1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
|
|
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!" |
|
|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
|
|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
|
|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
|
|
207 | "You feel your spirits return." |
|
|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
|
|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
|
|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
|
|
216 | "You feel more potent." |
|
|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
|
|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
|
|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
|
|
225 | "You feel less potent!" |
|
|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
231 | |
232 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
235 | }; |
235 | |
236 | |
236 | /* |
237 | /* |
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * what attr is (STR to POW). |
239 | * what attr is (STR to POW). |
… | |
… | |
371 | char message[MAX_BUF]; |
372 | char message[MAX_BUF]; |
372 | int potion_max = 0; |
373 | int potion_max = 0; |
373 | |
374 | |
374 | /* remember what object was like before it was changed. note that |
375 | /* remember what object was like before it was changed. note that |
375 | * refop is a local copy of op only to be used for detecting changes |
376 | * refop is a local copy of op only to be used for detecting changes |
376 | * found by fix_player. refop is not a real object |
377 | * found by update_stats. refop is not a real object |
377 | */ |
378 | */ |
378 | object_pod refop = *op; |
379 | object_copy refop = *op; |
379 | |
380 | |
380 | if (op->type == PLAYER) |
381 | if (op->type == PLAYER) |
381 | { |
382 | { |
382 | if (tmp->type == POTION) |
383 | if (tmp->type == POTION) |
383 | { |
384 | { |
… | |
… | |
401 | nstat = 1; |
402 | nstat = 1; |
402 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
403 | { |
404 | { |
404 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
405 | } |
406 | } |
|
|
407 | |
406 | if (nstat != ostat) |
408 | if (nstat != ostat) |
407 | { |
409 | { |
408 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
409 | potion_max = 0; |
411 | potion_max = 0; |
410 | } |
412 | } |
… | |
… | |
412 | { |
414 | { |
413 | /* potion is useless - player has already hit the natural maximum */ |
415 | /* potion is useless - player has already hit the natural maximum */ |
414 | potion_max = 1; |
416 | potion_max = 1; |
415 | } |
417 | } |
416 | } |
418 | } |
|
|
419 | |
417 | /* This section of code ups the characters normal stats also. I am not |
420 | /* This section of code ups the characters normal stats also. I am not |
418 | * sure if this is strictly necessary, being that fix_player probably |
421 | * sure if this is strictly necessary, being that fix_player probably |
419 | * recalculates this anyway. |
422 | * recalculates this anyway. |
420 | */ |
423 | */ |
421 | for (j = 0; j < NUM_STATS; j++) |
424 | for (j = 0; j < NUM_STATS; j++) |
422 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
|
|
426 | |
423 | check_stat_bounds (&(op->stats)); |
427 | check_stat_bounds (&(op->stats)); |
424 | } /* end of potion handling code */ |
428 | } /* end of potion handling code */ |
425 | } |
429 | } |
426 | |
430 | |
427 | /* reset attributes that fix_player doesn't reset since it doesn't search |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
… | |
… | |
451 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
452 | { |
456 | { |
453 | success = 1; |
457 | success = 1; |
454 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
458 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
455 | } |
459 | } |
|
|
460 | |
456 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
461 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
457 | { |
462 | { |
458 | success = 1; |
463 | success = 1; |
459 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
464 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
460 | } |
465 | } |
|
|
466 | |
461 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
467 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
462 | { |
468 | { |
463 | success = 1; |
469 | success = 1; |
464 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
470 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
465 | } |
471 | } |
|
|
472 | |
466 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
473 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
467 | { |
474 | { |
468 | success = 1; |
475 | success = 1; |
469 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
476 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
470 | } |
477 | } |
|
|
478 | |
471 | /* movement type has changed. We don't care about cases where |
479 | /* movement type has changed. We don't care about cases where |
472 | * user has multiple items giving the same type appled like we |
480 | * user has multiple items giving the same type appled like we |
473 | * used to - that is more work than what we gain, plus messages |
481 | * used to - that is more work than what we gain, plus messages |
474 | * can be misleading (a little higher could be miscontrued from |
482 | * can be misleading (a little higher could be miscontrued from |
475 | * from fly high) |
483 | * from fly high) |
… | |
… | |
523 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
531 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
524 | { |
532 | { |
525 | success = 1; |
533 | success = 1; |
526 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
534 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
527 | } |
535 | } |
|
|
536 | |
528 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
537 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
529 | { |
538 | { |
530 | success = 1; |
539 | success = 1; |
531 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
540 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
532 | } |
541 | } |
|
|
542 | |
533 | /* blinded you can tell if more blinded since blinded player has minimal |
543 | /* blinded you can tell if more blinded since blinded player has minimal |
534 | * vision |
544 | * vision |
535 | */ |
545 | */ |
536 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
546 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
537 | { |
547 | { |
… | |
… | |
655 | success = 1; |
665 | success = 1; |
656 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
657 | } |
667 | } |
658 | } |
668 | } |
659 | } |
669 | } |
|
|
670 | |
660 | return success; |
671 | return success; |
661 | } |
672 | } |
662 | |
673 | |
663 | /* |
674 | /* |
664 | * Stat draining by Vick 930307 |
675 | * Stat draining by Vick 930307 |
… | |
… | |
666 | */ |
677 | */ |
667 | |
678 | |
668 | void |
679 | void |
669 | object::drain_stat () |
680 | object::drain_stat () |
670 | { |
681 | { |
671 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
672 | } |
683 | } |
673 | |
684 | |
674 | void |
685 | void |
675 | object::drain_specific_stat (int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
676 | { |
687 | { |
… | |
… | |
744 | return; |
755 | return; |
745 | |
756 | |
746 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
747 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
748 | */ |
759 | */ |
749 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
760 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
750 | { |
761 | { |
751 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
752 | |
763 | |
753 | stats.luck += diff; |
764 | stats.luck += diff; |
754 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
… | |
… | |
807 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
808 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
809 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
810 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
811 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
812 | */ |
823 | * |
813 | |
|
|
814 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
824 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
815 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
816 | */ |
826 | */ |
817 | |
|
|
818 | void |
827 | void |
819 | object::update_stats () |
828 | object::update_stats () |
820 | { |
829 | { |
821 | int i, j; |
830 | int i, j; |
822 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
823 | int weapon_weight = 0, weapon_speed = 0; |
832 | int weapon_weight = 0, weapon_speed = 0; |
824 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
825 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
826 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
|
|
836 | float old_speed = speed; |
827 | |
837 | |
828 | /* First task is to clear all the values back to their original values */ |
838 | /* First task is to clear all the values back to their original values */ |
829 | if (type == PLAYER) |
839 | if (type == PLAYER) |
830 | { |
840 | { |
831 | for (i = 0; i < NUM_STATS; i++) |
841 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
845 | /* Don't clobber all the range_ values. range_golem otherwise |
855 | /* Don't clobber all the range_ values. range_golem otherwise |
846 | * gets reset for no good reason, and we don't want to reset |
856 | * gets reset for no good reason, and we don't want to reset |
847 | * range_magic (what spell is readied). These three below |
857 | * range_magic (what spell is readied). These three below |
848 | * well get filled in based on what the player has equipped. |
858 | * well get filled in based on what the player has equipped. |
849 | */ |
859 | */ |
850 | contr->ranges[range_bow] = NULL; |
860 | contr->ranges[range_bow] = 0; |
851 | contr->ranges[range_misc] = NULL; |
861 | contr->ranges[range_misc] = 0; |
852 | contr->ranges[range_skill] = NULL; |
862 | contr->ranges[range_skill] = 0; |
853 | } |
863 | } |
854 | |
864 | |
855 | memcpy (body_used, body_info, sizeof (body_info)); |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
856 | |
866 | |
857 | slaying = 0; |
867 | slaying = 0; |
… | |
… | |
914 | speed = arch->clone.speed; |
924 | speed = arch->clone.speed; |
915 | |
925 | |
916 | /* OK - we've reset most all the objects attributes to sane values. |
926 | /* OK - we've reset most all the objects attributes to sane values. |
917 | * now go through and make adjustments for what the player has equipped. |
927 | * now go through and make adjustments for what the player has equipped. |
918 | */ |
928 | */ |
919 | |
|
|
920 | for (tmp = inv; tmp; tmp = tmp->below) |
929 | for (tmp = inv; tmp; tmp = tmp->below) |
921 | { |
930 | { |
922 | /* See note in map.c:update_position about making this additive |
931 | /* See note in map.c:update_position about making this additive |
923 | * since light sources are never applied, need to put check here. |
932 | * since light sources are never applied, need to put check here. |
924 | */ |
933 | */ |
… | |
… | |
978 | |
987 | |
979 | /* these are the items that currently can change digestion, regeneration, |
988 | /* these are the items that currently can change digestion, regeneration, |
980 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
989 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
981 | * list, but other items store other info into stats array. |
990 | * list, but other items store other info into stats array. |
982 | */ |
991 | */ |
983 | if ((tmp->type == WEAPON) || |
992 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
984 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
993 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
985 | (tmp->type == SHIELD) || (tmp->type == RING) || |
994 | (tmp->type == SHIELD) || (tmp->type == RING) || |
986 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
995 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
987 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
996 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
988 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
997 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
… | |
… | |
1009 | if (speed_reduce_from_disease == 0) |
1018 | if (speed_reduce_from_disease == 0) |
1010 | speed_reduce_from_disease = 1; |
1019 | speed_reduce_from_disease = 1; |
1011 | } |
1020 | } |
1012 | |
1021 | |
1013 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1014 | * (Negative protections are calculated extactly like positive.) |
1023 | * (Negative protections are calculated exactly like positive.) |
1015 | * Resistance from potions are treated special as well. If there's |
1024 | * Resistance from potions are treated special as well. If there's |
1016 | * more than one potion-effect, the bigger prot.-value is taken. |
1025 | * more than one potion-effect, the bigger prot.-value is taken. |
1017 | */ |
1026 | */ |
1018 | if (tmp->type != POTION) |
1027 | if (tmp->type != POTION) |
1019 | { |
1028 | { |
1020 | for (i = 0; i < NROFATTACKS; i++) |
1029 | for (i = 0; i < NROFATTACKS; i++) |
1021 | { |
1030 | { |
1022 | /* Potential for cursed potions, in which case we just can use |
1031 | /* Potential for cursed potions, in which case we just can use |
1023 | * a straight MAX, as potion_resist is initialized to zero. |
1032 | * a straight MAX, as potion_resist is initialised to zero. |
1024 | */ |
1033 | */ |
1025 | if (tmp->type == POTION_EFFECT) |
1034 | if (tmp->type == POTION_EFFECT) |
1026 | { |
1035 | { |
1027 | if (potion_resist[i]) |
1036 | if (potion_resist[i]) |
1028 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1037 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1029 | else |
1038 | else |
1030 | potion_resist[i] = tmp->resist[i]; |
1039 | potion_resist[i] = tmp->resist[i]; |
1031 | } |
1040 | } |
1032 | else if (tmp->resist[i] > 0) |
1041 | else if (tmp->resist[i] > 0) |
1033 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1042 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1034 | else if (tmp->resist[i] < 0) |
1043 | else if (tmp->resist[i] < 0) |
1035 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1036 | } |
1045 | } |
1037 | } |
1046 | } |
1038 | |
1047 | |
1039 | /* There may be other things that should not adjust the attacktype */ |
1048 | /* There may be other things that should not adjust the attacktype */ |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1049 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
… | |
… | |
1141 | case HELMET: |
1150 | case HELMET: |
1142 | case BOOTS: |
1151 | case BOOTS: |
1143 | case GLOVES: |
1152 | case GLOVES: |
1144 | case CLOAK: |
1153 | case CLOAK: |
1145 | if (tmp->stats.wc) |
1154 | if (tmp->stats.wc) |
1146 | wc -= (tmp->stats.wc + tmp->magic); |
1155 | wc -= tmp->stats.wc + tmp->magic; |
1147 | |
1156 | |
1148 | if (tmp->stats.dam) |
1157 | if (tmp->stats.dam) |
1149 | stats.dam += (tmp->stats.dam + tmp->magic); |
1158 | stats.dam += tmp->stats.dam + tmp->magic; |
1150 | |
1159 | |
1151 | if (tmp->stats.ac) |
1160 | if (tmp->stats.ac) |
1152 | ac -= (tmp->stats.ac + tmp->magic); |
1161 | ac -= tmp->stats.ac + tmp->magic; |
1153 | |
1162 | |
1154 | break; |
1163 | break; |
1155 | |
1164 | |
|
|
1165 | case BOW: |
1156 | case WEAPON: |
1166 | case WEAPON: |
1157 | wc -= (tmp->stats.wc + tmp->magic); |
1167 | wc -= tmp->stats.wc + tmp->magic; |
1158 | |
1168 | |
1159 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1160 | ac -= tmp->stats.ac + tmp->magic; |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1161 | |
1171 | |
1162 | stats.dam += (tmp->stats.dam + tmp->magic); |
1172 | stats.dam += tmp->stats.dam + tmp->magic; |
1163 | weapon_weight = tmp->weight; |
1173 | weapon_weight = tmp->weight; |
1164 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1165 | |
1175 | |
1166 | if (weapon_speed < 0) |
1176 | if (weapon_speed < 0) |
1167 | weapon_speed = 0; |
1177 | weapon_speed = 0; |
… | |
… | |
1377 | * monster bonus the same as before. -b.t. |
1387 | * monster bonus the same as before. -b.t. |
1378 | */ |
1388 | */ |
1379 | |
1389 | |
1380 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1390 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1381 | { |
1391 | { |
1382 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1392 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1393 | |
1383 | for (i = 1; i < wc_obj->level; i++) |
1394 | for (i = 1; i < wc_obj->level; i++) |
1384 | { |
1395 | { |
1385 | /* addtional wc every 6 levels */ |
1396 | /* addtional wc every 6 levels */ |
1386 | if (!(i % 6)) |
1397 | if (!(i % 6)) |
1387 | wc--; |
1398 | wc--; |
|
|
1399 | |
1388 | /* addtional dam every 4 levels. */ |
1400 | /* addtional dam every 4 levels. */ |
1389 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1401 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1390 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1402 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1391 | } |
1403 | } |
1392 | } |
1404 | } |
1393 | else |
1405 | else |
1394 | wc -= (level + thaco_bonus[stats.Str]); |
1406 | wc -= level + thaco_bonus[stats.Str]; |
1395 | |
1407 | |
1396 | stats.dam += dam_bonus[stats.Str]; |
1408 | stats.dam += dam_bonus[stats.Str]; |
1397 | |
1409 | |
1398 | if (stats.dam < 1) |
1410 | if (stats.dam < 1) |
1399 | stats.dam = 1; |
1411 | stats.dam = 1; |
… | |
… | |
1492 | if (move_type == 0) |
1504 | if (move_type == 0) |
1493 | move_type = MOVE_WALK; |
1505 | move_type = MOVE_WALK; |
1494 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1506 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1495 | move_type &= ~MOVE_WALK; |
1507 | move_type &= ~MOVE_WALK; |
1496 | |
1508 | |
1497 | update_ob_speed (this); |
1509 | if (speed != old_speed) |
|
|
1510 | set_speed (speed); |
1498 | |
1511 | |
1499 | /* It is quite possible that a player's spell costing might have changed, |
1512 | /* It is quite possible that a player's spell costing might have changed, |
1500 | * so we will check that now. |
1513 | * so we will check that now. |
1501 | */ |
1514 | */ |
1502 | if (type == PLAYER) |
1515 | if (type == PLAYER) |
1503 | { |
1516 | { |
1504 | esrv_update_stats (contr); |
1517 | esrv_update_stats (contr); |
1505 | esrv_update_spells (contr); |
1518 | esrv_update_spells (contr); |
1506 | } |
1519 | } |
|
|
1520 | |
|
|
1521 | // update the mapspace, if we are on a map |
|
|
1522 | if (!flag [FLAG_REMOVED] && map) |
|
|
1523 | map->at (x, y).flags_ = 0; |
1507 | } |
1524 | } |
1508 | |
1525 | |
1509 | /* |
1526 | /* |
1510 | * Returns true if the given player is a legal class. |
1527 | * Returns true if the given player is a legal class. |
1511 | * The function to add and remove class-bonuses to the stats doesn't |
1528 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1596 | object *skin = NULL; /* pointer to dragon skin force */ |
1613 | object *skin = NULL; /* pointer to dragon skin force */ |
1597 | object *tmp = NULL; /* tmp. object */ |
1614 | object *tmp = NULL; /* tmp. object */ |
1598 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1615 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1599 | |
1616 | |
1600 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1617 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1618 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1619 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1620 | |
1601 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1621 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1602 | { |
|
|
1603 | if (tmp->type == FORCE) |
1622 | if (tmp->type == FORCE) |
1604 | { |
|
|
1605 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1623 | if (tmp->arch->name == dragon_ability_force) |
1606 | abil = tmp; |
1624 | abil = tmp; |
1607 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1625 | else if (tmp->arch->name == dragon_skin_force) |
1608 | skin = tmp; |
1626 | skin = tmp; |
1609 | } |
1627 | |
1610 | } |
|
|
1611 | /* if the force is missing -> bail out */ |
1628 | /* if the force is missing -> bail out */ |
1612 | if (abil == NULL) |
1629 | if (abil == NULL) |
1613 | return; |
1630 | return; |
1614 | |
1631 | |
1615 | /* The ability_force keeps track of maximum level ever achieved. |
1632 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1666 | */ |
1683 | */ |
1667 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1684 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1668 | skill_obj->stats.exp = 0; |
1685 | skill_obj->stats.exp = 0; |
1669 | skill_obj->level = 1; |
1686 | skill_obj->level = 1; |
1670 | insert_ob_in_ob (skill_obj, op); |
1687 | insert_ob_in_ob (skill_obj, op); |
|
|
1688 | |
1671 | if (op->contr) |
1689 | if (op->contr) |
1672 | { |
1690 | { |
1673 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1691 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1674 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1692 | if (op->contr->ns) |
|
|
1693 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1675 | } |
1694 | } |
|
|
1695 | |
1676 | return skill_obj; |
1696 | return skill_obj; |
1677 | } |
1697 | } |
1678 | |
1698 | |
1679 | |
1699 | |
1680 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1700 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1935 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1955 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1936 | tmp->stats.exp -= del_exp; |
1956 | tmp->stats.exp -= del_exp; |
1937 | player_lvl_adj (op, tmp); |
1957 | player_lvl_adj (op, tmp); |
1938 | } |
1958 | } |
1939 | } |
1959 | } |
|
|
1960 | |
1940 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1961 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1941 | { |
1962 | { |
1942 | del_exp = check_exp_loss (op, exp); |
1963 | del_exp = check_exp_loss (op, exp); |
1943 | op->stats.exp -= del_exp; |
1964 | op->stats.exp -= del_exp; |
1944 | player_lvl_adj (op, NULL); |
1965 | player_lvl_adj (op, NULL); |
1945 | } |
1966 | } |
1946 | } |
1967 | } |
1947 | |
|
|
1948 | |
|
|
1949 | |
1968 | |
1950 | /* change_exp() - changes experience to a player/monster. This |
1969 | /* change_exp() - changes experience to a player/monster. This |
1951 | * does bounds checking to make sure we don't overflow the max exp. |
1970 | * does bounds checking to make sure we don't overflow the max exp. |
1952 | * |
1971 | * |
1953 | * The exp passed is typically not modified much by this function - |
1972 | * The exp passed is typically not modified much by this function - |
1954 | * it is assumed the caller has modified the exp as needed. |
1973 | * it is assumed the caller has modified the exp as needed. |
1955 | * skill_name is the skill that should get the exp added. |
1974 | * skill_name is the skill that should get the exp added. |
1956 | * flag is what to do if player doesn't have the skill. |
1975 | * flag is what to do if player doesn't have the skill. |
1957 | * these last two values are only used for players. |
1976 | * these last two values are only used for players. |
1958 | */ |
1977 | */ |
1959 | |
|
|
1960 | void |
1978 | void |
1961 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1979 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1962 | { |
1980 | { |
1963 | |
|
|
1964 | #ifdef EXP_DEBUG |
1981 | #ifdef EXP_DEBUG |
1965 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1982 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1966 | #endif |
1983 | #endif |
1967 | |
1984 | |
1968 | /* safety */ |
1985 | /* safety */ |
… | |
… | |
2009 | else |
2026 | else |
2010 | /* note that when you lose exp, it doesn't go against |
2027 | /* note that when you lose exp, it doesn't go against |
2011 | * a particular skill, so we don't need to pass that |
2028 | * a particular skill, so we don't need to pass that |
2012 | * along. |
2029 | * along. |
2013 | */ |
2030 | */ |
2014 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2031 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2015 | |
|
|
2016 | } |
2032 | } |
2017 | } |
2033 | } |
2018 | |
2034 | |
2019 | /* Applies a death penalty experience, the size of this is defined by the |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
2020 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2036 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2021 | * amount of permenent experience, whichever gives the lowest loss. |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
2022 | */ |
2038 | */ |
2023 | |
|
|
2024 | void |
2039 | void |
2025 | apply_death_exp_penalty (object *op) |
2040 | apply_death_exp_penalty (object *op) |
2026 | { |
2041 | { |
2027 | object *tmp; |
2042 | object *tmp; |
2028 | sint64 loss; |
2043 | sint64 loss; |