1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | |
7 | This program is free software; you can redistribute it and/or modify |
8 | This program 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 |
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224 | "You feel stupid!", |
225 | "You feel stupid!", |
225 | "You feel less potent!" |
226 | "You feel less potent!" |
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
231 | |
232 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
235 | }; |
235 | |
236 | |
236 | /* |
237 | /* |
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * what attr is (STR to POW). |
239 | * what attr is (STR to POW). |
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832 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | 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; |
834 | int weapon_weight = 0, weapon_speed = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
837 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
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838 | float old_speed = speed; |
837 | |
839 | |
838 | /* First task is to clear all the values back to their original values */ |
840 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
841 | if (type == PLAYER) |
840 | { |
842 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
843 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
1028 | if (tmp->type != POTION) |
1030 | if (tmp->type != POTION) |
1029 | { |
1031 | { |
1030 | for (i = 0; i < NROFATTACKS; i++) |
1032 | for (i = 0; i < NROFATTACKS; i++) |
1031 | { |
1033 | { |
1032 | /* Potential for cursed potions, in which case we just can use |
1034 | /* Potential for cursed potions, in which case we just can use |
1033 | * a straight MAX, as potion_resist is initialized to zero. |
1035 | * a straight MAX, as potion_resist is initialised to zero. |
1034 | */ |
1036 | */ |
1035 | if (tmp->type == POTION_EFFECT) |
1037 | if (tmp->type == POTION_EFFECT) |
1036 | { |
1038 | { |
1037 | if (potion_resist[i]) |
1039 | if (potion_resist[i]) |
1038 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
… | |
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1502 | if (move_type == 0) |
1504 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1505 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1506 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1507 | move_type &= ~MOVE_WALK; |
1506 | |
1508 | |
1507 | update_ob_speed (this); |
1509 | if (speed != old_speed) |
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1510 | set_speed (speed); |
1508 | |
1511 | |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1512 | /* It is quite possible that a player's spell costing might have changed, |
1510 | * so we will check that now. |
1513 | * so we will check that now. |
1511 | */ |
1514 | */ |
1512 | if (type == PLAYER) |
1515 | if (type == PLAYER) |