1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
26 | |
26 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
158 | * -b.t. |
158 | * -b.t. |
159 | */ |
159 | */ |
160 | |
160 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
162 | |
162 | |
163 | #ifndef WIN32 |
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164 | extern uint64 *levels; |
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165 | #else |
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166 | extern sint64 *levels; |
163 | extern sint64 *levels; |
167 | #endif |
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168 | |
164 | |
169 | #define MAX_SAVE_LEVEL 110 |
165 | #define MAX_SAVE_LEVEL 110 |
170 | |
166 | |
171 | /* This no longer needs to be changed anytime the number of |
167 | /* This no longer needs to be changed anytime the number of |
172 | * levels is increased - rather, did_make_save will do the |
168 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
195 | static const char *const drain_msg[NUM_STATS] = { |
191 | static const char *const drain_msg[NUM_STATS] = { |
196 | "Oh no! You are weakened!", |
192 | "Oh no! You are weakened!", |
197 | "You're feeling clumsy!", |
193 | "You're feeling clumsy!", |
198 | "You feel less healthy", |
194 | "You feel less healthy", |
199 | "You suddenly begin to lose your memory!", |
195 | "You suddenly begin to lose your memory!", |
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196 | "Watch out, your mind is going!", |
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197 | "Your spirit feels drained!", |
200 | "Your face gets distorted!", |
198 | "Your face gets distorted!", |
201 | "Watch out, your mind is going!", |
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202 | "Your spirit feels drained!" |
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203 | }; |
199 | }; |
204 | const char *const restore_msg[NUM_STATS] = { |
200 | const char *const restore_msg[NUM_STATS] = { |
205 | "You feel your strength return.", |
201 | "You feel your strength return.", |
206 | "You feel your agility return.", |
202 | "You feel your agility return.", |
207 | "You feel your health return.", |
203 | "You feel your health return.", |
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204 | "You feel your memory return.", |
208 | "You feel your wisdom return.", |
205 | "You feel your wisdom return.", |
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206 | "You feel your spirits return.", |
209 | "You feel your charisma return.", |
207 | "You feel your charisma return.", |
210 | "You feel your memory return.", |
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211 | "You feel your spirits return." |
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212 | }; |
208 | }; |
213 | const char *const gain_msg[NUM_STATS] = { |
209 | const char *const gain_msg[NUM_STATS] = { |
214 | "You feel stronger.", |
210 | "You feel stronger.", |
215 | "You feel more agile.", |
211 | "You feel more agile.", |
216 | "You feel healthy.", |
212 | "You feel healthy.", |
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213 | "You feel smarter.", |
217 | "You feel wiser.", |
214 | "You feel wiser.", |
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215 | "You feel more potent.", |
218 | "You seem to look better.", |
216 | "You seem to look better.", |
219 | "You feel smarter.", |
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220 | "You feel more potent." |
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221 | }; |
217 | }; |
222 | const char *const lose_msg[NUM_STATS] = { |
218 | const char *const lose_msg[NUM_STATS] = { |
223 | "You feel weaker!", |
219 | "You feel weaker!", |
224 | "You feel clumsy!", |
220 | "You feel clumsy!", |
225 | "You feel less healthy!", |
221 | "You feel less healthy!", |
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222 | "You feel stupid!", |
226 | "You lose some of your memory!", |
223 | "You lose some of your memory!", |
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224 | "You feel less potent!", |
227 | "You look ugly!", |
225 | "You look ugly!", |
228 | "You feel stupid!", |
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229 | "You feel less potent!" |
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230 | }; |
226 | }; |
231 | |
227 | |
232 | const char *const statname[NUM_STATS] = { |
228 | const char *const statname[NUM_STATS] = { |
233 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
234 | }; |
230 | }; |
235 | |
231 | |
236 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
237 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
238 | }; |
234 | }; |
239 | |
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240 | /* |
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241 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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242 | * what attr is (STR to POW). |
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243 | */ |
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244 | |
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245 | void |
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246 | set_attr_value (living * stats, int attr, sint8 value) |
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247 | { |
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248 | switch (attr) |
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249 | { |
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250 | case STR: |
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251 | stats->Str = value; |
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252 | break; |
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253 | case DEX: |
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254 | stats->Dex = value; |
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255 | break; |
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256 | case CON: |
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257 | stats->Con = value; |
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258 | break; |
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259 | case WIS: |
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260 | stats->Wis = value; |
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261 | break; |
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262 | case POW: |
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263 | stats->Pow = value; |
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264 | break; |
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265 | case CHA: |
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266 | stats->Cha = value; |
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267 | break; |
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268 | case INT: |
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269 | stats->Int = value; |
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270 | break; |
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271 | } |
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272 | } |
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273 | |
235 | |
274 | /* |
236 | /* |
275 | * Like set_attr_value(), but instead the value (which can be negative) |
237 | * Like set_attr_value(), but instead the value (which can be negative) |
276 | * is added to the specified stat. |
238 | * is added to the specified stat. |
277 | */ |
239 | */ |
278 | |
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279 | void |
240 | void |
280 | change_attr_value (living * stats, int attr, sint8 value) |
241 | change_attr_value (living *stats, int attr, sint8 value) |
281 | { |
242 | { |
282 | if (value == 0) |
243 | stats->stat (attr) += value; |
283 | return; |
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284 | switch (attr) |
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285 | { |
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286 | case STR: |
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287 | stats->Str += value; |
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288 | break; |
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289 | case DEX: |
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290 | stats->Dex += value; |
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291 | break; |
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292 | case CON: |
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293 | stats->Con += value; |
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294 | break; |
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295 | case WIS: |
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296 | stats->Wis += value; |
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297 | break; |
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298 | case POW: |
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299 | stats->Pow += value; |
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300 | break; |
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301 | case CHA: |
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302 | stats->Cha += value; |
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303 | break; |
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304 | case INT: |
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305 | stats->Int += value; |
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306 | break; |
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307 | default: |
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308 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
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309 | } |
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310 | } |
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311 | |
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312 | /* |
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313 | * returns the specified stat. See also set_attr_value(). |
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314 | */ |
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315 | |
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316 | sint8 |
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317 | get_attr_value (const living * stats, int attr) |
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318 | { |
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319 | switch (attr) |
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320 | { |
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321 | case STR: |
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322 | return (stats->Str); |
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323 | case DEX: |
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324 | return (stats->Dex); |
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325 | case CON: |
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326 | return (stats->Con); |
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327 | case WIS: |
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328 | return (stats->Wis); |
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329 | case CHA: |
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330 | return (stats->Cha); |
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331 | case INT: |
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332 | return (stats->Int); |
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333 | case POW: |
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334 | return (stats->Pow); |
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335 | } |
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336 | return 0; |
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337 | } |
244 | } |
338 | |
245 | |
339 | /* |
246 | /* |
340 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
247 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
341 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
342 | */ |
249 | */ |
343 | |
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344 | void |
250 | void |
345 | check_stat_bounds (living * stats) |
251 | check_stat_bounds (living *stats) |
346 | { |
252 | { |
347 | int i, v; |
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348 | |
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349 | for (i = 0; i < NUM_STATS; i++) |
253 | for (int i = 0; i < NUM_STATS; i++) |
350 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
254 | { |
351 | set_attr_value (stats, i, MAX_STAT); |
255 | sint8 &v = stats->stat (i); |
352 | else if (v < MIN_STAT) |
256 | v = clamp (v, MIN_STAT, MAX_STAT); |
353 | set_attr_value (stats, i, MIN_STAT); |
257 | } |
354 | } |
258 | } |
355 | |
259 | |
356 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
260 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
357 | |
261 | |
358 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
367 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
368 | * the object. |
272 | * the object. |
369 | * It is the calling functions responsibilty to check to see if the object |
273 | * It is the calling functions responsibilty to check to see if the object |
370 | * can be applied or not. |
274 | * can be applied or not. |
371 | * The main purpose of calling this function is the messages that are |
275 | * The main purpose of calling this function is the messages that are |
372 | * displayed - fix_player should really always be called after this when |
276 | * displayed - update_stats should really always be called after this when |
373 | * removing an object - that is because it is impossible to know if some object |
277 | * removing an object - that is because it is impossible to know if some object |
374 | * is the only source of an attacktype or spell attunement, so this function |
278 | * is the only source of an attacktype or spell attunement, so this function |
375 | * will clear the bits, but the player may still have some other object |
279 | * will clear the bits, but the player may still have some other object |
376 | * that gives them that ability. |
280 | * that gives them that ability. |
377 | */ |
281 | */ |
378 | int |
282 | int |
379 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
380 | { |
284 | { |
381 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
382 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
383 | int potion_max = 0; |
287 | int potion_max = 0; |
384 | |
288 | |
385 | /* remember what object was like before it was changed. note that |
289 | /* remember what object was like before it was changed. note that |
386 | * refop is a local copy of op only to be used for detecting changes |
290 | * refop is a local copy of op only to be used for detecting changes |
387 | * found by fix_player. refop is not a real object |
291 | * found by update_stats. refop is not a real object |
388 | */ |
292 | */ |
389 | object_pod refop = *op; |
293 | object_copy refop = *op; |
390 | |
294 | |
391 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
392 | { |
296 | { |
393 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
394 | { |
298 | { |
395 | potion_max = 1; |
299 | potion_max = 1; |
396 | for (j = 0; j < NUM_STATS; j++) |
300 | for (int j = 0; j < NUM_STATS; j++) |
397 | { |
301 | { |
398 | int nstat, ostat; |
302 | int ostat = op->contr->orig_stats.stat (j); |
399 | |
303 | int i = tmp->stats.stat (j); |
400 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
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401 | i = get_attr_value (&(tmp->stats), j); |
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402 | |
304 | |
403 | /* nstat is what the stat will be after use of the potion */ |
305 | /* nstat is what the stat will be after use of the potion */ |
404 | nstat = flag * i + ostat; |
306 | int nstat = flag * i + ostat; |
405 | |
307 | |
406 | /* Do some bounds checking. While I don't think any |
308 | /* Do some bounds checking. While I don't think any |
407 | * potions do so right now, there is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
408 | * that adjust that stat by more than one point, so we need |
310 | * that adjust that stat by more than one point, so we need |
409 | * to allow for that. |
311 | * to allow for that. |
410 | */ |
312 | */ |
411 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
412 | nstat = 1; |
314 | nstat = 1; |
413 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
414 | { |
316 | nstat = 20 + op->arch->stats.stat (j); |
415 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | |
416 | } |
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417 | if (nstat != ostat) |
318 | if (nstat != ostat) |
418 | { |
319 | { |
419 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
320 | op->contr->orig_stats.stat (j) = nstat; |
420 | potion_max = 0; |
321 | potion_max = 0; |
421 | } |
322 | } |
422 | else if (i) |
323 | else if (i) |
423 | { |
324 | { |
424 | /* potion is useless - player has already hit the natural maximum */ |
325 | /* potion is useless - player has already hit the natural maximum */ |
425 | potion_max = 1; |
326 | potion_max = 1; |
426 | } |
327 | } |
427 | } |
328 | } |
|
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329 | |
428 | /* This section of code ups the characters normal stats also. I am not |
330 | /* This section of code ups the characters normal stats also. I am not |
429 | * sure if this is strictly necessary, being that fix_player probably |
331 | * sure if this is strictly necessary, being that fix_player probably |
430 | * recalculates this anyway. |
332 | * recalculates this anyway. |
431 | */ |
333 | */ |
432 | for (j = 0; j < NUM_STATS; j++) |
334 | for (int j = 0; j < NUM_STATS; j++) |
433 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
335 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
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336 | |
434 | check_stat_bounds (&(op->stats)); |
337 | check_stat_bounds (&op->stats); |
435 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
436 | } |
339 | } |
437 | |
340 | |
438 | /* reset attributes that fix_player doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
439 | * everything to set |
342 | * everything to set |
440 | */ |
343 | */ |
441 | if (flag == -1) |
344 | if (flag == -1) |
442 | { |
345 | { |
443 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
444 | op->path_attuned &= ~tmp->path_attuned; |
347 | op->path_attuned &= ~tmp->path_attuned; |
445 | op->path_repelled &= ~tmp->path_repelled; |
348 | op->path_repelled &= ~tmp->path_repelled; |
446 | op->path_denied &= ~tmp->path_denied; |
349 | op->path_denied &= ~tmp->path_denied; |
447 | /* Presuming here that creatures only have move_type, |
350 | /* Presuming here that creatures only have move_type, |
448 | * and not the other move_ fields. |
351 | * and not the other move_ fields. |
449 | */ |
352 | */ |
450 | op->move_type &= ~tmp->move_type; |
353 | op->move_type &= ~tmp->move_type; |
451 | } |
354 | } |
452 | |
355 | |
453 | /* call fix_player since op object could have whatever attribute due |
356 | /* call fix_player since op object could have whatever attribute due |
454 | * to multiple items. if fix_player always has to be called after |
357 | * to multiple items. if update_stats always has to be called after |
455 | * change_ability then might as well call it from here |
358 | * change_ability then might as well call it from here |
456 | */ |
359 | */ |
457 | fix_player (op); |
360 | op->update_stats (); |
458 | |
361 | |
459 | /* Fix player won't add the bows ability to the player, so don't |
362 | /* update_stats won't add the bows ability to the player, so don't |
460 | * print out message if this is a bow. |
363 | * print out message if this is a bow. |
461 | */ |
364 | */ |
462 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
365 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
463 | { |
366 | { |
464 | success = 1; |
367 | success = 1; |
465 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
368 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
466 | } |
369 | } |
|
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370 | |
467 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
371 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
468 | { |
372 | { |
469 | success = 1; |
373 | success = 1; |
470 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
374 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
471 | } |
375 | } |
|
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376 | |
472 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
377 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
473 | { |
378 | { |
474 | success = 1; |
379 | success = 1; |
475 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
380 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
476 | } |
381 | } |
|
|
382 | |
477 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
383 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
478 | { |
384 | { |
479 | success = 1; |
385 | success = 1; |
480 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
386 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
481 | } |
387 | } |
|
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388 | |
482 | /* movement type has changed. We don't care about cases where |
389 | /* movement type has changed. We don't care about cases where |
483 | * user has multiple items giving the same type appled like we |
390 | * user has multiple items giving the same type appled like we |
484 | * used to - that is more work than what we gain, plus messages |
391 | * used to - that is more work than what we gain, plus messages |
485 | * can be misleading (a little higher could be miscontrued from |
392 | * can be misleading (a little higher could be miscontrued from |
486 | * from fly high) |
393 | * from fly high) |
… | |
… | |
500 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
501 | { |
408 | { |
502 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* double conditional - second case covers if you have move_fly_low - |
503 | * in that case, you don't actually land |
410 | * in that case, you don't actually land |
504 | */ |
411 | */ |
505 | DIFF_MSG (flag, "You soar into the air air!.", |
412 | DIFF_MSG (flag, "You soar into the air!", |
506 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
507 | } |
414 | } |
|
|
415 | |
508 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
509 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
510 | |
418 | |
511 | /* Changing move status may mean you are affected by things you weren't before */ |
419 | /* Changing move status may mean you are affected by things you weren't before */ |
512 | check_move_on (op, op); |
420 | check_move_on (op, op); |
513 | } |
421 | } |
514 | |
422 | |
515 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
516 | * originally undead may change their status |
424 | * originally undead may change their status |
517 | */ |
425 | */ |
518 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
519 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
520 | { |
428 | { |
521 | success = 1; |
429 | success = 1; |
522 | if (flag > 0) |
430 | if (flag > 0) |
523 | { |
431 | { |
524 | op->race = "undead"; |
432 | op->race = "undead"; |
525 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
433 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
526 | } |
434 | } |
527 | else |
435 | else |
528 | { |
436 | { |
529 | op->race = op->arch->clone.race; |
437 | op->race = op->arch->race; |
530 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
531 | } |
439 | } |
532 | } |
440 | } |
533 | |
441 | |
534 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
535 | { |
443 | { |
536 | success = 1; |
444 | success = 1; |
537 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
538 | } |
446 | } |
|
|
447 | |
539 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
448 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
540 | { |
449 | { |
541 | success = 1; |
450 | success = 1; |
542 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
543 | } |
452 | } |
|
|
453 | |
544 | /* blinded you can tell if more blinded since blinded player has minimal |
454 | /* blinded you can tell if more blinded since blinded player has minimal |
545 | * vision |
455 | * vision |
546 | */ |
456 | */ |
547 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
548 | { |
458 | { |
… | |
… | |
638 | success = 1; |
548 | success = 1; |
639 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
640 | } |
550 | } |
641 | |
551 | |
642 | /* Messages for changed resistance */ |
552 | /* Messages for changed resistance */ |
643 | for (i = 0; i < NROFATTACKS; i++) |
553 | for (int i = 0; i < NROFATTACKS; i++) |
644 | { |
554 | { |
645 | if (i == ATNR_PHYSICAL) |
555 | if (i == ATNR_PHYSICAL) |
646 | continue; /* Don't display about armour */ |
556 | continue; /* Don't display about armour */ |
647 | |
557 | |
648 | if (op->resist[i] != refop.resist[i]) |
558 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
655 | |
565 | |
656 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
657 | } |
567 | } |
658 | } |
568 | } |
659 | |
569 | |
660 | if (tmp->type != EXPERIENCE && !potion_max) |
570 | if (!potion_max) |
661 | { |
571 | { |
662 | for (j = 0; j < NUM_STATS; j++) |
572 | for (int j = 0; j < NUM_STATS; j++) |
663 | { |
573 | { |
664 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
574 | if (int i = tmp->stats.stat (j)) |
665 | { |
575 | { |
666 | success = 1; |
576 | success = 1; |
667 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
668 | } |
578 | } |
669 | } |
579 | } |
670 | } |
580 | } |
|
|
581 | |
671 | return success; |
582 | return success; |
672 | } |
583 | } |
673 | |
584 | |
674 | /* |
585 | /* |
675 | * Stat draining by Vick 930307 |
586 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
587 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
588 | */ |
678 | |
|
|
679 | void |
589 | void |
680 | drain_stat (object *op) |
590 | object::drain_stat () |
681 | { |
591 | { |
682 | drain_specific_stat (op, RANDOM () % NUM_STATS); |
592 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
593 | } |
684 | |
594 | |
685 | void |
595 | void |
686 | drain_specific_stat (object *op, int deplete_stats) |
596 | object::drain_specific_stat (int deplete_stats) |
687 | { |
597 | { |
688 | object *tmp; |
598 | object *tmp; |
689 | archetype *at; |
599 | archetype *at; |
690 | |
600 | |
691 | at = archetype::find (ARCH_DEPLETION); |
601 | at = archetype::find (ARCH_DEPLETION); |
… | |
… | |
694 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
604 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
695 | return; |
605 | return; |
696 | } |
606 | } |
697 | else |
607 | else |
698 | { |
608 | { |
699 | tmp = present_arch_in_ob (at, op); |
609 | tmp = present_arch_in_ob (at, this); |
|
|
610 | |
700 | if (!tmp) |
611 | if (!tmp) |
701 | { |
612 | { |
702 | tmp = arch_to_object (at); |
613 | tmp = arch_to_object (at); |
703 | tmp = insert_ob_in_ob (tmp, op); |
614 | tmp = insert_ob_in_ob (tmp, this); |
704 | SET_FLAG (tmp, FLAG_APPLIED); |
615 | SET_FLAG (tmp, FLAG_APPLIED); |
705 | } |
616 | } |
706 | } |
617 | } |
707 | |
618 | |
708 | new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); |
619 | new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); |
709 | change_attr_value (&tmp->stats, deplete_stats, -1); |
620 | change_attr_value (&tmp->stats, deplete_stats, -1); |
710 | fix_player (op); |
621 | update_stats (); |
711 | } |
622 | } |
712 | |
623 | |
713 | /* |
624 | /* |
714 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
625 | * A value of 0 indicates timeout, otherwise change the luck of the object. |
715 | * via an applied bad_luck object. |
626 | * via an applied bad_luck object. |
716 | */ |
627 | */ |
717 | |
|
|
718 | void |
628 | void |
719 | change_luck (object *op, int value) |
629 | object::change_luck (int value) |
720 | { |
630 | { |
721 | object *tmp; |
|
|
722 | archetype *at; |
|
|
723 | int new_luck; |
|
|
724 | |
|
|
725 | at = archetype::find ("luck"); |
631 | archetype *at = archetype::find ("luck"); |
726 | if (!at) |
632 | if (!at) |
727 | LOG (llevError, "Couldn't find archetype luck.\n"); |
633 | LOG (llevError, "Couldn't find archetype luck.\n"); |
728 | else |
634 | else |
729 | { |
635 | { |
730 | tmp = present_arch_in_ob (at, op); |
636 | object *tmp = present_arch_in_ob (at, this); |
|
|
637 | |
731 | if (!tmp) |
638 | if (!tmp) |
732 | { |
639 | { |
733 | if (!value) |
640 | if (!value) |
734 | return; |
641 | return; |
|
|
642 | |
735 | tmp = arch_to_object (at); |
643 | tmp = arch_to_object (at); |
736 | tmp = insert_ob_in_ob (tmp, op); |
644 | tmp = insert_ob_in_ob (tmp, this); |
737 | SET_FLAG (tmp, FLAG_APPLIED); |
645 | SET_FLAG (tmp, FLAG_APPLIED); |
738 | } |
646 | } |
|
|
647 | |
739 | if (value) |
648 | if (value) |
740 | { |
649 | { |
741 | /* Limit the luck value of the bad luck object to +/-100. This |
650 | /* Limit the luck value of the bad luck object to +/-100. This |
742 | * (arbitrary) value prevents overflows (both in the bad luck object and |
651 | * (arbitrary) value prevents overflows (both in the bad luck object and |
743 | * in op itself). |
652 | * in op itself). |
744 | */ |
653 | */ |
745 | new_luck = tmp->stats.luck + value; |
654 | int new_luck = tmp->stats.luck + value; |
|
|
655 | |
746 | if (new_luck >= -100 && new_luck <= 100) |
656 | if (new_luck >= -100 && new_luck <= 100) |
747 | { |
657 | { |
748 | op->stats.luck += value; |
658 | stats.luck += value; |
749 | tmp->stats.luck = new_luck; |
659 | tmp->stats.luck = new_luck; |
750 | } |
660 | } |
751 | } |
661 | } |
752 | else |
662 | else |
753 | { |
663 | { |
754 | if (!tmp->stats.luck) |
664 | if (!tmp->stats.luck) |
755 | { |
|
|
756 | return; |
665 | return; |
757 | } |
666 | |
758 | /* Randomly change the players luck. Basically, we move it |
667 | /* Randomly change the players luck. Basically, we move it |
759 | * back neutral (if greater>0, subtract, otherwise add) |
668 | * back neutral (if greater>0, subtract, otherwise add) |
760 | */ |
669 | */ |
761 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
670 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
762 | { |
671 | { |
763 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
672 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
764 | |
673 | |
765 | op->stats.luck += diff; |
674 | stats.luck += diff; |
766 | tmp->stats.luck += diff; |
675 | tmp->stats.luck += diff; |
767 | } |
676 | } |
768 | } |
677 | } |
769 | } |
678 | } |
770 | } |
679 | } |
771 | |
680 | |
772 | /* |
681 | /* |
773 | * Subtracts stat-bonuses given by the class which the player has chosen. |
682 | * Subtracts stat-bonuses given by the class which the player has chosen. |
774 | */ |
683 | */ |
775 | |
|
|
776 | void |
684 | void |
777 | remove_statbonus (object *op) |
685 | object::remove_statbonus () |
778 | { |
686 | { |
779 | op->stats.Str -= op->arch->clone.stats.Str; |
687 | for (int i = 0; i < NUM_STATS; ++i) |
780 | op->stats.Dex -= op->arch->clone.stats.Dex; |
688 | { |
781 | op->stats.Con -= op->arch->clone.stats.Con; |
689 | sint8 v = arch->stats.stat (i); |
782 | op->stats.Wis -= op->arch->clone.stats.Wis; |
690 | stats.stat (i) -= v; |
783 | op->stats.Pow -= op->arch->clone.stats.Pow; |
691 | contr->orig_stats.stat (i) -= v; |
784 | op->stats.Cha -= op->arch->clone.stats.Cha; |
692 | } |
785 | op->stats.Int -= op->arch->clone.stats.Int; |
|
|
786 | op->contr->orig_stats.Str -= op->arch->clone.stats.Str; |
|
|
787 | op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; |
|
|
788 | op->contr->orig_stats.Con -= op->arch->clone.stats.Con; |
|
|
789 | op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; |
|
|
790 | op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; |
|
|
791 | op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; |
|
|
792 | op->contr->orig_stats.Int -= op->arch->clone.stats.Int; |
|
|
793 | } |
693 | } |
794 | |
694 | |
795 | /* |
695 | /* |
796 | * Adds stat-bonuses given by the class which the player has chosen. |
696 | * Adds stat-bonuses given by the class which the player has chosen. |
797 | */ |
697 | */ |
798 | |
|
|
799 | void |
698 | void |
800 | add_statbonus (object *op) |
699 | object::add_statbonus () |
801 | { |
700 | { |
802 | op->stats.Str += op->arch->clone.stats.Str; |
701 | for (int i = 0; i < NUM_STATS; ++i) |
803 | op->stats.Dex += op->arch->clone.stats.Dex; |
702 | { |
804 | op->stats.Con += op->arch->clone.stats.Con; |
703 | sint8 v = arch->stats.stat (i); |
805 | op->stats.Wis += op->arch->clone.stats.Wis; |
704 | stats.stat (i) += v; |
806 | op->stats.Pow += op->arch->clone.stats.Pow; |
705 | contr->orig_stats.stat (i) += v; |
807 | op->stats.Cha += op->arch->clone.stats.Cha; |
706 | } |
808 | op->stats.Int += op->arch->clone.stats.Int; |
|
|
809 | op->contr->orig_stats.Str += op->arch->clone.stats.Str; |
|
|
810 | op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; |
|
|
811 | op->contr->orig_stats.Con += op->arch->clone.stats.Con; |
|
|
812 | op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; |
|
|
813 | op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; |
|
|
814 | op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; |
|
|
815 | op->contr->orig_stats.Int += op->arch->clone.stats.Int; |
|
|
816 | } |
707 | } |
817 | |
708 | |
818 | /* |
709 | /* |
819 | * Updates all abilities given by applied objects in the inventory |
710 | * Updates all abilities given by applied objects in the inventory |
820 | * of the given object. Note: This function works for both monsters |
711 | * of the given object. Note: This function works for both monsters |
821 | * and players; the "player" in the name is purely an archaic inheritance. |
712 | * and players; the "player" in the name is purely an archaic inheritance. |
822 | * This functions starts from base values (archetype or player object) |
713 | * This functions starts from base values (archetype or player object) |
823 | * and then adjusts them according to what the player has equipped. |
714 | * and then adjusts them according to what the player has equipped. |
824 | */ |
715 | * |
825 | |
|
|
826 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
716 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
827 | spell system split, grace points now added to system --peterm |
717 | * spell system split, grace points now added to system --peterm |
828 | */ |
718 | */ |
829 | |
|
|
830 | void |
719 | void |
831 | fix_player (object *op) |
720 | object::update_stats () |
832 | { |
721 | { |
833 | int i, j; |
722 | int i, j; |
834 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
723 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
835 | int weapon_weight = 0, weapon_speed = 0; |
724 | int weapon_weight = 0, weapon_speed = 0; |
836 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
837 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
838 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
|
|
728 | float old_speed = speed; |
839 | |
729 | |
840 | /* First task is to clear all the values back to their original values */ |
730 | /* First task is to clear all the values back to their original values */ |
841 | if (op->type == PLAYER) |
731 | if (type == PLAYER) |
842 | { |
732 | { |
843 | for (i = 0; i < NUM_STATS; i++) |
733 | for (i = 0; i < NUM_STATS; i++) |
844 | { |
734 | stats.stat (i) = contr->orig_stats.stat (i); |
845 | set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); |
735 | |
846 | } |
|
|
847 | if (settings.spell_encumbrance == TRUE) |
736 | if (settings.spell_encumbrance == TRUE) |
848 | op->contr->encumbrance = 0; |
737 | contr->encumbrance = 0; |
849 | |
738 | |
850 | op->attacktype = 0; |
739 | attacktype = 0; |
|
|
740 | |
851 | op->contr->digestion = 0; |
741 | contr->digestion = 0; |
852 | op->contr->gen_hp = 0; |
742 | contr->gen_hp = 0; |
853 | op->contr->gen_sp = 0; |
743 | contr->gen_sp = 0; |
854 | op->contr->gen_grace = 0; |
744 | contr->gen_grace = 0; |
855 | op->contr->gen_sp_armour = 10; |
745 | contr->gen_sp_armour = 10; |
856 | op->contr->item_power = 0; |
746 | contr->item_power = 0; |
857 | |
|
|
858 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
859 | * gets reset for no good reason, and we don't want to reset |
|
|
860 | * range_magic (what spell is readied). These three below |
|
|
861 | * well get filled in based on what the player has equipped. |
|
|
862 | */ |
|
|
863 | op->contr->ranges[range_bow] = NULL; |
|
|
864 | op->contr->ranges[range_misc] = NULL; |
|
|
865 | op->contr->ranges[range_skill] = NULL; |
|
|
866 | } |
747 | } |
867 | memcpy (op->body_used, op->body_info, sizeof (op->body_info)); |
|
|
868 | |
748 | |
|
|
749 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
750 | slot[i].used = slot[i].info; |
|
|
751 | |
869 | op->slaying = 0; |
752 | slaying = 0; |
870 | |
753 | |
871 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
754 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
872 | { |
755 | { |
873 | CLEAR_FLAG (op, FLAG_XRAYS); |
756 | CLEAR_FLAG (this, FLAG_XRAYS); |
874 | CLEAR_FLAG (op, FLAG_MAKE_INVIS); |
757 | CLEAR_FLAG (this, FLAG_MAKE_INVIS); |
875 | } |
758 | } |
876 | |
759 | |
877 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
760 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
878 | CLEAR_FLAG (op, FLAG_STEALTH); |
761 | CLEAR_FLAG (this, FLAG_STEALTH); |
879 | CLEAR_FLAG (op, FLAG_BLIND); |
762 | CLEAR_FLAG (this, FLAG_BLIND); |
880 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) |
|
|
881 | CLEAR_FLAG (op, FLAG_REFL_SPELL); |
|
|
882 | if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) |
|
|
883 | CLEAR_FLAG (op, FLAG_REFL_MISSILE); |
|
|
884 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
885 | CLEAR_FLAG (op, FLAG_UNDEAD); |
|
|
886 | if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) |
|
|
887 | CLEAR_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
888 | |
763 | |
889 | op->path_attuned = op->arch->clone.path_attuned; |
764 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
890 | op->path_repelled = op->arch->clone.path_repelled; |
765 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
891 | op->path_denied = op->arch->clone.path_denied; |
766 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
892 | op->glow_radius = op->arch->clone.glow_radius; |
767 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
893 | op->move_type = op->arch->clone.move_type; |
768 | |
|
|
769 | path_attuned = arch->path_attuned; |
|
|
770 | path_repelled = arch->path_repelled; |
|
|
771 | path_denied = arch->path_denied; |
|
|
772 | glow_radius = arch->glow_radius; |
|
|
773 | move_type = arch->move_type; |
|
|
774 | |
894 | op->chosen_skill = NULL; |
775 | chosen_skill = 0; |
895 | |
776 | |
896 | /* initializing resistances from the values in player/monster's |
777 | /* initializing resistances from the values in player/monster's |
897 | * archetype clone |
778 | * archetype clone |
898 | */ |
779 | */ |
899 | memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); |
780 | memcpy (&resist, &arch->resist, sizeof (resist)); |
900 | |
781 | |
901 | for (i = 0; i < NROFATTACKS; i++) |
782 | for (i = 0; i < NROFATTACKS; i++) |
902 | { |
783 | { |
903 | if (op->resist[i] > 0) |
784 | if (resist[i] > 0) |
904 | prot[i] = op->resist[i], vuln[i] = 0; |
785 | prot[i] = resist[i], vuln[i] = 0; |
905 | else |
786 | else |
906 | vuln[i] = -(op->resist[i]), prot[i] = 0; |
787 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
788 | |
907 | potion_resist[i] = 0; |
789 | potion_resist[i] = 0; |
908 | } |
790 | } |
909 | |
791 | |
910 | wc = op->arch->clone.stats.wc; |
792 | wc = arch->stats.wc; |
911 | op->stats.dam = op->arch->clone.stats.dam; |
793 | stats.dam = arch->stats.dam; |
912 | |
794 | |
913 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
795 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
914 | * plus a small amount of physical resist, those poor suckers. ;) |
796 | * plus a small amount of physical resist, those poor suckers. ;) |
915 | * the fact that maxlevel is factored in could be considered sort of bogus - |
797 | * the fact that maxlevel is factored in could be considered sort of bogus - |
916 | * we should probably give them some bonus and cap it off - otherwise, |
798 | * we should probably give them some bonus and cap it off - otherwise, |
917 | * basically, if a server updates its max level, these playes may find |
799 | * basically, if a server updates its max level, these playes may find |
918 | * that their protection from physical goes down |
800 | * that their protection from physical goes down |
919 | */ |
801 | */ |
920 | if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
921 | { |
803 | { |
922 | ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
923 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; |
805 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
924 | } |
806 | } |
925 | else |
807 | else |
926 | ac = op->arch->clone.stats.ac; |
808 | ac = arch->stats.ac; |
927 | |
809 | |
928 | op->stats.luck = op->arch->clone.stats.luck; |
810 | stats.luck = arch->stats.luck; |
929 | op->speed = op->arch->clone.speed; |
811 | speed = arch->speed; |
930 | |
812 | |
931 | /* OK - we've reset most all the objects attributes to sane values. |
813 | /* OK - we've reset most all the objects attributes to sane values. |
932 | * now go through and make adjustments for what the player has equipped. |
814 | * now go through and make adjustments for what the player has equipped. |
933 | */ |
815 | */ |
934 | |
|
|
935 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
816 | for (tmp = inv; tmp; tmp = tmp->below) |
936 | { |
817 | { |
|
|
818 | /* This happens because apply_potion calls change_abil with the potion |
|
|
819 | * applied so we can tell the player what changed. But change_abil |
|
|
820 | * then calls this function. |
|
|
821 | */ |
|
|
822 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
823 | continue; |
|
|
824 | |
937 | /* See note in map.c:update_position about making this additive |
825 | /* See note in map.c:update_position about making this additive |
938 | * since light sources are never applied, need to put check here. |
826 | * since light sources are never applied, need to put check here. |
939 | */ |
827 | */ |
940 | if (tmp->glow_radius > op->glow_radius) |
828 | if (tmp->glow_radius > glow_radius) |
941 | op->glow_radius = tmp->glow_radius; |
829 | glow_radius = tmp->glow_radius; |
942 | |
|
|
943 | /* This happens because apply_potion calls change_abil with the potion |
|
|
944 | * applied so we can tell the player what chagned. But change_abil |
|
|
945 | * then calls this function. |
|
|
946 | */ |
|
|
947 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
|
|
948 | { |
|
|
949 | continue; |
|
|
950 | } |
|
|
951 | |
830 | |
952 | /* For some things, we don't care what is equipped */ |
831 | /* For some things, we don't care what is equipped */ |
953 | if (tmp->type == SKILL) |
832 | if (tmp->type == SKILL) |
954 | { |
833 | { |
955 | /* Want to take the highest skill here. */ |
834 | /* Want to take the highest skill here. */ |
… | |
… | |
958 | if (!mana_obj) |
837 | if (!mana_obj) |
959 | mana_obj = tmp; |
838 | mana_obj = tmp; |
960 | else if (tmp->level > mana_obj->level) |
839 | else if (tmp->level > mana_obj->level) |
961 | mana_obj = tmp; |
840 | mana_obj = tmp; |
962 | } |
841 | } |
|
|
842 | |
963 | if (IS_GRACE_SKILL (tmp->subtype)) |
843 | if (IS_GRACE_SKILL (tmp->subtype)) |
964 | { |
844 | { |
965 | if (!grace_obj) |
845 | if (!grace_obj) |
966 | grace_obj = tmp; |
846 | grace_obj = tmp; |
967 | else if (tmp->level > grace_obj->level) |
847 | else if (tmp->level > grace_obj->level) |
… | |
… | |
976 | * in the praying skill, and the player should always get those. |
856 | * in the praying skill, and the player should always get those. |
977 | * It also means we need to put in additional checks for applied below, |
857 | * It also means we need to put in additional checks for applied below, |
978 | * because the skill shouldn't count against body positions being used |
858 | * because the skill shouldn't count against body positions being used |
979 | * up, etc. |
859 | * up, etc. |
980 | */ |
860 | */ |
981 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
861 | if ((tmp->flag [FLAG_APPLIED] |
|
|
862 | && tmp->type != CONTAINER |
|
|
863 | && tmp->type != CLOSE_CON) |
|
|
864 | || (tmp->type == SKILL |
982 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
865 | && tmp->subtype == SK_PRAYING)) |
983 | { |
866 | { |
984 | if (op->type == PLAYER) |
867 | if (type == PLAYER) |
985 | { |
868 | { |
986 | if (tmp->type == BOW) |
869 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
987 | op->contr->ranges[range_bow] = tmp; |
870 | if (tmp != current_weapon |
988 | |
871 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
989 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
872 | && !tmp->flag [FLAG_CURSED] |
990 | op->contr->ranges[range_misc] = tmp; |
873 | && !tmp->flag [FLAG_DAMNED]) |
|
|
874 | continue; |
991 | |
875 | |
992 | for (i = 0; i < NUM_STATS; i++) |
876 | for (i = 0; i < NUM_STATS; i++) |
993 | change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); |
877 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
994 | |
878 | |
995 | /* these are the items that currently can change digestion, regeneration, |
879 | /* These are the items that currently can change digestion, regeneration, |
996 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
880 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
997 | * list, but other items store other info into stats array. |
881 | * list, but other items store other info into stats array. |
998 | */ |
882 | */ |
999 | if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || |
883 | if (tmp->type == WEAPON || tmp->type == BOW || |
1000 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
884 | tmp->type == ARMOUR || tmp->type == HELMET || |
1001 | (tmp->type == SHIELD) || (tmp->type == RING) || |
885 | tmp->type == SHIELD || tmp->type == RING || |
1002 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
886 | tmp->type == BOOTS || tmp->type == GLOVES || |
1003 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
887 | tmp->type == AMULET || tmp->type == GIRDLE || |
1004 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) |
888 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
889 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
890 | tmp->type == SKILL) |
1005 | { |
891 | { |
1006 | op->contr->digestion += tmp->stats.food; |
892 | contr->digestion += tmp->stats.food; |
1007 | op->contr->gen_hp += tmp->stats.hp; |
893 | contr->gen_hp += tmp->stats.hp; |
1008 | op->contr->gen_sp += tmp->stats.sp; |
894 | contr->gen_sp += tmp->stats.sp; |
1009 | op->contr->gen_grace += tmp->stats.grace; |
895 | contr->gen_grace += tmp->stats.grace; |
1010 | op->contr->gen_sp_armour += tmp->gen_sp_armour; |
896 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1011 | op->contr->item_power += tmp->item_power; |
897 | contr->item_power += tmp->item_power; |
1012 | } |
898 | } |
1013 | } /* if this is a player */ |
899 | } /* if this is a player */ |
|
|
900 | else |
|
|
901 | { |
|
|
902 | if (tmp->type == WEAPON) |
|
|
903 | current_weapon = tmp; |
|
|
904 | } |
1014 | |
905 | |
1015 | /* Update slots used for items */ |
906 | /* Update slots used for items */ |
1016 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
907 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1017 | { |
|
|
1018 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
908 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1019 | op->body_used[i] += tmp->body_info[i]; |
909 | slot[i].used += tmp->slot[i].info; |
1020 | } |
|
|
1021 | |
910 | |
1022 | if (tmp->type == SYMPTOM) |
911 | if (tmp->type == SYMPTOM) |
1023 | { |
912 | { |
1024 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
913 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
914 | |
1025 | if (speed_reduce_from_disease == 0) |
915 | if (speed_reduce_from_disease == 0) |
1026 | speed_reduce_from_disease = 1; |
916 | speed_reduce_from_disease = 1; |
1027 | } |
917 | } |
1028 | |
918 | |
1029 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
919 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1030 | * (Negative protections are calculated extactly like positive.) |
920 | * (Negative protections are calculated exactly like positive.) |
1031 | * Resistance from potions are treated special as well. If there's |
921 | * Resistance from potions are treated special as well. If there's |
1032 | * more than one potion-effect, the bigger prot.-value is taken. |
922 | * more than one potion-effect, the bigger prot.-value is taken. |
1033 | */ |
923 | */ |
1034 | if (tmp->type != POTION) |
924 | if (tmp->type != POTION) |
1035 | { |
925 | { |
1036 | for (i = 0; i < NROFATTACKS; i++) |
926 | for (i = 0; i < NROFATTACKS; i++) |
1037 | { |
927 | { |
1038 | /* Potential for cursed potions, in which case we just can use |
928 | /* Potential for cursed potions, in which case we just can use |
1039 | * a straight MAX, as potion_resist is initialized to zero. |
929 | * a straight MAX, as potion_resist is initialised to zero. |
1040 | */ |
930 | */ |
1041 | if (tmp->type == POTION_EFFECT) |
931 | if (tmp->type == POTION_EFFECT) |
1042 | { |
932 | { |
1043 | if (potion_resist[i]) |
933 | if (potion_resist[i]) |
1044 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
934 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1045 | else |
935 | else |
1046 | potion_resist[i] = tmp->resist[i]; |
936 | potion_resist[i] = tmp->resist[i]; |
1047 | } |
937 | } |
1048 | else if (tmp->resist[i] > 0) |
938 | else if (tmp->resist[i] > 0) |
1049 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
939 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1050 | else if (tmp->resist[i] < 0) |
940 | else if (tmp->resist[i] < 0) |
1051 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
941 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1052 | } |
942 | } |
1053 | } |
943 | } |
1054 | |
944 | |
1055 | /* There may be other things that should not adjust the attacktype */ |
945 | /* There may be other things that should not adjust the attacktype */ |
1056 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
946 | if (tmp->type != SYMPTOM) |
|
|
947 | { |
1057 | op->attacktype |= tmp->attacktype; |
948 | attacktype |= tmp->attacktype; |
1058 | |
|
|
1059 | op->path_attuned |= tmp->path_attuned; |
949 | path_attuned |= tmp->path_attuned; |
1060 | op->path_repelled |= tmp->path_repelled; |
950 | path_repelled |= tmp->path_repelled; |
1061 | op->path_denied |= tmp->path_denied; |
951 | path_denied |= tmp->path_denied; |
|
|
952 | move_type |= tmp->move_type; |
1062 | op->stats.luck += tmp->stats.luck; |
953 | stats.luck += tmp->stats.luck; |
1063 | op->move_type |= tmp->move_type; |
954 | } |
1064 | |
955 | |
1065 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
956 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1066 | SET_FLAG (op, FLAG_LIFESAVE); |
957 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1067 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) |
958 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1068 | SET_FLAG (op, FLAG_REFL_SPELL); |
959 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1069 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) |
960 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
1070 | SET_FLAG (op, FLAG_REFL_MISSILE); |
961 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
1071 | if (QUERY_FLAG (tmp, FLAG_STEALTH)) |
962 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
1072 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1073 | if (QUERY_FLAG (tmp, FLAG_XRAYS)) |
|
|
1074 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1075 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
|
|
1076 | SET_FLAG (op, FLAG_BLIND); |
|
|
1077 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) |
|
|
1078 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1079 | |
963 | |
1080 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
964 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1081 | SET_FLAG (op, FLAG_UNDEAD); |
965 | SET_FLAG (this, FLAG_UNDEAD); |
1082 | |
966 | |
1083 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
967 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1084 | { |
968 | { |
1085 | SET_FLAG (op, FLAG_MAKE_INVIS); |
969 | SET_FLAG (this, FLAG_MAKE_INVIS); |
1086 | op->invisible = 1; |
970 | invisible = 1; |
1087 | } |
971 | } |
1088 | |
972 | |
1089 | if (tmp->stats.exp && tmp->type != SKILL) |
973 | if (tmp->stats.exp && tmp->type != SKILL) |
1090 | { |
974 | { |
1091 | if (tmp->stats.exp > 0) |
975 | if (tmp->stats.exp > 0) |
1092 | { |
976 | { |
1093 | added_speed += (float) tmp->stats.exp / 3.0; |
977 | added_speed += tmp->stats.exp / 3.f; |
1094 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
978 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1095 | } |
979 | } |
1096 | else |
980 | else |
1097 | added_speed += (float) tmp->stats.exp; |
981 | added_speed += tmp->stats.exp; |
1098 | } |
982 | } |
1099 | |
983 | |
1100 | switch (tmp->type) |
984 | switch (tmp->type) |
1101 | { |
985 | { |
|
|
986 | #if 0 |
|
|
987 | case WAND: |
|
|
988 | case ROD: |
|
|
989 | case HORN: |
|
|
990 | if (type != PLAYER || current_weapon == tmp) |
|
|
991 | chosen_skill = tmp; |
|
|
992 | break; |
|
|
993 | #endif |
|
|
994 | |
1102 | /* skills modifying the character -b.t. */ |
995 | /* skills modifying the character -b.t. */ |
1103 | /* for all skills and skill granting objects */ |
996 | /* for all skills and skill granting objects */ |
1104 | case SKILL: |
997 | case SKILL: |
1105 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
998 | { |
|
|
999 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1106 | break; |
1000 | break; |
1107 | |
1001 | |
1108 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1109 | wc_obj = tmp; |
|
|
1110 | |
|
|
1111 | if (op->chosen_skill) |
1002 | if (chosen_skill) |
|
|
1003 | { |
1112 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
1004 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1005 | &name, &chosen_skill->name, &tmp->name); |
1113 | |
1006 | |
|
|
1007 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1008 | update_stats (); |
|
|
1009 | return; |
|
|
1010 | } |
|
|
1011 | else |
1114 | op->chosen_skill = tmp; |
1012 | chosen_skill = tmp; |
1115 | |
1013 | |
1116 | if (tmp->stats.dam > 0) |
1014 | if (tmp->stats.dam > 0) |
1117 | { /* skill is a 'weapon' */ |
1015 | { /* skill is a 'weapon' */ |
1118 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1016 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1119 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1017 | weapon_speed = WEAPON_SPEED (tmp); |
|
|
1018 | |
1120 | if (weapon_speed < 0) |
1019 | if (weapon_speed < 0) |
1121 | weapon_speed = 0; |
1020 | weapon_speed = 0; |
|
|
1021 | |
1122 | weapon_weight = tmp->weight; |
1022 | weapon_weight = tmp->weight; |
1123 | op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); |
1023 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
|
|
1024 | |
1124 | if (tmp->magic) |
1025 | if (tmp->magic) |
1125 | op->stats.dam += tmp->magic; |
1026 | stats.dam += tmp->magic; |
1126 | } |
1027 | } |
1127 | |
1028 | |
1128 | if (tmp->stats.wc) |
1029 | if (tmp->stats.wc) |
1129 | wc -= (tmp->stats.wc + tmp->magic); |
1030 | wc -= tmp->stats.wc + tmp->magic; |
1130 | |
1031 | |
1131 | if (tmp->slaying != NULL) |
1032 | if (tmp->slaying) |
1132 | op->slaying = tmp->slaying; |
1033 | slaying = tmp->slaying; |
1133 | |
1034 | |
1134 | if (tmp->stats.ac) |
1035 | if (tmp->stats.ac) |
1135 | ac -= (tmp->stats.ac + tmp->magic); |
1036 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1037 | |
1136 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1038 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1039 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
|
|
1040 | } |
1138 | |
1041 | |
1139 | if (op->type == PLAYER) |
|
|
1140 | op->contr->ranges[range_skill] = op; |
|
|
1141 | break; |
1042 | break; |
1142 | |
1043 | |
1143 | case SKILL_TOOL: |
|
|
1144 | if (op->chosen_skill) |
|
|
1145 | { |
|
|
1146 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); |
|
|
1147 | } |
|
|
1148 | op->chosen_skill = tmp; |
|
|
1149 | if (op->type == PLAYER) |
|
|
1150 | op->contr->ranges[range_skill] = op; |
|
|
1151 | break; |
|
|
1152 | |
|
|
1153 | case SHIELD: |
1044 | case SHIELD: |
1154 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1045 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1155 | op->contr->encumbrance += (int) tmp->weight / 2000; |
1046 | contr->encumbrance += (int) tmp->weight / 2000; |
1156 | case RING: |
1047 | case RING: |
1157 | case AMULET: |
1048 | case AMULET: |
1158 | case GIRDLE: |
1049 | case GIRDLE: |
1159 | case HELMET: |
1050 | case HELMET: |
1160 | case BOOTS: |
1051 | case BOOTS: |
1161 | case GLOVES: |
1052 | case GLOVES: |
1162 | case CLOAK: |
1053 | case CLOAK: |
1163 | if (tmp->stats.wc) |
1054 | if (tmp->stats.wc) |
1164 | wc -= (tmp->stats.wc + tmp->magic); |
1055 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1056 | |
1165 | if (tmp->stats.dam) |
1057 | if (tmp->stats.dam) |
1166 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1058 | stats.dam += tmp->stats.dam + tmp->magic; |
|
|
1059 | |
1167 | if (tmp->stats.ac) |
1060 | if (tmp->stats.ac) |
1168 | ac -= (tmp->stats.ac + tmp->magic); |
1061 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1062 | |
1169 | break; |
1063 | break; |
1170 | |
1064 | |
|
|
1065 | case BOW: |
1171 | case WEAPON: |
1066 | case WEAPON: |
|
|
1067 | if (type != PLAYER || current_weapon == tmp) |
|
|
1068 | { |
1172 | wc -= (tmp->stats.wc + tmp->magic); |
1069 | wc -= tmp->stats.wc + tmp->magic; |
|
|
1070 | |
1173 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1071 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1174 | ac -= tmp->stats.ac + tmp->magic; |
1072 | ac -= tmp->stats.ac + tmp->magic; |
|
|
1073 | |
1175 | op->stats.dam += (tmp->stats.dam + tmp->magic); |
1074 | stats.dam += tmp->stats.dam + tmp->magic; |
1176 | weapon_weight = tmp->weight; |
1075 | weapon_weight = tmp->weight; |
1177 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1076 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
|
|
1077 | |
1178 | if (weapon_speed < 0) |
1078 | if (weapon_speed < 0) |
1179 | weapon_speed = 0; |
1079 | weapon_speed = 0; |
|
|
1080 | |
1180 | op->slaying = tmp->slaying; |
1081 | slaying = tmp->slaying; |
|
|
1082 | |
1181 | /* If there is desire that two handed weapons should do |
1083 | /* If there is desire that two handed weapons should do |
1182 | * extra strength damage, this is where the code should |
1084 | * extra strength damage, this is where the code should |
1183 | * go. |
1085 | * go. |
1184 | */ |
1086 | */ |
1185 | op->current_weapon = tmp; |
1087 | |
1186 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1088 | if (type == PLAYER) |
|
|
1089 | if (settings.spell_encumbrance) |
1187 | op->contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1090 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1091 | } |
1188 | |
1092 | |
1189 | break; |
1093 | break; |
1190 | |
1094 | |
1191 | case ARMOUR: /* Only the best of these three are used: */ |
1095 | case ARMOUR: /* Only the best of these three are used: */ |
1192 | if (settings.spell_encumbrance == TRUE && op->type == PLAYER) |
1096 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1193 | op->contr->encumbrance += (int) tmp->weight / 1000; |
1097 | contr->encumbrance += tmp->weight / 1000; |
1194 | |
1098 | |
1195 | case BRACERS: |
1099 | case BRACERS: |
1196 | case FORCE: |
1100 | case FORCE: |
1197 | if (tmp->stats.wc) |
1101 | if (tmp->stats.wc) |
1198 | { |
1102 | { |
… | |
… | |
1202 | best_wc = tmp->stats.wc + tmp->magic; |
1106 | best_wc = tmp->stats.wc + tmp->magic; |
1203 | } |
1107 | } |
1204 | else |
1108 | else |
1205 | wc += tmp->stats.wc + tmp->magic; |
1109 | wc += tmp->stats.wc + tmp->magic; |
1206 | } |
1110 | } |
|
|
1111 | |
1207 | if (tmp->stats.ac) |
1112 | if (tmp->stats.ac) |
1208 | { |
1113 | { |
1209 | if (best_ac < tmp->stats.ac + tmp->magic) |
1114 | if (best_ac < tmp->stats.ac + tmp->magic) |
1210 | { |
1115 | { |
1211 | ac += best_ac; /* Remove last bonus */ |
1116 | ac += best_ac; /* Remove last bonus */ |
1212 | best_ac = tmp->stats.ac + tmp->magic; |
1117 | best_ac = tmp->stats.ac + tmp->magic; |
1213 | } |
1118 | } |
1214 | else /* To nullify the below effect */ |
1119 | else /* To nullify the below effect */ |
1215 | ac += tmp->stats.ac + tmp->magic; |
1120 | ac += tmp->stats.ac + tmp->magic; |
1216 | } |
1121 | } |
|
|
1122 | |
1217 | if (tmp->stats.wc) |
1123 | if (tmp->stats.wc) |
1218 | wc -= (tmp->stats.wc + tmp->magic); |
1124 | wc -= (tmp->stats.wc + tmp->magic); |
|
|
1125 | |
1219 | if (tmp->stats.ac) |
1126 | if (tmp->stats.ac) |
1220 | ac -= (tmp->stats.ac + tmp->magic); |
1127 | ac -= (tmp->stats.ac + tmp->magic); |
|
|
1128 | |
1221 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1129 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1222 | max = ARMOUR_SPEED (tmp) / 10.0; |
1130 | max = ARMOUR_SPEED (tmp) / 10.f; |
|
|
1131 | |
1223 | break; |
1132 | break; |
1224 | } /* switch tmp->type */ |
1133 | } /* switch tmp->type */ |
1225 | } /* item is equipped */ |
1134 | } /* item is equipped */ |
1226 | } /* for loop of items */ |
1135 | } /* for loop of items */ |
1227 | |
1136 | |
… | |
… | |
1235 | * If there is a cursed (and no uncursed) potion in effect, we take |
1144 | * If there is a cursed (and no uncursed) potion in effect, we take |
1236 | * 'total resistance = vulnerability from cursed potion'. |
1145 | * 'total resistance = vulnerability from cursed potion'. |
1237 | */ |
1146 | */ |
1238 | for (i = 0; i < NROFATTACKS; i++) |
1147 | for (i = 0; i < NROFATTACKS; i++) |
1239 | { |
1148 | { |
1240 | op->resist[i] = prot[i] - vuln[i]; |
1149 | resist[i] = prot[i] - vuln[i]; |
|
|
1150 | |
1241 | if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) |
1151 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1242 | op->resist[i] = potion_resist[i]; |
1152 | resist[i] = potion_resist[i]; |
1243 | } |
1153 | } |
1244 | |
1154 | |
1245 | /* Figure out the players sp/mana/hp totals. */ |
1155 | /* Figure out the players sp/mana/hp totals. */ |
1246 | if (op->type == PLAYER) |
1156 | if (type == PLAYER) |
1247 | { |
1157 | { |
1248 | int pl_level; |
1158 | int pl_level; |
1249 | |
1159 | |
1250 | check_stat_bounds (&(op->stats)); |
1160 | check_stat_bounds (&(stats)); |
1251 | pl_level = op->level; |
1161 | pl_level = level; |
1252 | |
1162 | |
1253 | if (pl_level < 1) |
1163 | if (pl_level < 1) |
1254 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1164 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1255 | |
1165 | |
1256 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1166 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1257 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1167 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1258 | */ |
1168 | */ |
1259 | for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1169 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1260 | { |
1170 | { |
1261 | j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; |
1171 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
|
|
1172 | |
1262 | if (i % 2 && con_bonus[op->stats.Con] % 2) |
1173 | if (i % 2 && con_bonus[stats.Con] % 2) |
1263 | { |
1174 | { |
1264 | if (con_bonus[op->stats.Con] > 0) |
1175 | if (con_bonus[stats.Con] > 0) |
1265 | j++; |
1176 | j++; |
1266 | else |
1177 | else |
1267 | j--; |
1178 | j--; |
1268 | } |
1179 | } |
|
|
1180 | |
1269 | op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1181 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1270 | } |
1182 | } |
1271 | |
1183 | |
1272 | for (i = 11; i <= op->level; i++) |
1184 | for (i = 11; i <= level; i++) |
1273 | op->stats.maxhp += 2; |
1185 | stats.maxhp += 2; |
1274 | |
1186 | |
1275 | if (op->stats.hp > op->stats.maxhp) |
1187 | if (stats.hp > stats.maxhp) |
1276 | op->stats.hp = op->stats.maxhp; |
1188 | stats.hp = stats.maxhp; |
1277 | |
1189 | |
1278 | /* Sp gain is controlled by the level of the player's |
1190 | /* Sp gain is controlled by the level of the player's |
1279 | * relevant experience object (mana_obj, see above) |
1191 | * relevant experience object (mana_obj, see above) |
1280 | */ |
1192 | */ |
1281 | /* following happen when skills system is not used */ |
1193 | /* following happen when skills system is not used */ |
1282 | if (!mana_obj) |
1194 | if (!mana_obj) |
1283 | mana_obj = op; |
1195 | mana_obj = this; |
|
|
1196 | |
1284 | if (!grace_obj) |
1197 | if (!grace_obj) |
1285 | grace_obj = op; |
1198 | grace_obj = this; |
|
|
1199 | |
1286 | /* set maxsp */ |
1200 | /* set maxsp */ |
1287 | if (!mana_obj || !mana_obj->level || op->type != PLAYER) |
1201 | if (!mana_obj || !mana_obj->level || type != PLAYER) |
1288 | mana_obj = op; |
1202 | mana_obj = this; |
1289 | |
1203 | |
1290 | if (mana_obj == op && op->type == PLAYER) |
1204 | if (mana_obj == this && type == PLAYER) |
1291 | { |
|
|
1292 | op->stats.maxsp = 1; |
1205 | stats.maxsp = 1; |
1293 | } |
|
|
1294 | else |
1206 | else |
1295 | { |
1207 | { |
1296 | sp_tmp = 0.0; |
1208 | sp_tmp = 0.f; |
|
|
1209 | |
1297 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1210 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1298 | { |
1211 | { |
1299 | float stmp; |
1212 | float stmp; |
1300 | |
1213 | |
1301 | /* Got some extra bonus at first level */ |
1214 | /* Got some extra bonus at first level */ |
1302 | if (i < 2) |
1215 | if (i < 2) |
1303 | { |
|
|
1304 | stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); |
1216 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1305 | } |
|
|
1306 | else |
1217 | else |
1307 | { |
|
|
1308 | stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; |
1218 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1309 | } |
1219 | |
1310 | if (stmp < 1.0) |
1220 | if (stmp < 1.f) |
1311 | stmp = 1.0; |
1221 | stmp = 1.f; |
|
|
1222 | |
1312 | sp_tmp += stmp; |
1223 | sp_tmp += stmp; |
1313 | } |
1224 | } |
|
|
1225 | |
1314 | op->stats.maxsp = (int) sp_tmp; |
1226 | stats.maxsp = (sint16)sp_tmp; |
1315 | |
1227 | |
1316 | for (i = 11; i <= mana_obj->level; i++) |
1228 | for (i = 11; i <= mana_obj->level; i++) |
1317 | op->stats.maxsp += 2; |
1229 | stats.maxsp += 2; |
1318 | } |
1230 | } |
|
|
1231 | |
1319 | /* Characters can get their sp supercharged via rune of transferrance */ |
1232 | /* Characters can get their sp supercharged via rune of transferrance */ |
1320 | if (op->stats.sp > op->stats.maxsp * 2) |
1233 | if (stats.sp > stats.maxsp * 2) |
1321 | op->stats.sp = op->stats.maxsp * 2; |
1234 | stats.sp = stats.maxsp * 2; |
1322 | |
1235 | |
1323 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1236 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1324 | if (!grace_obj || !grace_obj->level || op->type != PLAYER) |
1237 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1325 | grace_obj = op; |
1238 | grace_obj = this; |
1326 | |
1239 | |
1327 | if (grace_obj == op && op->type == PLAYER) |
1240 | if (grace_obj == this && type == PLAYER) |
1328 | { |
|
|
1329 | op->stats.maxgrace = 1; |
1241 | stats.maxgrace = 1; |
1330 | } |
|
|
1331 | else |
1242 | else |
1332 | { |
1243 | { |
1333 | /* store grace in a float - this way, the divisions below don't create |
1244 | /* store grace in a float - this way, the divisions below don't create |
1334 | * big jumps when you go from level to level - with int's, it then |
1245 | * big jumps when you go from level to level - with int's, it then |
1335 | * becomes big jumps when the sums of the bonuses jump to the next |
1246 | * becomes big jumps when the sums of the bonuses jump to the next |
1336 | * step of 8 - with floats, even fractional ones are useful. |
1247 | * step of 8 - with floats, even fractional ones are useful. |
1337 | */ |
1248 | */ |
1338 | sp_tmp = 0.0; |
1249 | sp_tmp = 0.f; |
1339 | for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1250 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1340 | { |
1251 | { |
1341 | float grace_tmp = 0.0; |
1252 | float grace_tmp = 0.f; |
1342 | |
1253 | |
1343 | /* Got some extra bonus at first level */ |
1254 | /* Got some extra bonus at first level */ |
1344 | if (i < 2) |
1255 | if (i < 2) |
1345 | { |
1256 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1346 | grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + |
|
|
1347 | 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); |
|
|
1348 | } |
|
|
1349 | else |
1257 | else |
1350 | { |
1258 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1351 | grace_tmp = (float) op->contr->levgrace[i] |
1259 | |
1352 | + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; |
|
|
1353 | } |
|
|
1354 | if (grace_tmp < 1.0) |
1260 | if (grace_tmp < 1.f) |
1355 | grace_tmp = 1.0; |
1261 | grace_tmp = 1.f; |
|
|
1262 | |
1356 | sp_tmp += grace_tmp; |
1263 | sp_tmp += grace_tmp; |
1357 | } |
1264 | } |
|
|
1265 | |
1358 | op->stats.maxgrace = (int) sp_tmp; |
1266 | stats.maxgrace = (sint16)sp_tmp; |
1359 | |
1267 | |
1360 | /* two grace points per level after 11 */ |
1268 | /* two grace points per level after 11 */ |
1361 | for (i = 11; i <= grace_obj->level; i++) |
1269 | for (i = 11; i <= grace_obj->level; i++) |
1362 | op->stats.maxgrace += 2; |
1270 | stats.maxgrace += 2; |
1363 | } |
1271 | } |
|
|
1272 | |
1364 | /* No limit on grace vs maxgrace */ |
1273 | /* No limit on grace vs maxgrace */ |
1365 | |
1274 | |
1366 | if (op->contr->braced) |
1275 | if (contr->braced) |
1367 | { |
1276 | { |
1368 | ac += 2; |
1277 | ac += 2; |
1369 | wc += 4; |
1278 | wc += 4; |
1370 | } |
1279 | } |
1371 | else |
1280 | else |
1372 | ac -= dex_bonus[op->stats.Dex]; |
1281 | ac -= dex_bonus[stats.Dex]; |
1373 | |
1282 | |
1374 | /* In new exp/skills system, wc bonuses are related to |
1283 | /* In new exp/skills system, wc bonuses are related to |
1375 | * the players level in a relevant exp object (wc_obj) |
1284 | * the players level in a relevant exp object (wc_obj) |
1376 | * not the general player level -b.t. |
1285 | * not the general player level -b.t. |
1377 | * I changed this slightly so that wc bonuses are better |
1286 | * I changed this slightly so that wc bonuses are better |
… | |
… | |
1380 | * improvement every level, now its fighterlevel/5. So |
1289 | * improvement every level, now its fighterlevel/5. So |
1381 | * we give the player a bonus here in wc and dam |
1290 | * we give the player a bonus here in wc and dam |
1382 | * to make up for the change. Note that I left the |
1291 | * to make up for the change. Note that I left the |
1383 | * monster bonus the same as before. -b.t. |
1292 | * monster bonus the same as before. -b.t. |
1384 | */ |
1293 | */ |
|
|
1294 | object *wc_obj = chosen_skill; |
1385 | |
1295 | |
1386 | if (op->type == PLAYER && wc_obj && wc_obj->level > 1) |
1296 | if (contr && wc_obj && wc_obj->level > 1) |
1387 | { |
1297 | { |
1388 | wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); |
1298 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1299 | |
1389 | for (i = 1; i < wc_obj->level; i++) |
1300 | for (i = 1; i < wc_obj->level; i++) |
1390 | { |
1301 | { |
1391 | /* addtional wc every 6 levels */ |
1302 | /* additional wc every 6 levels */ |
1392 | if (!(i % 6)) |
1303 | if (!(i % 6)) |
1393 | wc--; |
1304 | wc--; |
|
|
1305 | |
1394 | /* addtional dam every 4 levels. */ |
1306 | /* additional dam every 4 levels. */ |
1395 | if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) |
1307 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1396 | op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); |
1308 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1397 | } |
1309 | } |
1398 | } |
1310 | } |
1399 | else |
1311 | else |
1400 | wc -= (op->level + thaco_bonus[op->stats.Str]); |
1312 | wc -= level + thaco_bonus[stats.Str]; |
1401 | |
1313 | |
1402 | op->stats.dam += dam_bonus[op->stats.Str]; |
1314 | stats.dam += dam_bonus[stats.Str]; |
1403 | |
1315 | |
1404 | if (op->stats.dam < 1) |
1316 | if (stats.dam < 1) |
1405 | op->stats.dam = 1; |
1317 | stats.dam = 1; |
1406 | |
1318 | |
1407 | op->speed = 1.0 + speed_bonus[op->stats.Dex]; |
1319 | speed = 1.f + speed_bonus[stats.Dex]; |
|
|
1320 | |
1408 | if (settings.search_items && op->contr->search_str[0]) |
1321 | if (settings.search_items && contr->search_str[0]) |
1409 | op->speed -= 1; |
1322 | speed -= 1; |
|
|
1323 | |
1410 | if (op->attacktype == 0) |
1324 | if (attacktype == 0) |
1411 | op->attacktype = op->arch->clone.attacktype; |
1325 | attacktype = arch->attacktype; |
1412 | |
|
|
1413 | } /* End if player */ |
1326 | } /* End if player */ |
1414 | |
1327 | |
1415 | if (added_speed >= 0) |
1328 | if (added_speed >= 0) |
1416 | op->speed += added_speed / 10.0; |
1329 | speed += added_speed / 10.f; |
1417 | else /* Something wrong here...: */ |
1330 | else /* Something wrong here...: */ |
1418 | op->speed /= (float) (1.0 - added_speed); |
1331 | speed /= 1.f - added_speed; |
1419 | |
1332 | |
1420 | /* Max is determined by armour */ |
1333 | /* Max is determined by armour */ |
1421 | if (op->speed > max) |
1334 | if (speed > max) |
1422 | op->speed = max; |
1335 | speed = max; |
1423 | |
1336 | |
1424 | if (op->type == PLAYER) |
1337 | if (type == PLAYER) |
1425 | { |
1338 | { |
1426 | /* f is a number the represents the number of kg above (positive num) |
1339 | /* f is a number the represents the number of kg above (positive num) |
1427 | * or below (negative number) that the player is carrying. If above |
1340 | * or below (negative number) that the player is carrying. If above |
1428 | * weight limit, then player suffers a speed reduction based on how |
1341 | * weight limit, then player suffers a speed reduction based on how |
1429 | * much above he is, and what is max carry is |
1342 | * much above he is, and what is max carry is |
1430 | */ |
1343 | */ |
1431 | f = (op->carrying / 1000) - max_carry[op->stats.Str]; |
1344 | f = (carrying / 1000) - max_carry[stats.Str]; |
1432 | if (f > 0) |
1345 | if (f > 0) |
1433 | op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); |
1346 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1434 | } |
1347 | } |
1435 | |
1348 | |
1436 | op->speed += bonus_speed / 10.0; /* Not affected by limits */ |
1349 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1437 | |
1350 | |
1438 | /* Put a lower limit on speed. Note with this speed, you move once every |
1351 | /* Put a lower limit on speed. Note with this speed, you move once every |
1439 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1352 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1440 | */ |
1353 | */ |
1441 | op->speed = op->speed * speed_reduce_from_disease; |
1354 | speed = speed * speed_reduce_from_disease; |
1442 | |
1355 | |
1443 | if (op->speed < 0.01 && op->type == PLAYER) |
1356 | if (speed < 0.01f && type == PLAYER) |
1444 | op->speed = 0.01; |
1357 | speed = 0.01f; |
1445 | |
1358 | |
1446 | if (op->type == PLAYER) |
1359 | if (type == PLAYER) |
1447 | { |
1360 | { |
1448 | float M, W, s, D, K, S, M2; |
|
|
1449 | |
|
|
1450 | /* (This formula was made by vidarl@ifi.uio.no) |
1361 | /* (This formula was made by vidarl@ifi.uio.no) |
1451 | * Note that we never used these values again - basically |
1362 | * Note that we never used these values again - basically |
1452 | * all of these could be subbed into one big equation, but |
1363 | * all of these could be subbed into one big equation, but |
1453 | * that would just be a real pain to read. |
1364 | * that would just be a real pain to read. |
1454 | */ |
1365 | */ |
1455 | M = (max_carry[op->stats.Str] - 121) / 121.0; |
1366 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1456 | M2 = max_carry[op->stats.Str] / 100.0; |
1367 | float M2 = max_carry[stats.Str] / 100.f; |
1457 | W = weapon_weight / 20000.0; |
1368 | float W = weapon_weight / 20000.f; |
1458 | s = 2 - weapon_speed / 10.0; |
1369 | float s = (20 - weapon_speed) / 10.f; |
1459 | D = (op->stats.Dex - 14) / 14.0; |
1370 | float D = (stats.Dex - 14) / 14.f; |
1460 | K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; |
1371 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1461 | K *= (4 + op->level) / (float) (6 + op->level) * 1.2; |
1372 | |
|
|
1373 | K *= (4 + level) * 1.2f / (6 + level); |
|
|
1374 | |
1462 | if (K <= 0) |
1375 | if (K <= 0.01f) |
1463 | K = 0.01; |
1376 | K = 0.01f; |
1464 | S = op->speed / (K * s); |
1377 | |
1465 | op->contr->weapon_sp = S; |
1378 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1466 | } |
1379 | } |
|
|
1380 | |
1467 | /* I want to limit the power of small monsters with big weapons: */ |
1381 | /* I want to limit the power of small monsters with big weapons: */ |
1468 | if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) |
1382 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1469 | op->stats.dam = op->arch->clone.stats.dam * 3; |
1383 | stats.dam = arch->stats.dam * 3; |
1470 | |
1384 | |
1471 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1385 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1472 | * should be more than enough - remember, AC is also in 8 bits, |
1386 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1473 | * so its value is the same. |
|
|
1474 | */ |
|
|
1475 | if (wc > 120) |
|
|
1476 | wc = 120; |
|
|
1477 | else if (wc < -120) |
|
|
1478 | wc = -120; |
|
|
1479 | op->stats.wc = wc; |
|
|
1480 | |
|
|
1481 | if (ac > 120) |
|
|
1482 | ac = 120; |
|
|
1483 | else if (ac < -120) |
|
|
1484 | ac = -120; |
|
|
1485 | op->stats.ac = ac; |
|
|
1486 | |
1387 | |
1487 | /* if for some reason the creature doesn't have any move type, |
1388 | /* if for some reason the creature doesn't have any move type, |
1488 | * give them walking as a default. |
1389 | * give them walking as a default. |
1489 | * The second case is a special case - to more closely mimic the |
1390 | * The second case is a special case - to more closely mimic the |
1490 | * old behaviour - if your flying, your not walking - just |
1391 | * old behaviour - if your flying, your not walking - just |
1491 | * one or the other. |
1392 | * one or the other. |
1492 | */ |
1393 | */ |
1493 | if (op->move_type == 0) |
1394 | if (move_type == 0) |
1494 | op->move_type = MOVE_WALK; |
1395 | move_type = MOVE_WALK; |
1495 | else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1396 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1496 | op->move_type &= ~MOVE_WALK; |
1397 | move_type &= ~MOVE_WALK; |
1497 | |
1398 | |
1498 | update_ob_speed (op); |
1399 | if (speed != old_speed) |
|
|
1400 | set_speed (speed); |
1499 | |
1401 | |
1500 | /* It is quite possible that a player's spell costing might have changed, |
1402 | /* It is quite possible that a player's spell costing might have changed, |
1501 | * so we will check that now. |
1403 | * so we will check that now. |
1502 | */ |
1404 | */ |
1503 | if (op->type == PLAYER) |
1405 | if (type == PLAYER) |
|
|
1406 | { |
|
|
1407 | esrv_update_stats (contr); |
1504 | esrv_update_spells (op->contr); |
1408 | esrv_update_spells (contr); |
|
|
1409 | } |
|
|
1410 | |
|
|
1411 | // update the mapspace, if we are on a map |
|
|
1412 | if (!flag [FLAG_REMOVED] && map) |
|
|
1413 | map->at (x, y).flags_ = 0; |
1505 | } |
1414 | } |
1506 | |
1415 | |
1507 | /* |
1416 | /* |
1508 | * Returns true if the given player is a legal class. |
1417 | * Returns true if the given player is a legal class. |
1509 | * The function to add and remove class-bonuses to the stats doesn't |
1418 | * The function to add and remove class-bonuses to the stats doesn't |
1510 | * check if the stat becomes negative, thus this function |
1419 | * check if the stat becomes negative, thus this function |
1511 | * merely checks that all stats are 1 or more, and returns |
1420 | * merely checks that all stats are 1 or more, and returns |
1512 | * false otherwise. |
1421 | * false otherwise. |
1513 | */ |
1422 | */ |
1514 | |
|
|
1515 | int |
1423 | int |
1516 | allowed_class (const object *op) |
1424 | allowed_class (const object *op) |
1517 | { |
1425 | { |
1518 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1426 | return op->stats.Dex > 0 |
1519 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1427 | && op->stats.Str > 0 |
|
|
1428 | && op->stats.Con > 0 |
|
|
1429 | && op->stats.Int > 0 |
|
|
1430 | && op->stats.Wis > 0 |
|
|
1431 | && op->stats.Pow > 0 |
|
|
1432 | && op->stats.Cha > 0; |
1520 | } |
1433 | } |
1521 | |
1434 | |
1522 | /* |
1435 | /* |
1523 | * set the new dragon name after gaining levels or |
1436 | * set the new dragon name after gaining levels or |
1524 | * changing ability focus (later this can be extended to |
1437 | * changing ability focus (later this can be extended to |
… | |
… | |
1595 | object *skin = NULL; /* pointer to dragon skin force */ |
1508 | object *skin = NULL; /* pointer to dragon skin force */ |
1596 | object *tmp = NULL; /* tmp. object */ |
1509 | object *tmp = NULL; /* tmp. object */ |
1597 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1510 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1598 | |
1511 | |
1599 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1512 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1513 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1514 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1515 | |
1600 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1516 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1601 | { |
|
|
1602 | if (tmp->type == FORCE) |
1517 | if (tmp->type == FORCE) |
1603 | { |
|
|
1604 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1518 | if (tmp->arch->archname == dragon_ability_force) |
1605 | abil = tmp; |
1519 | abil = tmp; |
1606 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1520 | else if (tmp->arch->archname == dragon_skin_force) |
1607 | skin = tmp; |
1521 | skin = tmp; |
1608 | } |
1522 | |
1609 | } |
|
|
1610 | /* if the force is missing -> bail out */ |
1523 | /* if the force is missing -> bail out */ |
1611 | if (abil == NULL) |
1524 | if (abil == NULL) |
1612 | return; |
1525 | return; |
1613 | |
1526 | |
1614 | /* The ability_force keeps track of maximum level ever achieved. |
1527 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1658 | if (!skill_obj) |
1571 | if (!skill_obj) |
1659 | { |
1572 | { |
1660 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1573 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1661 | return NULL; |
1574 | return NULL; |
1662 | } |
1575 | } |
|
|
1576 | |
1663 | /* clear the flag - exp goes into this bucket, but player |
1577 | /* clear the flag - exp goes into this bucket, but player |
1664 | * still doesn't know it. |
1578 | * still doesn't know it. |
1665 | */ |
1579 | */ |
1666 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1580 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1667 | skill_obj->stats.exp = 0; |
1581 | skill_obj->stats.exp = 0; |
1668 | skill_obj->level = 1; |
1582 | skill_obj->level = 1; |
1669 | insert_ob_in_ob (skill_obj, op); |
1583 | insert_ob_in_ob (skill_obj, op); |
1670 | if (op->contr) |
1584 | |
|
|
1585 | if (player *pl = op->contr) |
1671 | { |
1586 | { |
1672 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1587 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1673 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1588 | if (pl->ns) |
|
|
1589 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1674 | } |
1590 | } |
|
|
1591 | |
1675 | return skill_obj; |
1592 | return skill_obj; |
1676 | } |
1593 | } |
1677 | |
|
|
1678 | |
1594 | |
1679 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1595 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1680 | * whether the player gets more hp, sp and new levels. |
1596 | * whether the player gets more hp, sp and new levels. |
1681 | * Note this this function should only be called for players. Monstes |
1597 | * Note this this function should only be called for players. Monstes |
1682 | * don't really gain levels |
1598 | * don't really gain levels |
… | |
… | |
1693 | |
1609 | |
1694 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1610 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1695 | { |
1611 | { |
1696 | op->level++; |
1612 | op->level++; |
1697 | |
1613 | |
1698 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1614 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1699 | dragon_level_gain (who); |
1615 | dragon_level_gain (who); |
1700 | |
1616 | |
1701 | /* Only roll these if it is the player (who) that gained the level */ |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1702 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1703 | { |
1619 | { |
1704 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1620 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1705 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1621 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1706 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1622 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1707 | } |
1623 | } |
1708 | |
1624 | |
1709 | fix_player (who); |
1625 | who->update_stats (); |
1710 | if (op->level > 1) |
1626 | if (op->level > 1) |
1711 | { |
1627 | { |
1712 | if (op->type != PLAYER) |
1628 | if (op->type != PLAYER) |
1713 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1629 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1714 | else |
1630 | else |
1715 | sprintf (buf, "You are now level %d.", op->level); |
1631 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1632 | |
1716 | if (who) |
1633 | if (who) |
1717 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1634 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1718 | } |
1635 | } |
|
|
1636 | |
1719 | player_lvl_adj (who, op); /* To increase more levels */ |
1637 | player_lvl_adj (who, op); /* To increase more levels */ |
1720 | } |
1638 | } |
1721 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1639 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1722 | { |
1640 | { |
1723 | op->level--; |
1641 | op->level--; |
1724 | fix_player (who); |
1642 | who->update_stats (); |
|
|
1643 | |
1725 | if (op->type != PLAYER) |
1644 | if (op->type != PLAYER) |
1726 | { |
1645 | { |
1727 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1646 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1728 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1647 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1729 | } |
1648 | } |
|
|
1649 | |
1730 | player_lvl_adj (who, op); /* To decrease more levels */ |
1650 | player_lvl_adj (who, op); /* To decrease more levels */ |
1731 | } |
1651 | } |
|
|
1652 | |
1732 | /* check if the spell data has changed */ |
1653 | /* check if the spell data has changed */ |
|
|
1654 | esrv_update_stats (who->contr); |
1733 | esrv_update_spells (who->contr); |
1655 | esrv_update_spells (who->contr); |
1734 | } |
1656 | } |
1735 | |
1657 | |
1736 | /* |
1658 | /* |
1737 | * Returns how much experience is needed for a player to become |
1659 | * Returns how much experience is needed for a player to become |
… | |
… | |
1741 | sint64 |
1663 | sint64 |
1742 | level_exp (int level, double expmul) |
1664 | level_exp (int level, double expmul) |
1743 | { |
1665 | { |
1744 | if (level > settings.max_level) |
1666 | if (level > settings.max_level) |
1745 | return (sint64) (expmul * levels[settings.max_level]); |
1667 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1668 | |
1746 | return (sint64) (expmul * levels[level]); |
1669 | return (sint64) (expmul * levels[level]); |
1747 | } |
1670 | } |
1748 | |
1671 | |
1749 | /* |
1672 | /* |
1750 | * Ensure that the permanent experience requirements in an exp object are met. |
1673 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1771 | op->perm_exp = 0; |
1694 | op->perm_exp = 0; |
1772 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1695 | else if (op->perm_exp > (sint64) MAX_EXPERIENCE) |
1773 | op->perm_exp = MAX_EXPERIENCE; |
1696 | op->perm_exp = MAX_EXPERIENCE; |
1774 | } |
1697 | } |
1775 | |
1698 | |
1776 | |
|
|
1777 | /* Add experience to a player - exp should only be positive. |
1699 | /* Add experience to a player - exp should only be positive. |
1778 | * Updates permanent exp for the skill we are adding to. |
1700 | * Updates permanent exp for the skill we are adding to. |
1779 | * skill_name is the skill to add exp to. Skill name can be |
1701 | * skill_name is the skill to add exp to. Skill name can be |
1780 | * NULL, in which case exp increases the players general |
1702 | * NULL, in which case exp increases the players general |
1781 | * total, but not any particular skill. |
1703 | * total, but not any particular skill. |
1782 | * flag is what to do if the player doesn't have the skill: |
1704 | * flag is what to do if the player doesn't have the skill: |
1783 | */ |
1705 | */ |
1784 | |
|
|
1785 | static void |
1706 | static void |
1786 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1707 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1787 | { |
1708 | { |
1788 | object *skill_obj = NULL; |
1709 | object *skill_obj = NULL; |
1789 | sint64 limit, exp_to_add; |
1710 | sint64 limit, exp_to_add; |
1790 | int i; |
1711 | int i; |
1791 | |
1712 | |
1792 | /* prevents some forms of abuse. */ |
1713 | /* prevents some forms of abuse. */ |
1793 | if (op->contr->braced) |
1714 | if (op->contr->braced) |
1794 | exp = exp / 5; |
1715 | exp /= 5; |
1795 | |
1716 | |
1796 | /* Try to find the matching skill. |
1717 | /* Try to find the matching skill. |
1797 | * We do a shortcut/time saving mechanism first - see if it matches |
1718 | * We do a shortcut/time saving mechanism first - see if it matches |
1798 | * chosen_skill. This means we don't need to search through |
1719 | * chosen_skill. This means we don't need to search through |
1799 | * the players inventory. |
1720 | * the players inventory. |
1800 | */ |
1721 | */ |
1801 | if (skill_name) |
1722 | if (skill_name) |
1802 | { |
1723 | { |
1803 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1724 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1934 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1855 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1935 | tmp->stats.exp -= del_exp; |
1856 | tmp->stats.exp -= del_exp; |
1936 | player_lvl_adj (op, tmp); |
1857 | player_lvl_adj (op, tmp); |
1937 | } |
1858 | } |
1938 | } |
1859 | } |
|
|
1860 | |
1939 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1861 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1940 | { |
1862 | { |
1941 | del_exp = check_exp_loss (op, exp); |
1863 | del_exp = check_exp_loss (op, exp); |
1942 | op->stats.exp -= del_exp; |
1864 | op->stats.exp -= del_exp; |
1943 | player_lvl_adj (op, NULL); |
1865 | player_lvl_adj (op, NULL); |
1944 | } |
1866 | } |
1945 | } |
1867 | } |
1946 | |
|
|
1947 | |
|
|
1948 | |
1868 | |
1949 | /* change_exp() - changes experience to a player/monster. This |
1869 | /* change_exp() - changes experience to a player/monster. This |
1950 | * does bounds checking to make sure we don't overflow the max exp. |
1870 | * does bounds checking to make sure we don't overflow the max exp. |
1951 | * |
1871 | * |
1952 | * The exp passed is typically not modified much by this function - |
1872 | * The exp passed is typically not modified much by this function - |
1953 | * it is assumed the caller has modified the exp as needed. |
1873 | * it is assumed the caller has modified the exp as needed. |
1954 | * skill_name is the skill that should get the exp added. |
1874 | * skill_name is the skill that should get the exp added. |
1955 | * flag is what to do if player doesn't have the skill. |
1875 | * flag is what to do if player doesn't have the skill. |
1956 | * these last two values are only used for players. |
1876 | * these last two values are only used for players. |
1957 | */ |
1877 | */ |
1958 | |
|
|
1959 | void |
1878 | void |
1960 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1879 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1961 | { |
1880 | { |
1962 | |
|
|
1963 | #ifdef EXP_DEBUG |
1881 | #ifdef EXP_DEBUG |
1964 | # ifndef WIN32 |
|
|
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); |
|
|
1966 | # else |
|
|
1967 | LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); |
1882 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1968 | # endif |
|
|
1969 | #endif |
1883 | #endif |
1970 | |
1884 | |
1971 | /* safety */ |
1885 | /* safety */ |
1972 | if (!op) |
1886 | if (!op) |
1973 | { |
1887 | { |
… | |
… | |
2012 | else |
1926 | else |
2013 | /* note that when you lose exp, it doesn't go against |
1927 | /* note that when you lose exp, it doesn't go against |
2014 | * a particular skill, so we don't need to pass that |
1928 | * a particular skill, so we don't need to pass that |
2015 | * along. |
1929 | * along. |
2016 | */ |
1930 | */ |
2017 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
1931 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2018 | |
|
|
2019 | } |
1932 | } |
2020 | } |
1933 | } |
2021 | |
1934 | |
2022 | /* Applies a death penalty experience, the size of this is defined by the |
1935 | /* Applies a death penalty experience, the size of this is defined by the |
2023 | * settings death_penalty_percentage and death_penalty_levels, and by the |
1936 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2024 | * amount of permenent experience, whichever gives the lowest loss. |
1937 | * amount of permenent experience, whichever gives the lowest loss. |
2025 | */ |
1938 | */ |
2026 | |
|
|
2027 | void |
1939 | void |
2028 | apply_death_exp_penalty (object *op) |
1940 | apply_death_exp_penalty (object *op) |
2029 | { |
1941 | { |
2030 | object *tmp; |
1942 | object *tmp; |
2031 | sint64 loss; |
1943 | sint64 loss; |
… | |
… | |
2053 | player_lvl_adj (op, tmp); |
1965 | player_lvl_adj (op, tmp); |
2054 | } |
1966 | } |
2055 | |
1967 | |
2056 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1968 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2057 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1969 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1970 | |
2058 | if (level_loss < 0) |
1971 | if (level_loss < 0) |
2059 | level_loss = 0; |
1972 | level_loss = 0; |
2060 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1973 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2061 | |
1974 | |
2062 | op->stats.exp -= loss; |
1975 | op->stats.exp -= loss; |
… | |
… | |
2076 | if (level > MAX_SAVE_LEVEL) |
1989 | if (level > MAX_SAVE_LEVEL) |
2077 | level = MAX_SAVE_LEVEL; |
1990 | level = MAX_SAVE_LEVEL; |
2078 | |
1991 | |
2079 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1992 | if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
2080 | return 0; |
1993 | return 0; |
|
|
1994 | |
2081 | return 1; |
1995 | return 1; |
2082 | } |
1996 | } |