1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 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, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
|
|
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!" |
|
|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
|
|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
|
|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
|
|
207 | "You feel your spirits return." |
|
|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
|
|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
|
|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
|
|
216 | "You feel more potent." |
|
|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
|
|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
|
|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
|
|
225 | "You feel less potent!" |
|
|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
231 | |
232 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
235 | }; |
235 | |
236 | |
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). |
… | |
… | |
371 | char message[MAX_BUF]; |
372 | char message[MAX_BUF]; |
372 | int potion_max = 0; |
373 | int potion_max = 0; |
373 | |
374 | |
374 | /* remember what object was like before it was changed. note that |
375 | /* 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 |
376 | * refop is a local copy of op only to be used for detecting changes |
376 | * found by fix_player. refop is not a real object |
377 | * found by update_stats. refop is not a real object |
377 | */ |
378 | */ |
378 | object_pod refop = *op; |
379 | object_copy refop = *op; |
379 | |
380 | |
380 | if (op->type == PLAYER) |
381 | if (op->type == PLAYER) |
381 | { |
382 | { |
382 | if (tmp->type == POTION) |
383 | if (tmp->type == POTION) |
383 | { |
384 | { |
… | |
… | |
401 | nstat = 1; |
402 | nstat = 1; |
402 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
403 | { |
404 | { |
404 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
405 | } |
406 | } |
|
|
407 | |
406 | if (nstat != ostat) |
408 | if (nstat != ostat) |
407 | { |
409 | { |
408 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
409 | potion_max = 0; |
411 | potion_max = 0; |
410 | } |
412 | } |
… | |
… | |
412 | { |
414 | { |
413 | /* potion is useless - player has already hit the natural maximum */ |
415 | /* potion is useless - player has already hit the natural maximum */ |
414 | potion_max = 1; |
416 | potion_max = 1; |
415 | } |
417 | } |
416 | } |
418 | } |
|
|
419 | |
417 | /* This section of code ups the characters normal stats also. I am not |
420 | /* This section of code ups the characters normal stats also. I am not |
418 | * sure if this is strictly necessary, being that fix_player probably |
421 | * sure if this is strictly necessary, being that fix_player probably |
419 | * recalculates this anyway. |
422 | * recalculates this anyway. |
420 | */ |
423 | */ |
421 | for (j = 0; j < NUM_STATS; j++) |
424 | for (j = 0; j < NUM_STATS; j++) |
422 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
|
|
426 | |
423 | check_stat_bounds (&(op->stats)); |
427 | check_stat_bounds (&(op->stats)); |
424 | } /* end of potion handling code */ |
428 | } /* end of potion handling code */ |
425 | } |
429 | } |
426 | |
430 | |
427 | /* reset attributes that fix_player doesn't reset since it doesn't search |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
… | |
… | |
451 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
452 | { |
456 | { |
453 | success = 1; |
457 | success = 1; |
454 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
458 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
455 | } |
459 | } |
|
|
460 | |
456 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
461 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
457 | { |
462 | { |
458 | success = 1; |
463 | success = 1; |
459 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
464 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
460 | } |
465 | } |
|
|
466 | |
461 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
467 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
462 | { |
468 | { |
463 | success = 1; |
469 | success = 1; |
464 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
470 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
465 | } |
471 | } |
|
|
472 | |
466 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
467 | { |
474 | { |
468 | success = 1; |
475 | success = 1; |
469 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
476 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
470 | } |
477 | } |
|
|
478 | |
471 | /* movement type has changed. We don't care about cases where |
479 | /* movement type has changed. We don't care about cases where |
472 | * user has multiple items giving the same type appled like we |
480 | * user has multiple items giving the same type appled like we |
473 | * used to - that is more work than what we gain, plus messages |
481 | * used to - that is more work than what we gain, plus messages |
474 | * can be misleading (a little higher could be miscontrued from |
482 | * can be misleading (a little higher could be miscontrued from |
475 | * from fly high) |
483 | * from fly high) |
… | |
… | |
523 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
531 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
524 | { |
532 | { |
525 | success = 1; |
533 | success = 1; |
526 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
534 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
527 | } |
535 | } |
|
|
536 | |
528 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
537 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
529 | { |
538 | { |
530 | success = 1; |
539 | success = 1; |
531 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
540 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
532 | } |
541 | } |
|
|
542 | |
533 | /* blinded you can tell if more blinded since blinded player has minimal |
543 | /* blinded you can tell if more blinded since blinded player has minimal |
534 | * vision |
544 | * vision |
535 | */ |
545 | */ |
536 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
546 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
537 | { |
547 | { |
… | |
… | |
655 | success = 1; |
665 | success = 1; |
656 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
657 | } |
667 | } |
658 | } |
668 | } |
659 | } |
669 | } |
|
|
670 | |
660 | return success; |
671 | return success; |
661 | } |
672 | } |
662 | |
673 | |
663 | /* |
674 | /* |
664 | * Stat draining by Vick 930307 |
675 | * Stat draining by Vick 930307 |
… | |
… | |
666 | */ |
677 | */ |
667 | |
678 | |
668 | void |
679 | void |
669 | object::drain_stat () |
680 | object::drain_stat () |
670 | { |
681 | { |
671 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
672 | } |
683 | } |
673 | |
684 | |
674 | void |
685 | void |
675 | object::drain_specific_stat (int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
676 | { |
687 | { |
… | |
… | |
744 | return; |
755 | return; |
745 | |
756 | |
746 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
747 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
748 | */ |
759 | */ |
749 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
760 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
750 | { |
761 | { |
751 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
752 | |
763 | |
753 | stats.luck += diff; |
764 | stats.luck += diff; |
754 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
… | |
… | |
807 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
808 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
809 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
810 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
811 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
812 | */ |
823 | * |
813 | |
|
|
814 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
824 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
815 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
816 | */ |
826 | */ |
817 | |
|
|
818 | void |
827 | void |
819 | object::update_stats () |
828 | object::update_stats () |
820 | { |
829 | { |
821 | int i, j; |
830 | int i, j; |
822 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
823 | int weapon_weight = 0, weapon_speed = 0; |
832 | int weapon_weight = 0, weapon_speed = 0; |
824 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
825 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
826 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
|
|
836 | float old_speed = speed; |
827 | |
837 | |
828 | /* First task is to clear all the values back to their original values */ |
838 | /* First task is to clear all the values back to their original values */ |
829 | if (type == PLAYER) |
839 | if (type == PLAYER) |
830 | { |
840 | { |
831 | for (i = 0; i < NUM_STATS; i++) |
841 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
833 | |
843 | |
834 | if (settings.spell_encumbrance == TRUE) |
844 | if (settings.spell_encumbrance == TRUE) |
835 | contr->encumbrance = 0; |
845 | contr->encumbrance = 0; |
836 | |
846 | |
837 | attacktype = 0; |
847 | attacktype = 0; |
|
|
848 | |
838 | contr->digestion = 0; |
849 | contr->digestion = 0; |
839 | contr->gen_hp = 0; |
850 | contr->gen_hp = 0; |
840 | contr->gen_sp = 0; |
851 | contr->gen_sp = 0; |
841 | contr->gen_grace = 0; |
852 | contr->gen_grace = 0; |
842 | contr->gen_sp_armour = 10; |
853 | contr->gen_sp_armour = 10; |
843 | contr->item_power = 0; |
854 | contr->item_power = 0; |
844 | |
|
|
845 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
846 | * gets reset for no good reason, and we don't want to reset |
|
|
847 | * range_magic (what spell is readied). These three below |
|
|
848 | * well get filled in based on what the player has equipped. |
|
|
849 | */ |
|
|
850 | contr->ranges[range_bow] = NULL; |
|
|
851 | contr->ranges[range_misc] = NULL; |
|
|
852 | contr->ranges[range_skill] = NULL; |
|
|
853 | } |
855 | } |
854 | |
856 | |
855 | memcpy (body_used, body_info, sizeof (body_info)); |
857 | memcpy (body_used, body_info, sizeof (body_info)); |
856 | |
858 | |
857 | slaying = 0; |
859 | slaying = 0; |
… | |
… | |
869 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
871 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
870 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
872 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
871 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
873 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
872 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
874 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
873 | |
875 | |
874 | path_attuned = arch->clone.path_attuned; |
876 | path_attuned = arch->clone.path_attuned; |
875 | path_repelled = arch->clone.path_repelled; |
877 | path_repelled = arch->clone.path_repelled; |
876 | path_denied = arch->clone.path_denied; |
878 | path_denied = arch->clone.path_denied; |
877 | glow_radius = arch->clone.glow_radius; |
879 | glow_radius = arch->clone.glow_radius; |
878 | move_type = arch->clone.move_type; |
880 | move_type = arch->clone.move_type; |
|
|
881 | |
879 | chosen_skill = NULL; |
882 | chosen_skill = NULL; |
880 | |
883 | |
881 | /* initializing resistances from the values in player/monster's |
884 | /* initializing resistances from the values in player/monster's |
882 | * archetype clone |
885 | * archetype clone |
883 | */ |
886 | */ |
… | |
… | |
914 | speed = arch->clone.speed; |
917 | speed = arch->clone.speed; |
915 | |
918 | |
916 | /* OK - we've reset most all the objects attributes to sane values. |
919 | /* OK - we've reset most all the objects attributes to sane values. |
917 | * now go through and make adjustments for what the player has equipped. |
920 | * now go through and make adjustments for what the player has equipped. |
918 | */ |
921 | */ |
919 | |
|
|
920 | for (tmp = inv; tmp; tmp = tmp->below) |
922 | for (tmp = inv; tmp; tmp = tmp->below) |
921 | { |
923 | { |
922 | /* See note in map.c:update_position about making this additive |
924 | /* See note in map.c:update_position about making this additive |
923 | * since light sources are never applied, need to put check here. |
925 | * since light sources are never applied, need to put check here. |
924 | */ |
926 | */ |
925 | if (tmp->glow_radius > glow_radius) |
927 | if (tmp->glow_radius > glow_radius) |
926 | glow_radius = tmp->glow_radius; |
928 | glow_radius = tmp->glow_radius; |
927 | |
929 | |
928 | /* This happens because apply_potion calls change_abil with the potion |
930 | /* This happens because apply_potion calls change_abil with the potion |
929 | * applied so we can tell the player what chagned. But change_abil |
931 | * applied so we can tell the player what changed. But change_abil |
930 | * then calls this function. |
932 | * then calls this function. |
931 | */ |
933 | */ |
932 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
933 | continue; |
935 | continue; |
934 | |
936 | |
… | |
… | |
960 | * in the praying skill, and the player should always get those. |
962 | * in the praying skill, and the player should always get those. |
961 | * It also means we need to put in additional checks for applied below, |
963 | * It also means we need to put in additional checks for applied below, |
962 | * because the skill shouldn't count against body positions being used |
964 | * because the skill shouldn't count against body positions being used |
963 | * up, etc. |
965 | * up, etc. |
964 | */ |
966 | */ |
965 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
967 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
|
|
968 | && tmp->type != CONTAINER |
|
|
969 | && tmp->type != CLOSE_CON) |
|
|
970 | || (tmp->type == SKILL |
966 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
971 | && tmp->subtype == SK_PRAYING)) |
967 | { |
972 | { |
968 | if (type == PLAYER) |
973 | if (type == PLAYER) |
969 | { |
974 | { |
970 | if (tmp->type == BOW) |
|
|
971 | contr->ranges[range_bow] = tmp; |
|
|
972 | |
|
|
973 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
974 | contr->ranges[range_misc] = tmp; |
|
|
975 | |
|
|
976 | for (i = 0; i < NUM_STATS; i++) |
975 | for (i = 0; i < NUM_STATS; i++) |
977 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
976 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
978 | |
977 | |
979 | /* these are the items that currently can change digestion, regeneration, |
978 | /* these are the items that currently can change digestion, regeneration, |
980 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
979 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
981 | * list, but other items store other info into stats array. |
980 | * list, but other items store other info into stats array. |
982 | */ |
981 | */ |
983 | if ((tmp->type == WEAPON) || |
982 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
984 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
983 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
985 | (tmp->type == SHIELD) || (tmp->type == RING) || |
984 | (tmp->type == SHIELD) || (tmp->type == RING) || |
986 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
985 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
987 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
986 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
988 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
987 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
… | |
… | |
1003 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1002 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1004 | body_used[i] += tmp->body_info[i]; |
1003 | body_used[i] += tmp->body_info[i]; |
1005 | |
1004 | |
1006 | if (tmp->type == SYMPTOM) |
1005 | if (tmp->type == SYMPTOM) |
1007 | { |
1006 | { |
1008 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1007 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
1008 | |
1009 | if (speed_reduce_from_disease == 0) |
1009 | if (speed_reduce_from_disease == 0) |
1010 | speed_reduce_from_disease = 1; |
1010 | speed_reduce_from_disease = 1; |
1011 | } |
1011 | } |
1012 | |
1012 | |
1013 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1013 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1014 | * (Negative protections are calculated extactly like positive.) |
1014 | * (Negative protections are calculated exactly like positive.) |
1015 | * Resistance from potions are treated special as well. If there's |
1015 | * Resistance from potions are treated special as well. If there's |
1016 | * more than one potion-effect, the bigger prot.-value is taken. |
1016 | * more than one potion-effect, the bigger prot.-value is taken. |
1017 | */ |
1017 | */ |
1018 | if (tmp->type != POTION) |
1018 | if (tmp->type != POTION) |
1019 | { |
1019 | { |
1020 | for (i = 0; i < NROFATTACKS; i++) |
1020 | for (i = 0; i < NROFATTACKS; i++) |
1021 | { |
1021 | { |
1022 | /* Potential for cursed potions, in which case we just can use |
1022 | /* Potential for cursed potions, in which case we just can use |
1023 | * a straight MAX, as potion_resist is initialized to zero. |
1023 | * a straight MAX, as potion_resist is initialised to zero. |
1024 | */ |
1024 | */ |
1025 | if (tmp->type == POTION_EFFECT) |
1025 | if (tmp->type == POTION_EFFECT) |
1026 | { |
1026 | { |
1027 | if (potion_resist[i]) |
1027 | if (potion_resist[i]) |
1028 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1028 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1029 | else |
1029 | else |
1030 | potion_resist[i] = tmp->resist[i]; |
1030 | potion_resist[i] = tmp->resist[i]; |
1031 | } |
1031 | } |
1032 | else if (tmp->resist[i] > 0) |
1032 | else if (tmp->resist[i] > 0) |
1033 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1033 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1034 | else if (tmp->resist[i] < 0) |
1034 | else if (tmp->resist[i] < 0) |
1035 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1035 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1036 | } |
1036 | } |
1037 | } |
1037 | } |
1038 | |
1038 | |
1039 | /* There may be other things that should not adjust the attacktype */ |
1039 | /* There may be other things that should not adjust the attacktype */ |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1041 | attacktype |= tmp->attacktype; |
1041 | attacktype |= tmp->attacktype; |
1042 | |
1042 | |
1043 | path_attuned |= tmp->path_attuned; |
1043 | path_attuned |= tmp->path_attuned; |
1044 | path_repelled |= tmp->path_repelled; |
1044 | path_repelled |= tmp->path_repelled; |
1045 | path_denied |= tmp->path_denied; |
1045 | path_denied |= tmp->path_denied; |
|
|
1046 | move_type |= tmp->move_type; |
1046 | stats.luck += tmp->stats.luck; |
1047 | stats.luck += tmp->stats.luck; |
1047 | move_type |= tmp->move_type; |
|
|
1048 | |
1048 | |
1049 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1049 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1050 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1050 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1051 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1051 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1052 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1052 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1065 | |
1065 | |
1066 | if (tmp->stats.exp && tmp->type != SKILL) |
1066 | if (tmp->stats.exp && tmp->type != SKILL) |
1067 | { |
1067 | { |
1068 | if (tmp->stats.exp > 0) |
1068 | if (tmp->stats.exp > 0) |
1069 | { |
1069 | { |
1070 | added_speed += (float) tmp->stats.exp / 3.0; |
1070 | added_speed += tmp->stats.exp / 3.f; |
1071 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1071 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1072 | } |
1072 | } |
1073 | else |
1073 | else |
1074 | added_speed += (float) tmp->stats.exp; |
1074 | added_speed += tmp->stats.exp; |
1075 | } |
1075 | } |
1076 | |
1076 | |
1077 | switch (tmp->type) |
1077 | switch (tmp->type) |
1078 | { |
1078 | { |
|
|
1079 | case WAND: |
|
|
1080 | case ROD: |
|
|
1081 | case HORN: |
|
|
1082 | if (type == PLAYER) |
|
|
1083 | { |
|
|
1084 | contr->ranged_skill = this; |
|
|
1085 | contr->ranged_ob = tmp; |
|
|
1086 | } |
|
|
1087 | break; |
|
|
1088 | |
1079 | /* skills modifying the character -b.t. */ |
1089 | /* skills modifying the character -b.t. */ |
1080 | /* for all skills and skill granting objects */ |
1090 | /* for all skills and skill granting objects */ |
1081 | case SKILL: |
1091 | case SKILL: |
1082 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1092 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1083 | break; |
1093 | break; |
… | |
… | |
1091 | chosen_skill = tmp; |
1101 | chosen_skill = tmp; |
1092 | |
1102 | |
1093 | if (tmp->stats.dam > 0) |
1103 | if (tmp->stats.dam > 0) |
1094 | { /* skill is a 'weapon' */ |
1104 | { /* skill is a 'weapon' */ |
1095 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1105 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1096 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1106 | weapon_speed = WEAPON_SPEED (tmp); |
1097 | |
1107 | |
1098 | if (weapon_speed < 0) |
1108 | if (weapon_speed < 0) |
1099 | weapon_speed = 0; |
1109 | weapon_speed = 0; |
1100 | |
1110 | |
1101 | weapon_weight = tmp->weight; |
1111 | weapon_weight = tmp->weight; |
… | |
… | |
1104 | if (tmp->magic) |
1114 | if (tmp->magic) |
1105 | stats.dam += tmp->magic; |
1115 | stats.dam += tmp->magic; |
1106 | } |
1116 | } |
1107 | |
1117 | |
1108 | if (tmp->stats.wc) |
1118 | if (tmp->stats.wc) |
1109 | wc -= (tmp->stats.wc + tmp->magic); |
1119 | wc -= tmp->stats.wc + tmp->magic; |
1110 | |
1120 | |
1111 | if (tmp->slaying != NULL) |
1121 | if (tmp->slaying) |
1112 | slaying = tmp->slaying; |
1122 | slaying = tmp->slaying; |
1113 | |
1123 | |
1114 | if (tmp->stats.ac) |
1124 | if (tmp->stats.ac) |
1115 | ac -= (tmp->stats.ac + tmp->magic); |
1125 | ac -= tmp->stats.ac + tmp->magic; |
1116 | |
1126 | |
1117 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1127 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1118 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1128 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1119 | |
1129 | |
1120 | if (type == PLAYER) |
1130 | if (type == PLAYER) |
|
|
1131 | { |
1121 | contr->ranges[range_skill] = this; |
1132 | contr->ranged_skill = this; |
|
|
1133 | contr->ranged_ob = tmp; |
|
|
1134 | } |
1122 | |
1135 | |
1123 | break; |
1136 | break; |
1124 | |
1137 | |
1125 | case SKILL_TOOL: |
1138 | case SKILL_TOOL: |
1126 | if (chosen_skill) |
1139 | if (chosen_skill) |
1127 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1140 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1128 | |
1141 | |
1129 | chosen_skill = tmp; |
1142 | chosen_skill = tmp; |
1130 | |
1143 | |
1131 | if (type == PLAYER) |
1144 | if (type == PLAYER) |
|
|
1145 | { |
1132 | contr->ranges[range_skill] = this; |
1146 | contr->ranged_skill = this; |
|
|
1147 | contr->ranged_ob = tmp; |
|
|
1148 | } |
1133 | break; |
1149 | break; |
1134 | |
1150 | |
1135 | case SHIELD: |
1151 | case SHIELD: |
1136 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1152 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | contr->encumbrance += (int) tmp->weight / 2000; |
1153 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1141 | case HELMET: |
1157 | case HELMET: |
1142 | case BOOTS: |
1158 | case BOOTS: |
1143 | case GLOVES: |
1159 | case GLOVES: |
1144 | case CLOAK: |
1160 | case CLOAK: |
1145 | if (tmp->stats.wc) |
1161 | if (tmp->stats.wc) |
1146 | wc -= (tmp->stats.wc + tmp->magic); |
1162 | wc -= tmp->stats.wc + tmp->magic; |
1147 | |
1163 | |
1148 | if (tmp->stats.dam) |
1164 | if (tmp->stats.dam) |
1149 | stats.dam += (tmp->stats.dam + tmp->magic); |
1165 | stats.dam += tmp->stats.dam + tmp->magic; |
1150 | |
1166 | |
1151 | if (tmp->stats.ac) |
1167 | if (tmp->stats.ac) |
1152 | ac -= (tmp->stats.ac + tmp->magic); |
1168 | ac -= tmp->stats.ac + tmp->magic; |
1153 | |
1169 | |
1154 | break; |
1170 | break; |
1155 | |
1171 | |
|
|
1172 | case BOW: |
1156 | case WEAPON: |
1173 | case WEAPON: |
|
|
1174 | if (type != PLAYER |
|
|
1175 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW ) |
|
|
1176 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON)) |
|
|
1177 | { |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
1178 | wc -= tmp->stats.wc + tmp->magic; |
1158 | |
1179 | |
1159 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1180 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1160 | ac -= tmp->stats.ac + tmp->magic; |
1181 | ac -= tmp->stats.ac + tmp->magic; |
1161 | |
1182 | |
1162 | stats.dam += (tmp->stats.dam + tmp->magic); |
1183 | stats.dam += tmp->stats.dam + tmp->magic; |
1163 | weapon_weight = tmp->weight; |
1184 | weapon_weight = tmp->weight; |
1164 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1185 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1165 | |
1186 | |
1166 | if (weapon_speed < 0) |
1187 | if (weapon_speed < 0) |
1167 | weapon_speed = 0; |
1188 | weapon_speed = 0; |
1168 | |
1189 | |
1169 | slaying = tmp->slaying; |
1190 | slaying = tmp->slaying; |
|
|
1191 | |
1170 | /* If there is desire that two handed weapons should do |
1192 | /* If there is desire that two handed weapons should do |
1171 | * extra strength damage, this is where the code should |
1193 | * extra strength damage, this is where the code should |
1172 | * go. |
1194 | * go. |
1173 | */ |
1195 | */ |
|
|
1196 | |
1174 | current_weapon = tmp; |
1197 | current_weapon = tmp; |
1175 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1198 | |
|
|
1199 | if (type == PLAYER) |
|
|
1200 | { |
|
|
1201 | contr->combat_ob = tmp; |
|
|
1202 | |
|
|
1203 | if (settings.spell_encumbrance) |
1176 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1204 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1205 | } |
|
|
1206 | } |
1177 | |
1207 | |
1178 | break; |
1208 | break; |
1179 | |
1209 | |
1180 | case ARMOUR: /* Only the best of these three are used: */ |
1210 | case ARMOUR: /* Only the best of these three are used: */ |
1181 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1211 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1182 | contr->encumbrance += (int) tmp->weight / 1000; |
1212 | contr->encumbrance += tmp->weight / 1000; |
1183 | |
1213 | |
1184 | case BRACERS: |
1214 | case BRACERS: |
1185 | case FORCE: |
1215 | case FORCE: |
1186 | if (tmp->stats.wc) |
1216 | if (tmp->stats.wc) |
1187 | { |
1217 | { |
… | |
… | |
1209 | wc -= (tmp->stats.wc + tmp->magic); |
1239 | wc -= (tmp->stats.wc + tmp->magic); |
1210 | |
1240 | |
1211 | if (tmp->stats.ac) |
1241 | if (tmp->stats.ac) |
1212 | ac -= (tmp->stats.ac + tmp->magic); |
1242 | ac -= (tmp->stats.ac + tmp->magic); |
1213 | |
1243 | |
1214 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1244 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1215 | max = ARMOUR_SPEED (tmp) / 10.0; |
1245 | max = ARMOUR_SPEED (tmp) / 10.f; |
1216 | |
1246 | |
1217 | break; |
1247 | break; |
1218 | } /* switch tmp->type */ |
1248 | } /* switch tmp->type */ |
1219 | } /* item is equipped */ |
1249 | } /* item is equipped */ |
1220 | } /* for loop of items */ |
1250 | } /* for loop of items */ |
… | |
… | |
1288 | |
1318 | |
1289 | if (mana_obj == this && type == PLAYER) |
1319 | if (mana_obj == this && type == PLAYER) |
1290 | stats.maxsp = 1; |
1320 | stats.maxsp = 1; |
1291 | else |
1321 | else |
1292 | { |
1322 | { |
1293 | sp_tmp = 0.0; |
1323 | sp_tmp = 0.f; |
1294 | |
1324 | |
1295 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1325 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1296 | { |
1326 | { |
1297 | float stmp; |
1327 | float stmp; |
1298 | |
1328 | |
1299 | /* Got some extra bonus at first level */ |
1329 | /* Got some extra bonus at first level */ |
1300 | if (i < 2) |
1330 | if (i < 2) |
1301 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1331 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1302 | else |
1332 | else |
1303 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1333 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1304 | |
1334 | |
1305 | if (stmp < 1.0) |
1335 | if (stmp < 1.f) |
1306 | stmp = 1.0; |
1336 | stmp = 1.f; |
1307 | |
1337 | |
1308 | sp_tmp += stmp; |
1338 | sp_tmp += stmp; |
1309 | } |
1339 | } |
1310 | |
1340 | |
1311 | stats.maxsp = (int) sp_tmp; |
1341 | stats.maxsp = (sint16)sp_tmp; |
1312 | |
1342 | |
1313 | for (i = 11; i <= mana_obj->level; i++) |
1343 | for (i = 11; i <= mana_obj->level; i++) |
1314 | stats.maxsp += 2; |
1344 | stats.maxsp += 2; |
1315 | } |
1345 | } |
1316 | /* Characters can get their sp supercharged via rune of transferrance */ |
1346 | /* Characters can get their sp supercharged via rune of transferrance */ |
… | |
… | |
1328 | /* store grace in a float - this way, the divisions below don't create |
1358 | /* store grace in a float - this way, the divisions below don't create |
1329 | * big jumps when you go from level to level - with int's, it then |
1359 | * big jumps when you go from level to level - with int's, it then |
1330 | * becomes big jumps when the sums of the bonuses jump to the next |
1360 | * becomes big jumps when the sums of the bonuses jump to the next |
1331 | * step of 8 - with floats, even fractional ones are useful. |
1361 | * step of 8 - with floats, even fractional ones are useful. |
1332 | */ |
1362 | */ |
1333 | sp_tmp = 0.0; |
1363 | sp_tmp = 0.f; |
1334 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1364 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1335 | { |
1365 | { |
1336 | float grace_tmp = 0.0; |
1366 | float grace_tmp = 0.f; |
1337 | |
1367 | |
1338 | /* Got some extra bonus at first level */ |
1368 | /* Got some extra bonus at first level */ |
1339 | if (i < 2) |
1369 | if (i < 2) |
1340 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1370 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1341 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1342 | else |
1371 | else |
1343 | grace_tmp = (float) contr->levgrace[i] |
|
|
1344 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1372 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1345 | |
1373 | |
1346 | if (grace_tmp < 1.0) |
1374 | if (grace_tmp < 1.f) |
1347 | grace_tmp = 1.0; |
1375 | grace_tmp = 1.f; |
1348 | |
1376 | |
1349 | sp_tmp += grace_tmp; |
1377 | sp_tmp += grace_tmp; |
1350 | } |
1378 | } |
1351 | |
1379 | |
1352 | stats.maxgrace = (int) sp_tmp; |
1380 | stats.maxgrace = (sint16)sp_tmp; |
1353 | |
1381 | |
1354 | /* two grace points per level after 11 */ |
1382 | /* two grace points per level after 11 */ |
1355 | for (i = 11; i <= grace_obj->level; i++) |
1383 | for (i = 11; i <= grace_obj->level; i++) |
1356 | stats.maxgrace += 2; |
1384 | stats.maxgrace += 2; |
1357 | } |
1385 | } |
… | |
… | |
1377 | * monster bonus the same as before. -b.t. |
1405 | * monster bonus the same as before. -b.t. |
1378 | */ |
1406 | */ |
1379 | |
1407 | |
1380 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1408 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1381 | { |
1409 | { |
1382 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1410 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1411 | |
1383 | for (i = 1; i < wc_obj->level; i++) |
1412 | for (i = 1; i < wc_obj->level; i++) |
1384 | { |
1413 | { |
1385 | /* addtional wc every 6 levels */ |
1414 | /* addtional wc every 6 levels */ |
1386 | if (!(i % 6)) |
1415 | if (!(i % 6)) |
1387 | wc--; |
1416 | wc--; |
|
|
1417 | |
1388 | /* addtional dam every 4 levels. */ |
1418 | /* addtional dam every 4 levels. */ |
1389 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1419 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1390 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1420 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1391 | } |
1421 | } |
1392 | } |
1422 | } |
1393 | else |
1423 | else |
1394 | wc -= (level + thaco_bonus[stats.Str]); |
1424 | wc -= level + thaco_bonus[stats.Str]; |
1395 | |
1425 | |
1396 | stats.dam += dam_bonus[stats.Str]; |
1426 | stats.dam += dam_bonus[stats.Str]; |
1397 | |
1427 | |
1398 | if (stats.dam < 1) |
1428 | if (stats.dam < 1) |
1399 | stats.dam = 1; |
1429 | stats.dam = 1; |
1400 | |
1430 | |
1401 | speed = 1.0 + speed_bonus[stats.Dex]; |
1431 | speed = 1.f + speed_bonus[stats.Dex]; |
1402 | |
1432 | |
1403 | if (settings.search_items && contr->search_str[0]) |
1433 | if (settings.search_items && contr->search_str[0]) |
1404 | speed -= 1; |
1434 | speed -= 1; |
1405 | |
1435 | |
1406 | if (attacktype == 0) |
1436 | if (attacktype == 0) |
1407 | attacktype = arch->clone.attacktype; |
1437 | attacktype = arch->clone.attacktype; |
1408 | |
1438 | |
1409 | } /* End if player */ |
1439 | } /* End if player */ |
1410 | |
1440 | |
1411 | if (added_speed >= 0) |
1441 | if (added_speed >= 0) |
1412 | speed += added_speed / 10.0; |
1442 | speed += added_speed / 10.f; |
1413 | else /* Something wrong here...: */ |
1443 | else /* Something wrong here...: */ |
1414 | speed /= (float) (1.0 - added_speed); |
1444 | speed /= 1.f - added_speed; |
1415 | |
1445 | |
1416 | /* Max is determined by armour */ |
1446 | /* Max is determined by armour */ |
1417 | if (speed > max) |
1447 | if (speed > max) |
1418 | speed = max; |
1448 | speed = max; |
1419 | |
1449 | |
… | |
… | |
1424 | * weight limit, then player suffers a speed reduction based on how |
1454 | * weight limit, then player suffers a speed reduction based on how |
1425 | * much above he is, and what is max carry is |
1455 | * much above he is, and what is max carry is |
1426 | */ |
1456 | */ |
1427 | f = (carrying / 1000) - max_carry[stats.Str]; |
1457 | f = (carrying / 1000) - max_carry[stats.Str]; |
1428 | if (f > 0) |
1458 | if (f > 0) |
1429 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1459 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1430 | } |
1460 | } |
1431 | |
1461 | |
1432 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1462 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1433 | |
1463 | |
1434 | /* Put a lower limit on speed. Note with this speed, you move once every |
1464 | /* Put a lower limit on speed. Note with this speed, you move once every |
1435 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1465 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1436 | */ |
1466 | */ |
1437 | speed = speed * speed_reduce_from_disease; |
1467 | speed = speed * speed_reduce_from_disease; |
1438 | |
1468 | |
1439 | if (speed < 0.01 && type == PLAYER) |
1469 | if (speed < 0.01f && type == PLAYER) |
1440 | speed = 0.01; |
1470 | speed = 0.01f; |
1441 | |
1471 | |
1442 | if (type == PLAYER) |
1472 | if (type == PLAYER) |
1443 | { |
1473 | { |
1444 | float M, W, s, D, K, S, M2; |
|
|
1445 | |
|
|
1446 | /* (This formula was made by vidarl@ifi.uio.no) |
1474 | /* (This formula was made by vidarl@ifi.uio.no) |
1447 | * Note that we never used these values again - basically |
1475 | * Note that we never used these values again - basically |
1448 | * all of these could be subbed into one big equation, but |
1476 | * all of these could be subbed into one big equation, but |
1449 | * that would just be a real pain to read. |
1477 | * that would just be a real pain to read. |
1450 | */ |
1478 | */ |
1451 | M = (max_carry[stats.Str] - 121) / 121.0; |
1479 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1452 | M2 = max_carry[stats.Str] / 100.0; |
1480 | float M2 = max_carry[stats.Str] / 100.f; |
1453 | W = weapon_weight / 20000.0; |
1481 | float W = weapon_weight / 20000.f; |
1454 | s = 2 - weapon_speed / 10.0; |
1482 | float s = 2 - weapon_speed / 10.f; |
1455 | D = (stats.Dex - 14) / 14.0; |
1483 | float D = (stats.Dex - 14) / 14.f; |
1456 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1484 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1485 | |
1457 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1486 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1487 | |
1458 | if (K <= 0) |
1488 | if (K <= 0.f) |
1459 | K = 0.01; |
1489 | K = 0.01f; |
|
|
1490 | |
1460 | S = speed / (K * s); |
1491 | float S = speed / (K * s); |
|
|
1492 | |
1461 | contr->weapon_sp = S; |
1493 | contr->weapon_sp = S; |
1462 | } |
1494 | } |
1463 | |
1495 | |
1464 | /* I want to limit the power of small monsters with big weapons: */ |
1496 | /* I want to limit the power of small monsters with big weapons: */ |
1465 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1497 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1466 | stats.dam = arch->clone.stats.dam * 3; |
1498 | stats.dam = arch->clone.stats.dam * 3; |
1467 | |
1499 | |
1468 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1500 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1469 | * should be more than enough - remember, AC is also in 8 bits, |
1501 | * should be more than enough - remember, AC is also in 8 bits, |
1470 | * so its value is the same. |
1502 | * so its value is the same. |
… | |
… | |
1492 | if (move_type == 0) |
1524 | if (move_type == 0) |
1493 | move_type = MOVE_WALK; |
1525 | move_type = MOVE_WALK; |
1494 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1526 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1495 | move_type &= ~MOVE_WALK; |
1527 | move_type &= ~MOVE_WALK; |
1496 | |
1528 | |
1497 | update_ob_speed (this); |
1529 | if (speed != old_speed) |
|
|
1530 | set_speed (speed); |
1498 | |
1531 | |
1499 | /* It is quite possible that a player's spell costing might have changed, |
1532 | /* It is quite possible that a player's spell costing might have changed, |
1500 | * so we will check that now. |
1533 | * so we will check that now. |
1501 | */ |
1534 | */ |
1502 | if (type == PLAYER) |
1535 | if (type == PLAYER) |
1503 | { |
1536 | { |
1504 | esrv_update_stats (contr); |
1537 | esrv_update_stats (contr); |
1505 | esrv_update_spells (contr); |
1538 | esrv_update_spells (contr); |
1506 | } |
1539 | } |
|
|
1540 | |
|
|
1541 | // update the mapspace, if we are on a map |
|
|
1542 | if (!flag [FLAG_REMOVED] && map) |
|
|
1543 | map->at (x, y).flags_ = 0; |
1507 | } |
1544 | } |
1508 | |
1545 | |
1509 | /* |
1546 | /* |
1510 | * Returns true if the given player is a legal class. |
1547 | * Returns true if the given player is a legal class. |
1511 | * The function to add and remove class-bonuses to the stats doesn't |
1548 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1514 | * false otherwise. |
1551 | * false otherwise. |
1515 | */ |
1552 | */ |
1516 | int |
1553 | int |
1517 | allowed_class (const object *op) |
1554 | allowed_class (const object *op) |
1518 | { |
1555 | { |
1519 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1556 | return op->stats.Dex > 0 |
1520 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1557 | && op->stats.Str > 0 |
|
|
1558 | && op->stats.Con > 0 |
|
|
1559 | && op->stats.Int > 0 |
|
|
1560 | && op->stats.Wis > 0 |
|
|
1561 | && op->stats.Pow > 0 |
|
|
1562 | && op->stats.Cha > 0; |
1521 | } |
1563 | } |
1522 | |
1564 | |
1523 | /* |
1565 | /* |
1524 | * set the new dragon name after gaining levels or |
1566 | * set the new dragon name after gaining levels or |
1525 | * changing ability focus (later this can be extended to |
1567 | * changing ability focus (later this can be extended to |
… | |
… | |
1596 | object *skin = NULL; /* pointer to dragon skin force */ |
1638 | object *skin = NULL; /* pointer to dragon skin force */ |
1597 | object *tmp = NULL; /* tmp. object */ |
1639 | object *tmp = NULL; /* tmp. object */ |
1598 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1640 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1599 | |
1641 | |
1600 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1642 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1643 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1644 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1645 | |
1601 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1646 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1602 | { |
|
|
1603 | if (tmp->type == FORCE) |
1647 | if (tmp->type == FORCE) |
1604 | { |
|
|
1605 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1648 | if (tmp->arch->name == dragon_ability_force) |
1606 | abil = tmp; |
1649 | abil = tmp; |
1607 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1650 | else if (tmp->arch->name == dragon_skin_force) |
1608 | skin = tmp; |
1651 | skin = tmp; |
1609 | } |
1652 | |
1610 | } |
|
|
1611 | /* if the force is missing -> bail out */ |
1653 | /* if the force is missing -> bail out */ |
1612 | if (abil == NULL) |
1654 | if (abil == NULL) |
1613 | return; |
1655 | return; |
1614 | |
1656 | |
1615 | /* The ability_force keeps track of maximum level ever achieved. |
1657 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1666 | */ |
1708 | */ |
1667 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1709 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1668 | skill_obj->stats.exp = 0; |
1710 | skill_obj->stats.exp = 0; |
1669 | skill_obj->level = 1; |
1711 | skill_obj->level = 1; |
1670 | insert_ob_in_ob (skill_obj, op); |
1712 | insert_ob_in_ob (skill_obj, op); |
|
|
1713 | |
1671 | if (op->contr) |
1714 | if (op->contr) |
1672 | { |
1715 | { |
1673 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1716 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1674 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1717 | if (op->contr->ns) |
|
|
1718 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1675 | } |
1719 | } |
|
|
1720 | |
1676 | return skill_obj; |
1721 | return skill_obj; |
1677 | } |
1722 | } |
1678 | |
1723 | |
1679 | |
1724 | |
1680 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1725 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1744 | sint64 |
1789 | sint64 |
1745 | level_exp (int level, double expmul) |
1790 | level_exp (int level, double expmul) |
1746 | { |
1791 | { |
1747 | if (level > settings.max_level) |
1792 | if (level > settings.max_level) |
1748 | return (sint64) (expmul * levels[settings.max_level]); |
1793 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1794 | |
1749 | return (sint64) (expmul * levels[level]); |
1795 | return (sint64) (expmul * levels[level]); |
1750 | } |
1796 | } |
1751 | |
1797 | |
1752 | /* |
1798 | /* |
1753 | * Ensure that the permanent experience requirements in an exp object are met. |
1799 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1935 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1981 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1936 | tmp->stats.exp -= del_exp; |
1982 | tmp->stats.exp -= del_exp; |
1937 | player_lvl_adj (op, tmp); |
1983 | player_lvl_adj (op, tmp); |
1938 | } |
1984 | } |
1939 | } |
1985 | } |
|
|
1986 | |
1940 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1987 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1941 | { |
1988 | { |
1942 | del_exp = check_exp_loss (op, exp); |
1989 | del_exp = check_exp_loss (op, exp); |
1943 | op->stats.exp -= del_exp; |
1990 | op->stats.exp -= del_exp; |
1944 | player_lvl_adj (op, NULL); |
1991 | player_lvl_adj (op, NULL); |
1945 | } |
1992 | } |
1946 | } |
1993 | } |
1947 | |
|
|
1948 | |
|
|
1949 | |
1994 | |
1950 | /* change_exp() - changes experience to a player/monster. This |
1995 | /* change_exp() - changes experience to a player/monster. This |
1951 | * does bounds checking to make sure we don't overflow the max exp. |
1996 | * does bounds checking to make sure we don't overflow the max exp. |
1952 | * |
1997 | * |
1953 | * The exp passed is typically not modified much by this function - |
1998 | * The exp passed is typically not modified much by this function - |
1954 | * it is assumed the caller has modified the exp as needed. |
1999 | * it is assumed the caller has modified the exp as needed. |
1955 | * skill_name is the skill that should get the exp added. |
2000 | * skill_name is the skill that should get the exp added. |
1956 | * flag is what to do if player doesn't have the skill. |
2001 | * flag is what to do if player doesn't have the skill. |
1957 | * these last two values are only used for players. |
2002 | * these last two values are only used for players. |
1958 | */ |
2003 | */ |
1959 | |
|
|
1960 | void |
2004 | void |
1961 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
2005 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1962 | { |
2006 | { |
1963 | |
|
|
1964 | #ifdef EXP_DEBUG |
2007 | #ifdef EXP_DEBUG |
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
2008 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1966 | #endif |
2009 | #endif |
1967 | |
2010 | |
1968 | /* safety */ |
2011 | /* safety */ |
… | |
… | |
2009 | else |
2052 | else |
2010 | /* note that when you lose exp, it doesn't go against |
2053 | /* note that when you lose exp, it doesn't go against |
2011 | * a particular skill, so we don't need to pass that |
2054 | * a particular skill, so we don't need to pass that |
2012 | * along. |
2055 | * along. |
2013 | */ |
2056 | */ |
2014 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2057 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2015 | |
|
|
2016 | } |
2058 | } |
2017 | } |
2059 | } |
2018 | |
2060 | |
2019 | /* Applies a death penalty experience, the size of this is defined by the |
2061 | /* Applies a death penalty experience, the size of this is defined by the |
2020 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2062 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2021 | * amount of permenent experience, whichever gives the lowest loss. |
2063 | * amount of permenent experience, whichever gives the lowest loss. |
2022 | */ |
2064 | */ |
2023 | |
|
|
2024 | void |
2065 | void |
2025 | apply_death_exp_penalty (object *op) |
2066 | apply_death_exp_penalty (object *op) |
2026 | { |
2067 | { |
2027 | object *tmp; |
2068 | object *tmp; |
2028 | sint64 loss; |
2069 | sint64 loss; |