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", "intelligence", "wisdom", "power", "charisma" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
… | |
… | |
676 | */ |
677 | */ |
677 | |
678 | |
678 | void |
679 | void |
679 | object::drain_stat () |
680 | object::drain_stat () |
680 | { |
681 | { |
681 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
682 | } |
683 | } |
683 | |
684 | |
684 | void |
685 | void |
685 | object::drain_specific_stat (int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
686 | { |
687 | { |
… | |
… | |
754 | return; |
755 | return; |
755 | |
756 | |
756 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
757 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
758 | */ |
759 | */ |
759 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
760 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
760 | { |
761 | { |
761 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | |
763 | |
763 | stats.luck += diff; |
764 | stats.luck += diff; |
764 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
… | |
… | |
817 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
818 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
819 | * 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. |
820 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
821 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
822 | */ |
823 | * |
823 | |
|
|
824 | /* 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. |
825 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
826 | */ |
826 | */ |
827 | |
|
|
828 | void |
827 | void |
829 | object::update_stats () |
828 | object::update_stats () |
830 | { |
829 | { |
831 | int i, j; |
830 | int i, j; |
832 | 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; |
833 | int weapon_weight = 0, weapon_speed = 0; |
832 | int weapon_weight = 0, weapon_speed = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | 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; |
837 | |
837 | |
838 | /* 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 */ |
839 | if (type == PLAYER) |
839 | if (type == PLAYER) |
840 | { |
840 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
841 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
843 | |
843 | |
844 | if (settings.spell_encumbrance == TRUE) |
844 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
845 | contr->encumbrance = 0; |
846 | |
846 | |
847 | attacktype = 0; |
847 | attacktype = 0; |
|
|
848 | |
848 | contr->digestion = 0; |
849 | contr->digestion = 0; |
849 | contr->gen_hp = 0; |
850 | contr->gen_hp = 0; |
850 | contr->gen_sp = 0; |
851 | contr->gen_sp = 0; |
851 | contr->gen_grace = 0; |
852 | contr->gen_grace = 0; |
852 | contr->gen_sp_armour = 10; |
853 | contr->gen_sp_armour = 10; |
853 | contr->item_power = 0; |
854 | 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] = NULL; |
|
|
861 | contr->ranges[range_misc] = NULL; |
|
|
862 | contr->ranges[range_skill] = NULL; |
|
|
863 | } |
855 | } |
864 | |
856 | |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
857 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
858 | slot[i].used = slot[i].info; |
866 | |
859 | |
867 | slaying = 0; |
860 | slaying = 0; |
868 | |
861 | |
869 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
862 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
870 | { |
863 | { |
… | |
… | |
879 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
872 | 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); |
873 | 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); |
874 | 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); |
875 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
883 | |
876 | |
884 | path_attuned = arch->clone.path_attuned; |
877 | path_attuned = arch->clone.path_attuned; |
885 | path_repelled = arch->clone.path_repelled; |
878 | path_repelled = arch->clone.path_repelled; |
886 | path_denied = arch->clone.path_denied; |
879 | path_denied = arch->clone.path_denied; |
887 | glow_radius = arch->clone.glow_radius; |
880 | glow_radius = arch->clone.glow_radius; |
888 | move_type = arch->clone.move_type; |
881 | move_type = arch->clone.move_type; |
|
|
882 | |
889 | chosen_skill = NULL; |
883 | chosen_skill = 0; |
890 | |
884 | |
891 | /* initializing resistances from the values in player/monster's |
885 | /* initializing resistances from the values in player/monster's |
892 | * archetype clone |
886 | * archetype clone |
893 | */ |
887 | */ |
894 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
888 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
897 | { |
891 | { |
898 | if (resist[i] > 0) |
892 | if (resist[i] > 0) |
899 | prot[i] = resist[i], vuln[i] = 0; |
893 | prot[i] = resist[i], vuln[i] = 0; |
900 | else |
894 | else |
901 | vuln[i] = -(resist[i]), prot[i] = 0; |
895 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
896 | |
902 | potion_resist[i] = 0; |
897 | potion_resist[i] = 0; |
903 | } |
898 | } |
904 | |
899 | |
905 | wc = arch->clone.stats.wc; |
900 | wc = arch->clone.stats.wc; |
906 | stats.dam = arch->clone.stats.dam; |
901 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
924 | speed = arch->clone.speed; |
919 | speed = arch->clone.speed; |
925 | |
920 | |
926 | /* OK - we've reset most all the objects attributes to sane values. |
921 | /* OK - we've reset most all the objects attributes to sane values. |
927 | * now go through and make adjustments for what the player has equipped. |
922 | * now go through and make adjustments for what the player has equipped. |
928 | */ |
923 | */ |
929 | |
|
|
930 | for (tmp = inv; tmp; tmp = tmp->below) |
924 | for (tmp = inv; tmp; tmp = tmp->below) |
931 | { |
925 | { |
932 | /* See note in map.c:update_position about making this additive |
926 | /* See note in map.c:update_position about making this additive |
933 | * since light sources are never applied, need to put check here. |
927 | * since light sources are never applied, need to put check here. |
934 | */ |
928 | */ |
935 | if (tmp->glow_radius > glow_radius) |
929 | if (tmp->glow_radius > glow_radius) |
936 | glow_radius = tmp->glow_radius; |
930 | glow_radius = tmp->glow_radius; |
937 | |
931 | |
938 | /* This happens because apply_potion calls change_abil with the potion |
932 | /* This happens because apply_potion calls change_abil with the potion |
939 | * applied so we can tell the player what chagned. But change_abil |
933 | * applied so we can tell the player what changed. But change_abil |
940 | * then calls this function. |
934 | * then calls this function. |
941 | */ |
935 | */ |
942 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
936 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
943 | continue; |
937 | continue; |
944 | |
938 | |
… | |
… | |
970 | * in the praying skill, and the player should always get those. |
964 | * in the praying skill, and the player should always get those. |
971 | * It also means we need to put in additional checks for applied below, |
965 | * It also means we need to put in additional checks for applied below, |
972 | * because the skill shouldn't count against body positions being used |
966 | * because the skill shouldn't count against body positions being used |
973 | * up, etc. |
967 | * up, etc. |
974 | */ |
968 | */ |
975 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
969 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
|
|
970 | && tmp->type != CONTAINER |
|
|
971 | && tmp->type != CLOSE_CON) |
|
|
972 | || (tmp->type == SKILL |
976 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
973 | && tmp->subtype == SK_PRAYING)) |
977 | { |
974 | { |
978 | if (type == PLAYER) |
975 | if (type == PLAYER) |
979 | { |
976 | { |
980 | if (tmp->type == BOW) |
|
|
981 | contr->ranges[range_bow] = tmp; |
|
|
982 | |
|
|
983 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
977 | if ((tmp->type == WEAPON || tmp->type == BOW) |
984 | contr->ranges[range_misc] = tmp; |
978 | && tmp != current_weapon) |
|
|
979 | continue; |
985 | |
980 | |
986 | for (i = 0; i < NUM_STATS; i++) |
981 | for (i = 0; i < NUM_STATS; i++) |
987 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
982 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
988 | |
983 | |
989 | /* these are the items that currently can change digestion, regeneration, |
984 | /* these are the items that currently can change digestion, regeneration, |
990 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
985 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
991 | * list, but other items store other info into stats array. |
986 | * list, but other items store other info into stats array. |
992 | */ |
987 | */ |
993 | if ((tmp->type == WEAPON) || |
988 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
994 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
989 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
995 | (tmp->type == SHIELD) || (tmp->type == RING) || |
990 | (tmp->type == SHIELD) || (tmp->type == RING) || |
996 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
991 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
997 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
992 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
998 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
993 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
… | |
… | |
1005 | contr->gen_grace += tmp->stats.grace; |
1000 | contr->gen_grace += tmp->stats.grace; |
1006 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1001 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1007 | contr->item_power += tmp->item_power; |
1002 | contr->item_power += tmp->item_power; |
1008 | } |
1003 | } |
1009 | } /* if this is a player */ |
1004 | } /* if this is a player */ |
|
|
1005 | else |
|
|
1006 | { |
|
|
1007 | if (tmp->type == WEAPON) |
|
|
1008 | current_weapon = tmp; |
|
|
1009 | } |
1010 | |
1010 | |
1011 | /* Update slots used for items */ |
1011 | /* Update slots used for items */ |
1012 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1012 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1013 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1013 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1014 | body_used[i] += tmp->body_info[i]; |
1014 | slot[i].used += tmp->slot[i].info; |
1015 | |
1015 | |
1016 | if (tmp->type == SYMPTOM) |
1016 | if (tmp->type == SYMPTOM) |
1017 | { |
1017 | { |
1018 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1018 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
1019 | |
1019 | if (speed_reduce_from_disease == 0) |
1020 | if (speed_reduce_from_disease == 0) |
1020 | speed_reduce_from_disease = 1; |
1021 | speed_reduce_from_disease = 1; |
1021 | } |
1022 | } |
1022 | |
1023 | |
1023 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | * (Negative protections are calculated extactly like positive.) |
1025 | * (Negative protections are calculated exactly like positive.) |
1025 | * Resistance from potions are treated special as well. If there's |
1026 | * Resistance from potions are treated special as well. If there's |
1026 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | */ |
1028 | */ |
1028 | if (tmp->type != POTION) |
1029 | if (tmp->type != POTION) |
1029 | { |
1030 | { |
1030 | for (i = 0; i < NROFATTACKS; i++) |
1031 | for (i = 0; i < NROFATTACKS; i++) |
1031 | { |
1032 | { |
1032 | /* Potential for cursed potions, in which case we just can use |
1033 | /* Potential for cursed potions, in which case we just can use |
1033 | * a straight MAX, as potion_resist is initialized to zero. |
1034 | * a straight MAX, as potion_resist is initialised to zero. |
1034 | */ |
1035 | */ |
1035 | if (tmp->type == POTION_EFFECT) |
1036 | if (tmp->type == POTION_EFFECT) |
1036 | { |
1037 | { |
1037 | if (potion_resist[i]) |
1038 | if (potion_resist[i]) |
1038 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | else |
1040 | else |
1040 | potion_resist[i] = tmp->resist[i]; |
1041 | potion_resist[i] = tmp->resist[i]; |
1041 | } |
1042 | } |
1042 | else if (tmp->resist[i] > 0) |
1043 | else if (tmp->resist[i] > 0) |
1043 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | else if (tmp->resist[i] < 0) |
1045 | else if (tmp->resist[i] < 0) |
1045 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1046 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1046 | } |
1047 | } |
1047 | } |
1048 | } |
1048 | |
1049 | |
1049 | /* There may be other things that should not adjust the attacktype */ |
1050 | /* There may be other things that should not adjust the attacktype */ |
1050 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1051 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
1052 | || current_weapon == tmp) |
|
|
1053 | { |
1051 | attacktype |= tmp->attacktype; |
1054 | attacktype |= tmp->attacktype; |
1052 | |
|
|
1053 | path_attuned |= tmp->path_attuned; |
1055 | path_attuned |= tmp->path_attuned; |
1054 | path_repelled |= tmp->path_repelled; |
1056 | path_repelled |= tmp->path_repelled; |
1055 | path_denied |= tmp->path_denied; |
1057 | path_denied |= tmp->path_denied; |
|
|
1058 | move_type |= tmp->move_type; |
1056 | stats.luck += tmp->stats.luck; |
1059 | stats.luck += tmp->stats.luck; |
1057 | move_type |= tmp->move_type; |
1060 | } |
1058 | |
1061 | |
1059 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1062 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1060 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1063 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1061 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1064 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1062 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1065 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1075 | |
1078 | |
1076 | if (tmp->stats.exp && tmp->type != SKILL) |
1079 | if (tmp->stats.exp && tmp->type != SKILL) |
1077 | { |
1080 | { |
1078 | if (tmp->stats.exp > 0) |
1081 | if (tmp->stats.exp > 0) |
1079 | { |
1082 | { |
1080 | added_speed += (float) tmp->stats.exp / 3.0; |
1083 | added_speed += tmp->stats.exp / 3.f; |
1081 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1084 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1082 | } |
1085 | } |
1083 | else |
1086 | else |
1084 | added_speed += (float) tmp->stats.exp; |
1087 | added_speed += tmp->stats.exp; |
1085 | } |
1088 | } |
1086 | |
1089 | |
1087 | switch (tmp->type) |
1090 | switch (tmp->type) |
1088 | { |
1091 | { |
|
|
1092 | #if 0 |
|
|
1093 | case WAND: |
|
|
1094 | case ROD: |
|
|
1095 | case HORN: |
|
|
1096 | if (type != PLAYER || current_weapon == tmp) |
|
|
1097 | chosen_skill = tmp; |
|
|
1098 | break; |
|
|
1099 | #endif |
|
|
1100 | |
1089 | /* skills modifying the character -b.t. */ |
1101 | /* skills modifying the character -b.t. */ |
1090 | /* for all skills and skill granting objects */ |
1102 | /* for all skills and skill granting objects */ |
1091 | case SKILL: |
1103 | case SKILL: |
1092 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1104 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1093 | break; |
1105 | break; |
… | |
… | |
1101 | chosen_skill = tmp; |
1113 | chosen_skill = tmp; |
1102 | |
1114 | |
1103 | if (tmp->stats.dam > 0) |
1115 | if (tmp->stats.dam > 0) |
1104 | { /* skill is a 'weapon' */ |
1116 | { /* skill is a 'weapon' */ |
1105 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1117 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1106 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1118 | weapon_speed = WEAPON_SPEED (tmp); |
1107 | |
1119 | |
1108 | if (weapon_speed < 0) |
1120 | if (weapon_speed < 0) |
1109 | weapon_speed = 0; |
1121 | weapon_speed = 0; |
1110 | |
1122 | |
1111 | weapon_weight = tmp->weight; |
1123 | weapon_weight = tmp->weight; |
… | |
… | |
1114 | if (tmp->magic) |
1126 | if (tmp->magic) |
1115 | stats.dam += tmp->magic; |
1127 | stats.dam += tmp->magic; |
1116 | } |
1128 | } |
1117 | |
1129 | |
1118 | if (tmp->stats.wc) |
1130 | if (tmp->stats.wc) |
1119 | wc -= (tmp->stats.wc + tmp->magic); |
1131 | wc -= tmp->stats.wc + tmp->magic; |
1120 | |
1132 | |
1121 | if (tmp->slaying != NULL) |
1133 | if (tmp->slaying) |
1122 | slaying = tmp->slaying; |
1134 | slaying = tmp->slaying; |
1123 | |
1135 | |
1124 | if (tmp->stats.ac) |
1136 | if (tmp->stats.ac) |
1125 | ac -= (tmp->stats.ac + tmp->magic); |
1137 | ac -= tmp->stats.ac + tmp->magic; |
1126 | |
1138 | |
1127 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1139 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1128 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1140 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1129 | |
|
|
1130 | if (type == PLAYER) |
|
|
1131 | contr->ranges[range_skill] = this; |
|
|
1132 | |
1141 | |
1133 | break; |
1142 | break; |
1134 | |
1143 | |
1135 | case SKILL_TOOL: |
1144 | case SKILL_TOOL: |
1136 | if (chosen_skill) |
1145 | if (chosen_skill) |
1137 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1146 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1138 | |
1147 | |
1139 | chosen_skill = tmp; |
1148 | chosen_skill = tmp; |
1140 | |
|
|
1141 | if (type == PLAYER) |
|
|
1142 | contr->ranges[range_skill] = this; |
|
|
1143 | break; |
1149 | break; |
1144 | |
1150 | |
1145 | case SHIELD: |
1151 | case SHIELD: |
1146 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1152 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1147 | contr->encumbrance += (int) tmp->weight / 2000; |
1153 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1151 | case HELMET: |
1157 | case HELMET: |
1152 | case BOOTS: |
1158 | case BOOTS: |
1153 | case GLOVES: |
1159 | case GLOVES: |
1154 | case CLOAK: |
1160 | case CLOAK: |
1155 | if (tmp->stats.wc) |
1161 | if (tmp->stats.wc) |
1156 | wc -= (tmp->stats.wc + tmp->magic); |
1162 | wc -= tmp->stats.wc + tmp->magic; |
1157 | |
1163 | |
1158 | if (tmp->stats.dam) |
1164 | if (tmp->stats.dam) |
1159 | stats.dam += (tmp->stats.dam + tmp->magic); |
1165 | stats.dam += tmp->stats.dam + tmp->magic; |
1160 | |
1166 | |
1161 | if (tmp->stats.ac) |
1167 | if (tmp->stats.ac) |
1162 | ac -= (tmp->stats.ac + tmp->magic); |
1168 | ac -= tmp->stats.ac + tmp->magic; |
1163 | |
1169 | |
1164 | break; |
1170 | break; |
1165 | |
1171 | |
|
|
1172 | case BOW: |
1166 | case WEAPON: |
1173 | case WEAPON: |
|
|
1174 | if (type != PLAYER || current_weapon == tmp) |
|
|
1175 | { |
1167 | wc -= (tmp->stats.wc + tmp->magic); |
1176 | wc -= tmp->stats.wc + tmp->magic; |
1168 | |
1177 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1178 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1179 | ac -= tmp->stats.ac + tmp->magic; |
1171 | |
1180 | |
1172 | stats.dam += (tmp->stats.dam + tmp->magic); |
1181 | stats.dam += tmp->stats.dam + tmp->magic; |
1173 | weapon_weight = tmp->weight; |
1182 | weapon_weight = tmp->weight; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1183 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | |
1184 | |
1176 | if (weapon_speed < 0) |
1185 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1186 | weapon_speed = 0; |
1178 | |
1187 | |
1179 | slaying = tmp->slaying; |
1188 | slaying = tmp->slaying; |
|
|
1189 | |
1180 | /* If there is desire that two handed weapons should do |
1190 | /* If there is desire that two handed weapons should do |
1181 | * extra strength damage, this is where the code should |
1191 | * extra strength damage, this is where the code should |
1182 | * go. |
1192 | * go. |
1183 | */ |
1193 | */ |
1184 | current_weapon = tmp; |
1194 | |
1185 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1195 | if (type == PLAYER) |
|
|
1196 | if (settings.spell_encumbrance) |
1186 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1197 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1198 | } |
1187 | |
1199 | |
1188 | break; |
1200 | break; |
1189 | |
1201 | |
1190 | case ARMOUR: /* Only the best of these three are used: */ |
1202 | case ARMOUR: /* Only the best of these three are used: */ |
1191 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1203 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1192 | contr->encumbrance += (int) tmp->weight / 1000; |
1204 | contr->encumbrance += tmp->weight / 1000; |
1193 | |
1205 | |
1194 | case BRACERS: |
1206 | case BRACERS: |
1195 | case FORCE: |
1207 | case FORCE: |
1196 | if (tmp->stats.wc) |
1208 | if (tmp->stats.wc) |
1197 | { |
1209 | { |
… | |
… | |
1219 | wc -= (tmp->stats.wc + tmp->magic); |
1231 | wc -= (tmp->stats.wc + tmp->magic); |
1220 | |
1232 | |
1221 | if (tmp->stats.ac) |
1233 | if (tmp->stats.ac) |
1222 | ac -= (tmp->stats.ac + tmp->magic); |
1234 | ac -= (tmp->stats.ac + tmp->magic); |
1223 | |
1235 | |
1224 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1236 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1225 | max = ARMOUR_SPEED (tmp) / 10.0; |
1237 | max = ARMOUR_SPEED (tmp) / 10.f; |
1226 | |
1238 | |
1227 | break; |
1239 | break; |
1228 | } /* switch tmp->type */ |
1240 | } /* switch tmp->type */ |
1229 | } /* item is equipped */ |
1241 | } /* item is equipped */ |
1230 | } /* for loop of items */ |
1242 | } /* for loop of items */ |
… | |
… | |
1298 | |
1310 | |
1299 | if (mana_obj == this && type == PLAYER) |
1311 | if (mana_obj == this && type == PLAYER) |
1300 | stats.maxsp = 1; |
1312 | stats.maxsp = 1; |
1301 | else |
1313 | else |
1302 | { |
1314 | { |
1303 | sp_tmp = 0.0; |
1315 | sp_tmp = 0.f; |
1304 | |
1316 | |
1305 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1317 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1306 | { |
1318 | { |
1307 | float stmp; |
1319 | float stmp; |
1308 | |
1320 | |
1309 | /* Got some extra bonus at first level */ |
1321 | /* Got some extra bonus at first level */ |
1310 | if (i < 2) |
1322 | if (i < 2) |
1311 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1323 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1312 | else |
1324 | else |
1313 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1325 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1314 | |
1326 | |
1315 | if (stmp < 1.0) |
1327 | if (stmp < 1.f) |
1316 | stmp = 1.0; |
1328 | stmp = 1.f; |
1317 | |
1329 | |
1318 | sp_tmp += stmp; |
1330 | sp_tmp += stmp; |
1319 | } |
1331 | } |
1320 | |
1332 | |
1321 | stats.maxsp = (int) sp_tmp; |
1333 | stats.maxsp = (sint16)sp_tmp; |
1322 | |
1334 | |
1323 | for (i = 11; i <= mana_obj->level; i++) |
1335 | for (i = 11; i <= mana_obj->level; i++) |
1324 | stats.maxsp += 2; |
1336 | stats.maxsp += 2; |
1325 | } |
1337 | } |
1326 | /* Characters can get their sp supercharged via rune of transferrance */ |
1338 | /* Characters can get their sp supercharged via rune of transferrance */ |
… | |
… | |
1338 | /* store grace in a float - this way, the divisions below don't create |
1350 | /* 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 |
1351 | * 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 |
1352 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1353 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1354 | */ |
1343 | sp_tmp = 0.0; |
1355 | sp_tmp = 0.f; |
1344 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1356 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1345 | { |
1357 | { |
1346 | float grace_tmp = 0.0; |
1358 | float grace_tmp = 0.f; |
1347 | |
1359 | |
1348 | /* Got some extra bonus at first level */ |
1360 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1361 | if (i < 2) |
1350 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1362 | 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 |
1363 | else |
1353 | grace_tmp = (float) contr->levgrace[i] |
|
|
1354 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1364 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1355 | |
1365 | |
1356 | if (grace_tmp < 1.0) |
1366 | if (grace_tmp < 1.f) |
1357 | grace_tmp = 1.0; |
1367 | grace_tmp = 1.f; |
1358 | |
1368 | |
1359 | sp_tmp += grace_tmp; |
1369 | sp_tmp += grace_tmp; |
1360 | } |
1370 | } |
1361 | |
1371 | |
1362 | stats.maxgrace = (int) sp_tmp; |
1372 | stats.maxgrace = (sint16)sp_tmp; |
1363 | |
1373 | |
1364 | /* two grace points per level after 11 */ |
1374 | /* two grace points per level after 11 */ |
1365 | for (i = 11; i <= grace_obj->level; i++) |
1375 | for (i = 11; i <= grace_obj->level; i++) |
1366 | stats.maxgrace += 2; |
1376 | stats.maxgrace += 2; |
1367 | } |
1377 | } |
… | |
… | |
1387 | * monster bonus the same as before. -b.t. |
1397 | * monster bonus the same as before. -b.t. |
1388 | */ |
1398 | */ |
1389 | |
1399 | |
1390 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1400 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1391 | { |
1401 | { |
1392 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1402 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1403 | |
1393 | for (i = 1; i < wc_obj->level; i++) |
1404 | for (i = 1; i < wc_obj->level; i++) |
1394 | { |
1405 | { |
1395 | /* addtional wc every 6 levels */ |
1406 | /* addtional wc every 6 levels */ |
1396 | if (!(i % 6)) |
1407 | if (!(i % 6)) |
1397 | wc--; |
1408 | wc--; |
|
|
1409 | |
1398 | /* addtional dam every 4 levels. */ |
1410 | /* addtional dam every 4 levels. */ |
1399 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1411 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1400 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1412 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1401 | } |
1413 | } |
1402 | } |
1414 | } |
1403 | else |
1415 | else |
1404 | wc -= (level + thaco_bonus[stats.Str]); |
1416 | wc -= level + thaco_bonus[stats.Str]; |
1405 | |
1417 | |
1406 | stats.dam += dam_bonus[stats.Str]; |
1418 | stats.dam += dam_bonus[stats.Str]; |
1407 | |
1419 | |
1408 | if (stats.dam < 1) |
1420 | if (stats.dam < 1) |
1409 | stats.dam = 1; |
1421 | stats.dam = 1; |
1410 | |
1422 | |
1411 | speed = 1.0 + speed_bonus[stats.Dex]; |
1423 | speed = 1.f + speed_bonus[stats.Dex]; |
1412 | |
1424 | |
1413 | if (settings.search_items && contr->search_str[0]) |
1425 | if (settings.search_items && contr->search_str[0]) |
1414 | speed -= 1; |
1426 | speed -= 1; |
1415 | |
1427 | |
1416 | if (attacktype == 0) |
1428 | if (attacktype == 0) |
1417 | attacktype = arch->clone.attacktype; |
1429 | attacktype = arch->clone.attacktype; |
1418 | |
1430 | |
1419 | } /* End if player */ |
1431 | } /* End if player */ |
1420 | |
1432 | |
1421 | if (added_speed >= 0) |
1433 | if (added_speed >= 0) |
1422 | speed += added_speed / 10.0; |
1434 | speed += added_speed / 10.f; |
1423 | else /* Something wrong here...: */ |
1435 | else /* Something wrong here...: */ |
1424 | speed /= (float) (1.0 - added_speed); |
1436 | speed /= 1.f - added_speed; |
1425 | |
1437 | |
1426 | /* Max is determined by armour */ |
1438 | /* Max is determined by armour */ |
1427 | if (speed > max) |
1439 | if (speed > max) |
1428 | speed = max; |
1440 | speed = max; |
1429 | |
1441 | |
… | |
… | |
1434 | * weight limit, then player suffers a speed reduction based on how |
1446 | * weight limit, then player suffers a speed reduction based on how |
1435 | * much above he is, and what is max carry is |
1447 | * much above he is, and what is max carry is |
1436 | */ |
1448 | */ |
1437 | f = (carrying / 1000) - max_carry[stats.Str]; |
1449 | f = (carrying / 1000) - max_carry[stats.Str]; |
1438 | if (f > 0) |
1450 | if (f > 0) |
1439 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1451 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1440 | } |
1452 | } |
1441 | |
1453 | |
1442 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1454 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1443 | |
1455 | |
1444 | /* Put a lower limit on speed. Note with this speed, you move once every |
1456 | /* Put a lower limit on speed. Note with this speed, you move once every |
1445 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1457 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1446 | */ |
1458 | */ |
1447 | speed = speed * speed_reduce_from_disease; |
1459 | speed = speed * speed_reduce_from_disease; |
1448 | |
1460 | |
1449 | if (speed < 0.01 && type == PLAYER) |
1461 | if (speed < 0.01f && type == PLAYER) |
1450 | speed = 0.01; |
1462 | speed = 0.01f; |
1451 | |
1463 | |
1452 | if (type == PLAYER) |
1464 | if (type == PLAYER) |
1453 | { |
1465 | { |
1454 | float M, W, s, D, K, S, M2; |
|
|
1455 | |
|
|
1456 | /* (This formula was made by vidarl@ifi.uio.no) |
1466 | /* (This formula was made by vidarl@ifi.uio.no) |
1457 | * Note that we never used these values again - basically |
1467 | * Note that we never used these values again - basically |
1458 | * all of these could be subbed into one big equation, but |
1468 | * all of these could be subbed into one big equation, but |
1459 | * that would just be a real pain to read. |
1469 | * that would just be a real pain to read. |
1460 | */ |
1470 | */ |
1461 | M = (max_carry[stats.Str] - 121) / 121.0; |
1471 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1462 | M2 = max_carry[stats.Str] / 100.0; |
1472 | float M2 = max_carry[stats.Str] / 100.f; |
1463 | W = weapon_weight / 20000.0; |
1473 | float W = weapon_weight / 20000.f; |
1464 | s = 2 - weapon_speed / 10.0; |
1474 | float s = 2 - weapon_speed / 10.f; |
1465 | D = (stats.Dex - 14) / 14.0; |
1475 | float D = (stats.Dex - 14) / 14.f; |
1466 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1476 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1477 | |
1467 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1478 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1479 | |
1468 | if (K <= 0) |
1480 | if (K <= 0.f) |
1469 | K = 0.01; |
1481 | K = 0.01f; |
|
|
1482 | |
1470 | S = speed / (K * s); |
1483 | float S = speed / (K * s); |
|
|
1484 | |
1471 | contr->weapon_sp = S; |
1485 | contr->weapon_sp = S; |
1472 | } |
1486 | } |
1473 | |
1487 | |
1474 | /* I want to limit the power of small monsters with big weapons: */ |
1488 | /* I want to limit the power of small monsters with big weapons: */ |
1475 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1489 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1476 | stats.dam = arch->clone.stats.dam * 3; |
1490 | stats.dam = arch->clone.stats.dam * 3; |
1477 | |
1491 | |
1478 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1492 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1479 | * should be more than enough - remember, AC is also in 8 bits, |
1493 | * should be more than enough - remember, AC is also in 8 bits, |
1480 | * so its value is the same. |
1494 | * so its value is the same. |
… | |
… | |
1502 | if (move_type == 0) |
1516 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1517 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1518 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1519 | move_type &= ~MOVE_WALK; |
1506 | |
1520 | |
|
|
1521 | if (speed != old_speed) |
1507 | set_speed (speed); |
1522 | set_speed (speed); |
1508 | |
1523 | |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1524 | /* It is quite possible that a player's spell costing might have changed, |
1510 | * so we will check that now. |
1525 | * so we will check that now. |
1511 | */ |
1526 | */ |
1512 | if (type == PLAYER) |
1527 | if (type == PLAYER) |
1513 | { |
1528 | { |
1514 | esrv_update_stats (contr); |
1529 | esrv_update_stats (contr); |
1515 | esrv_update_spells (contr); |
1530 | esrv_update_spells (contr); |
1516 | } |
1531 | } |
|
|
1532 | |
|
|
1533 | // update the mapspace, if we are on a map |
|
|
1534 | if (!flag [FLAG_REMOVED] && map) |
|
|
1535 | map->at (x, y).flags_ = 0; |
1517 | } |
1536 | } |
1518 | |
1537 | |
1519 | /* |
1538 | /* |
1520 | * Returns true if the given player is a legal class. |
1539 | * Returns true if the given player is a legal class. |
1521 | * The function to add and remove class-bonuses to the stats doesn't |
1540 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1524 | * false otherwise. |
1543 | * false otherwise. |
1525 | */ |
1544 | */ |
1526 | int |
1545 | int |
1527 | allowed_class (const object *op) |
1546 | allowed_class (const object *op) |
1528 | { |
1547 | { |
1529 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1548 | return op->stats.Dex > 0 |
1530 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1549 | && op->stats.Str > 0 |
|
|
1550 | && op->stats.Con > 0 |
|
|
1551 | && op->stats.Int > 0 |
|
|
1552 | && op->stats.Wis > 0 |
|
|
1553 | && op->stats.Pow > 0 |
|
|
1554 | && op->stats.Cha > 0; |
1531 | } |
1555 | } |
1532 | |
1556 | |
1533 | /* |
1557 | /* |
1534 | * set the new dragon name after gaining levels or |
1558 | * set the new dragon name after gaining levels or |
1535 | * changing ability focus (later this can be extended to |
1559 | * changing ability focus (later this can be extended to |
… | |
… | |
1606 | object *skin = NULL; /* pointer to dragon skin force */ |
1630 | object *skin = NULL; /* pointer to dragon skin force */ |
1607 | object *tmp = NULL; /* tmp. object */ |
1631 | object *tmp = NULL; /* tmp. object */ |
1608 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1632 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1609 | |
1633 | |
1610 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1634 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1635 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1636 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1637 | |
1611 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1638 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1612 | { |
|
|
1613 | if (tmp->type == FORCE) |
1639 | if (tmp->type == FORCE) |
1614 | { |
|
|
1615 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1640 | if (tmp->arch->name == dragon_ability_force) |
1616 | abil = tmp; |
1641 | abil = tmp; |
1617 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1642 | else if (tmp->arch->name == dragon_skin_force) |
1618 | skin = tmp; |
1643 | skin = tmp; |
1619 | } |
1644 | |
1620 | } |
|
|
1621 | /* if the force is missing -> bail out */ |
1645 | /* if the force is missing -> bail out */ |
1622 | if (abil == NULL) |
1646 | if (abil == NULL) |
1623 | return; |
1647 | return; |
1624 | |
1648 | |
1625 | /* The ability_force keeps track of maximum level ever achieved. |
1649 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1676 | */ |
1700 | */ |
1677 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1701 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1678 | skill_obj->stats.exp = 0; |
1702 | skill_obj->stats.exp = 0; |
1679 | skill_obj->level = 1; |
1703 | skill_obj->level = 1; |
1680 | insert_ob_in_ob (skill_obj, op); |
1704 | insert_ob_in_ob (skill_obj, op); |
|
|
1705 | |
1681 | if (op->contr) |
1706 | if (op->contr) |
1682 | { |
1707 | { |
1683 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1708 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1684 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1709 | if (op->contr->ns) |
|
|
1710 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1685 | } |
1711 | } |
|
|
1712 | |
1686 | return skill_obj; |
1713 | return skill_obj; |
1687 | } |
1714 | } |
1688 | |
1715 | |
1689 | |
1716 | |
1690 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1717 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1754 | sint64 |
1781 | sint64 |
1755 | level_exp (int level, double expmul) |
1782 | level_exp (int level, double expmul) |
1756 | { |
1783 | { |
1757 | if (level > settings.max_level) |
1784 | if (level > settings.max_level) |
1758 | return (sint64) (expmul * levels[settings.max_level]); |
1785 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1786 | |
1759 | return (sint64) (expmul * levels[level]); |
1787 | return (sint64) (expmul * levels[level]); |
1760 | } |
1788 | } |
1761 | |
1789 | |
1762 | /* |
1790 | /* |
1763 | * Ensure that the permanent experience requirements in an exp object are met. |
1791 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1800 | sint64 limit, exp_to_add; |
1828 | sint64 limit, exp_to_add; |
1801 | int i; |
1829 | int i; |
1802 | |
1830 | |
1803 | /* prevents some forms of abuse. */ |
1831 | /* prevents some forms of abuse. */ |
1804 | if (op->contr->braced) |
1832 | if (op->contr->braced) |
1805 | exp = exp / 5; |
1833 | exp /= 5; |
1806 | |
1834 | |
1807 | /* Try to find the matching skill. |
1835 | /* Try to find the matching skill. |
1808 | * We do a shortcut/time saving mechanism first - see if it matches |
1836 | * We do a shortcut/time saving mechanism first - see if it matches |
1809 | * chosen_skill. This means we don't need to search through |
1837 | * chosen_skill. This means we don't need to search through |
1810 | * the players inventory. |
1838 | * the players inventory. |
1811 | */ |
1839 | */ |
1812 | if (skill_name) |
1840 | if (skill_name) |
1813 | { |
1841 | { |
1814 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1842 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
… | |
… | |
1945 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1973 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1946 | tmp->stats.exp -= del_exp; |
1974 | tmp->stats.exp -= del_exp; |
1947 | player_lvl_adj (op, tmp); |
1975 | player_lvl_adj (op, tmp); |
1948 | } |
1976 | } |
1949 | } |
1977 | } |
|
|
1978 | |
1950 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1979 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1951 | { |
1980 | { |
1952 | del_exp = check_exp_loss (op, exp); |
1981 | del_exp = check_exp_loss (op, exp); |
1953 | op->stats.exp -= del_exp; |
1982 | op->stats.exp -= del_exp; |
1954 | player_lvl_adj (op, NULL); |
1983 | player_lvl_adj (op, NULL); |
1955 | } |
1984 | } |
1956 | } |
1985 | } |
1957 | |
|
|
1958 | |
|
|
1959 | |
1986 | |
1960 | /* change_exp() - changes experience to a player/monster. This |
1987 | /* change_exp() - changes experience to a player/monster. This |
1961 | * does bounds checking to make sure we don't overflow the max exp. |
1988 | * does bounds checking to make sure we don't overflow the max exp. |
1962 | * |
1989 | * |
1963 | * The exp passed is typically not modified much by this function - |
1990 | * The exp passed is typically not modified much by this function - |
1964 | * it is assumed the caller has modified the exp as needed. |
1991 | * it is assumed the caller has modified the exp as needed. |
1965 | * skill_name is the skill that should get the exp added. |
1992 | * skill_name is the skill that should get the exp added. |
1966 | * flag is what to do if player doesn't have the skill. |
1993 | * flag is what to do if player doesn't have the skill. |
1967 | * these last two values are only used for players. |
1994 | * these last two values are only used for players. |
1968 | */ |
1995 | */ |
1969 | |
|
|
1970 | void |
1996 | void |
1971 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1997 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1972 | { |
1998 | { |
1973 | |
|
|
1974 | #ifdef EXP_DEBUG |
1999 | #ifdef EXP_DEBUG |
1975 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
2000 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1976 | #endif |
2001 | #endif |
1977 | |
2002 | |
1978 | /* safety */ |
2003 | /* safety */ |
… | |
… | |
2019 | else |
2044 | else |
2020 | /* note that when you lose exp, it doesn't go against |
2045 | /* note that when you lose exp, it doesn't go against |
2021 | * a particular skill, so we don't need to pass that |
2046 | * a particular skill, so we don't need to pass that |
2022 | * along. |
2047 | * along. |
2023 | */ |
2048 | */ |
2024 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2049 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2025 | |
|
|
2026 | } |
2050 | } |
2027 | } |
2051 | } |
2028 | |
2052 | |
2029 | /* Applies a death penalty experience, the size of this is defined by the |
2053 | /* Applies a death penalty experience, the size of this is defined by the |
2030 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2054 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2031 | * amount of permenent experience, whichever gives the lowest loss. |
2055 | * amount of permenent experience, whichever gives the lowest loss. |
2032 | */ |
2056 | */ |
2033 | |
|
|
2034 | void |
2057 | void |
2035 | apply_death_exp_penalty (object *op) |
2058 | apply_death_exp_penalty (object *op) |
2036 | { |
2059 | { |
2037 | object *tmp; |
2060 | object *tmp; |
2038 | sint64 loss; |
2061 | sint64 loss; |