… | |
… | |
319 | * that gives them that ability. |
319 | * that gives them that ability. |
320 | */ |
320 | */ |
321 | int |
321 | int |
322 | change_abil (object *op, object *tmp) |
322 | change_abil (object *op, object *tmp) |
323 | { |
323 | { |
324 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; |
324 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
325 | char message[MAX_BUF]; |
325 | char message[MAX_BUF]; |
326 | int potion_max = 0; |
326 | int potion_max = 0; |
327 | |
327 | |
328 | /* remember what object was like before it was changed. note that |
328 | /* remember what object was like before it was changed. note that |
329 | * refop is a local copy of op only to be used for detecting changes |
329 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
334 | if (op->type == PLAYER) |
334 | if (op->type == PLAYER) |
335 | { |
335 | { |
336 | if (tmp->type == POTION) |
336 | if (tmp->type == POTION) |
337 | { |
337 | { |
338 | potion_max = 1; |
338 | potion_max = 1; |
339 | for (j = 0; j < NUM_STATS; j++) |
339 | for (int j = 0; j < NUM_STATS; j++) |
340 | { |
340 | { |
341 | int nstat, ostat; |
|
|
342 | |
|
|
343 | ostat = op->contr->orig_stats.stat (j); |
341 | int ostat = op->contr->orig_stats.stat (j); |
344 | i = tmp->stats.stat (j); |
342 | int i = tmp->stats.stat (j); |
345 | |
343 | |
346 | /* nstat is what the stat will be after use of the potion */ |
344 | /* nstat is what the stat will be after use of the potion */ |
347 | nstat = flag * i + ostat; |
345 | int nstat = flag * i + ostat; |
348 | |
346 | |
349 | /* Do some bounds checking. While I don't think any |
347 | /* Do some bounds checking. While I don't think any |
350 | * potions do so right now, there is the potential for potions |
348 | * potions do so right now, there is the potential for potions |
351 | * that adjust that stat by more than one point, so we need |
349 | * that adjust that stat by more than one point, so we need |
352 | * to allow for that. |
350 | * to allow for that. |
… | |
… | |
370 | |
368 | |
371 | /* This section of code ups the characters normal stats also. I am not |
369 | /* This section of code ups the characters normal stats also. I am not |
372 | * sure if this is strictly necessary, being that fix_player probably |
370 | * sure if this is strictly necessary, being that fix_player probably |
373 | * recalculates this anyway. |
371 | * recalculates this anyway. |
374 | */ |
372 | */ |
375 | for (j = 0; j < NUM_STATS; j++) |
373 | for (int j = 0; j < NUM_STATS; j++) |
376 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
374 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
377 | |
375 | |
378 | check_stat_bounds (&op->stats); |
376 | check_stat_bounds (&op->stats); |
379 | } /* end of potion handling code */ |
377 | } /* end of potion handling code */ |
380 | } |
378 | } |
381 | |
379 | |
382 | /* reset attributes that fix_player doesn't reset since it doesn't search |
380 | /* reset attributes that update_stats doesn't reset since it doesn't search |
383 | * everything to set |
381 | * everything to set |
384 | */ |
382 | */ |
385 | if (flag == -1) |
383 | if (flag == -1) |
386 | { |
384 | { |
387 | op->attacktype &= ~tmp->attacktype; |
385 | op->attacktype &= ~tmp->attacktype; |
… | |
… | |
393 | */ |
391 | */ |
394 | op->move_type &= ~tmp->move_type; |
392 | op->move_type &= ~tmp->move_type; |
395 | } |
393 | } |
396 | |
394 | |
397 | /* call fix_player since op object could have whatever attribute due |
395 | /* call fix_player since op object could have whatever attribute due |
398 | * to multiple items. if fix_player always has to be called after |
396 | * to multiple items. if update_stats always has to be called after |
399 | * change_ability then might as well call it from here |
397 | * change_ability then might as well call it from here |
400 | */ |
398 | */ |
401 | op->update_stats (); |
399 | op->update_stats (); |
402 | |
400 | |
403 | /* Fix player won't add the bows ability to the player, so don't |
401 | /* update_stats won't add the bows ability to the player, so don't |
404 | * print out message if this is a bow. |
402 | * print out message if this is a bow. |
405 | */ |
403 | */ |
406 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
404 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
407 | { |
405 | { |
408 | success = 1; |
406 | success = 1; |
… | |
… | |
448 | if (tmp->move_type & MOVE_FLY_HIGH) |
446 | if (tmp->move_type & MOVE_FLY_HIGH) |
449 | { |
447 | { |
450 | /* double conditional - second case covers if you have move_fly_low - |
448 | /* double conditional - second case covers if you have move_fly_low - |
451 | * in that case, you don't actually land |
449 | * in that case, you don't actually land |
452 | */ |
450 | */ |
453 | DIFF_MSG (flag, "You soar into the air air!.", |
451 | DIFF_MSG (flag, "You soar into the air!", |
454 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
452 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
455 | } |
453 | } |
456 | |
454 | |
457 | if (tmp->move_type & MOVE_SWIM) |
455 | if (tmp->move_type & MOVE_SWIM) |
458 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
456 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
… | |
… | |
589 | success = 1; |
587 | success = 1; |
590 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
588 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
591 | } |
589 | } |
592 | |
590 | |
593 | /* Messages for changed resistance */ |
591 | /* Messages for changed resistance */ |
594 | for (i = 0; i < NROFATTACKS; i++) |
592 | for (int i = 0; i < NROFATTACKS; i++) |
595 | { |
593 | { |
596 | if (i == ATNR_PHYSICAL) |
594 | if (i == ATNR_PHYSICAL) |
597 | continue; /* Don't display about armour */ |
595 | continue; /* Don't display about armour */ |
598 | |
596 | |
599 | if (op->resist[i] != refop.resist[i]) |
597 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
608 | } |
606 | } |
609 | } |
607 | } |
610 | |
608 | |
611 | if (!potion_max) |
609 | if (!potion_max) |
612 | { |
610 | { |
613 | for (j = 0; j < NUM_STATS; j++) |
611 | for (int j = 0; j < NUM_STATS; j++) |
614 | { |
612 | { |
615 | if ((i = tmp->stats.stat (j))) |
613 | if (int i = tmp->stats.stat (j)) |
616 | { |
614 | { |
617 | success = 1; |
615 | success = 1; |
618 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
616 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
619 | } |
617 | } |
620 | } |
618 | } |
… | |
… | |
723 | * Subtracts stat-bonuses given by the class which the player has chosen. |
721 | * Subtracts stat-bonuses given by the class which the player has chosen. |
724 | */ |
722 | */ |
725 | void |
723 | void |
726 | object::remove_statbonus () |
724 | object::remove_statbonus () |
727 | { |
725 | { |
728 | stats.Str -= arch->clone.stats.Str; |
726 | for (int i = 0; i < NUM_STATS; ++i) |
729 | stats.Dex -= arch->clone.stats.Dex; |
727 | { |
730 | stats.Con -= arch->clone.stats.Con; |
728 | sint8 v = arch->clone.stats.stat (i); |
731 | stats.Wis -= arch->clone.stats.Wis; |
729 | stats.stat (i) -= v; |
732 | stats.Pow -= arch->clone.stats.Pow; |
730 | contr->orig_stats.stat (i) -= v; |
733 | stats.Cha -= arch->clone.stats.Cha; |
731 | } |
734 | stats.Int -= arch->clone.stats.Int; |
|
|
735 | |
|
|
736 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
737 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
738 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
739 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
740 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
741 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
742 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
743 | } |
732 | } |
744 | |
733 | |
745 | /* |
734 | /* |
746 | * Adds stat-bonuses given by the class which the player has chosen. |
735 | * Adds stat-bonuses given by the class which the player has chosen. |
747 | */ |
736 | */ |
748 | void |
737 | void |
749 | object::add_statbonus () |
738 | object::add_statbonus () |
750 | { |
739 | { |
751 | stats.Str += arch->clone.stats.Str; |
740 | for (int i = 0; i < NUM_STATS; ++i) |
752 | stats.Dex += arch->clone.stats.Dex; |
741 | { |
753 | stats.Con += arch->clone.stats.Con; |
742 | sint8 v = arch->clone.stats.stat (i); |
754 | stats.Wis += arch->clone.stats.Wis; |
743 | stats.stat (i) += v; |
755 | stats.Pow += arch->clone.stats.Pow; |
744 | contr->orig_stats.stat (i) += v; |
756 | stats.Cha += arch->clone.stats.Cha; |
745 | } |
757 | stats.Int += arch->clone.stats.Int; |
|
|
758 | |
|
|
759 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
760 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
761 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
762 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
763 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
764 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
765 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
766 | } |
746 | } |
767 | |
747 | |
768 | /* |
748 | /* |
769 | * Updates all abilities given by applied objects in the inventory |
749 | * Updates all abilities given by applied objects in the inventory |
770 | * of the given object. Note: This function works for both monsters |
750 | * of the given object. Note: This function works for both monsters |