… | |
… | |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
358 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
359 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
360 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
361 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
362 | * 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 |
363 | * 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 |
364 | * 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 |
365 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
366 | * that gives them that ability. |
367 | */ |
367 | */ |
… | |
… | |
398 | * that adjust that stat by more than one point, so we need |
398 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
399 | * to allow for that. |
400 | */ |
400 | */ |
401 | if (nstat < 1 && i * flag < 0) |
401 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
402 | nstat = 1; |
403 | 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)) |
404 | { |
|
|
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
404 | nstat = 20 + get_attr_value (&op->arch->clone.stats, j); |
406 | } |
|
|
407 | |
405 | |
408 | if (nstat != ostat) |
406 | if (nstat != ostat) |
409 | { |
407 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
408 | set_attr_value (&op->contr->orig_stats, j, nstat); |
411 | potion_max = 0; |
409 | potion_max = 0; |
412 | } |
410 | } |
413 | else if (i) |
411 | else if (i) |
414 | { |
412 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
413 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
420 | /* This section of code ups the characters normal stats also. I am not |
418 | /* 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 |
419 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
420 | * recalculates this anyway. |
423 | */ |
421 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
422 | for (j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
423 | change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); |
426 | |
424 | |
427 | check_stat_bounds (&(op->stats)); |
425 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
426 | } /* end of potion handling code */ |
429 | } |
427 | } |
430 | |
428 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
429 | /* reset attributes that fix_player doesn't reset since it doesn't search |
432 | * everything to set |
430 | * everything to set |
433 | */ |
431 | */ |
434 | if (flag == -1) |
432 | if (flag == -1) |
435 | { |
433 | { |
436 | op->attacktype &= ~tmp->attacktype; |
434 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
435 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
436 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
437 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
438 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
439 | * and not the other move_ fields. |
442 | */ |
440 | */ |
443 | op->move_type &= ~tmp->move_type; |
441 | op->move_type &= ~tmp->move_type; |
444 | } |
442 | } |
445 | |
443 | |
446 | /* call fix_player since op object could have whatever attribute due |
444 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
445 | * to multiple items. if fix_player always has to be called after |
448 | * change_ability then might as well call it from here |
446 | * change_ability then might as well call it from here |
449 | */ |
447 | */ |
450 | op->update_stats (); |
448 | op->update_stats (); |
451 | |
449 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
450 | /* Fix player won't add the bows ability to the player, so don't |
… | |
… | |
500 | * in that case, you don't actually land |
498 | * in that case, you don't actually land |
501 | */ |
499 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
500 | 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.")); |
501 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
502 | } |
|
|
503 | |
505 | if (tmp->move_type & MOVE_SWIM) |
504 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
507 | |
506 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
507 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
508 | check_move_on (op, op); |
… | |
… | |
673 | |
672 | |
674 | /* |
673 | /* |
675 | * Stat draining by Vick 930307 |
674 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
675 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
676 | */ |
678 | |
|
|
679 | void |
677 | void |
680 | object::drain_stat () |
678 | object::drain_stat () |
681 | { |
679 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
680 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
681 | } |
… | |
… | |
843 | |
841 | |
844 | if (settings.spell_encumbrance == TRUE) |
842 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
843 | contr->encumbrance = 0; |
846 | |
844 | |
847 | attacktype = 0; |
845 | attacktype = 0; |
|
|
846 | |
848 | contr->digestion = 0; |
847 | contr->digestion = 0; |
849 | contr->gen_hp = 0; |
848 | contr->gen_hp = 0; |
850 | contr->gen_sp = 0; |
849 | contr->gen_sp = 0; |
851 | contr->gen_grace = 0; |
850 | contr->gen_grace = 0; |
852 | contr->gen_sp_armour = 10; |
851 | contr->gen_sp_armour = 10; |
853 | contr->item_power = 0; |
852 | contr->item_power = 0; |
854 | |
|
|
855 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
856 | * gets reset for no good reason, and we don't want to reset |
|
|
857 | * range_magic (what spell is readied). These three below |
|
|
858 | * well get filled in based on what the player has equipped. |
|
|
859 | */ |
|
|
860 | contr->ranges[range_bow] = 0; |
|
|
861 | contr->ranges[range_misc] = 0; |
|
|
862 | contr->ranges[range_skill] = 0; |
|
|
863 | } |
853 | } |
864 | |
854 | |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
855 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
856 | slot[i].used = slot[i].info; |
866 | |
857 | |
867 | slaying = 0; |
858 | slaying = 0; |
868 | |
859 | |
869 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
860 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
870 | { |
861 | { |
… | |
… | |
879 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
870 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
880 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
871 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
872 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
873 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
883 | |
874 | |
884 | path_attuned = arch->clone.path_attuned; |
875 | path_attuned = arch->clone.path_attuned; |
885 | path_repelled = arch->clone.path_repelled; |
876 | path_repelled = arch->clone.path_repelled; |
886 | path_denied = arch->clone.path_denied; |
877 | path_denied = arch->clone.path_denied; |
887 | glow_radius = arch->clone.glow_radius; |
878 | glow_radius = arch->clone.glow_radius; |
888 | move_type = arch->clone.move_type; |
879 | move_type = arch->clone.move_type; |
|
|
880 | |
889 | chosen_skill = NULL; |
881 | chosen_skill = 0; |
890 | |
882 | |
891 | /* initializing resistances from the values in player/monster's |
883 | /* initializing resistances from the values in player/monster's |
892 | * archetype clone |
884 | * archetype clone |
893 | */ |
885 | */ |
894 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
886 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
897 | { |
889 | { |
898 | if (resist[i] > 0) |
890 | if (resist[i] > 0) |
899 | prot[i] = resist[i], vuln[i] = 0; |
891 | prot[i] = resist[i], vuln[i] = 0; |
900 | else |
892 | else |
901 | vuln[i] = -(resist[i]), prot[i] = 0; |
893 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
894 | |
902 | potion_resist[i] = 0; |
895 | potion_resist[i] = 0; |
903 | } |
896 | } |
904 | |
897 | |
905 | wc = arch->clone.stats.wc; |
898 | wc = arch->clone.stats.wc; |
906 | stats.dam = arch->clone.stats.dam; |
899 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
933 | */ |
926 | */ |
934 | if (tmp->glow_radius > glow_radius) |
927 | if (tmp->glow_radius > glow_radius) |
935 | glow_radius = tmp->glow_radius; |
928 | glow_radius = tmp->glow_radius; |
936 | |
929 | |
937 | /* This happens because apply_potion calls change_abil with the potion |
930 | /* This happens because apply_potion calls change_abil with the potion |
938 | * applied so we can tell the player what chagned. But change_abil |
931 | * applied so we can tell the player what changed. But change_abil |
939 | * then calls this function. |
932 | * then calls this function. |
940 | */ |
933 | */ |
941 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
942 | continue; |
935 | continue; |
943 | |
936 | |
… | |
… | |
969 | * in the praying skill, and the player should always get those. |
962 | * in the praying skill, and the player should always get those. |
970 | * It also means we need to put in additional checks for applied below, |
963 | * It also means we need to put in additional checks for applied below, |
971 | * because the skill shouldn't count against body positions being used |
964 | * because the skill shouldn't count against body positions being used |
972 | * up, etc. |
965 | * up, etc. |
973 | */ |
966 | */ |
974 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
967 | if ((tmp->flag [FLAG_APPLIED] |
|
|
968 | && tmp->type != CONTAINER |
|
|
969 | && tmp->type != CLOSE_CON) |
|
|
970 | || (tmp->type == SKILL |
975 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
971 | && tmp->subtype == SK_PRAYING)) |
976 | { |
972 | { |
977 | if (type == PLAYER) |
973 | if (type == PLAYER) |
978 | { |
974 | { |
979 | if (tmp->type == BOW) |
975 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
980 | contr->ranges[range_bow] = tmp; |
976 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
981 | |
977 | continue; |
982 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
983 | contr->ranges[range_misc] = tmp; |
|
|
984 | |
978 | |
985 | for (i = 0; i < NUM_STATS; i++) |
979 | for (i = 0; i < NUM_STATS; i++) |
986 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
980 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
987 | |
981 | |
988 | /* these are the items that currently can change digestion, regeneration, |
982 | /* these are the items that currently can change digestion, regeneration, |
989 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
983 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
990 | * list, but other items store other info into stats array. |
984 | * list, but other items store other info into stats array. |
991 | */ |
985 | */ |
992 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
986 | if (tmp->type == WEAPON || tmp->type == BOW || |
993 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
987 | tmp->type == ARMOUR || tmp->type == HELMET || |
994 | (tmp->type == SHIELD) || (tmp->type == RING) || |
988 | tmp->type == SHIELD || tmp->type == RING || |
995 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
989 | tmp->type == BOOTS || tmp->type == GLOVES || |
996 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
990 | tmp->type == AMULET || tmp->type == GIRDLE || |
997 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
991 | tmp->type == BRACERS || tmp->type == CLOAK || |
998 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
992 | tmp->type == DISEASE || tmp->type == FORCE || |
999 | (tmp->type == SKILL)) |
993 | tmp->type == SKILL) |
1000 | { |
994 | { |
1001 | contr->digestion += tmp->stats.food; |
995 | contr->digestion += tmp->stats.food; |
1002 | contr->gen_hp += tmp->stats.hp; |
996 | contr->gen_hp += tmp->stats.hp; |
1003 | contr->gen_sp += tmp->stats.sp; |
997 | contr->gen_sp += tmp->stats.sp; |
1004 | contr->gen_grace += tmp->stats.grace; |
998 | contr->gen_grace += tmp->stats.grace; |
1005 | contr->gen_sp_armour += tmp->gen_sp_armour; |
999 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1006 | contr->item_power += tmp->item_power; |
1000 | contr->item_power += tmp->item_power; |
1007 | } |
1001 | } |
1008 | } /* if this is a player */ |
1002 | } /* if this is a player */ |
|
|
1003 | else |
|
|
1004 | { |
|
|
1005 | if (tmp->type == WEAPON) |
|
|
1006 | current_weapon = tmp; |
|
|
1007 | } |
1009 | |
1008 | |
1010 | /* Update slots used for items */ |
1009 | /* Update slots used for items */ |
1011 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1010 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1012 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1011 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1013 | body_used[i] += tmp->body_info[i]; |
1012 | slot[i].used += tmp->slot[i].info; |
1014 | |
1013 | |
1015 | if (tmp->type == SYMPTOM) |
1014 | if (tmp->type == SYMPTOM) |
1016 | { |
1015 | { |
1017 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1016 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
1017 | |
1018 | if (speed_reduce_from_disease == 0) |
1018 | if (speed_reduce_from_disease == 0) |
1019 | speed_reduce_from_disease = 1; |
1019 | speed_reduce_from_disease = 1; |
1020 | } |
1020 | } |
1021 | |
1021 | |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
… | |
… | |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1045 | } |
1045 | } |
1046 | } |
1046 | } |
1047 | |
1047 | |
1048 | /* There may be other things that should not adjust the attacktype */ |
1048 | /* There may be other things that should not adjust the attacktype */ |
1049 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1049 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1050 | || current_weapon == tmp) |
|
|
1051 | { |
1050 | attacktype |= tmp->attacktype; |
1052 | attacktype |= tmp->attacktype; |
1051 | |
|
|
1052 | path_attuned |= tmp->path_attuned; |
1053 | path_attuned |= tmp->path_attuned; |
1053 | path_repelled |= tmp->path_repelled; |
1054 | path_repelled |= tmp->path_repelled; |
1054 | path_denied |= tmp->path_denied; |
1055 | path_denied |= tmp->path_denied; |
|
|
1056 | move_type |= tmp->move_type; |
1055 | stats.luck += tmp->stats.luck; |
1057 | stats.luck += tmp->stats.luck; |
1056 | move_type |= tmp->move_type; |
1058 | } |
1057 | |
1059 | |
1058 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1060 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1059 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1060 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1061 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1074 | |
1076 | |
1075 | if (tmp->stats.exp && tmp->type != SKILL) |
1077 | if (tmp->stats.exp && tmp->type != SKILL) |
1076 | { |
1078 | { |
1077 | if (tmp->stats.exp > 0) |
1079 | if (tmp->stats.exp > 0) |
1078 | { |
1080 | { |
1079 | added_speed += (float) tmp->stats.exp / 3.0; |
1081 | added_speed += tmp->stats.exp / 3.f; |
1080 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1082 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1081 | } |
1083 | } |
1082 | else |
1084 | else |
1083 | added_speed += (float) tmp->stats.exp; |
1085 | added_speed += tmp->stats.exp; |
1084 | } |
1086 | } |
1085 | |
1087 | |
1086 | switch (tmp->type) |
1088 | switch (tmp->type) |
1087 | { |
1089 | { |
|
|
1090 | #if 0 |
|
|
1091 | case WAND: |
|
|
1092 | case ROD: |
|
|
1093 | case HORN: |
|
|
1094 | if (type != PLAYER || current_weapon == tmp) |
|
|
1095 | chosen_skill = tmp; |
|
|
1096 | break; |
|
|
1097 | #endif |
|
|
1098 | |
1088 | /* skills modifying the character -b.t. */ |
1099 | /* skills modifying the character -b.t. */ |
1089 | /* for all skills and skill granting objects */ |
1100 | /* for all skills and skill granting objects */ |
1090 | case SKILL: |
1101 | case SKILL: |
1091 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1102 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1092 | break; |
1103 | break; |
… | |
… | |
1100 | chosen_skill = tmp; |
1111 | chosen_skill = tmp; |
1101 | |
1112 | |
1102 | if (tmp->stats.dam > 0) |
1113 | if (tmp->stats.dam > 0) |
1103 | { /* skill is a 'weapon' */ |
1114 | { /* skill is a 'weapon' */ |
1104 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1115 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1105 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1116 | weapon_speed = WEAPON_SPEED (tmp); |
1106 | |
1117 | |
1107 | if (weapon_speed < 0) |
1118 | if (weapon_speed < 0) |
1108 | weapon_speed = 0; |
1119 | weapon_speed = 0; |
1109 | |
1120 | |
1110 | weapon_weight = tmp->weight; |
1121 | weapon_weight = tmp->weight; |
… | |
… | |
1113 | if (tmp->magic) |
1124 | if (tmp->magic) |
1114 | stats.dam += tmp->magic; |
1125 | stats.dam += tmp->magic; |
1115 | } |
1126 | } |
1116 | |
1127 | |
1117 | if (tmp->stats.wc) |
1128 | if (tmp->stats.wc) |
1118 | wc -= (tmp->stats.wc + tmp->magic); |
1129 | wc -= tmp->stats.wc + tmp->magic; |
1119 | |
1130 | |
1120 | if (tmp->slaying != NULL) |
1131 | if (tmp->slaying) |
1121 | slaying = tmp->slaying; |
1132 | slaying = tmp->slaying; |
1122 | |
1133 | |
1123 | if (tmp->stats.ac) |
1134 | if (tmp->stats.ac) |
1124 | ac -= (tmp->stats.ac + tmp->magic); |
1135 | ac -= tmp->stats.ac + tmp->magic; |
1125 | |
1136 | |
1126 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1137 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1127 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1138 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1128 | |
|
|
1129 | if (type == PLAYER) |
|
|
1130 | contr->ranges[range_skill] = this; |
|
|
1131 | |
1139 | |
1132 | break; |
1140 | break; |
1133 | |
1141 | |
1134 | case SKILL_TOOL: |
1142 | case SKILL_TOOL: |
1135 | if (chosen_skill) |
1143 | if (chosen_skill) |
1136 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1144 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1137 | |
1145 | |
1138 | chosen_skill = tmp; |
1146 | chosen_skill = tmp; |
1139 | |
|
|
1140 | if (type == PLAYER) |
|
|
1141 | contr->ranges[range_skill] = this; |
|
|
1142 | break; |
1147 | break; |
1143 | |
1148 | |
1144 | case SHIELD: |
1149 | case SHIELD: |
1145 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1150 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1146 | contr->encumbrance += (int) tmp->weight / 2000; |
1151 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1162 | |
1167 | |
1163 | break; |
1168 | break; |
1164 | |
1169 | |
1165 | case BOW: |
1170 | case BOW: |
1166 | case WEAPON: |
1171 | case WEAPON: |
|
|
1172 | if (type != PLAYER || current_weapon == tmp) |
|
|
1173 | { |
1167 | wc -= tmp->stats.wc + tmp->magic; |
1174 | wc -= tmp->stats.wc + tmp->magic; |
1168 | |
1175 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1176 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1177 | ac -= tmp->stats.ac + tmp->magic; |
1171 | |
1178 | |
1172 | stats.dam += tmp->stats.dam + tmp->magic; |
1179 | stats.dam += tmp->stats.dam + tmp->magic; |
1173 | weapon_weight = tmp->weight; |
1180 | weapon_weight = tmp->weight; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1181 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | |
1182 | |
1176 | if (weapon_speed < 0) |
1183 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1184 | weapon_speed = 0; |
1178 | |
1185 | |
1179 | slaying = tmp->slaying; |
1186 | slaying = tmp->slaying; |
|
|
1187 | |
1180 | /* If there is desire that two handed weapons should do |
1188 | /* If there is desire that two handed weapons should do |
1181 | * extra strength damage, this is where the code should |
1189 | * extra strength damage, this is where the code should |
1182 | * go. |
1190 | * go. |
1183 | */ |
1191 | */ |
1184 | current_weapon = tmp; |
1192 | |
1185 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1193 | if (type == PLAYER) |
|
|
1194 | if (settings.spell_encumbrance) |
1186 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1195 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1196 | } |
1187 | |
1197 | |
1188 | break; |
1198 | break; |
1189 | |
1199 | |
1190 | case ARMOUR: /* Only the best of these three are used: */ |
1200 | case ARMOUR: /* Only the best of these three are used: */ |
1191 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1201 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1192 | contr->encumbrance += (int) tmp->weight / 1000; |
1202 | contr->encumbrance += tmp->weight / 1000; |
1193 | |
1203 | |
1194 | case BRACERS: |
1204 | case BRACERS: |
1195 | case FORCE: |
1205 | case FORCE: |
1196 | if (tmp->stats.wc) |
1206 | if (tmp->stats.wc) |
1197 | { |
1207 | { |
… | |
… | |
1219 | wc -= (tmp->stats.wc + tmp->magic); |
1229 | wc -= (tmp->stats.wc + tmp->magic); |
1220 | |
1230 | |
1221 | if (tmp->stats.ac) |
1231 | if (tmp->stats.ac) |
1222 | ac -= (tmp->stats.ac + tmp->magic); |
1232 | ac -= (tmp->stats.ac + tmp->magic); |
1223 | |
1233 | |
1224 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1234 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1225 | max = ARMOUR_SPEED (tmp) / 10.0; |
1235 | max = ARMOUR_SPEED (tmp) / 10.f; |
1226 | |
1236 | |
1227 | break; |
1237 | break; |
1228 | } /* switch tmp->type */ |
1238 | } /* switch tmp->type */ |
1229 | } /* item is equipped */ |
1239 | } /* item is equipped */ |
1230 | } /* for loop of items */ |
1240 | } /* for loop of items */ |
… | |
… | |
1298 | |
1308 | |
1299 | if (mana_obj == this && type == PLAYER) |
1309 | if (mana_obj == this && type == PLAYER) |
1300 | stats.maxsp = 1; |
1310 | stats.maxsp = 1; |
1301 | else |
1311 | else |
1302 | { |
1312 | { |
1303 | sp_tmp = 0.0; |
1313 | sp_tmp = 0.f; |
1304 | |
1314 | |
1305 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1315 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1306 | { |
1316 | { |
1307 | float stmp; |
1317 | float stmp; |
1308 | |
1318 | |
1309 | /* Got some extra bonus at first level */ |
1319 | /* Got some extra bonus at first level */ |
1310 | if (i < 2) |
1320 | if (i < 2) |
1311 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1321 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1312 | else |
1322 | else |
1313 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1323 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1314 | |
1324 | |
1315 | if (stmp < 1.0) |
1325 | if (stmp < 1.f) |
1316 | stmp = 1.0; |
1326 | stmp = 1.f; |
1317 | |
1327 | |
1318 | sp_tmp += stmp; |
1328 | sp_tmp += stmp; |
1319 | } |
1329 | } |
1320 | |
1330 | |
1321 | stats.maxsp = (int) sp_tmp; |
1331 | stats.maxsp = (sint16)sp_tmp; |
1322 | |
1332 | |
1323 | for (i = 11; i <= mana_obj->level; i++) |
1333 | for (i = 11; i <= mana_obj->level; i++) |
1324 | stats.maxsp += 2; |
1334 | stats.maxsp += 2; |
1325 | } |
1335 | } |
1326 | /* Characters can get their sp supercharged via rune of transferrance */ |
1336 | /* Characters can get their sp supercharged via rune of transferrance */ |
… | |
… | |
1338 | /* store grace in a float - this way, the divisions below don't create |
1348 | /* store grace in a float - this way, the divisions below don't create |
1339 | * big jumps when you go from level to level - with int's, it then |
1349 | * big jumps when you go from level to level - with int's, it then |
1340 | * becomes big jumps when the sums of the bonuses jump to the next |
1350 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1351 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1352 | */ |
1343 | sp_tmp = 0.0; |
1353 | sp_tmp = 0.f; |
1344 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1354 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1345 | { |
1355 | { |
1346 | float grace_tmp = 0.0; |
1356 | float grace_tmp = 0.f; |
1347 | |
1357 | |
1348 | /* Got some extra bonus at first level */ |
1358 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1359 | if (i < 2) |
1350 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1360 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1351 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1352 | else |
1361 | else |
1353 | grace_tmp = (float) contr->levgrace[i] |
|
|
1354 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1362 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1355 | |
1363 | |
1356 | if (grace_tmp < 1.0) |
1364 | if (grace_tmp < 1.f) |
1357 | grace_tmp = 1.0; |
1365 | grace_tmp = 1.f; |
1358 | |
1366 | |
1359 | sp_tmp += grace_tmp; |
1367 | sp_tmp += grace_tmp; |
1360 | } |
1368 | } |
1361 | |
1369 | |
1362 | stats.maxgrace = (int) sp_tmp; |
1370 | stats.maxgrace = (sint16)sp_tmp; |
1363 | |
1371 | |
1364 | /* two grace points per level after 11 */ |
1372 | /* two grace points per level after 11 */ |
1365 | for (i = 11; i <= grace_obj->level; i++) |
1373 | for (i = 11; i <= grace_obj->level; i++) |
1366 | stats.maxgrace += 2; |
1374 | stats.maxgrace += 2; |
1367 | } |
1375 | } |
… | |
… | |
1408 | stats.dam += dam_bonus[stats.Str]; |
1416 | stats.dam += dam_bonus[stats.Str]; |
1409 | |
1417 | |
1410 | if (stats.dam < 1) |
1418 | if (stats.dam < 1) |
1411 | stats.dam = 1; |
1419 | stats.dam = 1; |
1412 | |
1420 | |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
1421 | speed = 1.f + speed_bonus[stats.Dex]; |
1414 | |
1422 | |
1415 | if (settings.search_items && contr->search_str[0]) |
1423 | if (settings.search_items && contr->search_str[0]) |
1416 | speed -= 1; |
1424 | speed -= 1; |
1417 | |
1425 | |
1418 | if (attacktype == 0) |
1426 | if (attacktype == 0) |
1419 | attacktype = arch->clone.attacktype; |
1427 | attacktype = arch->clone.attacktype; |
1420 | |
1428 | |
1421 | } /* End if player */ |
1429 | } /* End if player */ |
1422 | |
1430 | |
1423 | if (added_speed >= 0) |
1431 | if (added_speed >= 0) |
1424 | speed += added_speed / 10.0; |
1432 | speed += added_speed / 10.f; |
1425 | else /* Something wrong here...: */ |
1433 | else /* Something wrong here...: */ |
1426 | speed /= (float) (1.0 - added_speed); |
1434 | speed /= 1.f - added_speed; |
1427 | |
1435 | |
1428 | /* Max is determined by armour */ |
1436 | /* Max is determined by armour */ |
1429 | if (speed > max) |
1437 | if (speed > max) |
1430 | speed = max; |
1438 | speed = max; |
1431 | |
1439 | |
… | |
… | |
1436 | * weight limit, then player suffers a speed reduction based on how |
1444 | * weight limit, then player suffers a speed reduction based on how |
1437 | * much above he is, and what is max carry is |
1445 | * much above he is, and what is max carry is |
1438 | */ |
1446 | */ |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1447 | f = (carrying / 1000) - max_carry[stats.Str]; |
1440 | if (f > 0) |
1448 | if (f > 0) |
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1449 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1442 | } |
1450 | } |
1443 | |
1451 | |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1452 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1445 | |
1453 | |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1454 | /* Put a lower limit on speed. Note with this speed, you move once every |
1447 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1455 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1448 | */ |
1456 | */ |
1449 | speed = speed * speed_reduce_from_disease; |
1457 | speed = speed * speed_reduce_from_disease; |
1450 | |
1458 | |
1451 | if (speed < 0.01 && type == PLAYER) |
1459 | if (speed < 0.01f && type == PLAYER) |
1452 | speed = 0.01; |
1460 | speed = 0.01f; |
1453 | |
1461 | |
1454 | if (type == PLAYER) |
1462 | if (type == PLAYER) |
1455 | { |
1463 | { |
1456 | float M, W, s, D, K, S, M2; |
|
|
1457 | |
|
|
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1464 | /* (This formula was made by vidarl@ifi.uio.no) |
1459 | * Note that we never used these values again - basically |
1465 | * Note that we never used these values again - basically |
1460 | * all of these could be subbed into one big equation, but |
1466 | * all of these could be subbed into one big equation, but |
1461 | * that would just be a real pain to read. |
1467 | * that would just be a real pain to read. |
1462 | */ |
1468 | */ |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1469 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1470 | float M2 = max_carry[stats.Str] / 100.f; |
1465 | W = weapon_weight / 20000.0; |
1471 | float W = weapon_weight / 20000.f; |
1466 | s = 2 - weapon_speed / 10.0; |
1472 | float s = 2 - weapon_speed / 10.f; |
1467 | D = (stats.Dex - 14) / 14.0; |
1473 | float D = (stats.Dex - 14) / 14.f; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1474 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1475 | |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1476 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1477 | |
1470 | if (K <= 0) |
1478 | if (K <= 0.f) |
1471 | K = 0.01; |
1479 | K = 0.01f; |
|
|
1480 | |
1472 | S = speed / (K * s); |
1481 | float S = speed / (K * s); |
|
|
1482 | |
1473 | contr->weapon_sp = S; |
1483 | contr->weapon_sp = S; |
1474 | } |
1484 | } |
1475 | |
1485 | |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1486 | /* I want to limit the power of small monsters with big weapons: */ |
1477 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1487 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1488 | stats.dam = arch->clone.stats.dam * 3; |
1479 | |
1489 | |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1490 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1491 | * should be more than enough - remember, AC is also in 8 bits, |
1482 | * so its value is the same. |
1492 | * so its value is the same. |
… | |
… | |
1531 | * false otherwise. |
1541 | * false otherwise. |
1532 | */ |
1542 | */ |
1533 | int |
1543 | int |
1534 | allowed_class (const object *op) |
1544 | allowed_class (const object *op) |
1535 | { |
1545 | { |
1536 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1546 | return op->stats.Dex > 0 |
1537 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1547 | && op->stats.Str > 0 |
|
|
1548 | && op->stats.Con > 0 |
|
|
1549 | && op->stats.Int > 0 |
|
|
1550 | && op->stats.Wis > 0 |
|
|
1551 | && op->stats.Pow > 0 |
|
|
1552 | && op->stats.Cha > 0; |
1538 | } |
1553 | } |
1539 | |
1554 | |
1540 | /* |
1555 | /* |
1541 | * set the new dragon name after gaining levels or |
1556 | * set the new dragon name after gaining levels or |
1542 | * changing ability focus (later this can be extended to |
1557 | * changing ability focus (later this can be extended to |
… | |
… | |
1764 | sint64 |
1779 | sint64 |
1765 | level_exp (int level, double expmul) |
1780 | level_exp (int level, double expmul) |
1766 | { |
1781 | { |
1767 | if (level > settings.max_level) |
1782 | if (level > settings.max_level) |
1768 | return (sint64) (expmul * levels[settings.max_level]); |
1783 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1784 | |
1769 | return (sint64) (expmul * levels[level]); |
1785 | return (sint64) (expmul * levels[level]); |
1770 | } |
1786 | } |
1771 | |
1787 | |
1772 | /* |
1788 | /* |
1773 | * Ensure that the permanent experience requirements in an exp object are met. |
1789 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1810 | sint64 limit, exp_to_add; |
1826 | sint64 limit, exp_to_add; |
1811 | int i; |
1827 | int i; |
1812 | |
1828 | |
1813 | /* prevents some forms of abuse. */ |
1829 | /* prevents some forms of abuse. */ |
1814 | if (op->contr->braced) |
1830 | if (op->contr->braced) |
1815 | exp = exp / 5; |
1831 | exp /= 5; |
1816 | |
1832 | |
1817 | /* Try to find the matching skill. |
1833 | /* Try to find the matching skill. |
1818 | * We do a shortcut/time saving mechanism first - see if it matches |
1834 | * We do a shortcut/time saving mechanism first - see if it matches |
1819 | * chosen_skill. This means we don't need to search through |
1835 | * chosen_skill. This means we don't need to search through |
1820 | * the players inventory. |
1836 | * the players inventory. |
1821 | */ |
1837 | */ |
1822 | if (skill_name) |
1838 | if (skill_name) |
1823 | { |
1839 | { |
1824 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1840 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |