1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * any later version. |
12 | * |
12 | * |
13 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * for more details. |
17 | * |
17 | * |
18 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
27 | |
27 | |
… | |
… | |
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 |
|
|
239 | * what attr is (STR to POW). |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
243 | { |
|
|
244 | switch (attr) |
|
|
245 | { |
|
|
246 | case STR: |
|
|
247 | stats->Str = value; |
|
|
248 | break; |
|
|
249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
|
251 | break; |
|
|
252 | case CON: |
|
|
253 | stats->Con = value; |
|
|
254 | break; |
|
|
255 | case WIS: |
|
|
256 | stats->Wis = value; |
|
|
257 | break; |
|
|
258 | case POW: |
|
|
259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
|
262 | stats->Cha = value; |
|
|
263 | break; |
|
|
264 | case INT: |
|
|
265 | stats->Int = value; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
|
|
270 | /* |
|
|
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; |
|
|
279 | |
|
|
280 | switch (attr) |
|
|
281 | { |
|
|
282 | case STR: |
|
|
283 | stats->Str += value; |
|
|
284 | break; |
|
|
285 | case DEX: |
|
|
286 | stats->Dex += value; |
|
|
287 | break; |
|
|
288 | case CON: |
|
|
289 | stats->Con += value; |
|
|
290 | break; |
|
|
291 | case WIS: |
|
|
292 | stats->Wis += value; |
|
|
293 | break; |
|
|
294 | case POW: |
|
|
295 | stats->Pow += value; |
|
|
296 | break; |
|
|
297 | case CHA: |
|
|
298 | stats->Cha += value; |
|
|
299 | break; |
|
|
300 | case INT: |
|
|
301 | stats->Int += value; |
|
|
302 | break; |
|
|
303 | default: |
|
|
304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
305 | } |
|
|
306 | } |
|
|
307 | |
|
|
308 | /* |
|
|
309 | * returns the specified stat. See also set_attr_value(). |
|
|
310 | */ |
|
|
311 | |
|
|
312 | sint8 |
|
|
313 | get_attr_value (const living *stats, int attr) |
|
|
314 | { |
|
|
315 | switch (attr) |
|
|
316 | { |
|
|
317 | case STR: return stats->Str; |
|
|
318 | case DEX: return stats->Dex; |
|
|
319 | case CON: return stats->Con; |
|
|
320 | case WIS: return stats->Wis; |
|
|
321 | case CHA: return stats->Cha; |
|
|
322 | case INT: return stats->Int; |
|
|
323 | case POW: return stats->Pow; |
|
|
324 | } |
|
|
325 | |
|
|
326 | return 0; |
|
|
327 | } |
245 | } |
328 | |
246 | |
329 | /* |
247 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
248 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
249 | * 1-30 stat limit. |
332 | */ |
250 | */ |
333 | |
|
|
334 | void |
251 | void |
335 | check_stat_bounds (living *stats) |
252 | check_stat_bounds (living *stats) |
336 | { |
253 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
254 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
255 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
256 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
257 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
258 | } |
344 | } |
259 | } |
345 | |
260 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
261 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
262 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | /* 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 |
272 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
273 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
274 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
275 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
276 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
277 | * 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 |
278 | * 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 |
279 | * 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 |
280 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
281 | * that gives them that ability. |
367 | */ |
282 | */ |
368 | int |
283 | int |
369 | change_abil (object *op, object *tmp) |
284 | change_abil (object *op, object *tmp) |
370 | { |
285 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
286 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
372 | char message[MAX_BUF]; |
287 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
288 | int potion_max = 0; |
374 | |
289 | |
375 | /* remember what object was like before it was changed. note that |
290 | /* remember what object was like before it was changed. note that |
376 | * refop is a local copy of op only to be used for detecting changes |
291 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
382 | { |
297 | { |
383 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
384 | { |
299 | { |
385 | potion_max = 1; |
300 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
301 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
302 | { |
388 | int nstat, ostat; |
303 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
304 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
391 | i = get_attr_value (&(tmp->stats), j); |
|
|
392 | |
305 | |
393 | /* nstat is what the stat will be after use of the potion */ |
306 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
307 | int nstat = flag * i + ostat; |
395 | |
308 | |
396 | /* Do some bounds checking. While I don't think any |
309 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
310 | * potions do so right now, there is the potential for potions |
398 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
312 | * to allow for that. |
400 | */ |
313 | */ |
401 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
315 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
404 | { |
|
|
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
406 | } |
|
|
407 | |
318 | |
408 | if (nstat != ostat) |
319 | if (nstat != ostat) |
409 | { |
320 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
321 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
322 | potion_max = 0; |
412 | } |
323 | } |
413 | else if (i) |
324 | else if (i) |
414 | { |
325 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
326 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
419 | |
330 | |
420 | /* This section of code ups the characters normal stats also. I am not |
331 | /* 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 |
332 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
333 | * recalculates this anyway. |
423 | */ |
334 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
335 | for (int j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
336 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
426 | |
337 | |
427 | check_stat_bounds (&(op->stats)); |
338 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
339 | } /* end of potion handling code */ |
429 | } |
340 | } |
430 | |
341 | |
431 | /* reset attributes that fix_player doesn't reset since it doesn't search |
342 | /* reset attributes that update_stats doesn't reset since it doesn't search |
432 | * everything to set |
343 | * everything to set |
433 | */ |
344 | */ |
434 | if (flag == -1) |
345 | if (flag == -1) |
435 | { |
346 | { |
436 | op->attacktype &= ~tmp->attacktype; |
347 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
348 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
349 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
350 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
351 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
352 | * and not the other move_ fields. |
442 | */ |
353 | */ |
443 | op->move_type &= ~tmp->move_type; |
354 | op->move_type &= ~tmp->move_type; |
444 | } |
355 | } |
445 | |
356 | |
446 | /* call fix_player since op object could have whatever attribute due |
357 | /* call fix_player since op object could have whatever attribute due |
447 | * to multiple items. if fix_player always has to be called after |
358 | * to multiple items. if update_stats always has to be called after |
448 | * change_ability then might as well call it from here |
359 | * change_ability then might as well call it from here |
449 | */ |
360 | */ |
450 | op->update_stats (); |
361 | op->update_stats (); |
451 | |
362 | |
452 | /* Fix player won't add the bows ability to the player, so don't |
363 | /* update_stats won't add the bows ability to the player, so don't |
453 | * print out message if this is a bow. |
364 | * print out message if this is a bow. |
454 | */ |
365 | */ |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
366 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
456 | { |
367 | { |
457 | success = 1; |
368 | success = 1; |
… | |
… | |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
498 | { |
409 | { |
499 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
500 | * in that case, you don't actually land |
411 | * in that case, you don't actually land |
501 | */ |
412 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
413 | DIFF_MSG (flag, "You soar into the air!", |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
415 | } |
|
|
416 | |
505 | if (tmp->move_type & MOVE_SWIM) |
417 | if (tmp->move_type & MOVE_SWIM) |
506 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
507 | |
419 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
420 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
421 | check_move_on (op, op); |
… | |
… | |
637 | success = 1; |
549 | success = 1; |
638 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
550 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
639 | } |
551 | } |
640 | |
552 | |
641 | /* Messages for changed resistance */ |
553 | /* Messages for changed resistance */ |
642 | for (i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
643 | { |
555 | { |
644 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
645 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
646 | |
558 | |
647 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
656 | } |
568 | } |
657 | } |
569 | } |
658 | |
570 | |
659 | if (!potion_max) |
571 | if (!potion_max) |
660 | { |
572 | { |
661 | for (j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
662 | { |
574 | { |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
575 | if (int i = tmp->stats.stat (j)) |
664 | { |
576 | { |
665 | success = 1; |
577 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
579 | } |
668 | } |
580 | } |
… | |
… | |
673 | |
585 | |
674 | /* |
586 | /* |
675 | * Stat draining by Vick 930307 |
587 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
588 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
589 | */ |
678 | |
|
|
679 | void |
590 | void |
680 | object::drain_stat () |
591 | object::drain_stat () |
681 | { |
592 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
593 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
594 | } |
… | |
… | |
772 | * Subtracts stat-bonuses given by the class which the player has chosen. |
683 | * Subtracts stat-bonuses given by the class which the player has chosen. |
773 | */ |
684 | */ |
774 | void |
685 | void |
775 | object::remove_statbonus () |
686 | object::remove_statbonus () |
776 | { |
687 | { |
777 | stats.Str -= arch->clone.stats.Str; |
688 | for (int i = 0; i < NUM_STATS; ++i) |
778 | stats.Dex -= arch->clone.stats.Dex; |
689 | { |
779 | stats.Con -= arch->clone.stats.Con; |
690 | sint8 v = arch->clone.stats.stat (i); |
780 | stats.Wis -= arch->clone.stats.Wis; |
691 | stats.stat (i) -= v; |
781 | stats.Pow -= arch->clone.stats.Pow; |
692 | contr->orig_stats.stat (i) -= v; |
782 | stats.Cha -= arch->clone.stats.Cha; |
693 | } |
783 | stats.Int -= arch->clone.stats.Int; |
|
|
784 | |
|
|
785 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
786 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
787 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
788 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
789 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
790 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
791 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
792 | } |
694 | } |
793 | |
695 | |
794 | /* |
696 | /* |
795 | * Adds stat-bonuses given by the class which the player has chosen. |
697 | * Adds stat-bonuses given by the class which the player has chosen. |
796 | */ |
698 | */ |
797 | void |
699 | void |
798 | object::add_statbonus () |
700 | object::add_statbonus () |
799 | { |
701 | { |
800 | stats.Str += arch->clone.stats.Str; |
702 | for (int i = 0; i < NUM_STATS; ++i) |
801 | stats.Dex += arch->clone.stats.Dex; |
703 | { |
802 | stats.Con += arch->clone.stats.Con; |
704 | sint8 v = arch->clone.stats.stat (i); |
803 | stats.Wis += arch->clone.stats.Wis; |
705 | stats.stat (i) += v; |
804 | stats.Pow += arch->clone.stats.Pow; |
706 | contr->orig_stats.stat (i) += v; |
805 | stats.Cha += arch->clone.stats.Cha; |
707 | } |
806 | stats.Int += arch->clone.stats.Int; |
|
|
807 | |
|
|
808 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
809 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
810 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
811 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
812 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
813 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
814 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
815 | } |
708 | } |
816 | |
709 | |
817 | /* |
710 | /* |
818 | * Updates all abilities given by applied objects in the inventory |
711 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
712 | * of the given object. Note: This function works for both monsters |
… | |
… | |
830 | int i, j; |
723 | int i, j; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
832 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
836 | float old_speed = speed; |
729 | float old_speed = speed; |
837 | |
730 | |
838 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
732 | if (type == PLAYER) |
840 | { |
733 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
734 | for (i = 0; i < NUM_STATS; i++) |
842 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
735 | stats.stat (i) = contr->orig_stats.stat (i); |
843 | |
736 | |
844 | if (settings.spell_encumbrance == TRUE) |
737 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
738 | contr->encumbrance = 0; |
846 | |
739 | |
847 | attacktype = 0; |
740 | attacktype = 0; |
… | |
… | |
852 | contr->gen_grace = 0; |
745 | contr->gen_grace = 0; |
853 | contr->gen_sp_armour = 10; |
746 | contr->gen_sp_armour = 10; |
854 | contr->item_power = 0; |
747 | contr->item_power = 0; |
855 | } |
748 | } |
856 | |
749 | |
857 | memcpy (body_used, body_info, sizeof (body_info)); |
750 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
751 | slot[i].used = slot[i].info; |
858 | |
752 | |
859 | slaying = 0; |
753 | slaying = 0; |
860 | |
754 | |
861 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
755 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
862 | { |
756 | { |
… | |
… | |
877 | path_repelled = arch->clone.path_repelled; |
771 | path_repelled = arch->clone.path_repelled; |
878 | path_denied = arch->clone.path_denied; |
772 | path_denied = arch->clone.path_denied; |
879 | glow_radius = arch->clone.glow_radius; |
773 | glow_radius = arch->clone.glow_radius; |
880 | move_type = arch->clone.move_type; |
774 | move_type = arch->clone.move_type; |
881 | |
775 | |
882 | chosen_skill = NULL; |
776 | chosen_skill = 0; |
883 | |
777 | |
884 | /* initializing resistances from the values in player/monster's |
778 | /* initializing resistances from the values in player/monster's |
885 | * archetype clone |
779 | * archetype clone |
886 | */ |
780 | */ |
887 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
890 | { |
784 | { |
891 | if (resist[i] > 0) |
785 | if (resist[i] > 0) |
892 | prot[i] = resist[i], vuln[i] = 0; |
786 | prot[i] = resist[i], vuln[i] = 0; |
893 | else |
787 | else |
894 | vuln[i] = -(resist[i]), prot[i] = 0; |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
789 | |
895 | potion_resist[i] = 0; |
790 | potion_resist[i] = 0; |
896 | } |
791 | } |
897 | |
792 | |
898 | wc = arch->clone.stats.wc; |
793 | wc = arch->clone.stats.wc; |
899 | stats.dam = arch->clone.stats.dam; |
794 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
919 | /* OK - we've reset most all the objects attributes to sane values. |
814 | /* OK - we've reset most all the objects attributes to sane values. |
920 | * now go through and make adjustments for what the player has equipped. |
815 | * now go through and make adjustments for what the player has equipped. |
921 | */ |
816 | */ |
922 | for (tmp = inv; tmp; tmp = tmp->below) |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
923 | { |
818 | { |
924 | /* See note in map.c:update_position about making this additive |
|
|
925 | * since light sources are never applied, need to put check here. |
|
|
926 | */ |
|
|
927 | if (tmp->glow_radius > glow_radius) |
|
|
928 | glow_radius = tmp->glow_radius; |
|
|
929 | |
|
|
930 | /* This happens because apply_potion calls change_abil with the potion |
819 | /* This happens because apply_potion calls change_abil with the potion |
931 | * applied so we can tell the player what changed. But change_abil |
820 | * applied so we can tell the player what changed. But change_abil |
932 | * then calls this function. |
821 | * then calls this function. |
933 | */ |
822 | */ |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
823 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
935 | continue; |
824 | continue; |
|
|
825 | |
|
|
826 | /* See note in map.c:update_position about making this additive |
|
|
827 | * since light sources are never applied, need to put check here. |
|
|
828 | */ |
|
|
829 | if (tmp->glow_radius > glow_radius) |
|
|
830 | glow_radius = tmp->glow_radius; |
936 | |
831 | |
937 | /* For some things, we don't care what is equipped */ |
832 | /* For some things, we don't care what is equipped */ |
938 | if (tmp->type == SKILL) |
833 | if (tmp->type == SKILL) |
939 | { |
834 | { |
940 | /* Want to take the highest skill here. */ |
835 | /* Want to take the highest skill here. */ |
… | |
… | |
962 | * in the praying skill, and the player should always get those. |
857 | * in the praying skill, and the player should always get those. |
963 | * It also means we need to put in additional checks for applied below, |
858 | * It also means we need to put in additional checks for applied below, |
964 | * because the skill shouldn't count against body positions being used |
859 | * because the skill shouldn't count against body positions being used |
965 | * up, etc. |
860 | * up, etc. |
966 | */ |
861 | */ |
967 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
862 | if ((tmp->flag [FLAG_APPLIED] |
968 | && tmp->type != CONTAINER |
863 | && tmp->type != CONTAINER |
969 | && tmp->type != CLOSE_CON) |
864 | && tmp->type != CLOSE_CON) |
970 | || (tmp->type == SKILL |
865 | || (tmp->type == SKILL |
971 | && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
972 | { |
867 | { |
973 | if (type == PLAYER) |
868 | if (type == PLAYER) |
974 | { |
869 | { |
|
|
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
871 | if (tmp != current_weapon |
|
|
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
873 | && !tmp->flag [FLAG_CURSED] |
|
|
874 | && !tmp->flag [FLAG_DAMNED]) |
|
|
875 | continue; |
|
|
876 | |
975 | for (i = 0; i < NUM_STATS; i++) |
877 | for (i = 0; i < NUM_STATS; i++) |
976 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
977 | |
879 | |
978 | /* these are the items that currently can change digestion, regeneration, |
880 | /* These are the items that currently can change digestion, regeneration, |
979 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
881 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
980 | * list, but other items store other info into stats array. |
882 | * list, but other items store other info into stats array. |
981 | */ |
883 | */ |
982 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
983 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
984 | (tmp->type == SHIELD) || (tmp->type == RING) || |
886 | tmp->type == SHIELD || tmp->type == RING || |
985 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
887 | tmp->type == BOOTS || tmp->type == GLOVES || |
986 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
888 | tmp->type == AMULET || tmp->type == GIRDLE || |
987 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
889 | tmp->type == BRACERS || tmp->type == CLOAK || |
988 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
890 | tmp->type == DISEASE || tmp->type == FORCE || |
989 | (tmp->type == SKILL)) |
891 | tmp->type == SKILL) |
990 | { |
892 | { |
991 | contr->digestion += tmp->stats.food; |
893 | contr->digestion += tmp->stats.food; |
992 | contr->gen_hp += tmp->stats.hp; |
894 | contr->gen_hp += tmp->stats.hp; |
993 | contr->gen_sp += tmp->stats.sp; |
895 | contr->gen_sp += tmp->stats.sp; |
994 | contr->gen_grace += tmp->stats.grace; |
896 | contr->gen_grace += tmp->stats.grace; |
995 | contr->gen_sp_armour += tmp->gen_sp_armour; |
897 | contr->gen_sp_armour += tmp->gen_sp_armour; |
996 | contr->item_power += tmp->item_power; |
898 | contr->item_power += tmp->item_power; |
997 | } |
899 | } |
998 | } /* if this is a player */ |
900 | } /* if this is a player */ |
|
|
901 | else |
|
|
902 | { |
|
|
903 | if (tmp->type == WEAPON) |
|
|
904 | current_weapon = tmp; |
|
|
905 | } |
999 | |
906 | |
1000 | /* Update slots used for items */ |
907 | /* Update slots used for items */ |
1001 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
908 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1002 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
909 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1003 | body_used[i] += tmp->body_info[i]; |
910 | slot[i].used += tmp->slot[i].info; |
1004 | |
911 | |
1005 | if (tmp->type == SYMPTOM) |
912 | if (tmp->type == SYMPTOM) |
1006 | { |
913 | { |
1007 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
914 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
1008 | |
915 | |
… | |
… | |
1035 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1036 | } |
943 | } |
1037 | } |
944 | } |
1038 | |
945 | |
1039 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
1040 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
|
|
948 | { |
1041 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
1042 | |
|
|
1043 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
1044 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
1045 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
1046 | move_type |= tmp->move_type; |
953 | move_type |= tmp->move_type; |
1047 | stats.luck += tmp->stats.luck; |
954 | stats.luck += tmp->stats.luck; |
|
|
955 | } |
1048 | |
956 | |
1049 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1050 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
958 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1051 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
959 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1052 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1074 | added_speed += tmp->stats.exp; |
982 | added_speed += tmp->stats.exp; |
1075 | } |
983 | } |
1076 | |
984 | |
1077 | switch (tmp->type) |
985 | switch (tmp->type) |
1078 | { |
986 | { |
|
|
987 | #if 0 |
1079 | case WAND: |
988 | case WAND: |
1080 | case ROD: |
989 | case ROD: |
1081 | case HORN: |
990 | case HORN: |
1082 | if (type == PLAYER) |
991 | if (type != PLAYER || current_weapon == tmp) |
1083 | { |
|
|
1084 | contr->ranged_skill = this; |
992 | chosen_skill = tmp; |
1085 | contr->ranged_ob = tmp; |
|
|
1086 | } |
|
|
1087 | break; |
993 | break; |
|
|
994 | #endif |
1088 | |
995 | |
1089 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
1090 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
1091 | case SKILL: |
998 | case SKILL: |
1092 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1093 | break; |
1001 | break; |
1094 | |
1002 | |
1095 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1096 | wc_obj = tmp; |
|
|
1097 | |
|
|
1098 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1099 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1005 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1006 | &name, &chosen_skill->name, &tmp->name); |
1100 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1101 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1102 | |
1014 | |
1103 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1104 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1105 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1106 | weapon_speed = WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1107 | |
1019 | |
1108 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1109 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1110 | |
1022 | |
1111 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1112 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1113 | |
1025 | |
1114 | if (tmp->magic) |
1026 | if (tmp->magic) |
1115 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1116 | } |
1028 | } |
1117 | |
1029 | |
1118 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1119 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1120 | |
1032 | |
1121 | if (tmp->slaying) |
1033 | if (tmp->slaying) |
1122 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1123 | |
1035 | |
1124 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1125 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1126 | |
1038 | |
1127 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1128 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1129 | |
|
|
1130 | if (type == PLAYER) |
|
|
1131 | { |
|
|
1132 | contr->ranged_skill = this; |
|
|
1133 | contr->ranged_ob = tmp; |
|
|
1134 | } |
1041 | } |
1135 | |
1042 | |
1136 | break; |
|
|
1137 | |
|
|
1138 | case SKILL_TOOL: |
|
|
1139 | if (chosen_skill) |
|
|
1140 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1141 | |
|
|
1142 | chosen_skill = tmp; |
|
|
1143 | |
|
|
1144 | if (type == PLAYER) |
|
|
1145 | { |
|
|
1146 | contr->ranged_skill = this; |
|
|
1147 | contr->ranged_ob = tmp; |
|
|
1148 | } |
|
|
1149 | break; |
1043 | break; |
1150 | |
1044 | |
1151 | case SHIELD: |
1045 | case SHIELD: |
1152 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1153 | contr->encumbrance += (int) tmp->weight / 2000; |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1169 | |
1063 | |
1170 | break; |
1064 | break; |
1171 | |
1065 | |
1172 | case BOW: |
1066 | case BOW: |
1173 | case WEAPON: |
1067 | case WEAPON: |
1174 | if (type != PLAYER |
1068 | if (type != PLAYER || current_weapon == tmp) |
1175 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW ) |
|
|
1176 | || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON)) |
|
|
1177 | { |
1069 | { |
1178 | wc -= tmp->stats.wc + tmp->magic; |
1070 | wc -= tmp->stats.wc + tmp->magic; |
1179 | |
1071 | |
1180 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1072 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1181 | ac -= tmp->stats.ac + tmp->magic; |
1073 | ac -= tmp->stats.ac + tmp->magic; |
… | |
… | |
1192 | /* If there is desire that two handed weapons should do |
1084 | /* If there is desire that two handed weapons should do |
1193 | * extra strength damage, this is where the code should |
1085 | * extra strength damage, this is where the code should |
1194 | * go. |
1086 | * go. |
1195 | */ |
1087 | */ |
1196 | |
1088 | |
1197 | current_weapon = tmp; |
|
|
1198 | |
|
|
1199 | if (type == PLAYER) |
1089 | if (type == PLAYER) |
1200 | { |
|
|
1201 | contr->combat_ob = tmp; |
|
|
1202 | |
|
|
1203 | if (settings.spell_encumbrance) |
1090 | if (settings.spell_encumbrance) |
1204 | contr->encumbrance += tmp->weight * 3 / 1000; |
1091 | contr->encumbrance += tmp->weight * 3 / 1000; |
1205 | } |
|
|
1206 | } |
1092 | } |
1207 | |
1093 | |
1208 | break; |
1094 | break; |
1209 | |
1095 | |
1210 | case ARMOUR: /* Only the best of these three are used: */ |
1096 | case ARMOUR: /* Only the best of these three are used: */ |
… | |
… | |
1341 | stats.maxsp = (sint16)sp_tmp; |
1227 | stats.maxsp = (sint16)sp_tmp; |
1342 | |
1228 | |
1343 | for (i = 11; i <= mana_obj->level; i++) |
1229 | for (i = 11; i <= mana_obj->level; i++) |
1344 | stats.maxsp += 2; |
1230 | stats.maxsp += 2; |
1345 | } |
1231 | } |
|
|
1232 | |
1346 | /* Characters can get their sp supercharged via rune of transferrance */ |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1347 | if (stats.sp > stats.maxsp * 2) |
1234 | if (stats.sp > stats.maxsp * 2) |
1348 | stats.sp = stats.maxsp * 2; |
1235 | stats.sp = stats.maxsp * 2; |
1349 | |
1236 | |
1350 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1381 | |
1268 | |
1382 | /* two grace points per level after 11 */ |
1269 | /* two grace points per level after 11 */ |
1383 | for (i = 11; i <= grace_obj->level; i++) |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1384 | stats.maxgrace += 2; |
1271 | stats.maxgrace += 2; |
1385 | } |
1272 | } |
|
|
1273 | |
1386 | /* No limit on grace vs maxgrace */ |
1274 | /* No limit on grace vs maxgrace */ |
1387 | |
1275 | |
1388 | if (contr->braced) |
1276 | if (contr->braced) |
1389 | { |
1277 | { |
1390 | ac += 2; |
1278 | ac += 2; |
… | |
… | |
1402 | * improvement every level, now its fighterlevel/5. So |
1290 | * improvement every level, now its fighterlevel/5. So |
1403 | * we give the player a bonus here in wc and dam |
1291 | * we give the player a bonus here in wc and dam |
1404 | * to make up for the change. Note that I left the |
1292 | * to make up for the change. Note that I left the |
1405 | * monster bonus the same as before. -b.t. |
1293 | * monster bonus the same as before. -b.t. |
1406 | */ |
1294 | */ |
|
|
1295 | object *wc_obj = chosen_skill; |
1407 | |
1296 | |
1408 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1409 | { |
1298 | { |
1410 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1411 | |
1300 | |
1412 | for (i = 1; i < wc_obj->level; i++) |
1301 | for (i = 1; i < wc_obj->level; i++) |
1413 | { |
1302 | { |
1414 | /* addtional wc every 6 levels */ |
1303 | /* additional wc every 6 levels */ |
1415 | if (!(i % 6)) |
1304 | if (!(i % 6)) |
1416 | wc--; |
1305 | wc--; |
1417 | |
1306 | |
1418 | /* addtional dam every 4 levels. */ |
1307 | /* additional dam every 4 levels. */ |
1419 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1308 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1420 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1309 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1421 | } |
1310 | } |
1422 | } |
1311 | } |
1423 | else |
1312 | else |
… | |
… | |
1433 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1434 | speed -= 1; |
1323 | speed -= 1; |
1435 | |
1324 | |
1436 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1437 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->clone.attacktype; |
1438 | |
|
|
1439 | } /* End if player */ |
1327 | } /* End if player */ |
1440 | |
1328 | |
1441 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1442 | speed += added_speed / 10.f; |
1330 | speed += added_speed / 10.f; |
1443 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
… | |
… | |
1477 | * that would just be a real pain to read. |
1365 | * that would just be a real pain to read. |
1478 | */ |
1366 | */ |
1479 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1367 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1480 | float M2 = max_carry[stats.Str] / 100.f; |
1368 | float M2 = max_carry[stats.Str] / 100.f; |
1481 | float W = weapon_weight / 20000.f; |
1369 | float W = weapon_weight / 20000.f; |
1482 | float s = 2 - weapon_speed / 10.f; |
1370 | float s = (20 - weapon_speed) / 10.f; |
1483 | float D = (stats.Dex - 14) / 14.f; |
1371 | float D = (stats.Dex - 14) / 14.f; |
1484 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1372 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1485 | |
1373 | |
1486 | K *= (4 + level) *1.2f / (6 + level); |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
1487 | |
1375 | |
1488 | if (K <= 0.f) |
1376 | if (K <= 0.01f) |
1489 | K = 0.01f; |
1377 | K = 0.01f; |
1490 | |
1378 | |
1491 | float S = speed / (K * s); |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1492 | |
|
|
1493 | contr->weapon_sp = S; |
|
|
1494 | } |
1380 | } |
1495 | |
1381 | |
1496 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | /* I want to limit the power of small monsters with big weapons: */ |
1497 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1498 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1499 | |
1385 | |
1500 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1501 | * should be more than enough - remember, AC is also in 8 bits, |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1502 | * so its value is the same. |
|
|
1503 | */ |
|
|
1504 | if (wc > 120) |
|
|
1505 | wc = 120; |
|
|
1506 | else if (wc < -120) |
|
|
1507 | wc = -120; |
|
|
1508 | |
|
|
1509 | stats.wc = wc; |
|
|
1510 | |
|
|
1511 | if (ac > 120) |
|
|
1512 | ac = 120; |
|
|
1513 | else if (ac < -120) |
|
|
1514 | ac = -120; |
|
|
1515 | |
|
|
1516 | stats.ac = ac; |
|
|
1517 | |
1388 | |
1518 | /* if for some reason the creature doesn't have any move type, |
1389 | /* if for some reason the creature doesn't have any move type, |
1519 | * give them walking as a default. |
1390 | * give them walking as a default. |
1520 | * The second case is a special case - to more closely mimic the |
1391 | * The second case is a special case - to more closely mimic the |
1521 | * old behaviour - if your flying, your not walking - just |
1392 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1701 | if (!skill_obj) |
1572 | if (!skill_obj) |
1702 | { |
1573 | { |
1703 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1574 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1704 | return NULL; |
1575 | return NULL; |
1705 | } |
1576 | } |
|
|
1577 | |
1706 | /* clear the flag - exp goes into this bucket, but player |
1578 | /* clear the flag - exp goes into this bucket, but player |
1707 | * still doesn't know it. |
1579 | * still doesn't know it. |
1708 | */ |
1580 | */ |
1709 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1710 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1711 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1712 | insert_ob_in_ob (skill_obj, op); |
1584 | insert_ob_in_ob (skill_obj, op); |
1713 | |
1585 | |
1714 | if (op->contr) |
1586 | if (player *pl = op->contr) |
1715 | { |
1587 | { |
1716 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1588 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1717 | if (op->contr->ns) |
1589 | if (pl->ns) |
1718 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1590 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1719 | } |
1591 | } |
1720 | |
1592 | |
1721 | return skill_obj; |
1593 | return skill_obj; |
1722 | } |
1594 | } |
1723 | |
|
|
1724 | |
1595 | |
1725 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1596 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1726 | * whether the player gets more hp, sp and new levels. |
1597 | * whether the player gets more hp, sp and new levels. |
1727 | * Note this this function should only be called for players. Monstes |
1598 | * Note this this function should only be called for players. Monstes |
1728 | * don't really gain levels |
1599 | * don't really gain levels |
… | |
… | |
1739 | |
1610 | |
1740 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1611 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1741 | { |
1612 | { |
1742 | op->level++; |
1613 | op->level++; |
1743 | |
1614 | |
1744 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1745 | dragon_level_gain (who); |
1616 | dragon_level_gain (who); |
1746 | |
1617 | |
1747 | /* Only roll these if it is the player (who) that gained the level */ |
1618 | /* Only roll these if it is the player (who) that gained the level */ |
1748 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1619 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1749 | { |
1620 | { |
… | |
… | |
1757 | { |
1628 | { |
1758 | if (op->type != PLAYER) |
1629 | if (op->type != PLAYER) |
1759 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1630 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1760 | else |
1631 | else |
1761 | sprintf (buf, "You are now level %d.", op->level); |
1632 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1633 | |
1762 | if (who) |
1634 | if (who) |
1763 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1635 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1764 | } |
1636 | } |
|
|
1637 | |
1765 | player_lvl_adj (who, op); /* To increase more levels */ |
1638 | player_lvl_adj (who, op); /* To increase more levels */ |
1766 | } |
1639 | } |
1767 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1640 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1768 | { |
1641 | { |
1769 | op->level--; |
1642 | op->level--; |
1770 | who->update_stats (); |
1643 | who->update_stats (); |
|
|
1644 | |
1771 | if (op->type != PLAYER) |
1645 | if (op->type != PLAYER) |
1772 | { |
1646 | { |
1773 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1647 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1774 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1775 | } |
1649 | } |
|
|
1650 | |
1776 | player_lvl_adj (who, op); /* To decrease more levels */ |
1651 | player_lvl_adj (who, op); /* To decrease more levels */ |
1777 | } |
1652 | } |
1778 | |
1653 | |
1779 | /* check if the spell data has changed */ |
1654 | /* check if the spell data has changed */ |
1780 | esrv_update_stats (who->contr); |
1655 | esrv_update_stats (who->contr); |
… | |
… | |
1836 | sint64 limit, exp_to_add; |
1711 | sint64 limit, exp_to_add; |
1837 | int i; |
1712 | int i; |
1838 | |
1713 | |
1839 | /* prevents some forms of abuse. */ |
1714 | /* prevents some forms of abuse. */ |
1840 | if (op->contr->braced) |
1715 | if (op->contr->braced) |
1841 | exp = exp / 5; |
1716 | exp /= 5; |
1842 | |
1717 | |
1843 | /* Try to find the matching skill. |
1718 | /* Try to find the matching skill. |
1844 | * We do a shortcut/time saving mechanism first - see if it matches |
1719 | * We do a shortcut/time saving mechanism first - see if it matches |
1845 | * chosen_skill. This means we don't need to search through |
1720 | * chosen_skill. This means we don't need to search through |
1846 | * the players inventory. |
1721 | * the players inventory. |
1847 | */ |
1722 | */ |
1848 | if (skill_name) |
1723 | if (skill_name) |
1849 | { |
1724 | { |
1850 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1725 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
2091 | player_lvl_adj (op, tmp); |
1966 | player_lvl_adj (op, tmp); |
2092 | } |
1967 | } |
2093 | |
1968 | |
2094 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1969 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2095 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1970 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1971 | |
2096 | if (level_loss < 0) |
1972 | if (level_loss < 0) |
2097 | level_loss = 0; |
1973 | level_loss = 0; |
2098 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1974 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2099 | |
1975 | |
2100 | op->stats.exp -= loss; |
1976 | op->stats.exp -= loss; |