1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
818 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
821 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
822 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
823 | */ |
823 | * |
824 | |
|
|
825 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
824 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
826 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
827 | */ |
826 | */ |
828 | |
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|
829 | void |
827 | void |
830 | object::update_stats () |
828 | object::update_stats () |
831 | { |
829 | { |
832 | int i, j; |
830 | int i, j; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
… | |
… | |
845 | |
843 | |
846 | if (settings.spell_encumbrance == TRUE) |
844 | if (settings.spell_encumbrance == TRUE) |
847 | contr->encumbrance = 0; |
845 | contr->encumbrance = 0; |
848 | |
846 | |
849 | attacktype = 0; |
847 | attacktype = 0; |
|
|
848 | |
850 | contr->digestion = 0; |
849 | contr->digestion = 0; |
851 | contr->gen_hp = 0; |
850 | contr->gen_hp = 0; |
852 | contr->gen_sp = 0; |
851 | contr->gen_sp = 0; |
853 | contr->gen_grace = 0; |
852 | contr->gen_grace = 0; |
854 | contr->gen_sp_armour = 10; |
853 | contr->gen_sp_armour = 10; |
855 | contr->item_power = 0; |
854 | contr->item_power = 0; |
856 | |
855 | |
857 | /* Don't clobber all the range_ values. range_golem otherwise |
856 | /* Don't clobber all the range_ values. range_golem otherwise |
858 | * gets reset for no good reason, and we don't want to reset |
857 | * gets reset for no good reason, and we don't want to reset |
859 | * range_magic (what spell is readied). These three below |
858 | * range_magic (what spell is readied). These three below |
860 | * well get filled in based on what the player has equipped. |
859 | * well get filled in based on what the player has equipped. |
861 | */ |
860 | */ |
862 | contr->ranges[range_bow] = NULL; |
861 | contr->ranges[range_bow] = 0; |
863 | contr->ranges[range_misc] = NULL; |
862 | contr->ranges[range_misc] = 0; |
864 | contr->ranges[range_skill] = NULL; |
863 | contr->ranges[range_skill] = 0; |
865 | } |
864 | } |
866 | |
865 | |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
866 | memcpy (body_used, body_info, sizeof (body_info)); |
868 | |
867 | |
869 | slaying = 0; |
868 | slaying = 0; |
… | |
… | |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
880 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
883 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
884 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
883 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
885 | |
884 | |
886 | path_attuned = arch->clone.path_attuned; |
885 | path_attuned = arch->clone.path_attuned; |
887 | path_repelled = arch->clone.path_repelled; |
886 | path_repelled = arch->clone.path_repelled; |
888 | path_denied = arch->clone.path_denied; |
887 | path_denied = arch->clone.path_denied; |
889 | glow_radius = arch->clone.glow_radius; |
888 | glow_radius = arch->clone.glow_radius; |
890 | move_type = arch->clone.move_type; |
889 | move_type = arch->clone.move_type; |
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|
890 | |
891 | chosen_skill = NULL; |
891 | chosen_skill = NULL; |
892 | |
892 | |
893 | /* initializing resistances from the values in player/monster's |
893 | /* initializing resistances from the values in player/monster's |
894 | * archetype clone |
894 | * archetype clone |
895 | */ |
895 | */ |
… | |
… | |
971 | * in the praying skill, and the player should always get those. |
971 | * in the praying skill, and the player should always get those. |
972 | * It also means we need to put in additional checks for applied below, |
972 | * It also means we need to put in additional checks for applied below, |
973 | * because the skill shouldn't count against body positions being used |
973 | * because the skill shouldn't count against body positions being used |
974 | * up, etc. |
974 | * up, etc. |
975 | */ |
975 | */ |
976 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
976 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
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|
977 | && tmp->type != CONTAINER |
|
|
978 | && tmp->type != CLOSE_CON) |
|
|
979 | || (tmp->type == SKILL |
977 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
980 | && tmp->subtype == SK_PRAYING)) |
978 | { |
981 | { |
979 | if (type == PLAYER) |
982 | if (type == PLAYER) |
980 | { |
983 | { |
981 | if (tmp->type == BOW) |
984 | if (tmp->type == BOW) |
982 | contr->ranges[range_bow] = tmp; |
985 | contr->ranges[range_bow] = tmp; |
983 | |
986 | |
984 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
987 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
985 | contr->ranges[range_misc] = tmp; |
988 | contr->ranges[range_misc] = tmp; |
986 | |
989 | |
987 | for (i = 0; i < NUM_STATS; i++) |
990 | for (i = 0; i < NUM_STATS; i++) |
988 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
991 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
989 | |
992 | |
990 | /* these are the items that currently can change digestion, regeneration, |
993 | /* these are the items that currently can change digestion, regeneration, |
991 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
994 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
992 | * list, but other items store other info into stats array. |
995 | * list, but other items store other info into stats array. |
993 | */ |
996 | */ |
994 | if ((tmp->type == WEAPON) || |
997 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
995 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
998 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
996 | (tmp->type == SHIELD) || (tmp->type == RING) || |
999 | (tmp->type == SHIELD) || (tmp->type == RING) || |
997 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
1000 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
998 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
1001 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
999 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
1002 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
… | |
… | |
1015 | body_used[i] += tmp->body_info[i]; |
1018 | body_used[i] += tmp->body_info[i]; |
1016 | |
1019 | |
1017 | if (tmp->type == SYMPTOM) |
1020 | if (tmp->type == SYMPTOM) |
1018 | { |
1021 | { |
1019 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1022 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
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|
1023 | |
1020 | if (speed_reduce_from_disease == 0) |
1024 | if (speed_reduce_from_disease == 0) |
1021 | speed_reduce_from_disease = 1; |
1025 | speed_reduce_from_disease = 1; |
1022 | } |
1026 | } |
1023 | |
1027 | |
1024 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1028 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
… | |
… | |
1049 | |
1053 | |
1050 | /* There may be other things that should not adjust the attacktype */ |
1054 | /* There may be other things that should not adjust the attacktype */ |
1051 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1055 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1052 | attacktype |= tmp->attacktype; |
1056 | attacktype |= tmp->attacktype; |
1053 | |
1057 | |
1054 | path_attuned |= tmp->path_attuned; |
1058 | path_attuned |= tmp->path_attuned; |
1055 | path_repelled |= tmp->path_repelled; |
1059 | path_repelled |= tmp->path_repelled; |
1056 | path_denied |= tmp->path_denied; |
1060 | path_denied |= tmp->path_denied; |
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|
1061 | move_type |= tmp->move_type; |
1057 | stats.luck += tmp->stats.luck; |
1062 | stats.luck += tmp->stats.luck; |
1058 | move_type |= tmp->move_type; |
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|
1059 | |
1063 | |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1064 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1065 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1066 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1067 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1152 | case HELMET: |
1156 | case HELMET: |
1153 | case BOOTS: |
1157 | case BOOTS: |
1154 | case GLOVES: |
1158 | case GLOVES: |
1155 | case CLOAK: |
1159 | case CLOAK: |
1156 | if (tmp->stats.wc) |
1160 | if (tmp->stats.wc) |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
1161 | wc -= tmp->stats.wc + tmp->magic; |
1158 | |
1162 | |
1159 | if (tmp->stats.dam) |
1163 | if (tmp->stats.dam) |
1160 | stats.dam += (tmp->stats.dam + tmp->magic); |
1164 | stats.dam += tmp->stats.dam + tmp->magic; |
1161 | |
1165 | |
1162 | if (tmp->stats.ac) |
1166 | if (tmp->stats.ac) |
1163 | ac -= (tmp->stats.ac + tmp->magic); |
1167 | ac -= tmp->stats.ac + tmp->magic; |
1164 | |
1168 | |
1165 | break; |
1169 | break; |
1166 | |
1170 | |
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|
1171 | case BOW: |
1167 | case WEAPON: |
1172 | case WEAPON: |
1168 | wc -= (tmp->stats.wc + tmp->magic); |
1173 | wc -= tmp->stats.wc + tmp->magic; |
1169 | |
1174 | |
1170 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1175 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1171 | ac -= tmp->stats.ac + tmp->magic; |
1176 | ac -= tmp->stats.ac + tmp->magic; |
1172 | |
1177 | |
1173 | stats.dam += (tmp->stats.dam + tmp->magic); |
1178 | stats.dam += tmp->stats.dam + tmp->magic; |
1174 | weapon_weight = tmp->weight; |
1179 | weapon_weight = tmp->weight; |
1175 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1180 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1176 | |
1181 | |
1177 | if (weapon_speed < 0) |
1182 | if (weapon_speed < 0) |
1178 | weapon_speed = 0; |
1183 | weapon_speed = 0; |
… | |
… | |
1388 | * monster bonus the same as before. -b.t. |
1393 | * monster bonus the same as before. -b.t. |
1389 | */ |
1394 | */ |
1390 | |
1395 | |
1391 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1396 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1392 | { |
1397 | { |
1393 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1398 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
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|
1399 | |
1394 | for (i = 1; i < wc_obj->level; i++) |
1400 | for (i = 1; i < wc_obj->level; i++) |
1395 | { |
1401 | { |
1396 | /* addtional wc every 6 levels */ |
1402 | /* addtional wc every 6 levels */ |
1397 | if (!(i % 6)) |
1403 | if (!(i % 6)) |
1398 | wc--; |
1404 | wc--; |
|
|
1405 | |
1399 | /* addtional dam every 4 levels. */ |
1406 | /* addtional dam every 4 levels. */ |
1400 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1407 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1401 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1408 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1402 | } |
1409 | } |
1403 | } |
1410 | } |
1404 | else |
1411 | else |
1405 | wc -= (level + thaco_bonus[stats.Str]); |
1412 | wc -= level + thaco_bonus[stats.Str]; |
1406 | |
1413 | |
1407 | stats.dam += dam_bonus[stats.Str]; |
1414 | stats.dam += dam_bonus[stats.Str]; |
1408 | |
1415 | |
1409 | if (stats.dam < 1) |
1416 | if (stats.dam < 1) |
1410 | stats.dam = 1; |
1417 | stats.dam = 1; |
… | |
… | |
1975 | * these last two values are only used for players. |
1982 | * these last two values are only used for players. |
1976 | */ |
1983 | */ |
1977 | void |
1984 | void |
1978 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1985 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1979 | { |
1986 | { |
1980 | |
|
|
1981 | #ifdef EXP_DEBUG |
1987 | #ifdef EXP_DEBUG |
1982 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1988 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1983 | #endif |
1989 | #endif |
1984 | |
1990 | |
1985 | /* safety */ |
1991 | /* safety */ |
… | |
… | |
2034 | |
2040 | |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
2041 | /* 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 |
2042 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
2043 | * amount of permenent experience, whichever gives the lowest loss. |
2038 | */ |
2044 | */ |
2039 | |
|
|
2040 | void |
2045 | void |
2041 | apply_death_exp_penalty (object *op) |
2046 | apply_death_exp_penalty (object *op) |
2042 | { |
2047 | { |
2043 | object *tmp; |
2048 | object *tmp; |
2044 | sint64 loss; |
2049 | sint64 loss; |