | |
937 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
938 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
939 | { |
870 | { |
940 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
941 | if (IS_MANA_SKILL (tmp->subtype)) |
872 | if (IS_MANA_SKILL (tmp->subtype)) |
… | |
… | |
953 | else if (tmp->level > grace_obj->level) |
884 | else if (tmp->level > grace_obj->level) |
954 | grace_obj = tmp; |
885 | grace_obj = tmp; |
955 | } |
886 | } |
956 | } |
887 | } |
957 | |
888 | |
958 | /* Container objects are not meant to adjust a players, but other applied |
889 | /* Container objects are not meant to adjust players, but other applied |
959 | * objects need to make adjustments. |
890 | * objects need to make adjustments. |
960 | * This block should handle all player specific changes |
891 | * This block should handle all player specific changes |
961 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
962 | * in the praying skill, and the player should always get those. |
893 | * in the praying skill, and the player should always get those. |
963 | * It also means we need to put in additional checks for applied below, |
894 | * It also means we need to put in additional checks for applied below, |
964 | * because the skill shouldn't count against body positions being used |
895 | * because the skill shouldn't count against body positions being used |
965 | * up, etc. |
896 | * up, etc. |
966 | */ |
897 | */ |
967 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
898 | if ((tmp->flag [FLAG_APPLIED] |
968 | && tmp->type != CONTAINER |
899 | && tmp->type != CONTAINER |
969 | && tmp->type != CLOSE_CON) |
900 | && tmp->type != CLOSE_CON) |
970 | || (tmp->type == SKILL |
901 | || (tmp->type == SKILL |
971 | && tmp->subtype == SK_PRAYING)) |
902 | && tmp->subtype == SK_PRAYING)) |
972 | { |
903 | { |
973 | if (type == PLAYER) |
904 | if (type == PLAYER) |
974 | { |
905 | { |
975 | if ((tmp->type == WEAPON || tmp->type == BOW) |
906 | contr->item_power += tmp->item_power; |
|
|
907 | |
|
|
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
976 | && tmp != current_weapon) |
909 | if (tmp != current_weapon |
|
|
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
911 | && !tmp->flag [FLAG_CURSED] |
|
|
912 | && !tmp->flag [FLAG_DAMNED]) |
977 | continue; |
913 | continue; |
978 | |
914 | |
979 | for (i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
980 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
981 | |
917 | |
982 | /* these are the items that currently can change digestion, regeneration, |
918 | if (digest_types [tmp->type]) |
983 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
984 | * list, but other items store other info into stats array. |
|
|
985 | */ |
|
|
986 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
|
|
987 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
|
|
988 | (tmp->type == SHIELD) || (tmp->type == RING) || |
|
|
989 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
|
|
990 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
|
|
991 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
|
|
992 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
|
|
993 | (tmp->type == SKILL)) |
|
|
994 | { |
919 | { |
995 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
996 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
997 | contr->gen_sp += tmp->stats.sp; |
922 | contr->gen_sp += tmp->stats.sp; |
998 | contr->gen_grace += tmp->stats.grace; |
923 | contr->gen_grace += tmp->stats.grace; |
999 | contr->gen_sp_armour += tmp->gen_sp_armour; |
924 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1000 | contr->item_power += tmp->item_power; |
|
|
1001 | } |
925 | } |
1002 | } /* if this is a player */ |
926 | } /* if this is a player */ |
1003 | else |
927 | else |
1004 | { |
928 | { |
1005 | if (tmp->type == WEAPON) |
929 | if (tmp->type == WEAPON) |
1006 | current_weapon = tmp; |
930 | current_weapon = tmp; |
1007 | } |
931 | } |
1008 | |
932 | |
1009 | /* Update slots used for items */ |
933 | /* Update slots used for items */ |
1010 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1011 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
935 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1012 | slot[i].used += tmp->slot[i].info; |
936 | slot[i].used += tmp->slot[i].info; |
1013 | |
937 | |
1014 | if (tmp->type == SYMPTOM) |
938 | if (tmp->type == SYMPTOM) |
1015 | { |
|
|
1016 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
1017 | |
|
|
1018 | if (speed_reduce_from_disease == 0) |
|
|
1019 | speed_reduce_from_disease = 1; |
939 | speed_reduce_from_disease = |
1020 | } |
940 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
1021 | |
941 | |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
942 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
1023 | * (Negative protections are calculated exactly like positive.) |
943 | * (Negative protections are calculated exactly like positive.) |
1024 | * Resistance from potions are treated special as well. If there's |
944 | * Resistance from potions are treated special as well. If there's |
1025 | * more than one potion-effect, the bigger prot.-value is taken. |
945 | * more than one potion-effect, the bigger prot.-value is taken. |
1026 | */ |
946 | */ |
1027 | if (tmp->type != POTION) |
947 | if (tmp->type != POTION) |
1028 | { |
948 | { |
1029 | for (i = 0; i < NROFATTACKS; i++) |
949 | for (int i = 0; i < NROFATTACKS; i++) |
1030 | { |
950 | { |
1031 | /* Potential for cursed potions, in which case we just can use |
951 | /* Potential for cursed potions, in which case we just can use |
1032 | * a straight MAX, as potion_resist is initialised to zero. |
952 | * a straight MAX, as potion_resist is initialised to zero. |
1033 | */ |
953 | */ |
1034 | if (tmp->type == POTION_EFFECT) |
954 | if (tmp->type == POTION_EFFECT) |
1035 | { |
955 | { |
1036 | if (potion_resist[i]) |
956 | if (potion_resist[i]) |
1037 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
957 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
1038 | else |
958 | else |
1039 | potion_resist[i] = tmp->resist[i]; |
959 | potion_resist[i] = tmp->resist[i]; |
1040 | } |
960 | } |
1041 | else if (tmp->resist[i] > 0) |
961 | else if (tmp->resist[i] > 0) |
1042 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
962 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
964 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1045 | } |
965 | } |
1046 | } |
966 | } |
1047 | |
967 | |
1048 | /* There may be other things that should not adjust the attacktype */ |
968 | /* There may be other things that should not adjust the attacktype */ |
1049 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
969 | if (tmp->type != SYMPTOM) |
1050 | || current_weapon == tmp) |
|
|
1051 | { |
970 | { |
1052 | attacktype |= tmp->attacktype; |
971 | attacktype |= tmp->attacktype; |
1053 | path_attuned |= tmp->path_attuned; |
972 | path_attuned |= tmp->path_attuned; |
1054 | path_repelled |= tmp->path_repelled; |
973 | path_repelled |= tmp->path_repelled; |
1055 | path_denied |= tmp->path_denied; |
974 | path_denied |= tmp->path_denied; |
1056 | move_type |= tmp->move_type; |
975 | move_type |= tmp->move_type; |
1057 | stats.luck += tmp->stats.luck; |
976 | stats.luck += tmp->stats.luck; |
1058 | } |
977 | } |
1059 | |
978 | |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
979 | flag |= tmp->flag & copy_flags; |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
1065 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
1066 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
1067 | |
980 | |
1068 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
981 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1069 | SET_FLAG (this, FLAG_UNDEAD); |
982 | SET_FLAG (this, FLAG_UNDEAD); |
1070 | |
983 | |
1071 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
984 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1072 | { |
985 | { |
1073 | SET_FLAG (this, FLAG_MAKE_INVIS); |
986 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1097 | #endif |
1010 | #endif |
1098 | |
1011 | |
1099 | /* skills modifying the character -b.t. */ |
1012 | /* skills modifying the character -b.t. */ |
1100 | /* for all skills and skill granting objects */ |
1013 | /* for all skills and skill granting objects */ |
1101 | case SKILL: |
1014 | case SKILL: |
1102 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1015 | { |
|
|
1016 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1103 | break; |
1017 | break; |
1104 | |
1018 | |
1105 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1106 | wc_obj = tmp; |
|
|
1107 | |
|
|
1108 | if (chosen_skill) |
1019 | if (chosen_skill) |
|
|
1020 | { |
1109 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1021 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1022 | &name, &chosen_skill->name, &tmp->name); |
1110 | |
1023 | |
|
|
1024 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1025 | update_stats (); |
|
|
1026 | return; |
|
|
1027 | } |
|
|
1028 | else |
1111 | chosen_skill = tmp; |
1029 | chosen_skill = tmp; |
1112 | |
1030 | |
1113 | if (tmp->stats.dam > 0) |
1031 | if (tmp->stats.dam > 0) |
1114 | { /* skill is a 'weapon' */ |
1032 | { /* skill is a 'weapon' */ |
1115 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1033 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1116 | weapon_speed = WEAPON_SPEED (tmp); |
1034 | weapon_speed = WEAPON_SPEED (tmp); |
1117 | |
1035 | |
1118 | if (weapon_speed < 0) |
1036 | if (weapon_speed < 0) |
1119 | weapon_speed = 0; |
1037 | weapon_speed = 0; |
1120 | |
1038 | |
1121 | weapon_weight = tmp->weight; |
1039 | weapon_weight = tmp->weight; |
1122 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1040 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1123 | |
1041 | |
1124 | if (tmp->magic) |
1042 | if (tmp->magic) |
1125 | stats.dam += tmp->magic; |
1043 | stats.dam += tmp->magic; |
1126 | } |
1044 | } |
1127 | |
1045 | |
1128 | if (tmp->stats.wc) |
1046 | if (tmp->stats.wc) |
1129 | wc -= tmp->stats.wc + tmp->magic; |
1047 | wc -= tmp->stats.wc + tmp->magic; |
1130 | |
1048 | |
1131 | if (tmp->slaying) |
1049 | if (tmp->slaying) |
1132 | slaying = tmp->slaying; |
1050 | slaying = tmp->slaying; |
1133 | |
1051 | |
1134 | if (tmp->stats.ac) |
1052 | if (tmp->stats.ac) |
1135 | ac -= tmp->stats.ac + tmp->magic; |
1053 | ac -= tmp->stats.ac + tmp->magic; |
1136 | |
1054 | |
1137 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1055 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1138 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1056 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1139 | |
|
|
1140 | break; |
1057 | } |
1141 | |
1058 | |
1142 | case SKILL_TOOL: |
|
|
1143 | if (chosen_skill) |
|
|
1144 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1145 | |
|
|
1146 | chosen_skill = tmp; |
|
|
1147 | break; |
1059 | break; |
1148 | |
1060 | |
1149 | case SHIELD: |
1061 | case SHIELD: |
1150 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1151 | contr->encumbrance += (int) tmp->weight / 2000; |
1063 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1229 | wc -= (tmp->stats.wc + tmp->magic); |
1141 | wc -= (tmp->stats.wc + tmp->magic); |
1230 | |
1142 | |
1231 | if (tmp->stats.ac) |
1143 | if (tmp->stats.ac) |
1232 | ac -= (tmp->stats.ac + tmp->magic); |
1144 | ac -= (tmp->stats.ac + tmp->magic); |
1233 | |
1145 | |
1234 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1146 | if (ARMOUR_SPEED (tmp)) |
1235 | max = ARMOUR_SPEED (tmp) / 10.f; |
1147 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1236 | |
1148 | |
1237 | break; |
1149 | break; |
1238 | } /* switch tmp->type */ |
1150 | } /* switch tmp->type */ |
1239 | } /* item is equipped */ |
1151 | } /* item is equipped */ |
1240 | } /* for loop of items */ |
1152 | } /* for loop of items */ |
… | |
… | |
1247 | * If there is an uncursed potion in effect, granting more protection |
1159 | * If there is an uncursed potion in effect, granting more protection |
1248 | * than that, we take: 'total resistance = resistance from potion'. |
1160 | * than that, we take: 'total resistance = resistance from potion'. |
1249 | * If there is a cursed (and no uncursed) potion in effect, we take |
1161 | * If there is a cursed (and no uncursed) potion in effect, we take |
1250 | * 'total resistance = vulnerability from cursed potion'. |
1162 | * 'total resistance = vulnerability from cursed potion'. |
1251 | */ |
1163 | */ |
1252 | for (i = 0; i < NROFATTACKS; i++) |
1164 | for (int i = 0; i < NROFATTACKS; i++) |
1253 | { |
1165 | { |
1254 | resist[i] = prot[i] - vuln[i]; |
1166 | resist[i] = prot[i] - vuln[i]; |
1255 | |
1167 | |
1256 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1168 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1257 | resist[i] = potion_resist[i]; |
1169 | resist[i] = potion_resist[i]; |
1258 | } |
1170 | } |
1259 | |
1171 | |
1260 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1261 | if (type == PLAYER) |
1172 | if (type == PLAYER) |
1262 | { |
1173 | { |
|
|
1174 | // clamp various player stats |
|
|
1175 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1176 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1177 | |
|
|
1178 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1179 | |
|
|
1180 | /* Figure out the players sp/mana/hp totals. */ |
1263 | int pl_level; |
1181 | int pl_level; |
1264 | |
1182 | |
1265 | check_stat_bounds (&(stats)); |
1183 | check_stat_bounds (&(stats)); |
1266 | pl_level = level; |
1184 | pl_level = level; |
1267 | |
1185 | |
… | |
… | |
1269 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1187 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1270 | |
1188 | |
1271 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1189 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1272 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1190 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1273 | */ |
1191 | */ |
1274 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1192 | stats.maxhp = 0; |
|
|
1193 | for (int i = 1; i <= min (10, pl_level); i++) |
1275 | { |
1194 | { |
1276 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1195 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1277 | |
1196 | |
1278 | if (i % 2 && con_bonus[stats.Con] % 2) |
1197 | if (i % 2 && con_bonus[stats.Con] % 2) |
1279 | { |
|
|
1280 | if (con_bonus[stats.Con] > 0) |
1198 | if (con_bonus[stats.Con] > 0) |
1281 | j++; |
1199 | j++; |
1282 | else |
1200 | else |
1283 | j--; |
1201 | j--; |
1284 | } |
|
|
1285 | |
1202 | |
1286 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1203 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1287 | } |
1204 | } |
1288 | |
1205 | |
1289 | for (i = 11; i <= level; i++) |
1206 | stats.maxhp += 2 * max (0, level - 10); |
1290 | stats.maxhp += 2; |
|
|
1291 | |
1207 | |
1292 | if (stats.hp > stats.maxhp) |
1208 | if (stats.hp > stats.maxhp) |
1293 | stats.hp = stats.maxhp; |
1209 | stats.hp = stats.maxhp; |
1294 | |
1210 | |
1295 | /* Sp gain is controlled by the level of the player's |
1211 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1308 | |
1224 | |
1309 | if (mana_obj == this && type == PLAYER) |
1225 | if (mana_obj == this && type == PLAYER) |
1310 | stats.maxsp = 1; |
1226 | stats.maxsp = 1; |
1311 | else |
1227 | else |
1312 | { |
1228 | { |
1313 | sp_tmp = 0.f; |
1229 | float sp_tmp = 0.f; |
1314 | |
1230 | |
1315 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1231 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1316 | { |
1232 | { |
1317 | float stmp; |
1233 | float stmp; |
1318 | |
1234 | |
1319 | /* Got some extra bonus at first level */ |
1235 | /* Got some extra bonus at first level */ |
1320 | if (i < 2) |
1236 | if (i < 2) |
1321 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1237 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1322 | else |
1238 | else |
1323 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1239 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1324 | |
1240 | |
1325 | if (stmp < 1.f) |
|
|
1326 | stmp = 1.f; |
|
|
1327 | |
|
|
1328 | sp_tmp += stmp; |
1241 | sp_tmp += max (1.f, stmp); |
1329 | } |
1242 | } |
1330 | |
1243 | |
1331 | stats.maxsp = (sint16)sp_tmp; |
1244 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1332 | |
|
|
1333 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1334 | stats.maxsp += 2; |
|
|
1335 | } |
1245 | } |
|
|
1246 | |
1336 | /* Characters can get their sp supercharged via rune of transferrance */ |
1247 | /* Characters can get their sp supercharged via rune of transferrance */ |
1337 | if (stats.sp > stats.maxsp * 2) |
1248 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1338 | stats.sp = stats.maxsp * 2; |
|
|
1339 | |
1249 | |
1340 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1250 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1341 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1251 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1342 | grace_obj = this; |
1252 | grace_obj = this; |
1343 | |
1253 | |
… | |
… | |
1348 | /* store grace in a float - this way, the divisions below don't create |
1258 | /* store grace in a float - this way, the divisions below don't create |
1349 | * big jumps when you go from level to level - with int's, it then |
1259 | * big jumps when you go from level to level - with int's, it then |
1350 | * becomes big jumps when the sums of the bonuses jump to the next |
1260 | * becomes big jumps when the sums of the bonuses jump to the next |
1351 | * step of 8 - with floats, even fractional ones are useful. |
1261 | * step of 8 - with floats, even fractional ones are useful. |
1352 | */ |
1262 | */ |
1353 | sp_tmp = 0.f; |
1263 | float sp_tmp = 0.f; |
1354 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1264 | |
|
|
1265 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1355 | { |
1266 | { |
1356 | float grace_tmp = 0.f; |
1267 | float grace_tmp = 0.f; |
1357 | |
1268 | |
1358 | /* Got some extra bonus at first level */ |
1269 | /* Got some extra bonus at first level */ |
1359 | if (i < 2) |
1270 | if (i < 2) |
1360 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1271 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1361 | else |
1272 | else |
1362 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1273 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1363 | |
1274 | |
1364 | if (grace_tmp < 1.f) |
|
|
1365 | grace_tmp = 1.f; |
|
|
1366 | |
|
|
1367 | sp_tmp += grace_tmp; |
1275 | sp_tmp += max (1.f, grace_tmp); |
1368 | } |
1276 | } |
1369 | |
1277 | |
1370 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1371 | |
|
|
1372 | /* two grace points per level after 11 */ |
1278 | /* two grace points per level after 10 */ |
1373 | for (i = 11; i <= grace_obj->level; i++) |
1279 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1374 | stats.maxgrace += 2; |
|
|
1375 | } |
1280 | } |
|
|
1281 | |
1376 | /* No limit on grace vs maxgrace */ |
1282 | /* No limit on grace vs maxgrace */ |
1377 | |
1283 | |
1378 | if (contr->braced) |
1284 | if (contr->braced) |
1379 | { |
1285 | { |
1380 | ac += 2; |
1286 | ac += 2; |
… | |
… | |
1392 | * improvement every level, now its fighterlevel/5. So |
1298 | * improvement every level, now its fighterlevel/5. So |
1393 | * we give the player a bonus here in wc and dam |
1299 | * we give the player a bonus here in wc and dam |
1394 | * to make up for the change. Note that I left the |
1300 | * to make up for the change. Note that I left the |
1395 | * monster bonus the same as before. -b.t. |
1301 | * monster bonus the same as before. -b.t. |
1396 | */ |
1302 | */ |
|
|
1303 | object *wc_obj = chosen_skill; |
1397 | |
1304 | |
1398 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1305 | if (contr && wc_obj && wc_obj->level > 1) |
1399 | { |
1306 | { |
1400 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1307 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1401 | |
1308 | |
1402 | for (i = 1; i < wc_obj->level; i++) |
1309 | for (int i = 1; i < wc_obj->level; i++) |
1403 | { |
1310 | { |
1404 | /* addtional wc every 6 levels */ |
1311 | /* additional wc every 6 levels */ |
1405 | if (!(i % 6)) |
1312 | if (!(i % 6)) |
1406 | wc--; |
1313 | wc--; |
1407 | |
1314 | |
1408 | /* addtional dam every 4 levels. */ |
1315 | /* additional dam every 4 levels. */ |
1409 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1316 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1410 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1317 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1411 | } |
1318 | } |
1412 | } |
1319 | } |
1413 | else |
1320 | else |
… | |
… | |
1422 | |
1329 | |
1423 | if (settings.search_items && contr->search_str[0]) |
1330 | if (settings.search_items && contr->search_str[0]) |
1424 | speed -= 1; |
1331 | speed -= 1; |
1425 | |
1332 | |
1426 | if (attacktype == 0) |
1333 | if (attacktype == 0) |
1427 | attacktype = arch->clone.attacktype; |
1334 | attacktype = arch->attacktype; |
1428 | |
|
|
1429 | } /* End if player */ |
1335 | } /* End if player */ |
1430 | |
1336 | |
1431 | if (added_speed >= 0) |
1337 | if (added_speed >= 0) |
1432 | speed += added_speed / 10.f; |
1338 | speed += added_speed / 10.f; |
1433 | else /* Something wrong here...: */ |
1339 | else /* Something wrong here...: */ |
1434 | speed /= 1.f - added_speed; |
1340 | speed /= 1.f - added_speed; |
1435 | |
1341 | |
1436 | /* Max is determined by armour */ |
1342 | /* Max is determined by armour */ |
1437 | if (speed > max) |
1343 | speed = min (speed, max_speed); |
1438 | speed = max; |
|
|
1439 | |
1344 | |
1440 | if (type == PLAYER) |
1345 | if (type == PLAYER) |
1441 | { |
1346 | { |
1442 | /* f is a number the represents the number of kg above (positive num) |
1347 | /* f is a number the represents the number of kg above (positive num) |
1443 | * or below (negative number) that the player is carrying. If above |
1348 | * or below (negative number) that the player is carrying. If above |
1444 | * weight limit, then player suffers a speed reduction based on how |
1349 | * weight limit, then player suffers a speed reduction based on how |
1445 | * much above he is, and what is max carry is |
1350 | * much above he is, and what is max carry is |
1446 | */ |
1351 | */ |
1447 | f = (carrying / 1000) - max_carry[stats.Str]; |
1352 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1448 | if (f > 0) |
1353 | if (f > 0.f) |
1449 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1354 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1450 | } |
1355 | } |
1451 | |
1356 | |
1452 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1357 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1358 | speed *= speed_reduce_from_disease; |
1453 | |
1359 | |
1454 | /* Put a lower limit on speed. Note with this speed, you move once every |
1360 | /* Put a lower limit on speed. Note with this speed, you move once every |
1455 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1361 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1456 | */ |
1362 | */ |
1457 | speed = speed * speed_reduce_from_disease; |
|
|
1458 | |
|
|
1459 | if (speed < 0.01f && type == PLAYER) |
1363 | if (speed < 0.04f && type == PLAYER) |
1460 | speed = 0.01f; |
1364 | speed = 0.04f; |
|
|
1365 | |
|
|
1366 | if (speed != old_speed) |
|
|
1367 | set_speed (speed); |
1461 | |
1368 | |
1462 | if (type == PLAYER) |
1369 | if (type == PLAYER) |
1463 | { |
1370 | { |
1464 | /* (This formula was made by vidarl@ifi.uio.no) |
1371 | /* (This formula was made by vidarl@ifi.uio.no) |
1465 | * Note that we never used these values again - basically |
1372 | * Note that we never used these values again - basically |
… | |
… | |
1467 | * that would just be a real pain to read. |
1374 | * that would just be a real pain to read. |
1468 | */ |
1375 | */ |
1469 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1376 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1470 | float M2 = max_carry[stats.Str] / 100.f; |
1377 | float M2 = max_carry[stats.Str] / 100.f; |
1471 | float W = weapon_weight / 20000.f; |
1378 | float W = weapon_weight / 20000.f; |
1472 | float s = 2 - weapon_speed / 10.f; |
1379 | float s = (20 - weapon_speed) / 10.f; |
1473 | float D = (stats.Dex - 14) / 14.f; |
1380 | float D = (stats.Dex - 14) / 14.f; |
1474 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1381 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1475 | |
1382 | |
1476 | K *= (4 + level) *1.2f / (6 + level); |
1383 | K *= (4 + level) * 1.2f / (6 + level); |
1477 | |
1384 | |
1478 | if (K <= 0.f) |
1385 | if (K <= 0.01f) |
1479 | K = 0.01f; |
1386 | K = 0.01f; |
1480 | |
1387 | |
1481 | float S = speed / (K * s); |
1388 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1482 | |
|
|
1483 | contr->weapon_sp = S; |
|
|
1484 | } |
1389 | } |
1485 | |
1390 | |
1486 | /* I want to limit the power of small monsters with big weapons: */ |
1391 | /* I want to limit the power of small monsters with big weapons: */ |
1487 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1392 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1488 | stats.dam = arch->clone.stats.dam * 3; |
1393 | stats.dam = arch->stats.dam * 3; |
1489 | |
1394 | |
1490 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1395 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1491 | * should be more than enough - remember, AC is also in 8 bits, |
1396 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1492 | * so its value is the same. |
|
|
1493 | */ |
|
|
1494 | if (wc > 120) |
|
|
1495 | wc = 120; |
|
|
1496 | else if (wc < -120) |
|
|
1497 | wc = -120; |
|
|
1498 | |
|
|
1499 | stats.wc = wc; |
|
|
1500 | |
|
|
1501 | if (ac > 120) |
|
|
1502 | ac = 120; |
|
|
1503 | else if (ac < -120) |
|
|
1504 | ac = -120; |
|
|
1505 | |
|
|
1506 | stats.ac = ac; |
|
|
1507 | |
1397 | |
1508 | /* if for some reason the creature doesn't have any move type, |
1398 | /* if for some reason the creature doesn't have any move type, |
1509 | * give them walking as a default. |
1399 | * give them walking as a default. |
1510 | * The second case is a special case - to more closely mimic the |
1400 | * The second case is a special case - to more closely mimic the |
1511 | * old behaviour - if your flying, your not walking - just |
1401 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1514 | if (move_type == 0) |
1404 | if (move_type == 0) |
1515 | move_type = MOVE_WALK; |
1405 | move_type = MOVE_WALK; |
1516 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1406 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1517 | move_type &= ~MOVE_WALK; |
1407 | move_type &= ~MOVE_WALK; |
1518 | |
1408 | |
1519 | if (speed != old_speed) |
|
|
1520 | set_speed (speed); |
|
|
1521 | |
|
|
1522 | /* It is quite possible that a player's spell costing might have changed, |
1409 | /* It is quite possible that a player's spell costing might have changed, |
1523 | * so we will check that now. |
1410 | * so we will check that now. |
1524 | */ |
1411 | */ |
1525 | if (type == PLAYER) |
1412 | if (type == PLAYER) |
1526 | { |
1413 | { |
… | |
… | |
1586 | /* now if there are equals at highest level, pick the one with focus, |
1473 | /* now if there are equals at highest level, pick the one with focus, |
1587 | or else at random */ |
1474 | or else at random */ |
1588 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1475 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1589 | atnr = abil->stats.exp; |
1476 | atnr = abil->stats.exp; |
1590 | |
1477 | |
1591 | level = (int) (level / 5.); |
1478 | level = (int) (level / 25.); |
1592 | |
1479 | |
1593 | /* now set the new title */ |
1480 | /* now set the new title */ |
1594 | if (pl->contr != NULL) |
1481 | if (pl->contr) |
1595 | { |
1482 | { |
1596 | if (level == 0) |
1483 | if (level == 0) |
1597 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1484 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1598 | else if (level == 1) |
1485 | else if (level == 1) |
1599 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1486 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
… | |
… | |
1628 | object *skin = NULL; /* pointer to dragon skin force */ |
1515 | object *skin = NULL; /* pointer to dragon skin force */ |
1629 | object *tmp = NULL; /* tmp. object */ |
1516 | object *tmp = NULL; /* tmp. object */ |
1630 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1517 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1631 | |
1518 | |
1632 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1519 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1633 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1634 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1635 | |
|
|
1636 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1520 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1637 | if (tmp->type == FORCE) |
1521 | if (tmp->type == FORCE) |
1638 | if (tmp->arch->name == dragon_ability_force) |
1522 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1639 | abil = tmp; |
1523 | abil = tmp; |
1640 | else if (tmp->arch->name == dragon_skin_force) |
1524 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1641 | skin = tmp; |
1525 | skin = tmp; |
1642 | |
1526 | |
1643 | /* if the force is missing -> bail out */ |
1527 | /* if the force is missing -> bail out */ |
1644 | if (abil == NULL) |
1528 | if (abil == NULL) |
1645 | return; |
1529 | return; |
… | |
… | |
1691 | if (!skill_obj) |
1575 | if (!skill_obj) |
1692 | { |
1576 | { |
1693 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1577 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1694 | return NULL; |
1578 | return NULL; |
1695 | } |
1579 | } |
|
|
1580 | |
1696 | /* clear the flag - exp goes into this bucket, but player |
1581 | /* clear the flag - exp goes into this bucket, but player |
1697 | * still doesn't know it. |
1582 | * still doesn't know it. |
1698 | */ |
1583 | */ |
1699 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1584 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1700 | skill_obj->stats.exp = 0; |
1585 | skill_obj->stats.exp = 0; |
1701 | skill_obj->level = 1; |
1586 | skill_obj->level = 1; |
1702 | insert_ob_in_ob (skill_obj, op); |
1587 | insert_ob_in_ob (skill_obj, op); |
1703 | |
1588 | |
1704 | if (op->contr) |
1589 | if (player *pl = op->contr) |
1705 | { |
1590 | { |
1706 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1591 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1707 | if (op->contr->ns) |
1592 | if (pl->ns) |
1708 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1593 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1709 | } |
1594 | } |
1710 | |
1595 | |
1711 | return skill_obj; |
1596 | return skill_obj; |
1712 | } |
1597 | } |
1713 | |
|
|
1714 | |
1598 | |
1715 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1599 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1716 | * whether the player gets more hp, sp and new levels. |
1600 | * whether the player gets more hp, sp and new levels. |
1717 | * Note this this function should only be called for players. Monstes |
1601 | * Note this this function should only be called for players. Monstes |
1718 | * don't really gain levels |
1602 | * don't really gain levels |
… | |
… | |
1721 | */ |
1605 | */ |
1722 | void |
1606 | void |
1723 | player_lvl_adj (object *who, object *op) |
1607 | player_lvl_adj (object *who, object *op) |
1724 | { |
1608 | { |
1725 | char buf[MAX_BUF]; |
1609 | char buf[MAX_BUF]; |
|
|
1610 | bool changed = false; |
1726 | |
1611 | |
1727 | if (!op) /* when rolling stats */ |
1612 | if (!op) /* when rolling stats */ |
1728 | op = who; |
1613 | op = who; |
1729 | |
1614 | |
1730 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1615 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1731 | { |
1616 | { |
|
|
1617 | changed = true; |
|
|
1618 | |
1732 | op->level++; |
1619 | op->level++; |
1733 | |
1620 | |
1734 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1621 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1735 | dragon_level_gain (who); |
1622 | dragon_level_gain (who); |
1736 | |
1623 | |
1737 | /* Only roll these if it is the player (who) that gained the level */ |
1624 | /* Only roll these if it is the player (who) that gained the level */ |
1738 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1625 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1739 | { |
1626 | { |
1740 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1627 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1741 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1628 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1742 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1629 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1743 | } |
1630 | } |
1744 | |
1631 | |
1745 | who->update_stats (); |
|
|
1746 | if (op->level > 1) |
1632 | if (op->level > 1) |
1747 | { |
1633 | { |
1748 | if (op->type != PLAYER) |
1634 | if (op->type != PLAYER) |
|
|
1635 | { |
|
|
1636 | who->contr->play_sound (sound_find ("skill_up")); |
1749 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1637 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1638 | } |
1750 | else |
1639 | else |
|
|
1640 | { |
|
|
1641 | who->contr->play_sound (sound_find ("level_up")); |
1751 | sprintf (buf, "You are now level %d.", op->level); |
1642 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1643 | } |
|
|
1644 | |
1752 | if (who) |
1645 | if (who) |
1753 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1646 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1754 | } |
1647 | } |
1755 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1756 | } |
1648 | } |
|
|
1649 | |
1757 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1650 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1758 | { |
1651 | { |
|
|
1652 | changed = true; |
|
|
1653 | |
1759 | op->level--; |
1654 | op->level--; |
1760 | who->update_stats (); |
1655 | |
1761 | if (op->type != PLAYER) |
1656 | if (op->type != PLAYER) |
1762 | { |
1657 | { |
1763 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1658 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1764 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1659 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1765 | } |
1660 | } |
1766 | player_lvl_adj (who, op); /* To decrease more levels */ |
1661 | } |
|
|
1662 | |
|
|
1663 | if (changed) |
1767 | } |
1664 | { |
1768 | |
1665 | who->update_stats (); |
|
|
1666 | esrv_update_stats (who->contr); |
1769 | /* check if the spell data has changed */ |
1667 | /* check if the spell data has changed */ |
1770 | esrv_update_stats (who->contr); |
|
|
1771 | esrv_update_spells (who->contr); |
1668 | esrv_update_spells (who->contr); |
|
|
1669 | } |
1772 | } |
1670 | } |
1773 | |
1671 | |
1774 | /* |
1672 | /* |
1775 | * Returns how much experience is needed for a player to become |
1673 | * Returns how much experience is needed for a player to become |
1776 | * the given level. level should really never exceed max_level |
1674 | * the given level. level should really never exceed max_level |
… | |
… | |
2081 | player_lvl_adj (op, tmp); |
1979 | player_lvl_adj (op, tmp); |
2082 | } |
1980 | } |
2083 | |
1981 | |
2084 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1982 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2085 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1983 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1984 | |
2086 | if (level_loss < 0) |
1985 | if (level_loss < 0) |
2087 | level_loss = 0; |
1986 | level_loss = 0; |
2088 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1987 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2089 | |
1988 | |
2090 | op->stats.exp -= loss; |
1989 | op->stats.exp -= loss; |