1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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 |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
27 | |
26 | |
… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
234 | }; |
236 | |
235 | |
237 | /* |
236 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
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239 | * what attr is (STR to POW). |
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240 | */ |
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241 | void |
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242 | set_attr_value (living *stats, int attr, sint8 value) |
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243 | { |
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244 | switch (attr) |
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245 | { |
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246 | case STR: |
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247 | stats->Str = value; |
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248 | break; |
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249 | case DEX: |
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250 | stats->Dex = value; |
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251 | break; |
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252 | case CON: |
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253 | stats->Con = value; |
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254 | break; |
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255 | case WIS: |
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256 | stats->Wis = value; |
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257 | break; |
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258 | case POW: |
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259 | stats->Pow = value; |
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260 | break; |
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261 | case CHA: |
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262 | stats->Cha = value; |
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263 | break; |
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264 | case INT: |
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265 | stats->Int = value; |
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266 | break; |
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267 | } |
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268 | } |
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269 | |
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270 | /* |
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271 | * Like set_attr_value(), but instead the value (which can be negative) |
237 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
238 | * is added to the specified stat. |
273 | */ |
239 | */ |
274 | void |
240 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
241 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
242 | { |
277 | if (value == 0) |
243 | stats->stat (attr) += value; |
278 | return; |
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279 | |
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280 | switch (attr) |
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281 | { |
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282 | case STR: |
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283 | stats->Str += value; |
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284 | break; |
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285 | case DEX: |
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286 | stats->Dex += value; |
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287 | break; |
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288 | case CON: |
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289 | stats->Con += value; |
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290 | break; |
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291 | case WIS: |
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292 | stats->Wis += value; |
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293 | break; |
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294 | case POW: |
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295 | stats->Pow += value; |
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296 | break; |
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297 | case CHA: |
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298 | stats->Cha += value; |
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299 | break; |
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300 | case INT: |
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301 | stats->Int += value; |
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302 | break; |
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303 | default: |
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304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
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305 | } |
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306 | } |
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307 | |
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308 | /* |
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309 | * returns the specified stat. See also set_attr_value(). |
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310 | */ |
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311 | |
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312 | sint8 |
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313 | get_attr_value (const living *stats, int attr) |
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314 | { |
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315 | switch (attr) |
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316 | { |
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317 | case STR: return stats->Str; |
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318 | case DEX: return stats->Dex; |
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319 | case CON: return stats->Con; |
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320 | case WIS: return stats->Wis; |
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321 | case CHA: return stats->Cha; |
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322 | case INT: return stats->Int; |
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323 | case POW: return stats->Pow; |
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324 | } |
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325 | |
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326 | return 0; |
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327 | } |
244 | } |
328 | |
245 | |
329 | /* |
246 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
247 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
248 | * 1-30 stat limit. |
332 | */ |
249 | */ |
333 | |
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334 | void |
250 | void |
335 | check_stat_bounds (living *stats) |
251 | check_stat_bounds (living *stats) |
336 | { |
252 | { |
337 | int i, v; |
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338 | |
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339 | for (i = 0; i < NUM_STATS; i++) |
253 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
254 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
255 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
256 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
257 | } |
344 | } |
258 | } |
345 | |
259 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
260 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
261 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
366 | * that gives them that ability. |
280 | * that gives them that ability. |
367 | */ |
281 | */ |
368 | int |
282 | int |
369 | change_abil (object *op, object *tmp) |
283 | change_abil (object *op, object *tmp) |
370 | { |
284 | { |
371 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
372 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
287 | int potion_max = 0; |
374 | |
288 | |
375 | /* remember what object was like before it was changed. note that |
289 | /* 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 |
290 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
295 | if (op->type == PLAYER) |
382 | { |
296 | { |
383 | if (tmp->type == POTION) |
297 | if (tmp->type == POTION) |
384 | { |
298 | { |
385 | potion_max = 1; |
299 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
300 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
301 | { |
388 | int nstat, ostat; |
302 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
303 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
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391 | i = get_attr_value (&(tmp->stats), j); |
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392 | |
304 | |
393 | /* nstat is what the stat will be after use of the potion */ |
305 | /* nstat is what the stat will be after use of the potion */ |
394 | nstat = flag * i + ostat; |
306 | int nstat = flag * i + ostat; |
395 | |
307 | |
396 | /* Do some bounds checking. While I don't think any |
308 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
398 | * that adjust that stat by more than one point, so we need |
310 | * that adjust that stat by more than one point, so we need |
399 | * to allow for that. |
311 | * to allow for that. |
400 | */ |
312 | */ |
401 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
314 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
404 | nstat = 20 + get_attr_value (&op->arch->clone.stats, j); |
316 | nstat = 20 + op->arch->stats.stat (j); |
405 | |
317 | |
406 | if (nstat != ostat) |
318 | if (nstat != ostat) |
407 | { |
319 | { |
408 | set_attr_value (&op->contr->orig_stats, j, nstat); |
320 | op->contr->orig_stats.stat (j) = nstat; |
409 | potion_max = 0; |
321 | potion_max = 0; |
410 | } |
322 | } |
411 | else if (i) |
323 | else if (i) |
412 | { |
324 | { |
413 | /* potion is useless - player has already hit the natural maximum */ |
325 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
417 | |
329 | |
418 | /* This section of code ups the characters normal stats also. I am not |
330 | /* This section of code ups the characters normal stats also. I am not |
419 | * sure if this is strictly necessary, being that fix_player probably |
331 | * sure if this is strictly necessary, being that fix_player probably |
420 | * recalculates this anyway. |
332 | * recalculates this anyway. |
421 | */ |
333 | */ |
422 | for (j = 0; j < NUM_STATS; j++) |
334 | for (int j = 0; j < NUM_STATS; j++) |
423 | change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); |
335 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
424 | |
336 | |
425 | check_stat_bounds (&op->stats); |
337 | check_stat_bounds (&op->stats); |
426 | } /* end of potion handling code */ |
338 | } /* end of potion handling code */ |
427 | } |
339 | } |
428 | |
340 | |
429 | /* reset attributes that fix_player doesn't reset since it doesn't search |
341 | /* reset attributes that update_stats doesn't reset since it doesn't search |
430 | * everything to set |
342 | * everything to set |
431 | */ |
343 | */ |
432 | if (flag == -1) |
344 | if (flag == -1) |
433 | { |
345 | { |
434 | op->attacktype &= ~tmp->attacktype; |
346 | op->attacktype &= ~tmp->attacktype; |
… | |
… | |
440 | */ |
352 | */ |
441 | op->move_type &= ~tmp->move_type; |
353 | op->move_type &= ~tmp->move_type; |
442 | } |
354 | } |
443 | |
355 | |
444 | /* call fix_player since op object could have whatever attribute due |
356 | /* call fix_player since op object could have whatever attribute due |
445 | * to multiple items. if fix_player always has to be called after |
357 | * to multiple items. if update_stats always has to be called after |
446 | * change_ability then might as well call it from here |
358 | * change_ability then might as well call it from here |
447 | */ |
359 | */ |
448 | op->update_stats (); |
360 | op->update_stats (); |
449 | |
361 | |
450 | /* Fix player won't add the bows ability to the player, so don't |
362 | /* update_stats won't add the bows ability to the player, so don't |
451 | * print out message if this is a bow. |
363 | * print out message if this is a bow. |
452 | */ |
364 | */ |
453 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
365 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
454 | { |
366 | { |
455 | success = 1; |
367 | success = 1; |
… | |
… | |
495 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
496 | { |
408 | { |
497 | /* double conditional - second case covers if you have move_fly_low - |
409 | /* double conditional - second case covers if you have move_fly_low - |
498 | * in that case, you don't actually land |
410 | * in that case, you don't actually land |
499 | */ |
411 | */ |
500 | DIFF_MSG (flag, "You soar into the air air!.", |
412 | DIFF_MSG (flag, "You soar into the air!", |
501 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
413 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
502 | } |
414 | } |
503 | |
415 | |
504 | if (tmp->move_type & MOVE_SWIM) |
416 | if (tmp->move_type & MOVE_SWIM) |
505 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
417 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
… | |
… | |
509 | } |
421 | } |
510 | |
422 | |
511 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
512 | * originally undead may change their status |
424 | * originally undead may change their status |
513 | */ |
425 | */ |
514 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
515 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
516 | { |
428 | { |
517 | success = 1; |
429 | success = 1; |
518 | if (flag > 0) |
430 | if (flag > 0) |
519 | { |
431 | { |
520 | op->race = "undead"; |
432 | op->race = "undead"; |
521 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
433 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
522 | } |
434 | } |
523 | else |
435 | else |
524 | { |
436 | { |
525 | op->race = op->arch->clone.race; |
437 | op->race = op->arch->race; |
526 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
527 | } |
439 | } |
528 | } |
440 | } |
529 | |
441 | |
530 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
… | |
… | |
636 | success = 1; |
548 | success = 1; |
637 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
549 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
638 | } |
550 | } |
639 | |
551 | |
640 | /* Messages for changed resistance */ |
552 | /* Messages for changed resistance */ |
641 | for (i = 0; i < NROFATTACKS; i++) |
553 | for (int i = 0; i < NROFATTACKS; i++) |
642 | { |
554 | { |
643 | if (i == ATNR_PHYSICAL) |
555 | if (i == ATNR_PHYSICAL) |
644 | continue; /* Don't display about armour */ |
556 | continue; /* Don't display about armour */ |
645 | |
557 | |
646 | if (op->resist[i] != refop.resist[i]) |
558 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
655 | } |
567 | } |
656 | } |
568 | } |
657 | |
569 | |
658 | if (!potion_max) |
570 | if (!potion_max) |
659 | { |
571 | { |
660 | for (j = 0; j < NUM_STATS; j++) |
572 | for (int j = 0; j < NUM_STATS; j++) |
661 | { |
573 | { |
662 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
574 | if (int i = tmp->stats.stat (j)) |
663 | { |
575 | { |
664 | success = 1; |
576 | success = 1; |
665 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
666 | } |
578 | } |
667 | } |
579 | } |
… | |
… | |
770 | * Subtracts stat-bonuses given by the class which the player has chosen. |
682 | * Subtracts stat-bonuses given by the class which the player has chosen. |
771 | */ |
683 | */ |
772 | void |
684 | void |
773 | object::remove_statbonus () |
685 | object::remove_statbonus () |
774 | { |
686 | { |
775 | stats.Str -= arch->clone.stats.Str; |
687 | for (int i = 0; i < NUM_STATS; ++i) |
776 | stats.Dex -= arch->clone.stats.Dex; |
688 | { |
777 | stats.Con -= arch->clone.stats.Con; |
689 | sint8 v = arch->stats.stat (i); |
778 | stats.Wis -= arch->clone.stats.Wis; |
690 | stats.stat (i) -= v; |
779 | stats.Pow -= arch->clone.stats.Pow; |
691 | contr->orig_stats.stat (i) -= v; |
780 | stats.Cha -= arch->clone.stats.Cha; |
692 | } |
781 | stats.Int -= arch->clone.stats.Int; |
|
|
782 | |
|
|
783 | contr->orig_stats.Str -= arch->clone.stats.Str; |
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|
784 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
785 | contr->orig_stats.Con -= arch->clone.stats.Con; |
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|
786 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
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787 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
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|
788 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
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789 | contr->orig_stats.Int -= arch->clone.stats.Int; |
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|
790 | } |
693 | } |
791 | |
694 | |
792 | /* |
695 | /* |
793 | * Adds stat-bonuses given by the class which the player has chosen. |
696 | * Adds stat-bonuses given by the class which the player has chosen. |
794 | */ |
697 | */ |
795 | void |
698 | void |
796 | object::add_statbonus () |
699 | object::add_statbonus () |
797 | { |
700 | { |
798 | stats.Str += arch->clone.stats.Str; |
701 | for (int i = 0; i < NUM_STATS; ++i) |
799 | stats.Dex += arch->clone.stats.Dex; |
702 | { |
800 | stats.Con += arch->clone.stats.Con; |
703 | sint8 v = arch->stats.stat (i); |
801 | stats.Wis += arch->clone.stats.Wis; |
704 | stats.stat (i) += v; |
802 | stats.Pow += arch->clone.stats.Pow; |
705 | contr->orig_stats.stat (i) += v; |
803 | stats.Cha += arch->clone.stats.Cha; |
706 | } |
804 | stats.Int += arch->clone.stats.Int; |
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805 | |
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806 | contr->orig_stats.Str += arch->clone.stats.Str; |
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807 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
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808 | contr->orig_stats.Con += arch->clone.stats.Con; |
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809 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
810 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
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|
811 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
812 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
813 | } |
707 | } |
814 | |
708 | |
815 | /* |
709 | /* |
816 | * Updates all abilities given by applied objects in the inventory |
710 | * Updates all abilities given by applied objects in the inventory |
817 | * of the given object. Note: This function works for both monsters |
711 | * of the given object. Note: This function works for both monsters |
… | |
… | |
828 | int i, j; |
722 | int i, j; |
829 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
723 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
830 | int weapon_weight = 0, weapon_speed = 0; |
724 | int weapon_weight = 0, weapon_speed = 0; |
831 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
832 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
833 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
834 | float old_speed = speed; |
728 | float old_speed = speed; |
835 | |
729 | |
836 | /* First task is to clear all the values back to their original values */ |
730 | /* First task is to clear all the values back to their original values */ |
837 | if (type == PLAYER) |
731 | if (type == PLAYER) |
838 | { |
732 | { |
839 | for (i = 0; i < NUM_STATS; i++) |
733 | for (i = 0; i < NUM_STATS; i++) |
840 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
734 | stats.stat (i) = contr->orig_stats.stat (i); |
841 | |
735 | |
842 | if (settings.spell_encumbrance == TRUE) |
736 | if (settings.spell_encumbrance == TRUE) |
843 | contr->encumbrance = 0; |
737 | contr->encumbrance = 0; |
844 | |
738 | |
845 | attacktype = 0; |
739 | attacktype = 0; |
… | |
… | |
865 | |
759 | |
866 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
760 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
867 | CLEAR_FLAG (this, FLAG_STEALTH); |
761 | CLEAR_FLAG (this, FLAG_STEALTH); |
868 | CLEAR_FLAG (this, FLAG_BLIND); |
762 | CLEAR_FLAG (this, FLAG_BLIND); |
869 | |
763 | |
870 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
764 | if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
871 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
765 | if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
872 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
766 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
873 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
767 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
874 | |
768 | |
875 | path_attuned = arch->clone.path_attuned; |
769 | path_attuned = arch->path_attuned; |
876 | path_repelled = arch->clone.path_repelled; |
770 | path_repelled = arch->path_repelled; |
877 | path_denied = arch->clone.path_denied; |
771 | path_denied = arch->path_denied; |
878 | glow_radius = arch->clone.glow_radius; |
772 | glow_radius = arch->glow_radius; |
879 | move_type = arch->clone.move_type; |
773 | move_type = arch->move_type; |
880 | |
774 | |
881 | chosen_skill = 0; |
775 | chosen_skill = 0; |
882 | |
776 | |
883 | /* initializing resistances from the values in player/monster's |
777 | /* initializing resistances from the values in player/monster's |
884 | * archetype clone |
778 | * archetype clone |
885 | */ |
779 | */ |
886 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
780 | memcpy (&resist, &arch->resist, sizeof (resist)); |
887 | |
781 | |
888 | for (i = 0; i < NROFATTACKS; i++) |
782 | for (i = 0; i < NROFATTACKS; i++) |
889 | { |
783 | { |
890 | if (resist[i] > 0) |
784 | if (resist[i] > 0) |
891 | prot[i] = resist[i], vuln[i] = 0; |
785 | prot[i] = resist[i], vuln[i] = 0; |
… | |
… | |
893 | vuln[i] = -(resist[i]), prot[i] = 0; |
787 | vuln[i] = -(resist[i]), prot[i] = 0; |
894 | |
788 | |
895 | potion_resist[i] = 0; |
789 | potion_resist[i] = 0; |
896 | } |
790 | } |
897 | |
791 | |
898 | wc = arch->clone.stats.wc; |
792 | wc = arch->stats.wc; |
899 | stats.dam = arch->clone.stats.dam; |
793 | stats.dam = arch->stats.dam; |
900 | |
794 | |
901 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
795 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
902 | * plus a small amount of physical resist, those poor suckers. ;) |
796 | * plus a small amount of physical resist, those poor suckers. ;) |
903 | * the fact that maxlevel is factored in could be considered sort of bogus - |
797 | * the fact that maxlevel is factored in could be considered sort of bogus - |
904 | * we should probably give them some bonus and cap it off - otherwise, |
798 | * we should probably give them some bonus and cap it off - otherwise, |
905 | * basically, if a server updates its max level, these playes may find |
799 | * basically, if a server updates its max level, these playes may find |
906 | * that their protection from physical goes down |
800 | * that their protection from physical goes down |
907 | */ |
801 | */ |
908 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
909 | { |
803 | { |
910 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
911 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
805 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
912 | } |
806 | } |
913 | else |
807 | else |
914 | ac = arch->clone.stats.ac; |
808 | ac = arch->stats.ac; |
915 | |
809 | |
916 | stats.luck = arch->clone.stats.luck; |
810 | stats.luck = arch->stats.luck; |
917 | speed = arch->clone.speed; |
811 | speed = arch->speed; |
918 | |
812 | |
919 | /* OK - we've reset most all the objects attributes to sane values. |
813 | /* 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. |
814 | * now go through and make adjustments for what the player has equipped. |
921 | */ |
815 | */ |
922 | for (tmp = inv; tmp; tmp = tmp->below) |
816 | for (tmp = inv; tmp; tmp = tmp->below) |
923 | { |
817 | { |
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 |
818 | /* This happens because apply_potion calls change_abil with the potion |
931 | * applied so we can tell the player what changed. But change_abil |
819 | * applied so we can tell the player what changed. But change_abil |
932 | * then calls this function. |
820 | * then calls this function. |
933 | */ |
821 | */ |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
822 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
935 | continue; |
823 | continue; |
|
|
824 | |
|
|
825 | /* See note in map.c:update_position about making this additive |
|
|
826 | * since light sources are never applied, need to put check here. |
|
|
827 | */ |
|
|
828 | if (tmp->glow_radius > glow_radius) |
|
|
829 | glow_radius = tmp->glow_radius; |
936 | |
830 | |
937 | /* For some things, we don't care what is equipped */ |
831 | /* For some things, we don't care what is equipped */ |
938 | if (tmp->type == SKILL) |
832 | if (tmp->type == SKILL) |
939 | { |
833 | { |
940 | /* Want to take the highest skill here. */ |
834 | /* Want to take the highest skill here. */ |
… | |
… | |
970 | || (tmp->type == SKILL |
864 | || (tmp->type == SKILL |
971 | && tmp->subtype == SK_PRAYING)) |
865 | && tmp->subtype == SK_PRAYING)) |
972 | { |
866 | { |
973 | if (type == PLAYER) |
867 | if (type == PLAYER) |
974 | { |
868 | { |
|
|
869 | contr->item_power += tmp->item_power; |
|
|
870 | |
975 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
871 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
872 | if (tmp != current_weapon |
976 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
873 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
874 | && !tmp->flag [FLAG_CURSED] |
|
|
875 | && !tmp->flag [FLAG_DAMNED]) |
977 | continue; |
876 | continue; |
978 | |
877 | |
979 | for (i = 0; i < NUM_STATS; i++) |
878 | for (i = 0; i < NUM_STATS; i++) |
980 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
879 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
981 | |
880 | |
982 | /* these are the items that currently can change digestion, regeneration, |
881 | /* These are the items that currently can change digestion, regeneration, |
983 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
882 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
984 | * list, but other items store other info into stats array. |
883 | * list, but other items store other info into stats array. |
985 | */ |
884 | */ |
986 | if (tmp->type == WEAPON || tmp->type == BOW || |
885 | if (tmp->type == WEAPON || tmp->type == BOW || |
987 | tmp->type == ARMOUR || tmp->type == HELMET || |
886 | tmp->type == ARMOUR || tmp->type == HELMET || |
988 | tmp->type == SHIELD || tmp->type == RING || |
887 | tmp->type == SHIELD || tmp->type == RING || |
… | |
… | |
995 | contr->digestion += tmp->stats.food; |
894 | contr->digestion += tmp->stats.food; |
996 | contr->gen_hp += tmp->stats.hp; |
895 | contr->gen_hp += tmp->stats.hp; |
997 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_sp += tmp->stats.sp; |
998 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_grace += tmp->stats.grace; |
999 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1000 | contr->item_power += tmp->item_power; |
|
|
1001 | } |
899 | } |
1002 | } /* if this is a player */ |
900 | } /* if this is a player */ |
1003 | else |
901 | else |
1004 | { |
902 | { |
1005 | if (tmp->type == WEAPON) |
903 | if (tmp->type == WEAPON) |
… | |
… | |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1045 | } |
943 | } |
1046 | } |
944 | } |
1047 | |
945 | |
1048 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
1049 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
1050 | || current_weapon == tmp) |
|
|
1051 | { |
948 | { |
1052 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
1053 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
1054 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
1055 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
… | |
… | |
1063 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1064 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
1065 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
1066 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
1067 | |
964 | |
1068 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
1069 | SET_FLAG (this, FLAG_UNDEAD); |
966 | SET_FLAG (this, FLAG_UNDEAD); |
1070 | |
967 | |
1071 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
1072 | { |
969 | { |
1073 | SET_FLAG (this, FLAG_MAKE_INVIS); |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1097 | #endif |
994 | #endif |
1098 | |
995 | |
1099 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
1100 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
1101 | case SKILL: |
998 | case SKILL: |
1102 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1103 | break; |
1001 | break; |
1104 | |
1002 | |
1105 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1106 | wc_obj = tmp; |
|
|
1107 | |
|
|
1108 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1109 | 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); |
1110 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1111 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1112 | |
1014 | |
1113 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1114 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1115 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1116 | weapon_speed = WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1117 | |
1019 | |
1118 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1119 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1120 | |
1022 | |
1121 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1122 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1123 | |
1025 | |
1124 | if (tmp->magic) |
1026 | if (tmp->magic) |
1125 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1126 | } |
1028 | } |
1127 | |
1029 | |
1128 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1129 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1130 | |
1032 | |
1131 | if (tmp->slaying) |
1033 | if (tmp->slaying) |
1132 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1133 | |
1035 | |
1134 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1135 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1136 | |
1038 | |
1137 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1138 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1139 | |
|
|
1140 | break; |
1041 | } |
1141 | |
1042 | |
1142 | case SKILL_TOOL: |
|
|
1143 | if (chosen_skill) |
|
|
1144 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1145 | |
|
|
1146 | chosen_skill = tmp; |
|
|
1147 | break; |
1043 | break; |
1148 | |
1044 | |
1149 | case SHIELD: |
1045 | case SHIELD: |
1150 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1151 | contr->encumbrance += (int) tmp->weight / 2000; |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1331 | stats.maxsp = (sint16)sp_tmp; |
1227 | stats.maxsp = (sint16)sp_tmp; |
1332 | |
1228 | |
1333 | for (i = 11; i <= mana_obj->level; i++) |
1229 | for (i = 11; i <= mana_obj->level; i++) |
1334 | stats.maxsp += 2; |
1230 | stats.maxsp += 2; |
1335 | } |
1231 | } |
|
|
1232 | |
1336 | /* Characters can get their sp supercharged via rune of transferrance */ |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1337 | if (stats.sp > stats.maxsp * 2) |
1234 | if (stats.sp > stats.maxsp * 2) |
1338 | stats.sp = stats.maxsp * 2; |
1235 | stats.sp = stats.maxsp * 2; |
1339 | |
1236 | |
1340 | /* 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 */ |
… | |
… | |
1371 | |
1268 | |
1372 | /* two grace points per level after 11 */ |
1269 | /* two grace points per level after 11 */ |
1373 | for (i = 11; i <= grace_obj->level; i++) |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1374 | stats.maxgrace += 2; |
1271 | stats.maxgrace += 2; |
1375 | } |
1272 | } |
|
|
1273 | |
1376 | /* No limit on grace vs maxgrace */ |
1274 | /* No limit on grace vs maxgrace */ |
1377 | |
1275 | |
1378 | if (contr->braced) |
1276 | if (contr->braced) |
1379 | { |
1277 | { |
1380 | ac += 2; |
1278 | ac += 2; |
… | |
… | |
1392 | * improvement every level, now its fighterlevel/5. So |
1290 | * improvement every level, now its fighterlevel/5. So |
1393 | * we give the player a bonus here in wc and dam |
1291 | * we give the player a bonus here in wc and dam |
1394 | * to make up for the change. Note that I left the |
1292 | * to make up for the change. Note that I left the |
1395 | * monster bonus the same as before. -b.t. |
1293 | * monster bonus the same as before. -b.t. |
1396 | */ |
1294 | */ |
|
|
1295 | object *wc_obj = chosen_skill; |
1397 | |
1296 | |
1398 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1399 | { |
1298 | { |
1400 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1401 | |
1300 | |
1402 | for (i = 1; i < wc_obj->level; i++) |
1301 | for (i = 1; i < wc_obj->level; i++) |
1403 | { |
1302 | { |
1404 | /* addtional wc every 6 levels */ |
1303 | /* additional wc every 6 levels */ |
1405 | if (!(i % 6)) |
1304 | if (!(i % 6)) |
1406 | wc--; |
1305 | wc--; |
1407 | |
1306 | |
1408 | /* addtional dam every 4 levels. */ |
1307 | /* additional dam every 4 levels. */ |
1409 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1308 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1410 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1309 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1411 | } |
1310 | } |
1412 | } |
1311 | } |
1413 | else |
1312 | else |
… | |
… | |
1422 | |
1321 | |
1423 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1424 | speed -= 1; |
1323 | speed -= 1; |
1425 | |
1324 | |
1426 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1427 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->attacktype; |
1428 | |
|
|
1429 | } /* End if player */ |
1327 | } /* End if player */ |
1430 | |
1328 | |
1431 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1432 | speed += added_speed / 10.f; |
1330 | speed += added_speed / 10.f; |
1433 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
… | |
… | |
1467 | * that would just be a real pain to read. |
1365 | * that would just be a real pain to read. |
1468 | */ |
1366 | */ |
1469 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1367 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1470 | float M2 = max_carry[stats.Str] / 100.f; |
1368 | float M2 = max_carry[stats.Str] / 100.f; |
1471 | float W = weapon_weight / 20000.f; |
1369 | float W = weapon_weight / 20000.f; |
1472 | float s = 2 - weapon_speed / 10.f; |
1370 | float s = (20 - weapon_speed) / 10.f; |
1473 | float D = (stats.Dex - 14) / 14.f; |
1371 | float D = (stats.Dex - 14) / 14.f; |
1474 | 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; |
1475 | |
1373 | |
1476 | K *= (4 + level) *1.2f / (6 + level); |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
1477 | |
1375 | |
1478 | if (K <= 0.f) |
1376 | if (K <= 0.01f) |
1479 | K = 0.01f; |
1377 | K = 0.01f; |
1480 | |
1378 | |
1481 | float S = speed / (K * s); |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1482 | |
|
|
1483 | contr->weapon_sp = S; |
|
|
1484 | } |
1380 | } |
1485 | |
1381 | |
1486 | /* 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: */ |
1487 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1488 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->stats.dam * 3; |
1489 | |
1385 | |
1490 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1491 | * should be more than enough - remember, AC is also in 8 bits, |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1492 | * so its value is the same. |
|
|
1493 | */ |
|
|
1494 | if (wc > 120) |
|
|
1495 | wc = 120; |
|
|
1496 | else if (wc < -120) |
|
|
1497 | wc = -120; |
|
|
1498 | |
|
|
1499 | stats.wc = wc; |
|
|
1500 | |
|
|
1501 | if (ac > 120) |
|
|
1502 | ac = 120; |
|
|
1503 | else if (ac < -120) |
|
|
1504 | ac = -120; |
|
|
1505 | |
|
|
1506 | stats.ac = ac; |
|
|
1507 | |
1388 | |
1508 | /* 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, |
1509 | * give them walking as a default. |
1390 | * give them walking as a default. |
1510 | * 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 |
1511 | * old behaviour - if your flying, your not walking - just |
1392 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1628 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1629 | object *tmp = NULL; /* tmp. object */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1630 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1631 | |
1512 | |
1632 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1633 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1634 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1635 | |
|
|
1636 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1514 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1637 | if (tmp->type == FORCE) |
1515 | if (tmp->type == FORCE) |
1638 | if (tmp->arch->name == dragon_ability_force) |
1516 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1639 | abil = tmp; |
1517 | abil = tmp; |
1640 | else if (tmp->arch->name == dragon_skin_force) |
1518 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1641 | skin = tmp; |
1519 | skin = tmp; |
1642 | |
1520 | |
1643 | /* if the force is missing -> bail out */ |
1521 | /* if the force is missing -> bail out */ |
1644 | if (abil == NULL) |
1522 | if (abil == NULL) |
1645 | return; |
1523 | return; |
… | |
… | |
1691 | if (!skill_obj) |
1569 | if (!skill_obj) |
1692 | { |
1570 | { |
1693 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1571 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1694 | return NULL; |
1572 | return NULL; |
1695 | } |
1573 | } |
|
|
1574 | |
1696 | /* clear the flag - exp goes into this bucket, but player |
1575 | /* clear the flag - exp goes into this bucket, but player |
1697 | * still doesn't know it. |
1576 | * still doesn't know it. |
1698 | */ |
1577 | */ |
1699 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1578 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1700 | skill_obj->stats.exp = 0; |
1579 | skill_obj->stats.exp = 0; |
1701 | skill_obj->level = 1; |
1580 | skill_obj->level = 1; |
1702 | insert_ob_in_ob (skill_obj, op); |
1581 | insert_ob_in_ob (skill_obj, op); |
1703 | |
1582 | |
1704 | if (op->contr) |
1583 | if (player *pl = op->contr) |
1705 | { |
1584 | { |
1706 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1585 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1707 | if (op->contr->ns) |
1586 | if (pl->ns) |
1708 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1587 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1709 | } |
1588 | } |
1710 | |
1589 | |
1711 | return skill_obj; |
1590 | return skill_obj; |
1712 | } |
1591 | } |
1713 | |
|
|
1714 | |
1592 | |
1715 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1593 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1716 | * whether the player gets more hp, sp and new levels. |
1594 | * whether the player gets more hp, sp and new levels. |
1717 | * Note this this function should only be called for players. Monstes |
1595 | * Note this this function should only be called for players. Monstes |
1718 | * don't really gain levels |
1596 | * don't really gain levels |
… | |
… | |
1729 | |
1607 | |
1730 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1608 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1731 | { |
1609 | { |
1732 | op->level++; |
1610 | op->level++; |
1733 | |
1611 | |
1734 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1612 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1735 | dragon_level_gain (who); |
1613 | dragon_level_gain (who); |
1736 | |
1614 | |
1737 | /* Only roll these if it is the player (who) that gained the level */ |
1615 | /* Only roll these if it is the player (who) that gained the level */ |
1738 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1616 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1739 | { |
1617 | { |
… | |
… | |
1747 | { |
1625 | { |
1748 | if (op->type != PLAYER) |
1626 | if (op->type != PLAYER) |
1749 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1627 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1750 | else |
1628 | else |
1751 | sprintf (buf, "You are now level %d.", op->level); |
1629 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1630 | |
1752 | if (who) |
1631 | if (who) |
1753 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1632 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1754 | } |
1633 | } |
|
|
1634 | |
1755 | player_lvl_adj (who, op); /* To increase more levels */ |
1635 | player_lvl_adj (who, op); /* To increase more levels */ |
1756 | } |
1636 | } |
1757 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1637 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1758 | { |
1638 | { |
1759 | op->level--; |
1639 | op->level--; |
1760 | who->update_stats (); |
1640 | who->update_stats (); |
|
|
1641 | |
1761 | if (op->type != PLAYER) |
1642 | if (op->type != PLAYER) |
1762 | { |
1643 | { |
1763 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1764 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1645 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1765 | } |
1646 | } |
|
|
1647 | |
1766 | player_lvl_adj (who, op); /* To decrease more levels */ |
1648 | player_lvl_adj (who, op); /* To decrease more levels */ |
1767 | } |
1649 | } |
1768 | |
1650 | |
1769 | /* check if the spell data has changed */ |
1651 | /* check if the spell data has changed */ |
1770 | esrv_update_stats (who->contr); |
1652 | esrv_update_stats (who->contr); |
… | |
… | |
2081 | player_lvl_adj (op, tmp); |
1963 | player_lvl_adj (op, tmp); |
2082 | } |
1964 | } |
2083 | |
1965 | |
2084 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
2085 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1967 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1968 | |
2086 | if (level_loss < 0) |
1969 | if (level_loss < 0) |
2087 | level_loss = 0; |
1970 | level_loss = 0; |
2088 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
2089 | |
1972 | |
2090 | op->stats.exp -= loss; |
1973 | op->stats.exp -= loss; |