… | |
… | |
233 | const char *const short_stat_name[NUM_STATS] = { |
233 | const char *const short_stat_name[NUM_STATS] = { |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
235 | }; |
235 | }; |
236 | |
236 | |
237 | /* |
237 | /* |
238 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
|
|
239 | * what attr is (STR to POW). |
|
|
240 | */ |
|
|
241 | void |
|
|
242 | set_attr_value (living *stats, int attr, sint8 value) |
|
|
243 | { |
|
|
244 | switch (attr) |
|
|
245 | { |
|
|
246 | case STR: |
|
|
247 | stats->Str = value; |
|
|
248 | break; |
|
|
249 | case DEX: |
|
|
250 | stats->Dex = value; |
|
|
251 | break; |
|
|
252 | case CON: |
|
|
253 | stats->Con = value; |
|
|
254 | break; |
|
|
255 | case WIS: |
|
|
256 | stats->Wis = value; |
|
|
257 | break; |
|
|
258 | case POW: |
|
|
259 | stats->Pow = value; |
|
|
260 | break; |
|
|
261 | case CHA: |
|
|
262 | stats->Cha = value; |
|
|
263 | break; |
|
|
264 | case INT: |
|
|
265 | stats->Int = value; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | } |
|
|
269 | |
|
|
270 | /* |
|
|
271 | * Like set_attr_value(), but instead the value (which can be negative) |
238 | * Like set_attr_value(), but instead the value (which can be negative) |
272 | * is added to the specified stat. |
239 | * is added to the specified stat. |
273 | */ |
240 | */ |
274 | void |
241 | void |
275 | change_attr_value (living *stats, int attr, sint8 value) |
242 | change_attr_value (living *stats, int attr, sint8 value) |
276 | { |
243 | { |
277 | if (value == 0) |
244 | stats->stat (attr) += value; |
278 | return; |
245 | } |
279 | |
246 | |
280 | switch (attr) |
247 | sint8 & |
281 | { |
248 | living::stat (int index) |
282 | case STR: |
249 | { |
283 | stats->Str += value; |
250 | switch (index) |
284 | break; |
|
|
285 | case DEX: |
|
|
286 | stats->Dex += value; |
|
|
287 | break; |
|
|
288 | case CON: |
|
|
289 | stats->Con += value; |
|
|
290 | break; |
|
|
291 | case WIS: |
|
|
292 | stats->Wis += value; |
|
|
293 | break; |
|
|
294 | case POW: |
|
|
295 | stats->Pow += value; |
|
|
296 | break; |
|
|
297 | case CHA: |
|
|
298 | stats->Cha += value; |
|
|
299 | break; |
|
|
300 | case INT: |
|
|
301 | stats->Int += value; |
|
|
302 | break; |
|
|
303 | default: |
|
|
304 | LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); |
|
|
305 | } |
251 | { |
306 | } |
252 | case STR: return Str; |
|
|
253 | case DEX: return Dex; |
|
|
254 | case CON: return Con; |
|
|
255 | case INT: return Int; |
|
|
256 | case WIS: return Wis; |
|
|
257 | case POW: return Pow; |
|
|
258 | case CHA: return Cha; |
|
|
259 | } |
307 | |
260 | |
308 | /* |
261 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
309 | * returns the specified stat. See also set_attr_value(). |
262 | static sint8 dummy; |
310 | */ |
263 | return dummy; |
|
|
264 | } |
311 | |
265 | |
312 | sint8 |
266 | sint8 |
313 | get_attr_value (const living *stats, int attr) |
267 | living::stat (int index) const |
314 | { |
268 | { |
315 | switch (attr) |
269 | switch (index) |
316 | { |
270 | { |
317 | case STR: return stats->Str; |
271 | case STR: return Str; |
318 | case DEX: return stats->Dex; |
272 | case DEX: return Dex; |
319 | case CON: return stats->Con; |
273 | case CON: return Con; |
320 | case WIS: return stats->Wis; |
|
|
321 | case CHA: return stats->Cha; |
|
|
322 | case INT: return stats->Int; |
274 | case INT: return Int; |
|
|
275 | case WIS: return Wis; |
323 | case POW: return stats->Pow; |
276 | case POW: return Pow; |
|
|
277 | case CHA: return Cha; |
324 | } |
278 | } |
325 | |
279 | |
|
|
280 | LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index"); |
|
|
281 | static sint8 dummy; |
326 | return 0; |
282 | return dummy; |
327 | } |
283 | } |
328 | |
284 | |
329 | /* |
285 | /* |
330 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
286 | * Ensures that all stats (str/dex/con/wis/cha/int) are within the |
331 | * 1-30 stat limit. |
287 | * 1-30 stat limit. |
332 | */ |
288 | */ |
333 | |
|
|
334 | void |
289 | void |
335 | check_stat_bounds (living *stats) |
290 | check_stat_bounds (living *stats) |
336 | { |
291 | { |
337 | int i, v; |
|
|
338 | |
|
|
339 | for (i = 0; i < NUM_STATS; i++) |
292 | for (int i = 0; i < NUM_STATS; i++) |
340 | if ((v = get_attr_value (stats, i)) > MAX_STAT) |
293 | { |
341 | set_attr_value (stats, i, MAX_STAT); |
294 | sint8 &v = stats->stat (i); |
342 | else if (v < MIN_STAT) |
295 | v = clamp (v, MIN_STAT, MAX_STAT); |
343 | set_attr_value (stats, i, MIN_STAT); |
296 | } |
344 | } |
297 | } |
345 | |
298 | |
346 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
299 | #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) |
347 | |
300 | |
348 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
301 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
… | |
… | |
357 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
310 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
358 | * the object. |
311 | * the object. |
359 | * It is the calling functions responsibilty to check to see if the object |
312 | * It is the calling functions responsibilty to check to see if the object |
360 | * can be applied or not. |
313 | * can be applied or not. |
361 | * The main purpose of calling this function is the messages that are |
314 | * The main purpose of calling this function is the messages that are |
362 | * displayed - fix_player should really always be called after this when |
315 | * displayed - update_stats should really always be called after this when |
363 | * removing an object - that is because it is impossible to know if some object |
316 | * removing an object - that is because it is impossible to know if some object |
364 | * is the only source of an attacktype or spell attunement, so this function |
317 | * is the only source of an attacktype or spell attunement, so this function |
365 | * will clear the bits, but the player may still have some other object |
318 | * will clear the bits, but the player may still have some other object |
366 | * that gives them that ability. |
319 | * that gives them that ability. |
367 | */ |
320 | */ |
368 | int |
321 | int |
369 | change_abil (object *op, object *tmp) |
322 | change_abil (object *op, object *tmp) |
370 | { |
323 | { |
371 | 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; |
372 | char message[MAX_BUF]; |
325 | char message[MAX_BUF]; |
373 | int potion_max = 0; |
326 | int potion_max = 0; |
374 | |
327 | |
375 | /* remember what object was like before it was changed. note that |
328 | /* 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 |
329 | * refop is a local copy of op only to be used for detecting changes |
… | |
… | |
381 | if (op->type == PLAYER) |
334 | if (op->type == PLAYER) |
382 | { |
335 | { |
383 | if (tmp->type == POTION) |
336 | if (tmp->type == POTION) |
384 | { |
337 | { |
385 | potion_max = 1; |
338 | potion_max = 1; |
386 | for (j = 0; j < NUM_STATS; j++) |
339 | for (int j = 0; j < NUM_STATS; j++) |
387 | { |
340 | { |
388 | int nstat, ostat; |
341 | int ostat = op->contr->orig_stats.stat (j); |
389 | |
342 | int i = tmp->stats.stat (j); |
390 | ostat = get_attr_value (&(op->contr->orig_stats), j); |
|
|
391 | i = get_attr_value (&(tmp->stats), j); |
|
|
392 | |
343 | |
393 | /* 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 */ |
394 | nstat = flag * i + ostat; |
345 | int nstat = flag * i + ostat; |
395 | |
346 | |
396 | /* Do some bounds checking. While I don't think any |
347 | /* Do some bounds checking. While I don't think any |
397 | * potions do so right now, there is the potential for potions |
348 | * potions do so right now, there is the potential for potions |
398 | * 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 |
399 | * to allow for that. |
350 | * to allow for that. |
400 | */ |
351 | */ |
401 | if (nstat < 1 && i * flag < 0) |
352 | if (nstat < 1 && i * flag < 0) |
402 | nstat = 1; |
353 | nstat = 1; |
403 | else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) |
354 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
404 | { |
|
|
405 | nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); |
355 | nstat = 20 + op->arch->clone.stats.stat (j); |
406 | } |
|
|
407 | |
356 | |
408 | if (nstat != ostat) |
357 | if (nstat != ostat) |
409 | { |
358 | { |
410 | set_attr_value (&(op->contr->orig_stats), j, nstat); |
359 | op->contr->orig_stats.stat (j) = nstat; |
411 | potion_max = 0; |
360 | potion_max = 0; |
412 | } |
361 | } |
413 | else if (i) |
362 | else if (i) |
414 | { |
363 | { |
415 | /* potion is useless - player has already hit the natural maximum */ |
364 | /* potion is useless - player has already hit the natural maximum */ |
… | |
… | |
419 | |
368 | |
420 | /* 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 |
421 | * sure if this is strictly necessary, being that fix_player probably |
370 | * sure if this is strictly necessary, being that fix_player probably |
422 | * recalculates this anyway. |
371 | * recalculates this anyway. |
423 | */ |
372 | */ |
424 | for (j = 0; j < NUM_STATS; j++) |
373 | for (int j = 0; j < NUM_STATS; j++) |
425 | change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); |
374 | change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); |
426 | |
375 | |
427 | check_stat_bounds (&(op->stats)); |
376 | check_stat_bounds (&op->stats); |
428 | } /* end of potion handling code */ |
377 | } /* end of potion handling code */ |
429 | } |
378 | } |
430 | |
379 | |
431 | /* 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 |
432 | * everything to set |
381 | * everything to set |
433 | */ |
382 | */ |
434 | if (flag == -1) |
383 | if (flag == -1) |
435 | { |
384 | { |
436 | op->attacktype &= ~tmp->attacktype; |
385 | op->attacktype &= ~tmp->attacktype; |
437 | op->path_attuned &= ~tmp->path_attuned; |
386 | op->path_attuned &= ~tmp->path_attuned; |
438 | op->path_repelled &= ~tmp->path_repelled; |
387 | op->path_repelled &= ~tmp->path_repelled; |
439 | op->path_denied &= ~tmp->path_denied; |
388 | op->path_denied &= ~tmp->path_denied; |
440 | /* Presuming here that creatures only have move_type, |
389 | /* Presuming here that creatures only have move_type, |
441 | * and not the other move_ fields. |
390 | * and not the other move_ fields. |
442 | */ |
391 | */ |
443 | op->move_type &= ~tmp->move_type; |
392 | op->move_type &= ~tmp->move_type; |
444 | } |
393 | } |
445 | |
394 | |
446 | /* call fix_player since op object could have whatever attribute due |
395 | /* call fix_player since op object could have whatever attribute due |
447 | * 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 |
448 | * change_ability then might as well call it from here |
397 | * change_ability then might as well call it from here |
449 | */ |
398 | */ |
450 | op->update_stats (); |
399 | op->update_stats (); |
451 | |
400 | |
452 | /* 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 |
453 | * print out message if this is a bow. |
402 | * print out message if this is a bow. |
454 | */ |
403 | */ |
455 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
404 | if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) |
456 | { |
405 | { |
457 | success = 1; |
406 | success = 1; |
… | |
… | |
497 | if (tmp->move_type & MOVE_FLY_HIGH) |
446 | if (tmp->move_type & MOVE_FLY_HIGH) |
498 | { |
447 | { |
499 | /* double conditional - second case covers if you have move_fly_low - |
448 | /* double conditional - second case covers if you have move_fly_low - |
500 | * in that case, you don't actually land |
449 | * in that case, you don't actually land |
501 | */ |
450 | */ |
502 | DIFF_MSG (flag, "You soar into the air air!.", |
451 | DIFF_MSG (flag, "You soar into the air!", |
503 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
452 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
504 | } |
453 | } |
|
|
454 | |
505 | if (tmp->move_type & MOVE_SWIM) |
455 | if (tmp->move_type & MOVE_SWIM) |
506 | 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"); |
507 | |
457 | |
508 | /* Changing move status may mean you are affected by things you weren't before */ |
458 | /* Changing move status may mean you are affected by things you weren't before */ |
509 | check_move_on (op, op); |
459 | check_move_on (op, op); |
… | |
… | |
637 | success = 1; |
587 | success = 1; |
638 | 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."); |
639 | } |
589 | } |
640 | |
590 | |
641 | /* Messages for changed resistance */ |
591 | /* Messages for changed resistance */ |
642 | for (i = 0; i < NROFATTACKS; i++) |
592 | for (int i = 0; i < NROFATTACKS; i++) |
643 | { |
593 | { |
644 | if (i == ATNR_PHYSICAL) |
594 | if (i == ATNR_PHYSICAL) |
645 | continue; /* Don't display about armour */ |
595 | continue; /* Don't display about armour */ |
646 | |
596 | |
647 | if (op->resist[i] != refop.resist[i]) |
597 | if (op->resist[i] != refop.resist[i]) |
… | |
… | |
656 | } |
606 | } |
657 | } |
607 | } |
658 | |
608 | |
659 | if (!potion_max) |
609 | if (!potion_max) |
660 | { |
610 | { |
661 | for (j = 0; j < NUM_STATS; j++) |
611 | for (int j = 0; j < NUM_STATS; j++) |
662 | { |
612 | { |
663 | if ((i = get_attr_value (&(tmp->stats), j)) != 0) |
613 | if (int i = tmp->stats.stat (j)) |
664 | { |
614 | { |
665 | success = 1; |
615 | success = 1; |
666 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
616 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
667 | } |
617 | } |
668 | } |
618 | } |
… | |
… | |
673 | |
623 | |
674 | /* |
624 | /* |
675 | * Stat draining by Vick 930307 |
625 | * Stat draining by Vick 930307 |
676 | * (Feeling evil, I made it work as well now. -Frank 8) |
626 | * (Feeling evil, I made it work as well now. -Frank 8) |
677 | */ |
627 | */ |
678 | |
|
|
679 | void |
628 | void |
680 | object::drain_stat () |
629 | object::drain_stat () |
681 | { |
630 | { |
682 | drain_specific_stat (rndm (NUM_STATS)); |
631 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
632 | } |
… | |
… | |
772 | * 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. |
773 | */ |
722 | */ |
774 | void |
723 | void |
775 | object::remove_statbonus () |
724 | object::remove_statbonus () |
776 | { |
725 | { |
777 | stats.Str -= arch->clone.stats.Str; |
726 | for (int i = 0; i < NUM_STATS; ++i) |
778 | stats.Dex -= arch->clone.stats.Dex; |
727 | { |
779 | stats.Con -= arch->clone.stats.Con; |
728 | sint8 v = arch->clone.stats.stat (i); |
780 | stats.Wis -= arch->clone.stats.Wis; |
729 | stats.stat (i) -= v; |
781 | stats.Pow -= arch->clone.stats.Pow; |
730 | contr->orig_stats.stat (i) -= v; |
782 | stats.Cha -= arch->clone.stats.Cha; |
731 | } |
783 | stats.Int -= arch->clone.stats.Int; |
|
|
784 | |
|
|
785 | contr->orig_stats.Str -= arch->clone.stats.Str; |
|
|
786 | contr->orig_stats.Dex -= arch->clone.stats.Dex; |
|
|
787 | contr->orig_stats.Con -= arch->clone.stats.Con; |
|
|
788 | contr->orig_stats.Wis -= arch->clone.stats.Wis; |
|
|
789 | contr->orig_stats.Pow -= arch->clone.stats.Pow; |
|
|
790 | contr->orig_stats.Cha -= arch->clone.stats.Cha; |
|
|
791 | contr->orig_stats.Int -= arch->clone.stats.Int; |
|
|
792 | } |
732 | } |
793 | |
733 | |
794 | /* |
734 | /* |
795 | * 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. |
796 | */ |
736 | */ |
797 | void |
737 | void |
798 | object::add_statbonus () |
738 | object::add_statbonus () |
799 | { |
739 | { |
800 | stats.Str += arch->clone.stats.Str; |
740 | for (int i = 0; i < NUM_STATS; ++i) |
801 | stats.Dex += arch->clone.stats.Dex; |
741 | { |
802 | stats.Con += arch->clone.stats.Con; |
742 | sint8 v = arch->clone.stats.stat (i); |
803 | stats.Wis += arch->clone.stats.Wis; |
743 | stats.stat (i) += v; |
804 | stats.Pow += arch->clone.stats.Pow; |
744 | contr->orig_stats.stat (i) += v; |
805 | stats.Cha += arch->clone.stats.Cha; |
745 | } |
806 | stats.Int += arch->clone.stats.Int; |
|
|
807 | |
|
|
808 | contr->orig_stats.Str += arch->clone.stats.Str; |
|
|
809 | contr->orig_stats.Dex += arch->clone.stats.Dex; |
|
|
810 | contr->orig_stats.Con += arch->clone.stats.Con; |
|
|
811 | contr->orig_stats.Wis += arch->clone.stats.Wis; |
|
|
812 | contr->orig_stats.Pow += arch->clone.stats.Pow; |
|
|
813 | contr->orig_stats.Cha += arch->clone.stats.Cha; |
|
|
814 | contr->orig_stats.Int += arch->clone.stats.Int; |
|
|
815 | } |
746 | } |
816 | |
747 | |
817 | /* |
748 | /* |
818 | * Updates all abilities given by applied objects in the inventory |
749 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
750 | * of the given object. Note: This function works for both monsters |
… | |
… | |
837 | |
768 | |
838 | /* First task is to clear all the values back to their original values */ |
769 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
770 | if (type == PLAYER) |
840 | { |
771 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
772 | for (i = 0; i < NUM_STATS; i++) |
842 | set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); |
773 | stats.stat (i) = contr->orig_stats.stat (i); |
843 | |
774 | |
844 | if (settings.spell_encumbrance == TRUE) |
775 | if (settings.spell_encumbrance == TRUE) |
845 | contr->encumbrance = 0; |
776 | contr->encumbrance = 0; |
846 | |
777 | |
847 | attacktype = 0; |
778 | attacktype = 0; |
|
|
779 | |
848 | contr->digestion = 0; |
780 | contr->digestion = 0; |
849 | contr->gen_hp = 0; |
781 | contr->gen_hp = 0; |
850 | contr->gen_sp = 0; |
782 | contr->gen_sp = 0; |
851 | contr->gen_grace = 0; |
783 | contr->gen_grace = 0; |
852 | contr->gen_sp_armour = 10; |
784 | contr->gen_sp_armour = 10; |
853 | contr->item_power = 0; |
785 | contr->item_power = 0; |
854 | |
|
|
855 | /* Don't clobber all the range_ values. range_golem otherwise |
|
|
856 | * gets reset for no good reason, and we don't want to reset |
|
|
857 | * range_magic (what spell is readied). These three below |
|
|
858 | * well get filled in based on what the player has equipped. |
|
|
859 | */ |
|
|
860 | contr->ranges[range_bow] = 0; |
|
|
861 | contr->ranges[range_misc] = 0; |
|
|
862 | contr->ranges[range_skill] = 0; |
|
|
863 | } |
786 | } |
864 | |
787 | |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
788 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
|
|
789 | slot[i].used = slot[i].info; |
866 | |
790 | |
867 | slaying = 0; |
791 | slaying = 0; |
868 | |
792 | |
869 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
793 | if (!QUERY_FLAG (this, FLAG_WIZ)) |
870 | { |
794 | { |
… | |
… | |
879 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
803 | 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); |
804 | 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); |
805 | 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); |
806 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
883 | |
807 | |
884 | path_attuned = arch->clone.path_attuned; |
808 | path_attuned = arch->clone.path_attuned; |
885 | path_repelled = arch->clone.path_repelled; |
809 | path_repelled = arch->clone.path_repelled; |
886 | path_denied = arch->clone.path_denied; |
810 | path_denied = arch->clone.path_denied; |
887 | glow_radius = arch->clone.glow_radius; |
811 | glow_radius = arch->clone.glow_radius; |
888 | move_type = arch->clone.move_type; |
812 | move_type = arch->clone.move_type; |
|
|
813 | |
889 | chosen_skill = NULL; |
814 | chosen_skill = 0; |
890 | |
815 | |
891 | /* initializing resistances from the values in player/monster's |
816 | /* initializing resistances from the values in player/monster's |
892 | * archetype clone |
817 | * archetype clone |
893 | */ |
818 | */ |
894 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
819 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
… | |
… | |
897 | { |
822 | { |
898 | if (resist[i] > 0) |
823 | if (resist[i] > 0) |
899 | prot[i] = resist[i], vuln[i] = 0; |
824 | prot[i] = resist[i], vuln[i] = 0; |
900 | else |
825 | else |
901 | vuln[i] = -(resist[i]), prot[i] = 0; |
826 | vuln[i] = -(resist[i]), prot[i] = 0; |
|
|
827 | |
902 | potion_resist[i] = 0; |
828 | potion_resist[i] = 0; |
903 | } |
829 | } |
904 | |
830 | |
905 | wc = arch->clone.stats.wc; |
831 | wc = arch->clone.stats.wc; |
906 | stats.dam = arch->clone.stats.dam; |
832 | stats.dam = arch->clone.stats.dam; |
… | |
… | |
933 | */ |
859 | */ |
934 | if (tmp->glow_radius > glow_radius) |
860 | if (tmp->glow_radius > glow_radius) |
935 | glow_radius = tmp->glow_radius; |
861 | glow_radius = tmp->glow_radius; |
936 | |
862 | |
937 | /* This happens because apply_potion calls change_abil with the potion |
863 | /* This happens because apply_potion calls change_abil with the potion |
938 | * applied so we can tell the player what chagned. But change_abil |
864 | * applied so we can tell the player what changed. But change_abil |
939 | * then calls this function. |
865 | * then calls this function. |
940 | */ |
866 | */ |
941 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
867 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
942 | continue; |
868 | continue; |
943 | |
869 | |
… | |
… | |
969 | * in the praying skill, and the player should always get those. |
895 | * in the praying skill, and the player should always get those. |
970 | * It also means we need to put in additional checks for applied below, |
896 | * It also means we need to put in additional checks for applied below, |
971 | * because the skill shouldn't count against body positions being used |
897 | * because the skill shouldn't count against body positions being used |
972 | * up, etc. |
898 | * up, etc. |
973 | */ |
899 | */ |
974 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
900 | if ((tmp->flag [FLAG_APPLIED] |
|
|
901 | && tmp->type != CONTAINER |
|
|
902 | && tmp->type != CLOSE_CON) |
|
|
903 | || (tmp->type == SKILL |
975 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
904 | && tmp->subtype == SK_PRAYING)) |
976 | { |
905 | { |
977 | if (type == PLAYER) |
906 | if (type == PLAYER) |
978 | { |
907 | { |
979 | if (tmp->type == BOW) |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
980 | contr->ranges[range_bow] = tmp; |
909 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
981 | |
910 | continue; |
982 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
983 | contr->ranges[range_misc] = tmp; |
|
|
984 | |
911 | |
985 | for (i = 0; i < NUM_STATS; i++) |
912 | for (i = 0; i < NUM_STATS; i++) |
986 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
913 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
987 | |
914 | |
988 | /* these are the items that currently can change digestion, regeneration, |
915 | /* these are the items that currently can change digestion, regeneration, |
989 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
916 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
990 | * list, but other items store other info into stats array. |
917 | * list, but other items store other info into stats array. |
991 | */ |
918 | */ |
992 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
919 | if (tmp->type == WEAPON || tmp->type == BOW || |
993 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
920 | tmp->type == ARMOUR || tmp->type == HELMET || |
994 | (tmp->type == SHIELD) || (tmp->type == RING) || |
921 | tmp->type == SHIELD || tmp->type == RING || |
995 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
922 | tmp->type == BOOTS || tmp->type == GLOVES || |
996 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
923 | tmp->type == AMULET || tmp->type == GIRDLE || |
997 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
924 | tmp->type == BRACERS || tmp->type == CLOAK || |
998 | (tmp->type == DISEASE) || (tmp->type == FORCE) || |
925 | tmp->type == DISEASE || tmp->type == FORCE || |
999 | (tmp->type == SKILL)) |
926 | tmp->type == SKILL) |
1000 | { |
927 | { |
1001 | contr->digestion += tmp->stats.food; |
928 | contr->digestion += tmp->stats.food; |
1002 | contr->gen_hp += tmp->stats.hp; |
929 | contr->gen_hp += tmp->stats.hp; |
1003 | contr->gen_sp += tmp->stats.sp; |
930 | contr->gen_sp += tmp->stats.sp; |
1004 | contr->gen_grace += tmp->stats.grace; |
931 | contr->gen_grace += tmp->stats.grace; |
1005 | contr->gen_sp_armour += tmp->gen_sp_armour; |
932 | contr->gen_sp_armour += tmp->gen_sp_armour; |
1006 | contr->item_power += tmp->item_power; |
933 | contr->item_power += tmp->item_power; |
1007 | } |
934 | } |
1008 | } /* if this is a player */ |
935 | } /* if this is a player */ |
|
|
936 | else |
|
|
937 | { |
|
|
938 | if (tmp->type == WEAPON) |
|
|
939 | current_weapon = tmp; |
|
|
940 | } |
1009 | |
941 | |
1010 | /* Update slots used for items */ |
942 | /* Update slots used for items */ |
1011 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1012 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
944 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1013 | body_used[i] += tmp->body_info[i]; |
945 | slot[i].used += tmp->slot[i].info; |
1014 | |
946 | |
1015 | if (tmp->type == SYMPTOM) |
947 | if (tmp->type == SYMPTOM) |
1016 | { |
948 | { |
1017 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
949 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
950 | |
1018 | if (speed_reduce_from_disease == 0) |
951 | if (speed_reduce_from_disease == 0) |
1019 | speed_reduce_from_disease = 1; |
952 | speed_reduce_from_disease = 1; |
1020 | } |
953 | } |
1021 | |
954 | |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
955 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
… | |
… | |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
977 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1045 | } |
978 | } |
1046 | } |
979 | } |
1047 | |
980 | |
1048 | /* There may be other things that should not adjust the attacktype */ |
981 | /* There may be other things that should not adjust the attacktype */ |
1049 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
982 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
|
|
983 | || current_weapon == tmp) |
|
|
984 | { |
1050 | attacktype |= tmp->attacktype; |
985 | attacktype |= tmp->attacktype; |
1051 | |
|
|
1052 | path_attuned |= tmp->path_attuned; |
986 | path_attuned |= tmp->path_attuned; |
1053 | path_repelled |= tmp->path_repelled; |
987 | path_repelled |= tmp->path_repelled; |
1054 | path_denied |= tmp->path_denied; |
988 | path_denied |= tmp->path_denied; |
|
|
989 | move_type |= tmp->move_type; |
1055 | stats.luck += tmp->stats.luck; |
990 | stats.luck += tmp->stats.luck; |
1056 | move_type |= tmp->move_type; |
991 | } |
1057 | |
992 | |
1058 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
993 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1059 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
994 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1060 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
995 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1061 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
996 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1074 | |
1009 | |
1075 | if (tmp->stats.exp && tmp->type != SKILL) |
1010 | if (tmp->stats.exp && tmp->type != SKILL) |
1076 | { |
1011 | { |
1077 | if (tmp->stats.exp > 0) |
1012 | if (tmp->stats.exp > 0) |
1078 | { |
1013 | { |
1079 | added_speed += (float) tmp->stats.exp / 3.0; |
1014 | added_speed += tmp->stats.exp / 3.f; |
1080 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1015 | bonus_speed += tmp->stats.exp / 3.f + 1.f; |
1081 | } |
1016 | } |
1082 | else |
1017 | else |
1083 | added_speed += (float) tmp->stats.exp; |
1018 | added_speed += tmp->stats.exp; |
1084 | } |
1019 | } |
1085 | |
1020 | |
1086 | switch (tmp->type) |
1021 | switch (tmp->type) |
1087 | { |
1022 | { |
|
|
1023 | #if 0 |
|
|
1024 | case WAND: |
|
|
1025 | case ROD: |
|
|
1026 | case HORN: |
|
|
1027 | if (type != PLAYER || current_weapon == tmp) |
|
|
1028 | chosen_skill = tmp; |
|
|
1029 | break; |
|
|
1030 | #endif |
|
|
1031 | |
1088 | /* skills modifying the character -b.t. */ |
1032 | /* skills modifying the character -b.t. */ |
1089 | /* for all skills and skill granting objects */ |
1033 | /* for all skills and skill granting objects */ |
1090 | case SKILL: |
1034 | case SKILL: |
1091 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1035 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
1092 | break; |
1036 | break; |
… | |
… | |
1100 | chosen_skill = tmp; |
1044 | chosen_skill = tmp; |
1101 | |
1045 | |
1102 | if (tmp->stats.dam > 0) |
1046 | if (tmp->stats.dam > 0) |
1103 | { /* skill is a 'weapon' */ |
1047 | { /* skill is a 'weapon' */ |
1104 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1048 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1105 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1049 | weapon_speed = WEAPON_SPEED (tmp); |
1106 | |
1050 | |
1107 | if (weapon_speed < 0) |
1051 | if (weapon_speed < 0) |
1108 | weapon_speed = 0; |
1052 | weapon_speed = 0; |
1109 | |
1053 | |
1110 | weapon_weight = tmp->weight; |
1054 | weapon_weight = tmp->weight; |
… | |
… | |
1113 | if (tmp->magic) |
1057 | if (tmp->magic) |
1114 | stats.dam += tmp->magic; |
1058 | stats.dam += tmp->magic; |
1115 | } |
1059 | } |
1116 | |
1060 | |
1117 | if (tmp->stats.wc) |
1061 | if (tmp->stats.wc) |
1118 | wc -= (tmp->stats.wc + tmp->magic); |
1062 | wc -= tmp->stats.wc + tmp->magic; |
1119 | |
1063 | |
1120 | if (tmp->slaying != NULL) |
1064 | if (tmp->slaying) |
1121 | slaying = tmp->slaying; |
1065 | slaying = tmp->slaying; |
1122 | |
1066 | |
1123 | if (tmp->stats.ac) |
1067 | if (tmp->stats.ac) |
1124 | ac -= (tmp->stats.ac + tmp->magic); |
1068 | ac -= tmp->stats.ac + tmp->magic; |
1125 | |
1069 | |
1126 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1070 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1127 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1071 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1128 | |
|
|
1129 | if (type == PLAYER) |
|
|
1130 | contr->ranges[range_skill] = this; |
|
|
1131 | |
1072 | |
1132 | break; |
1073 | break; |
1133 | |
1074 | |
1134 | case SKILL_TOOL: |
1075 | case SKILL_TOOL: |
1135 | if (chosen_skill) |
1076 | if (chosen_skill) |
1136 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1077 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1137 | |
1078 | |
1138 | chosen_skill = tmp; |
1079 | chosen_skill = tmp; |
1139 | |
|
|
1140 | if (type == PLAYER) |
|
|
1141 | contr->ranges[range_skill] = this; |
|
|
1142 | break; |
1080 | break; |
1143 | |
1081 | |
1144 | case SHIELD: |
1082 | case SHIELD: |
1145 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1083 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1146 | contr->encumbrance += (int) tmp->weight / 2000; |
1084 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1162 | |
1100 | |
1163 | break; |
1101 | break; |
1164 | |
1102 | |
1165 | case BOW: |
1103 | case BOW: |
1166 | case WEAPON: |
1104 | case WEAPON: |
|
|
1105 | if (type != PLAYER || current_weapon == tmp) |
|
|
1106 | { |
1167 | wc -= tmp->stats.wc + tmp->magic; |
1107 | wc -= tmp->stats.wc + tmp->magic; |
1168 | |
1108 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1109 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1110 | ac -= tmp->stats.ac + tmp->magic; |
1171 | |
1111 | |
1172 | stats.dam += tmp->stats.dam + tmp->magic; |
1112 | stats.dam += tmp->stats.dam + tmp->magic; |
1173 | weapon_weight = tmp->weight; |
1113 | weapon_weight = tmp->weight; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1114 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | |
1115 | |
1176 | if (weapon_speed < 0) |
1116 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1117 | weapon_speed = 0; |
1178 | |
1118 | |
1179 | slaying = tmp->slaying; |
1119 | slaying = tmp->slaying; |
|
|
1120 | |
1180 | /* If there is desire that two handed weapons should do |
1121 | /* If there is desire that two handed weapons should do |
1181 | * extra strength damage, this is where the code should |
1122 | * extra strength damage, this is where the code should |
1182 | * go. |
1123 | * go. |
1183 | */ |
1124 | */ |
1184 | current_weapon = tmp; |
1125 | |
1185 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1126 | if (type == PLAYER) |
|
|
1127 | if (settings.spell_encumbrance) |
1186 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1128 | contr->encumbrance += tmp->weight * 3 / 1000; |
|
|
1129 | } |
1187 | |
1130 | |
1188 | break; |
1131 | break; |
1189 | |
1132 | |
1190 | case ARMOUR: /* Only the best of these three are used: */ |
1133 | case ARMOUR: /* Only the best of these three are used: */ |
1191 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1134 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1192 | contr->encumbrance += (int) tmp->weight / 1000; |
1135 | contr->encumbrance += tmp->weight / 1000; |
1193 | |
1136 | |
1194 | case BRACERS: |
1137 | case BRACERS: |
1195 | case FORCE: |
1138 | case FORCE: |
1196 | if (tmp->stats.wc) |
1139 | if (tmp->stats.wc) |
1197 | { |
1140 | { |
… | |
… | |
1219 | wc -= (tmp->stats.wc + tmp->magic); |
1162 | wc -= (tmp->stats.wc + tmp->magic); |
1220 | |
1163 | |
1221 | if (tmp->stats.ac) |
1164 | if (tmp->stats.ac) |
1222 | ac -= (tmp->stats.ac + tmp->magic); |
1165 | ac -= (tmp->stats.ac + tmp->magic); |
1223 | |
1166 | |
1224 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1167 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1225 | max = ARMOUR_SPEED (tmp) / 10.0; |
1168 | max = ARMOUR_SPEED (tmp) / 10.f; |
1226 | |
1169 | |
1227 | break; |
1170 | break; |
1228 | } /* switch tmp->type */ |
1171 | } /* switch tmp->type */ |
1229 | } /* item is equipped */ |
1172 | } /* item is equipped */ |
1230 | } /* for loop of items */ |
1173 | } /* for loop of items */ |
… | |
… | |
1298 | |
1241 | |
1299 | if (mana_obj == this && type == PLAYER) |
1242 | if (mana_obj == this && type == PLAYER) |
1300 | stats.maxsp = 1; |
1243 | stats.maxsp = 1; |
1301 | else |
1244 | else |
1302 | { |
1245 | { |
1303 | sp_tmp = 0.0; |
1246 | sp_tmp = 0.f; |
1304 | |
1247 | |
1305 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1248 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1306 | { |
1249 | { |
1307 | float stmp; |
1250 | float stmp; |
1308 | |
1251 | |
1309 | /* Got some extra bonus at first level */ |
1252 | /* Got some extra bonus at first level */ |
1310 | if (i < 2) |
1253 | if (i < 2) |
1311 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1254 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1312 | else |
1255 | else |
1313 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1256 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1314 | |
1257 | |
1315 | if (stmp < 1.0) |
1258 | if (stmp < 1.f) |
1316 | stmp = 1.0; |
1259 | stmp = 1.f; |
1317 | |
1260 | |
1318 | sp_tmp += stmp; |
1261 | sp_tmp += stmp; |
1319 | } |
1262 | } |
1320 | |
1263 | |
1321 | stats.maxsp = (int) sp_tmp; |
1264 | stats.maxsp = (sint16)sp_tmp; |
1322 | |
1265 | |
1323 | for (i = 11; i <= mana_obj->level; i++) |
1266 | for (i = 11; i <= mana_obj->level; i++) |
1324 | stats.maxsp += 2; |
1267 | stats.maxsp += 2; |
1325 | } |
1268 | } |
1326 | /* Characters can get their sp supercharged via rune of transferrance */ |
1269 | /* Characters can get their sp supercharged via rune of transferrance */ |
… | |
… | |
1338 | /* store grace in a float - this way, the divisions below don't create |
1281 | /* 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 |
1282 | * 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 |
1283 | * becomes big jumps when the sums of the bonuses jump to the next |
1341 | * step of 8 - with floats, even fractional ones are useful. |
1284 | * step of 8 - with floats, even fractional ones are useful. |
1342 | */ |
1285 | */ |
1343 | sp_tmp = 0.0; |
1286 | sp_tmp = 0.f; |
1344 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1287 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1345 | { |
1288 | { |
1346 | float grace_tmp = 0.0; |
1289 | float grace_tmp = 0.f; |
1347 | |
1290 | |
1348 | /* Got some extra bonus at first level */ |
1291 | /* Got some extra bonus at first level */ |
1349 | if (i < 2) |
1292 | if (i < 2) |
1350 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1293 | 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 |
1294 | else |
1353 | grace_tmp = (float) contr->levgrace[i] |
|
|
1354 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1295 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1355 | |
1296 | |
1356 | if (grace_tmp < 1.0) |
1297 | if (grace_tmp < 1.f) |
1357 | grace_tmp = 1.0; |
1298 | grace_tmp = 1.f; |
1358 | |
1299 | |
1359 | sp_tmp += grace_tmp; |
1300 | sp_tmp += grace_tmp; |
1360 | } |
1301 | } |
1361 | |
1302 | |
1362 | stats.maxgrace = (int) sp_tmp; |
1303 | stats.maxgrace = (sint16)sp_tmp; |
1363 | |
1304 | |
1364 | /* two grace points per level after 11 */ |
1305 | /* two grace points per level after 11 */ |
1365 | for (i = 11; i <= grace_obj->level; i++) |
1306 | for (i = 11; i <= grace_obj->level; i++) |
1366 | stats.maxgrace += 2; |
1307 | stats.maxgrace += 2; |
1367 | } |
1308 | } |
… | |
… | |
1408 | stats.dam += dam_bonus[stats.Str]; |
1349 | stats.dam += dam_bonus[stats.Str]; |
1409 | |
1350 | |
1410 | if (stats.dam < 1) |
1351 | if (stats.dam < 1) |
1411 | stats.dam = 1; |
1352 | stats.dam = 1; |
1412 | |
1353 | |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
1354 | speed = 1.f + speed_bonus[stats.Dex]; |
1414 | |
1355 | |
1415 | if (settings.search_items && contr->search_str[0]) |
1356 | if (settings.search_items && contr->search_str[0]) |
1416 | speed -= 1; |
1357 | speed -= 1; |
1417 | |
1358 | |
1418 | if (attacktype == 0) |
1359 | if (attacktype == 0) |
1419 | attacktype = arch->clone.attacktype; |
1360 | attacktype = arch->clone.attacktype; |
1420 | |
1361 | |
1421 | } /* End if player */ |
1362 | } /* End if player */ |
1422 | |
1363 | |
1423 | if (added_speed >= 0) |
1364 | if (added_speed >= 0) |
1424 | speed += added_speed / 10.0; |
1365 | speed += added_speed / 10.f; |
1425 | else /* Something wrong here...: */ |
1366 | else /* Something wrong here...: */ |
1426 | speed /= (float) (1.0 - added_speed); |
1367 | speed /= 1.f - added_speed; |
1427 | |
1368 | |
1428 | /* Max is determined by armour */ |
1369 | /* Max is determined by armour */ |
1429 | if (speed > max) |
1370 | if (speed > max) |
1430 | speed = max; |
1371 | speed = max; |
1431 | |
1372 | |
… | |
… | |
1436 | * weight limit, then player suffers a speed reduction based on how |
1377 | * weight limit, then player suffers a speed reduction based on how |
1437 | * much above he is, and what is max carry is |
1378 | * much above he is, and what is max carry is |
1438 | */ |
1379 | */ |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1380 | f = (carrying / 1000) - max_carry[stats.Str]; |
1440 | if (f > 0) |
1381 | if (f > 0) |
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1382 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1442 | } |
1383 | } |
1443 | |
1384 | |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1385 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1445 | |
1386 | |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1387 | /* Put a lower limit on speed. Note with this speed, you move once every |
1447 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1388 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1448 | */ |
1389 | */ |
1449 | speed = speed * speed_reduce_from_disease; |
1390 | speed = speed * speed_reduce_from_disease; |
1450 | |
1391 | |
1451 | if (speed < 0.01 && type == PLAYER) |
1392 | if (speed < 0.01f && type == PLAYER) |
1452 | speed = 0.01; |
1393 | speed = 0.01f; |
1453 | |
1394 | |
1454 | if (type == PLAYER) |
1395 | if (type == PLAYER) |
1455 | { |
1396 | { |
1456 | float M, W, s, D, K, S, M2; |
|
|
1457 | |
|
|
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1397 | /* (This formula was made by vidarl@ifi.uio.no) |
1459 | * Note that we never used these values again - basically |
1398 | * Note that we never used these values again - basically |
1460 | * all of these could be subbed into one big equation, but |
1399 | * all of these could be subbed into one big equation, but |
1461 | * that would just be a real pain to read. |
1400 | * that would just be a real pain to read. |
1462 | */ |
1401 | */ |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1402 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1403 | float M2 = max_carry[stats.Str] / 100.f; |
1465 | W = weapon_weight / 20000.0; |
1404 | float W = weapon_weight / 20000.f; |
1466 | s = 2 - weapon_speed / 10.0; |
1405 | float s = 2 - weapon_speed / 10.f; |
1467 | D = (stats.Dex - 14) / 14.0; |
1406 | float D = (stats.Dex - 14) / 14.f; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1407 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1408 | |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1409 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1410 | |
1470 | if (K <= 0) |
1411 | if (K <= 0.f) |
1471 | K = 0.01; |
1412 | K = 0.01f; |
|
|
1413 | |
1472 | S = speed / (K * s); |
1414 | float S = speed / (K * s); |
|
|
1415 | |
1473 | contr->weapon_sp = S; |
1416 | contr->weapon_sp = S; |
1474 | } |
1417 | } |
1475 | |
1418 | |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1419 | /* I want to limit the power of small monsters with big weapons: */ |
1477 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1420 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1421 | stats.dam = arch->clone.stats.dam * 3; |
1479 | |
1422 | |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1423 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1424 | * should be more than enough - remember, AC is also in 8 bits, |
1482 | * so its value is the same. |
1425 | * so its value is the same. |
… | |
… | |
1531 | * false otherwise. |
1474 | * false otherwise. |
1532 | */ |
1475 | */ |
1533 | int |
1476 | int |
1534 | allowed_class (const object *op) |
1477 | allowed_class (const object *op) |
1535 | { |
1478 | { |
1536 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1479 | return op->stats.Dex > 0 |
1537 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1480 | && op->stats.Str > 0 |
|
|
1481 | && op->stats.Con > 0 |
|
|
1482 | && op->stats.Int > 0 |
|
|
1483 | && op->stats.Wis > 0 |
|
|
1484 | && op->stats.Pow > 0 |
|
|
1485 | && op->stats.Cha > 0; |
1538 | } |
1486 | } |
1539 | |
1487 | |
1540 | /* |
1488 | /* |
1541 | * set the new dragon name after gaining levels or |
1489 | * set the new dragon name after gaining levels or |
1542 | * changing ability focus (later this can be extended to |
1490 | * changing ability focus (later this can be extended to |
… | |
… | |
1764 | sint64 |
1712 | sint64 |
1765 | level_exp (int level, double expmul) |
1713 | level_exp (int level, double expmul) |
1766 | { |
1714 | { |
1767 | if (level > settings.max_level) |
1715 | if (level > settings.max_level) |
1768 | return (sint64) (expmul * levels[settings.max_level]); |
1716 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1717 | |
1769 | return (sint64) (expmul * levels[level]); |
1718 | return (sint64) (expmul * levels[level]); |
1770 | } |
1719 | } |
1771 | |
1720 | |
1772 | /* |
1721 | /* |
1773 | * Ensure that the permanent experience requirements in an exp object are met. |
1722 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1810 | sint64 limit, exp_to_add; |
1759 | sint64 limit, exp_to_add; |
1811 | int i; |
1760 | int i; |
1812 | |
1761 | |
1813 | /* prevents some forms of abuse. */ |
1762 | /* prevents some forms of abuse. */ |
1814 | if (op->contr->braced) |
1763 | if (op->contr->braced) |
1815 | exp = exp / 5; |
1764 | exp /= 5; |
1816 | |
1765 | |
1817 | /* Try to find the matching skill. |
1766 | /* Try to find the matching skill. |
1818 | * We do a shortcut/time saving mechanism first - see if it matches |
1767 | * We do a shortcut/time saving mechanism first - see if it matches |
1819 | * chosen_skill. This means we don't need to search through |
1768 | * chosen_skill. This means we don't need to search through |
1820 | * the players inventory. |
1769 | * the players inventory. |
1821 | */ |
1770 | */ |
1822 | if (skill_name) |
1771 | if (skill_name) |
1823 | { |
1772 | { |
1824 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1773 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |