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 | * |
… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
235 | }; |
236 | |
236 | |
237 | /* |
237 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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239 | * what attr is (STR to POW). |
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240 | */ |
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241 | void |
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242 | set_attr_value (living *stats, int attr, sint8 value) |
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243 | { |
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244 | switch (attr) |
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245 | { |
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246 | case STR: |
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247 | stats->Str = value; |
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248 | break; |
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249 | case DEX: |
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250 | stats->Dex = value; |
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251 | break; |
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252 | case CON: |
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253 | stats->Con = value; |
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254 | break; |
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255 | case WIS: |
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256 | stats->Wis = value; |
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257 | break; |
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258 | case POW: |
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259 | stats->Pow = value; |
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260 | break; |
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261 | case CHA: |
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262 | stats->Cha = value; |
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263 | break; |
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264 | case INT: |
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265 | stats->Int = value; |
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266 | break; |
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267 | } |
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268 | } |
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269 | |
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270 | /* |
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271 | * Like set_attr_value(), but instead the value (which can be negative) |
238 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
239 | * is added to the specified stat. |
273 | */ |
240 | */ |
274 | void |
241 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
243 | { |
277 | if (value == 0) |
244 | stats->stat (attr) += value; |
278 | return; |
245 | } |
279 | |
246 | |
280 | switch (attr) |
247 | sint8 & |
281 | { |
248 | living::stat (int index) |
282 | case STR: |
249 | { |
283 | stats->Str += value; |
250 | switch (index) |
284 | break; |
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285 | case DEX: |
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286 | stats->Dex += value; |
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287 | break; |
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288 | case CON: |
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289 | stats->Con += value; |
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290 | break; |
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291 | case WIS: |
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292 | stats->Wis += value; |
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293 | break; |
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294 | case POW: |
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295 | stats->Pow += value; |
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296 | break; |
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297 | case CHA: |
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298 | stats->Cha += value; |
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299 | break; |
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300 | case INT: |
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301 | stats->Int += value; |
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302 | break; |
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303 | default: |
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304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
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305 | } |
251 | { |
306 | } |
252 | case STR: return Str; |
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253 | case DEX: return Dex; |
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254 | case CON: return Con; |
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255 | case INT: return Int; |
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256 | case WIS: return Wis; |
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257 | case POW: return Pow; |
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258 | case CHA: return Cha; |
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259 | } |
307 | |
260 | |
308 | /* |
261 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
309 | * returns the specified stat. See also set_attr_value(). |
262 | static sint8 dummy; |
310 | */ |
263 | return dummy; |
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264 | } |
311 | |
265 | |
312 | sint8 |
266 | sint8 |
313 | get_attr_value (const living *stats, int attr) |
267 | living::stat (int index) const |
314 | { |
268 | { |
315 | switch (attr) |
269 | switch (index) |
316 | { |
270 | { |
317 | case STR: return stats->Str; |
271 | case STR: return Str; |
318 | case DEX: return stats->Dex; |
272 | case DEX: return Dex; |
319 | case CON: return stats->Con; |
273 | case CON: return Con; |
320 | case WIS: return stats->Wis; |
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321 | case CHA: return stats->Cha; |
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322 | case INT: return stats->Int; |
274 | case INT: return Int; |
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275 | case WIS: return Wis; |
323 | case POW: return stats->Pow; |
276 | case POW: return Pow; |
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277 | case CHA: return Cha; |
324 | } |
278 | } |
325 | |
279 | |
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280 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
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281 | static sint8 dummy; |
326 | return 0; |
282 | return dummy; |
327 | } |
283 | } |
328 | |
284 | |
329 | /* |
285 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
286 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
287 | * 1-30 stat limit. |
332 | */ |
288 | */ |
333 | |
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334 | void |
289 | void |
335 | check_stat_bounds (living *stats) |
290 | check_stat_bounds (living *stats) |
336 | { |
291 | { |
337 | int i, v; |
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338 | |
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339 | for (i = 0; i < NUM_STATS; i++) |
292 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
293 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
294 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
295 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
296 | } |
344 | } |
297 | } |
345 | |
298 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
299 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
300 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
301 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
310 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
311 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
312 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
313 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
314 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
315 | * displayed - update_stats should really always be called after this when |
363 | * removing an object - that is because it is impossible to know if some object |
316 | * removing an object - that is because it is impossible to know if some object |
364 | * is the only source of an attacktype or spell attunement, so this function |
317 | * is the only source of an attacktype or spell attunement, so this function |
365 | * will clear the bits, but the player may still have some other object |
318 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
319 | * that gives them that ability. |
367 | */ |
320 | */ |
… | |
… | |
385 | potion_max = 1; |
338 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
339 | for (j = 0; j < NUM_STATS; j++) |
387 | { |
340 | { |
388 | int nstat, ostat; |
341 | int nstat, ostat; |
389 | |
342 | |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
343 | ostat = op->contr->orig_stats.stat (j); |
391 | i = get_attr_value (&(tmp->stats), j); |
344 | i = tmp->stats.stat (j); |
392 | |
345 | |
393 | /* nstat is what the stat will be after use of the potion */ |
346 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
347 | nstat = flag * i + ostat; |
395 | |
348 | |
396 | /* Do some bounds checking. While I don't think any |
349 | /* Do some bounds checking. While I don't think any |
… | |
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398 | * that adjust that stat by more than one point, so we need |
351 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
352 | * to allow for that. |
400 | */ |
353 | */ |
401 | if (nstat < 1 && i * flag < 0) |
354 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
355 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
356 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
404 | { |
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405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
357 | nstat = 20 + op->arch->clone.stats.stat (j); |
406 | } |
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407 | |
358 | |
408 | if (nstat != ostat) |
359 | if (nstat != ostat) |
409 | { |
360 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
361 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
362 | potion_max = 0; |
412 | } |
363 | } |
413 | else if (i) |
364 | else if (i) |
414 | { |
365 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
366 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
420 | /* This section of code ups the characters normal stats also. I am not |
371 | /* This section of code ups the characters normal stats also. I am not |
421 | * sure if this is strictly necessary, being that fix_player probably |
372 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
373 | * recalculates this anyway. |
423 | */ |
374 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
375 | for (j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
376 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
426 | |
377 | |
427 | check_stat_bounds (&(op->stats)); |
378 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
379 | } /* end of potion handling code */ |
429 | } |
380 | } |
430 | |
381 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
382 | /* reset attributes that fix_player doesn't reset since it doesn't search |
432 | * everything to set |
383 | * everything to set |
433 | */ |
384 | */ |
434 | if (flag == -1) |
385 | if (flag == -1) |
435 | { |
386 | { |
436 | op->attacktype &= ~tmp->attacktype; |
387 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
388 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
389 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
390 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
391 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
392 | * and not the other move_ fields. |
442 | */ |
393 | */ |
443 | op->move_type &= ~tmp->move_type; |
394 | op->move_type &= ~tmp->move_type; |
444 | } |
395 | } |
445 | |
396 | |
446 | /* call fix_player since op object could have whatever attribute due |
397 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
398 | * to multiple items. if fix_player always has to be called after |
448 | * change_ability then might as well call it from here |
399 | * change_ability then might as well call it from here |
449 | */ |
400 | */ |
450 | op->update_stats (); |
401 | op->update_stats (); |
451 | |
402 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
403 | /* Fix player won't add the bows ability to the player, so don't |
… | |
… | |
500 | * in that case, you don't actually land |
451 | * in that case, you don't actually land |
501 | */ |
452 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
453 | DIFF_MSG (flag, "You soar into the air air!.", |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
454 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
455 | } |
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456 | |
505 | if (tmp->move_type & MOVE_SWIM) |
457 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
458 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
507 | |
459 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
460 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
461 | check_move_on (op, op); |
… | |
… | |
658 | |
610 | |
659 | if (!potion_max) |
611 | if (!potion_max) |
660 | { |
612 | { |
661 | for (j = 0; j < NUM_STATS; j++) |
613 | for (j = 0; j < NUM_STATS; j++) |
662 | { |
614 | { |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
615 | if ((i = tmp->stats.stat (j))) |
664 | { |
616 | { |
665 | success = 1; |
617 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
618 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
619 | } |
668 | } |
620 | } |
… | |
… | |
673 | |
625 | |
674 | /* |
626 | /* |
675 | * Stat draining by Vick 930307 |
627 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
628 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
629 | */ |
678 | |
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679 | void |
630 | void |
680 | object::drain_stat () |
631 | object::drain_stat () |
681 | { |
632 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
633 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
634 | } |
… | |
… | |
818 | * Updates all abilities given by applied objects in the inventory |
769 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
770 | * of the given object. Note: This function works for both monsters |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
771 | * and players; the "player" in the name is purely an archaic inheritance. |
821 | * This functions starts from base values (archetype or player object) |
772 | * This functions starts from base values (archetype or player object) |
822 | * and then adjusts them according to what the player has equipped. |
773 | * and then adjusts them according to what the player has equipped. |
823 | */ |
774 | * |
824 | |
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825 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
775 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
826 | spell system split, grace points now added to system --peterm |
776 | * spell system split, grace points now added to system --peterm |
827 | */ |
777 | */ |
828 | |
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829 | void |
778 | void |
830 | object::update_stats () |
779 | object::update_stats () |
831 | { |
780 | { |
832 | int i, j; |
781 | int i, j; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
782 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
… | |
… | |
839 | |
788 | |
840 | /* First task is to clear all the values back to their original values */ |
789 | /* First task is to clear all the values back to their original values */ |
841 | if (type == PLAYER) |
790 | if (type == PLAYER) |
842 | { |
791 | { |
843 | for (i = 0; i < NUM_STATS; i++) |
792 | for (i = 0; i < NUM_STATS; i++) |
844 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
793 | stats.stat (i) = contr->orig_stats.stat (i); |
845 | |
794 | |
846 | if (settings.spell_encumbrance == TRUE) |
795 | if (settings.spell_encumbrance == TRUE) |
847 | contr->encumbrance = 0; |
796 | contr->encumbrance = 0; |
848 | |
797 | |
849 | attacktype = 0; |
798 | attacktype = 0; |
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799 | |
850 | contr->digestion = 0; |
800 | contr->digestion = 0; |
851 | contr->gen_hp = 0; |
801 | contr->gen_hp = 0; |
852 | contr->gen_sp = 0; |
802 | contr->gen_sp = 0; |
853 | contr->gen_grace = 0; |
803 | contr->gen_grace = 0; |
854 | contr->gen_sp_armour = 10; |
804 | contr->gen_sp_armour = 10; |
855 | contr->item_power = 0; |
805 | contr->item_power = 0; |
856 | |
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857 | /* Don't clobber all the range_ values. range_golem otherwise |
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858 | * gets reset for no good reason, and we don't want to reset |
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859 | * range_magic (what spell is readied). These three below |
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860 | * well get filled in based on what the player has equipped. |
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861 | */ |
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862 | contr->ranges[range_bow] = NULL; |
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863 | contr->ranges[range_misc] = NULL; |
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864 | contr->ranges[range_skill] = NULL; |
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865 | } |
806 | } |
866 | |
807 | |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
808 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
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809 | slot[i].used = slot[i].info; |
868 | |
810 | |
869 | slaying = 0; |
811 | slaying = 0; |
870 | |
812 | |
871 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
813 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
872 | { |
814 | { |
… | |
… | |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
823 | 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); |
824 | 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); |
825 | 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); |
826 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
885 | |
827 | |
886 | path_attuned = arch->clone.path_attuned; |
828 | path_attuned = arch->clone.path_attuned; |
887 | path_repelled = arch->clone.path_repelled; |
829 | path_repelled = arch->clone.path_repelled; |
888 | path_denied = arch->clone.path_denied; |
830 | path_denied = arch->clone.path_denied; |
889 | glow_radius = arch->clone.glow_radius; |
831 | glow_radius = arch->clone.glow_radius; |
890 | move_type = arch->clone.move_type; |
832 | move_type = arch->clone.move_type; |
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833 | |
891 | chosen_skill = NULL; |
834 | chosen_skill = 0; |
892 | |
835 | |
893 | /* initializing resistances from the values in player/monster's |
836 | /* initializing resistances from the values in player/monster's |
894 | * archetype clone |
837 | * archetype clone |
895 | */ |
838 | */ |
896 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
839 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
899 | { |
842 | { |
900 | if (resist[i] > 0) |
843 | if (resist[i] > 0) |
901 | prot[i] = resist[i], vuln[i] = 0; |
844 | prot[i] = resist[i], vuln[i] = 0; |
902 | else |
845 | else |
903 | vuln[i] = -(resist[i]), prot[i] = 0; |
846 | vuln[i] = -(resist[i]), prot[i] = 0; |
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847 | |
904 | potion_resist[i] = 0; |
848 | potion_resist[i] = 0; |
905 | } |
849 | } |
906 | |
850 | |
907 | wc = arch->clone.stats.wc; |
851 | wc = arch->clone.stats.wc; |
908 | stats.dam = arch->clone.stats.dam; |
852 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
935 | */ |
879 | */ |
936 | if (tmp->glow_radius > glow_radius) |
880 | if (tmp->glow_radius > glow_radius) |
937 | glow_radius = tmp->glow_radius; |
881 | glow_radius = tmp->glow_radius; |
938 | |
882 | |
939 | /* This happens because apply_potion calls change_abil with the potion |
883 | /* This happens because apply_potion calls change_abil with the potion |
940 | * applied so we can tell the player what chagned. But change_abil |
884 | * applied so we can tell the player what changed. But change_abil |
941 | * then calls this function. |
885 | * then calls this function. |
942 | */ |
886 | */ |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
887 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
944 | continue; |
888 | continue; |
945 | |
889 | |
… | |
… | |
971 | * in the praying skill, and the player should always get those. |
915 | * 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, |
916 | * 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 |
917 | * because the skill shouldn't count against body positions being used |
974 | * up, etc. |
918 | * up, etc. |
975 | */ |
919 | */ |
976 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
920 | if ((tmp->flag [FLAG_APPLIED] |
|
|
921 | && tmp->type != CONTAINER |
|
|
922 | && tmp->type != CLOSE_CON) |
|
|
923 | || (tmp->type == SKILL |
977 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
924 | && tmp->subtype == SK_PRAYING)) |
978 | { |
925 | { |
979 | if (type == PLAYER) |
926 | if (type == PLAYER) |
980 | { |
927 | { |
981 | if (tmp->type == BOW) |
928 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
982 | contr->ranges[range_bow] = tmp; |
929 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
983 | |
930 | continue; |
984 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
985 | contr->ranges[range_misc] = tmp; |
|
|
986 | |
931 | |
987 | for (i = 0; i < NUM_STATS; i++) |
932 | for (i = 0; i < NUM_STATS; i++) |
988 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
933 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
989 | |
934 | |
990 | /* these are the items that currently can change digestion, regeneration, |
935 | /* these are the items that currently can change digestion, regeneration, |
991 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
936 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
992 | * list, but other items store other info into stats array. |
937 | * list, but other items store other info into stats array. |
993 | */ |
938 | */ |
994 | if ((tmp->type == WEAPON) || |
939 | if (tmp->type == WEAPON || tmp->type == BOW || |
995 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
940 | tmp->type == ARMOUR || tmp->type == HELMET || |
996 | (tmp->type == SHIELD) || (tmp->type == RING) || |
941 | tmp->type == SHIELD || tmp->type == RING || |
997 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
942 | tmp->type == BOOTS || tmp->type == GLOVES || |
998 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
943 | tmp->type == AMULET || tmp->type == GIRDLE || |
999 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
944 | tmp->type == BRACERS || tmp->type == CLOAK || |
1000 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
945 | tmp->type == DISEASE || tmp->type == FORCE || |
1001 | (tmp->type == SKILL)) |
946 | tmp->type == SKILL) |
1002 | { |
947 | { |
1003 | contr->digestion += tmp->stats.food; |
948 | contr->digestion += tmp->stats.food; |
1004 | contr->gen_hp += tmp->stats.hp; |
949 | contr->gen_hp += tmp->stats.hp; |
1005 | contr->gen_sp += tmp->stats.sp; |
950 | contr->gen_sp += tmp->stats.sp; |
1006 | contr->gen_grace += tmp->stats.grace; |
951 | contr->gen_grace += tmp->stats.grace; |
1007 | contr->gen_sp_armour += tmp->gen_sp_armour; |
952 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1008 | contr->item_power += tmp->item_power; |
953 | contr->item_power += tmp->item_power; |
1009 | } |
954 | } |
1010 | } /* if this is a player */ |
955 | } /* if this is a player */ |
|
|
956 | else |
|
|
957 | { |
|
|
958 | if (tmp->type == WEAPON) |
|
|
959 | current_weapon = tmp; |
|
|
960 | } |
1011 | |
961 | |
1012 | /* Update slots used for items */ |
962 | /* Update slots used for items */ |
1013 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
963 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1014 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
964 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1015 | body_used[i] += tmp->body_info[i]; |
965 | slot[i].used += tmp->slot[i].info; |
1016 | |
966 | |
1017 | if (tmp->type == SYMPTOM) |
967 | if (tmp->type == SYMPTOM) |
1018 | { |
968 | { |
1019 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
969 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
970 | |
1020 | if (speed_reduce_from_disease == 0) |
971 | if (speed_reduce_from_disease == 0) |
1021 | speed_reduce_from_disease = 1; |
972 | speed_reduce_from_disease = 1; |
1022 | } |
973 | } |
1023 | |
974 | |
1024 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
975 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
… | |
… | |
1046 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
997 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1047 | } |
998 | } |
1048 | } |
999 | } |
1049 | |
1000 | |
1050 | /* There may be other things that should not adjust the attacktype */ |
1001 | /* There may be other things that should not adjust the attacktype */ |
1051 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1002 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1003 | || current_weapon == tmp) |
|
|
1004 | { |
1052 | attacktype |= tmp->attacktype; |
1005 | attacktype |= tmp->attacktype; |
1053 | |
|
|
1054 | path_attuned |= tmp->path_attuned; |
1006 | path_attuned |= tmp->path_attuned; |
1055 | path_repelled |= tmp->path_repelled; |
1007 | path_repelled |= tmp->path_repelled; |
1056 | path_denied |= tmp->path_denied; |
1008 | path_denied |= tmp->path_denied; |
|
|
1009 | move_type |= tmp->move_type; |
1057 | stats.luck += tmp->stats.luck; |
1010 | stats.luck += tmp->stats.luck; |
1058 | move_type |= tmp->move_type; |
1011 | } |
1059 | |
1012 | |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1013 | 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); |
1014 | 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); |
1015 | 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); |
1016 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1076 | |
1029 | |
1077 | if (tmp->stats.exp && tmp->type != SKILL) |
1030 | if (tmp->stats.exp && tmp->type != SKILL) |
1078 | { |
1031 | { |
1079 | if (tmp->stats.exp > 0) |
1032 | if (tmp->stats.exp > 0) |
1080 | { |
1033 | { |
1081 | added_speed += (float) tmp->stats.exp / 3.0; |
1034 | added_speed += tmp->stats.exp / 3.f; |
1082 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1035 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1083 | } |
1036 | } |
1084 | else |
1037 | else |
1085 | added_speed += (float) tmp->stats.exp; |
1038 | added_speed += tmp->stats.exp; |
1086 | } |
1039 | } |
1087 | |
1040 | |
1088 | switch (tmp->type) |
1041 | switch (tmp->type) |
1089 | { |
1042 | { |
|
|
1043 | #if 0 |
|
|
1044 | case WAND: |
|
|
1045 | case ROD: |
|
|
1046 | case HORN: |
|
|
1047 | if (type != PLAYER || current_weapon == tmp) |
|
|
1048 | chosen_skill = tmp; |
|
|
1049 | break; |
|
|
1050 | #endif |
|
|
1051 | |
1090 | /* skills modifying the character -b.t. */ |
1052 | /* skills modifying the character -b.t. */ |
1091 | /* for all skills and skill granting objects */ |
1053 | /* for all skills and skill granting objects */ |
1092 | case SKILL: |
1054 | case SKILL: |
1093 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1055 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1094 | break; |
1056 | break; |
… | |
… | |
1102 | chosen_skill = tmp; |
1064 | chosen_skill = tmp; |
1103 | |
1065 | |
1104 | if (tmp->stats.dam > 0) |
1066 | if (tmp->stats.dam > 0) |
1105 | { /* skill is a 'weapon' */ |
1067 | { /* skill is a 'weapon' */ |
1106 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1068 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1107 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1069 | weapon_speed = WEAPON_SPEED (tmp); |
1108 | |
1070 | |
1109 | if (weapon_speed < 0) |
1071 | if (weapon_speed < 0) |
1110 | weapon_speed = 0; |
1072 | weapon_speed = 0; |
1111 | |
1073 | |
1112 | weapon_weight = tmp->weight; |
1074 | weapon_weight = tmp->weight; |
… | |
… | |
1115 | if (tmp->magic) |
1077 | if (tmp->magic) |
1116 | stats.dam += tmp->magic; |
1078 | stats.dam += tmp->magic; |
1117 | } |
1079 | } |
1118 | |
1080 | |
1119 | if (tmp->stats.wc) |
1081 | if (tmp->stats.wc) |
1120 | wc -= (tmp->stats.wc + tmp->magic); |
1082 | wc -= tmp->stats.wc + tmp->magic; |
1121 | |
1083 | |
1122 | if (tmp->slaying != NULL) |
1084 | if (tmp->slaying) |
1123 | slaying = tmp->slaying; |
1085 | slaying = tmp->slaying; |
1124 | |
1086 | |
1125 | if (tmp->stats.ac) |
1087 | if (tmp->stats.ac) |
1126 | ac -= (tmp->stats.ac + tmp->magic); |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1127 | |
1089 | |
1128 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1090 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1129 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1091 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1130 | |
|
|
1131 | if (type == PLAYER) |
|
|
1132 | contr->ranges[range_skill] = this; |
|
|
1133 | |
1092 | |
1134 | break; |
1093 | break; |
1135 | |
1094 | |
1136 | case SKILL_TOOL: |
1095 | case SKILL_TOOL: |
1137 | if (chosen_skill) |
1096 | if (chosen_skill) |
1138 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1097 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1139 | |
1098 | |
1140 | chosen_skill = tmp; |
1099 | chosen_skill = tmp; |
1141 | |
|
|
1142 | if (type == PLAYER) |
|
|
1143 | contr->ranges[range_skill] = this; |
|
|
1144 | break; |
1100 | break; |
1145 | |
1101 | |
1146 | case SHIELD: |
1102 | case SHIELD: |
1147 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1103 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1148 | contr->encumbrance += (int) tmp->weight / 2000; |
1104 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1152 | case HELMET: |
1108 | case HELMET: |
1153 | case BOOTS: |
1109 | case BOOTS: |
1154 | case GLOVES: |
1110 | case GLOVES: |
1155 | case CLOAK: |
1111 | case CLOAK: |
1156 | if (tmp->stats.wc) |
1112 | if (tmp->stats.wc) |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
1113 | wc -= tmp->stats.wc + tmp->magic; |
1158 | |
1114 | |
1159 | if (tmp->stats.dam) |
1115 | if (tmp->stats.dam) |
1160 | stats.dam += (tmp->stats.dam + tmp->magic); |
1116 | stats.dam += tmp->stats.dam + tmp->magic; |
1161 | |
1117 | |
1162 | if (tmp->stats.ac) |
1118 | if (tmp->stats.ac) |
1163 | ac -= (tmp->stats.ac + tmp->magic); |
1119 | ac -= tmp->stats.ac + tmp->magic; |
1164 | |
1120 | |
1165 | break; |
1121 | break; |
1166 | |
1122 | |
|
|
1123 | case BOW: |
1167 | case WEAPON: |
1124 | case WEAPON: |
|
|
1125 | if (type != PLAYER || current_weapon == tmp) |
|
|
1126 | { |
1168 | wc -= (tmp->stats.wc + tmp->magic); |
1127 | wc -= tmp->stats.wc + tmp->magic; |
1169 | |
1128 | |
1170 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1129 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1171 | ac -= tmp->stats.ac + tmp->magic; |
1130 | ac -= tmp->stats.ac + tmp->magic; |
1172 | |
1131 | |
1173 | stats.dam += (tmp->stats.dam + tmp->magic); |
1132 | stats.dam += tmp->stats.dam + tmp->magic; |
1174 | weapon_weight = tmp->weight; |
1133 | weapon_weight = tmp->weight; |
1175 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1134 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1176 | |
1135 | |
1177 | if (weapon_speed < 0) |
1136 | if (weapon_speed < 0) |
1178 | weapon_speed = 0; |
1137 | weapon_speed = 0; |
1179 | |
1138 | |
1180 | slaying = tmp->slaying; |
1139 | slaying = tmp->slaying; |
|
|
1140 | |
1181 | /* If there is desire that two handed weapons should do |
1141 | /* If there is desire that two handed weapons should do |
1182 | * extra strength damage, this is where the code should |
1142 | * extra strength damage, this is where the code should |
1183 | * go. |
1143 | * go. |
1184 | */ |
1144 | */ |
1185 | current_weapon = tmp; |
1145 | |
1186 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1146 | if (type == PLAYER) |
|
|
1147 | if (settings.spell_encumbrance) |
1187 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1148 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1149 | } |
1188 | |
1150 | |
1189 | break; |
1151 | break; |
1190 | |
1152 | |
1191 | case ARMOUR: /* Only the best of these three are used: */ |
1153 | case ARMOUR: /* Only the best of these three are used: */ |
1192 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1154 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1193 | contr->encumbrance += (int) tmp->weight / 1000; |
1155 | contr->encumbrance += tmp->weight / 1000; |
1194 | |
1156 | |
1195 | case BRACERS: |
1157 | case BRACERS: |
1196 | case FORCE: |
1158 | case FORCE: |
1197 | if (tmp->stats.wc) |
1159 | if (tmp->stats.wc) |
1198 | { |
1160 | { |
… | |
… | |
1220 | wc -= (tmp->stats.wc + tmp->magic); |
1182 | wc -= (tmp->stats.wc + tmp->magic); |
1221 | |
1183 | |
1222 | if (tmp->stats.ac) |
1184 | if (tmp->stats.ac) |
1223 | ac -= (tmp->stats.ac + tmp->magic); |
1185 | ac -= (tmp->stats.ac + tmp->magic); |
1224 | |
1186 | |
1225 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1187 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1226 | max = ARMOUR_SPEED (tmp) / 10.0; |
1188 | max = ARMOUR_SPEED (tmp) / 10.f; |
1227 | |
1189 | |
1228 | break; |
1190 | break; |
1229 | } /* switch tmp->type */ |
1191 | } /* switch tmp->type */ |
1230 | } /* item is equipped */ |
1192 | } /* item is equipped */ |
1231 | } /* for loop of items */ |
1193 | } /* for loop of items */ |
… | |
… | |
1299 | |
1261 | |
1300 | if (mana_obj == this && type == PLAYER) |
1262 | if (mana_obj == this && type == PLAYER) |
1301 | stats.maxsp = 1; |
1263 | stats.maxsp = 1; |
1302 | else |
1264 | else |
1303 | { |
1265 | { |
1304 | sp_tmp = 0.0; |
1266 | sp_tmp = 0.f; |
1305 | |
1267 | |
1306 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1268 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1307 | { |
1269 | { |
1308 | float stmp; |
1270 | float stmp; |
1309 | |
1271 | |
1310 | /* Got some extra bonus at first level */ |
1272 | /* Got some extra bonus at first level */ |
1311 | if (i < 2) |
1273 | if (i < 2) |
1312 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1274 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1313 | else |
1275 | else |
1314 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1276 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1315 | |
1277 | |
1316 | if (stmp < 1.0) |
1278 | if (stmp < 1.f) |
1317 | stmp = 1.0; |
1279 | stmp = 1.f; |
1318 | |
1280 | |
1319 | sp_tmp += stmp; |
1281 | sp_tmp += stmp; |
1320 | } |
1282 | } |
1321 | |
1283 | |
1322 | stats.maxsp = (int) sp_tmp; |
1284 | stats.maxsp = (sint16)sp_tmp; |
1323 | |
1285 | |
1324 | for (i = 11; i <= mana_obj->level; i++) |
1286 | for (i = 11; i <= mana_obj->level; i++) |
1325 | stats.maxsp += 2; |
1287 | stats.maxsp += 2; |
1326 | } |
1288 | } |
1327 | /* Characters can get their sp supercharged via rune of transferrance */ |
1289 | /* Characters can get their sp supercharged via rune of transferrance */ |
… | |
… | |
1339 | /* store grace in a float - this way, the divisions below don't create |
1301 | /* store grace in a float - this way, the divisions below don't create |
1340 | * big jumps when you go from level to level - with int's, it then |
1302 | * big jumps when you go from level to level - with int's, it then |
1341 | * becomes big jumps when the sums of the bonuses jump to the next |
1303 | * becomes big jumps when the sums of the bonuses jump to the next |
1342 | * step of 8 - with floats, even fractional ones are useful. |
1304 | * step of 8 - with floats, even fractional ones are useful. |
1343 | */ |
1305 | */ |
1344 | sp_tmp = 0.0; |
1306 | sp_tmp = 0.f; |
1345 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1307 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1346 | { |
1308 | { |
1347 | float grace_tmp = 0.0; |
1309 | float grace_tmp = 0.f; |
1348 | |
1310 | |
1349 | /* Got some extra bonus at first level */ |
1311 | /* Got some extra bonus at first level */ |
1350 | if (i < 2) |
1312 | if (i < 2) |
1351 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1313 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1352 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1353 | else |
1314 | else |
1354 | grace_tmp = (float) contr->levgrace[i] |
|
|
1355 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1315 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1356 | |
1316 | |
1357 | if (grace_tmp < 1.0) |
1317 | if (grace_tmp < 1.f) |
1358 | grace_tmp = 1.0; |
1318 | grace_tmp = 1.f; |
1359 | |
1319 | |
1360 | sp_tmp += grace_tmp; |
1320 | sp_tmp += grace_tmp; |
1361 | } |
1321 | } |
1362 | |
1322 | |
1363 | stats.maxgrace = (int) sp_tmp; |
1323 | stats.maxgrace = (sint16)sp_tmp; |
1364 | |
1324 | |
1365 | /* two grace points per level after 11 */ |
1325 | /* two grace points per level after 11 */ |
1366 | for (i = 11; i <= grace_obj->level; i++) |
1326 | for (i = 11; i <= grace_obj->level; i++) |
1367 | stats.maxgrace += 2; |
1327 | stats.maxgrace += 2; |
1368 | } |
1328 | } |
… | |
… | |
1388 | * monster bonus the same as before. -b.t. |
1348 | * monster bonus the same as before. -b.t. |
1389 | */ |
1349 | */ |
1390 | |
1350 | |
1391 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1351 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1392 | { |
1352 | { |
1393 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1353 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1354 | |
1394 | for (i = 1; i < wc_obj->level; i++) |
1355 | for (i = 1; i < wc_obj->level; i++) |
1395 | { |
1356 | { |
1396 | /* addtional wc every 6 levels */ |
1357 | /* addtional wc every 6 levels */ |
1397 | if (!(i % 6)) |
1358 | if (!(i % 6)) |
1398 | wc--; |
1359 | wc--; |
|
|
1360 | |
1399 | /* addtional dam every 4 levels. */ |
1361 | /* addtional dam every 4 levels. */ |
1400 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1362 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1401 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1363 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1402 | } |
1364 | } |
1403 | } |
1365 | } |
1404 | else |
1366 | else |
1405 | wc -= (level + thaco_bonus[stats.Str]); |
1367 | wc -= level + thaco_bonus[stats.Str]; |
1406 | |
1368 | |
1407 | stats.dam += dam_bonus[stats.Str]; |
1369 | stats.dam += dam_bonus[stats.Str]; |
1408 | |
1370 | |
1409 | if (stats.dam < 1) |
1371 | if (stats.dam < 1) |
1410 | stats.dam = 1; |
1372 | stats.dam = 1; |
1411 | |
1373 | |
1412 | speed = 1.0 + speed_bonus[stats.Dex]; |
1374 | speed = 1.f + speed_bonus[stats.Dex]; |
1413 | |
1375 | |
1414 | if (settings.search_items && contr->search_str[0]) |
1376 | if (settings.search_items && contr->search_str[0]) |
1415 | speed -= 1; |
1377 | speed -= 1; |
1416 | |
1378 | |
1417 | if (attacktype == 0) |
1379 | if (attacktype == 0) |
1418 | attacktype = arch->clone.attacktype; |
1380 | attacktype = arch->clone.attacktype; |
1419 | |
1381 | |
1420 | } /* End if player */ |
1382 | } /* End if player */ |
1421 | |
1383 | |
1422 | if (added_speed >= 0) |
1384 | if (added_speed >= 0) |
1423 | speed += added_speed / 10.0; |
1385 | speed += added_speed / 10.f; |
1424 | else /* Something wrong here...: */ |
1386 | else /* Something wrong here...: */ |
1425 | speed /= (float) (1.0 - added_speed); |
1387 | speed /= 1.f - added_speed; |
1426 | |
1388 | |
1427 | /* Max is determined by armour */ |
1389 | /* Max is determined by armour */ |
1428 | if (speed > max) |
1390 | if (speed > max) |
1429 | speed = max; |
1391 | speed = max; |
1430 | |
1392 | |
… | |
… | |
1435 | * weight limit, then player suffers a speed reduction based on how |
1397 | * weight limit, then player suffers a speed reduction based on how |
1436 | * much above he is, and what is max carry is |
1398 | * much above he is, and what is max carry is |
1437 | */ |
1399 | */ |
1438 | f = (carrying / 1000) - max_carry[stats.Str]; |
1400 | f = (carrying / 1000) - max_carry[stats.Str]; |
1439 | if (f > 0) |
1401 | if (f > 0) |
1440 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1402 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1441 | } |
1403 | } |
1442 | |
1404 | |
1443 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1405 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1444 | |
1406 | |
1445 | /* Put a lower limit on speed. Note with this speed, you move once every |
1407 | /* Put a lower limit on speed. Note with this speed, you move once every |
1446 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1408 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1447 | */ |
1409 | */ |
1448 | speed = speed * speed_reduce_from_disease; |
1410 | speed = speed * speed_reduce_from_disease; |
1449 | |
1411 | |
1450 | if (speed < 0.01 && type == PLAYER) |
1412 | if (speed < 0.01f && type == PLAYER) |
1451 | speed = 0.01; |
1413 | speed = 0.01f; |
1452 | |
1414 | |
1453 | if (type == PLAYER) |
1415 | if (type == PLAYER) |
1454 | { |
1416 | { |
1455 | float M, W, s, D, K, S, M2; |
|
|
1456 | |
|
|
1457 | /* (This formula was made by vidarl@ifi.uio.no) |
1417 | /* (This formula was made by vidarl@ifi.uio.no) |
1458 | * Note that we never used these values again - basically |
1418 | * Note that we never used these values again - basically |
1459 | * all of these could be subbed into one big equation, but |
1419 | * all of these could be subbed into one big equation, but |
1460 | * that would just be a real pain to read. |
1420 | * that would just be a real pain to read. |
1461 | */ |
1421 | */ |
1462 | M = (max_carry[stats.Str] - 121) / 121.0; |
1422 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1463 | M2 = max_carry[stats.Str] / 100.0; |
1423 | float M2 = max_carry[stats.Str] / 100.f; |
1464 | W = weapon_weight / 20000.0; |
1424 | float W = weapon_weight / 20000.f; |
1465 | s = 2 - weapon_speed / 10.0; |
1425 | float s = 2 - weapon_speed / 10.f; |
1466 | D = (stats.Dex - 14) / 14.0; |
1426 | float D = (stats.Dex - 14) / 14.f; |
1467 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1427 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1428 | |
1468 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1429 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1430 | |
1469 | if (K <= 0) |
1431 | if (K <= 0.f) |
1470 | K = 0.01; |
1432 | K = 0.01f; |
|
|
1433 | |
1471 | S = speed / (K * s); |
1434 | float S = speed / (K * s); |
|
|
1435 | |
1472 | contr->weapon_sp = S; |
1436 | contr->weapon_sp = S; |
1473 | } |
1437 | } |
1474 | |
1438 | |
1475 | /* I want to limit the power of small monsters with big weapons: */ |
1439 | /* I want to limit the power of small monsters with big weapons: */ |
1476 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1440 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1477 | stats.dam = arch->clone.stats.dam * 3; |
1441 | stats.dam = arch->clone.stats.dam * 3; |
1478 | |
1442 | |
1479 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1443 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1480 | * should be more than enough - remember, AC is also in 8 bits, |
1444 | * should be more than enough - remember, AC is also in 8 bits, |
1481 | * so its value is the same. |
1445 | * so its value is the same. |
… | |
… | |
1530 | * false otherwise. |
1494 | * false otherwise. |
1531 | */ |
1495 | */ |
1532 | int |
1496 | int |
1533 | allowed_class (const object *op) |
1497 | allowed_class (const object *op) |
1534 | { |
1498 | { |
1535 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1499 | return op->stats.Dex > 0 |
1536 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1500 | && op->stats.Str > 0 |
|
|
1501 | && op->stats.Con > 0 |
|
|
1502 | && op->stats.Int > 0 |
|
|
1503 | && op->stats.Wis > 0 |
|
|
1504 | && op->stats.Pow > 0 |
|
|
1505 | && op->stats.Cha > 0; |
1537 | } |
1506 | } |
1538 | |
1507 | |
1539 | /* |
1508 | /* |
1540 | * set the new dragon name after gaining levels or |
1509 | * set the new dragon name after gaining levels or |
1541 | * changing ability focus (later this can be extended to |
1510 | * changing ability focus (later this can be extended to |
… | |
… | |
1763 | sint64 |
1732 | sint64 |
1764 | level_exp (int level, double expmul) |
1733 | level_exp (int level, double expmul) |
1765 | { |
1734 | { |
1766 | if (level > settings.max_level) |
1735 | if (level > settings.max_level) |
1767 | return (sint64) (expmul * levels[settings.max_level]); |
1736 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1737 | |
1768 | return (sint64) (expmul * levels[level]); |
1738 | return (sint64) (expmul * levels[level]); |
1769 | } |
1739 | } |
1770 | |
1740 | |
1771 | /* |
1741 | /* |
1772 | * Ensure that the permanent experience requirements in an exp object are met. |
1742 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1809 | sint64 limit, exp_to_add; |
1779 | sint64 limit, exp_to_add; |
1810 | int i; |
1780 | int i; |
1811 | |
1781 | |
1812 | /* prevents some forms of abuse. */ |
1782 | /* prevents some forms of abuse. */ |
1813 | if (op->contr->braced) |
1783 | if (op->contr->braced) |
1814 | exp = exp / 5; |
1784 | exp /= 5; |
1815 | |
1785 | |
1816 | /* Try to find the matching skill. |
1786 | /* Try to find the matching skill. |
1817 | * We do a shortcut/time saving mechanism first - see if it matches |
1787 | * We do a shortcut/time saving mechanism first - see if it matches |
1818 | * chosen_skill. This means we don't need to search through |
1788 | * chosen_skill. This means we don't need to search through |
1819 | * the players inventory. |
1789 | * the players inventory. |
1820 | */ |
1790 | */ |
1821 | if (skill_name) |
1791 | if (skill_name) |
1822 | { |
1792 | { |
1823 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1793 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1975 | * these last two values are only used for players. |
1945 | * these last two values are only used for players. |
1976 | */ |
1946 | */ |
1977 | void |
1947 | void |
1978 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1948 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1979 | { |
1949 | { |
1980 | |
|
|
1981 | #ifdef EXP_DEBUG |
1950 | #ifdef EXP_DEBUG |
1982 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1951 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1983 | #endif |
1952 | #endif |
1984 | |
1953 | |
1985 | /* safety */ |
1954 | /* safety */ |
… | |
… | |
2034 | |
2003 | |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
2004 | /* 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 |
2005 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
2006 | * amount of permenent experience, whichever gives the lowest loss. |
2038 | */ |
2007 | */ |
2039 | |
|
|
2040 | void |
2008 | void |
2041 | apply_death_exp_penalty (object *op) |
2009 | apply_death_exp_penalty (object *op) |
2042 | { |
2010 | { |
2043 | object *tmp; |
2011 | object *tmp; |
2044 | sint64 loss; |
2012 | sint64 loss; |