… | |
… | |
677 | */ |
677 | */ |
678 | |
678 | |
679 | void |
679 | void |
680 | object::drain_stat () |
680 | object::drain_stat () |
681 | { |
681 | { |
682 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
683 | } |
684 | |
684 | |
685 | void |
685 | void |
686 | object::drain_specific_stat (int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
687 | { |
687 | { |
… | |
… | |
755 | return; |
755 | return; |
756 | |
756 | |
757 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
758 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
759 | */ |
759 | */ |
760 | if (RANDOM () % (FABS (tmp->stats.luck)) >= rndm (30)) |
760 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
761 | { |
761 | { |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
763 | |
763 | |
764 | stats.luck += diff; |
764 | stats.luck += diff; |
765 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
… | |
… | |
926 | speed = arch->clone.speed; |
926 | speed = arch->clone.speed; |
927 | |
927 | |
928 | /* OK - we've reset most all the objects attributes to sane values. |
928 | /* OK - we've reset most all the objects attributes to sane values. |
929 | * now go through and make adjustments for what the player has equipped. |
929 | * now go through and make adjustments for what the player has equipped. |
930 | */ |
930 | */ |
931 | |
|
|
932 | for (tmp = inv; tmp; tmp = tmp->below) |
931 | for (tmp = inv; tmp; tmp = tmp->below) |
933 | { |
932 | { |
934 | /* See note in map.c:update_position about making this additive |
933 | /* See note in map.c:update_position about making this additive |
935 | * since light sources are never applied, need to put check here. |
934 | * since light sources are never applied, need to put check here. |
936 | */ |
935 | */ |
… | |
… | |
1021 | if (speed_reduce_from_disease == 0) |
1020 | if (speed_reduce_from_disease == 0) |
1022 | speed_reduce_from_disease = 1; |
1021 | speed_reduce_from_disease = 1; |
1023 | } |
1022 | } |
1024 | |
1023 | |
1025 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1026 | * (Negative protections are calculated extactly like positive.) |
1025 | * (Negative protections are calculated exactly like positive.) |
1027 | * Resistance from potions are treated special as well. If there's |
1026 | * Resistance from potions are treated special as well. If there's |
1028 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | * more than one potion-effect, the bigger prot.-value is taken. |
1029 | */ |
1028 | */ |
1030 | if (tmp->type != POTION) |
1029 | if (tmp->type != POTION) |
1031 | { |
1030 | { |
… | |
… | |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1041 | else |
1040 | else |
1042 | potion_resist[i] = tmp->resist[i]; |
1041 | potion_resist[i] = tmp->resist[i]; |
1043 | } |
1042 | } |
1044 | else if (tmp->resist[i] > 0) |
1043 | else if (tmp->resist[i] > 0) |
1045 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1046 | else if (tmp->resist[i] < 0) |
1045 | else if (tmp->resist[i] < 0) |
1047 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1046 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1048 | } |
1047 | } |
1049 | } |
1048 | } |
1050 | |
1049 | |
1051 | /* There may be other things that should not adjust the attacktype */ |
1050 | /* There may be other things that should not adjust the attacktype */ |
1052 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1051 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
… | |
… | |
2025 | else |
2024 | else |
2026 | /* note that when you lose exp, it doesn't go against |
2025 | /* note that when you lose exp, it doesn't go against |
2027 | * a particular skill, so we don't need to pass that |
2026 | * a particular skill, so we don't need to pass that |
2028 | * along. |
2027 | * along. |
2029 | */ |
2028 | */ |
2030 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2029 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2031 | |
|
|
2032 | } |
2030 | } |
2033 | } |
2031 | } |
2034 | |
2032 | |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
2033 | /* Applies a death penalty experience, the size of this is defined by the |
2036 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2034 | * settings death_penalty_percentage and death_penalty_levels, and by the |