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 | |
… | |
… | |
311 | * 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 |
312 | * to allow for that. |
311 | * to allow for that. |
313 | */ |
312 | */ |
314 | if (nstat < 1 && i * flag < 0) |
313 | if (nstat < 1 && i * flag < 0) |
315 | nstat = 1; |
314 | nstat = 1; |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
315 | else if (nstat > 20 + op->arch->stats.stat (j)) |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
316 | nstat = 20 + op->arch->stats.stat (j); |
318 | |
317 | |
319 | if (nstat != ostat) |
318 | if (nstat != ostat) |
320 | { |
319 | { |
321 | op->contr->orig_stats.stat (j) = nstat; |
320 | op->contr->orig_stats.stat (j) = nstat; |
322 | potion_max = 0; |
321 | potion_max = 0; |
… | |
… | |
422 | } |
421 | } |
423 | |
422 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
424 | * originally undead may change their status |
426 | */ |
425 | */ |
427 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
428 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
429 | { |
428 | { |
430 | success = 1; |
429 | success = 1; |
431 | if (flag > 0) |
430 | if (flag > 0) |
432 | { |
431 | { |
433 | op->race = "undead"; |
432 | op->race = "undead"; |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
433 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 | } |
434 | } |
436 | else |
435 | else |
437 | { |
436 | { |
438 | op->race = op->arch->clone.race; |
437 | op->race = op->arch->race; |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | } |
439 | } |
441 | } |
440 | } |
442 | |
441 | |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
… | |
… | |
685 | void |
684 | void |
686 | object::remove_statbonus () |
685 | object::remove_statbonus () |
687 | { |
686 | { |
688 | for (int i = 0; i < NUM_STATS; ++i) |
687 | for (int i = 0; i < NUM_STATS; ++i) |
689 | { |
688 | { |
690 | sint8 v = arch->clone.stats.stat (i); |
689 | sint8 v = arch->stats.stat (i); |
691 | stats.stat (i) -= v; |
690 | stats.stat (i) -= v; |
692 | contr->orig_stats.stat (i) -= v; |
691 | contr->orig_stats.stat (i) -= v; |
693 | } |
692 | } |
694 | } |
693 | } |
695 | |
694 | |
… | |
… | |
699 | void |
698 | void |
700 | object::add_statbonus () |
699 | object::add_statbonus () |
701 | { |
700 | { |
702 | for (int i = 0; i < NUM_STATS; ++i) |
701 | for (int i = 0; i < NUM_STATS; ++i) |
703 | { |
702 | { |
704 | sint8 v = arch->clone.stats.stat (i); |
703 | sint8 v = arch->stats.stat (i); |
705 | stats.stat (i) += v; |
704 | stats.stat (i) += v; |
706 | contr->orig_stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
707 | } |
706 | } |
708 | } |
707 | } |
709 | |
708 | |
… | |
… | |
760 | |
759 | |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
760 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
761 | CLEAR_FLAG (this, FLAG_STEALTH); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
762 | CLEAR_FLAG (this, FLAG_BLIND); |
764 | |
763 | |
765 | 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); |
766 | 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); |
767 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
766 | if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
768 | 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); |
769 | |
768 | |
770 | path_attuned = arch->clone.path_attuned; |
769 | path_attuned = arch->path_attuned; |
771 | path_repelled = arch->clone.path_repelled; |
770 | path_repelled = arch->path_repelled; |
772 | path_denied = arch->clone.path_denied; |
771 | path_denied = arch->path_denied; |
773 | glow_radius = arch->clone.glow_radius; |
772 | glow_radius = arch->glow_radius; |
774 | move_type = arch->clone.move_type; |
773 | move_type = arch->move_type; |
775 | |
774 | |
776 | chosen_skill = 0; |
775 | chosen_skill = 0; |
777 | |
776 | |
778 | /* initializing resistances from the values in player/monster's |
777 | /* initializing resistances from the values in player/monster's |
779 | * archetype clone |
778 | * archetype clone |
780 | */ |
779 | */ |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
780 | memcpy (&resist, &arch->resist, sizeof (resist)); |
782 | |
781 | |
783 | for (i = 0; i < NROFATTACKS; i++) |
782 | for (i = 0; i < NROFATTACKS; i++) |
784 | { |
783 | { |
785 | if (resist[i] > 0) |
784 | if (resist[i] > 0) |
786 | prot[i] = resist[i], vuln[i] = 0; |
785 | prot[i] = resist[i], vuln[i] = 0; |
… | |
… | |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
787 | vuln[i] = -(resist[i]), prot[i] = 0; |
789 | |
788 | |
790 | potion_resist[i] = 0; |
789 | potion_resist[i] = 0; |
791 | } |
790 | } |
792 | |
791 | |
793 | wc = arch->clone.stats.wc; |
792 | wc = arch->stats.wc; |
794 | stats.dam = arch->clone.stats.dam; |
793 | stats.dam = arch->stats.dam; |
795 | |
794 | |
796 | /* 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, |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
796 | * plus a small amount of physical resist, those poor suckers. ;) |
798 | * 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 - |
799 | * 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, |
800 | * 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 |
801 | * that their protection from physical goes down |
800 | * that their protection from physical goes down |
802 | */ |
801 | */ |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
804 | { |
803 | { |
805 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
806 | 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; |
807 | } |
806 | } |
808 | else |
807 | else |
809 | ac = arch->clone.stats.ac; |
808 | ac = arch->stats.ac; |
810 | |
809 | |
811 | stats.luck = arch->clone.stats.luck; |
810 | stats.luck = arch->stats.luck; |
812 | speed = arch->clone.speed; |
811 | speed = arch->speed; |
813 | |
812 | |
814 | /* 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. |
815 | * 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. |
816 | */ |
815 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
816 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | { |
817 | { |
819 | /* See note in map.c:update_position about making this additive |
|
|
820 | * since light sources are never applied, need to put check here. |
|
|
821 | */ |
|
|
822 | if (tmp->glow_radius > glow_radius) |
|
|
823 | glow_radius = tmp->glow_radius; |
|
|
824 | |
|
|
825 | /* This happens because apply_potion calls change_abil with the potion |
818 | /* This happens because apply_potion calls change_abil with the potion |
826 | * 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 |
827 | * then calls this function. |
820 | * then calls this function. |
828 | */ |
821 | */ |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
822 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
830 | 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; |
831 | |
830 | |
832 | /* For some things, we don't care what is equipped */ |
831 | /* For some things, we don't care what is equipped */ |
833 | if (tmp->type == SKILL) |
832 | if (tmp->type == SKILL) |
834 | { |
833 | { |
835 | /* Want to take the highest skill here. */ |
834 | /* Want to take the highest skill here. */ |
… | |
… | |
865 | || (tmp->type == SKILL |
864 | || (tmp->type == SKILL |
866 | && tmp->subtype == SK_PRAYING)) |
865 | && tmp->subtype == SK_PRAYING)) |
867 | { |
866 | { |
868 | if (type == PLAYER) |
867 | if (type == PLAYER) |
869 | { |
868 | { |
|
|
869 | contr->item_power += tmp->item_power; |
|
|
870 | |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
871 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
872 | if (tmp != current_weapon |
871 | 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]) |
872 | continue; |
876 | continue; |
873 | |
877 | |
874 | for (i = 0; i < NUM_STATS; i++) |
878 | for (i = 0; i < NUM_STATS; i++) |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
879 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
876 | |
880 | |
877 | /* these are the items that currently can change digestion, regeneration, |
881 | /* These are the items that currently can change digestion, regeneration, |
878 | * 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 |
879 | * list, but other items store other info into stats array. |
883 | * list, but other items store other info into stats array. |
880 | */ |
884 | */ |
881 | if (tmp->type == WEAPON || tmp->type == BOW || |
885 | if (tmp->type == WEAPON || tmp->type == BOW || |
882 | tmp->type == ARMOUR || tmp->type == HELMET || |
886 | tmp->type == ARMOUR || tmp->type == HELMET || |
883 | tmp->type == SHIELD || tmp->type == RING || |
887 | tmp->type == SHIELD || tmp->type == RING || |
… | |
… | |
890 | contr->digestion += tmp->stats.food; |
894 | contr->digestion += tmp->stats.food; |
891 | contr->gen_hp += tmp->stats.hp; |
895 | contr->gen_hp += tmp->stats.hp; |
892 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_sp += tmp->stats.sp; |
893 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_grace += tmp->stats.grace; |
894 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
895 | contr->item_power += tmp->item_power; |
|
|
896 | } |
899 | } |
897 | } /* if this is a player */ |
900 | } /* if this is a player */ |
898 | else |
901 | else |
899 | { |
902 | { |
900 | if (tmp->type == WEAPON) |
903 | if (tmp->type == WEAPON) |
… | |
… | |
957 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
958 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
959 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
960 | 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); |
961 | |
964 | |
962 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
963 | SET_FLAG (this, FLAG_UNDEAD); |
966 | SET_FLAG (this, FLAG_UNDEAD); |
964 | |
967 | |
965 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
966 | { |
969 | { |
967 | SET_FLAG (this, FLAG_MAKE_INVIS); |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
991 | #endif |
994 | #endif |
992 | |
995 | |
993 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
994 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
995 | case SKILL: |
998 | case SKILL: |
996 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
997 | break; |
1001 | break; |
998 | |
1002 | |
999 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1000 | 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); |
1001 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1002 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1003 | |
1014 | |
1004 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1005 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1006 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1007 | weapon_speed = WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1008 | |
1019 | |
1009 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1010 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1011 | |
1022 | |
1012 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1013 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1014 | |
1025 | |
1015 | if (tmp->magic) |
1026 | if (tmp->magic) |
1016 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1017 | } |
1028 | } |
1018 | |
1029 | |
1019 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1020 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1021 | |
1032 | |
1022 | if (tmp->slaying) |
1033 | if (tmp->slaying) |
1023 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1024 | |
1035 | |
1025 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1026 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1027 | |
1038 | |
1028 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1029 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1030 | |
|
|
1031 | break; |
1041 | } |
1032 | |
1042 | |
1033 | case SKILL_TOOL: |
|
|
1034 | if (chosen_skill) |
|
|
1035 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1036 | |
|
|
1037 | chosen_skill = tmp; |
|
|
1038 | break; |
1043 | break; |
1039 | |
1044 | |
1040 | case SHIELD: |
1045 | case SHIELD: |
1041 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1042 | contr->encumbrance += (int) tmp->weight / 2000; |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1316 | |
1321 | |
1317 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1318 | speed -= 1; |
1323 | speed -= 1; |
1319 | |
1324 | |
1320 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1321 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->attacktype; |
1322 | } /* End if player */ |
1327 | } /* End if player */ |
1323 | |
1328 | |
1324 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1325 | speed += added_speed / 10.f; |
1330 | speed += added_speed / 10.f; |
1326 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
… | |
… | |
1360 | * that would just be a real pain to read. |
1365 | * that would just be a real pain to read. |
1361 | */ |
1366 | */ |
1362 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1367 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1363 | float M2 = max_carry[stats.Str] / 100.f; |
1368 | float M2 = max_carry[stats.Str] / 100.f; |
1364 | float W = weapon_weight / 20000.f; |
1369 | float W = weapon_weight / 20000.f; |
1365 | float s = 2 - weapon_speed / 10.f; |
1370 | float s = (20 - weapon_speed) / 10.f; |
1366 | float D = (stats.Dex - 14) / 14.f; |
1371 | float D = (stats.Dex - 14) / 14.f; |
1367 | 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; |
1368 | |
1373 | |
1369 | K *= (4 + level) *1.2f / (6 + level); |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
1370 | |
1375 | |
1371 | if (K <= 0.f) |
1376 | if (K <= 0.01f) |
1372 | K = 0.01f; |
1377 | K = 0.01f; |
1373 | |
1378 | |
1374 | float S = speed / (K * s); |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1375 | |
|
|
1376 | contr->weapon_sp = S; |
|
|
1377 | } |
1380 | } |
1378 | |
1381 | |
1379 | /* 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: */ |
1380 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1381 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->stats.dam * 3; |
1382 | |
1385 | |
1383 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1384 | * should be more than enough - remember, AC is also in 8 bits, |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1385 | * so its value is the same. |
|
|
1386 | */ |
|
|
1387 | if (wc > 120) |
|
|
1388 | wc = 120; |
|
|
1389 | else if (wc < -120) |
|
|
1390 | wc = -120; |
|
|
1391 | |
|
|
1392 | stats.wc = wc; |
|
|
1393 | |
|
|
1394 | if (ac > 120) |
|
|
1395 | ac = 120; |
|
|
1396 | else if (ac < -120) |
|
|
1397 | ac = -120; |
|
|
1398 | |
|
|
1399 | stats.ac = ac; |
|
|
1400 | |
1388 | |
1401 | /* 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, |
1402 | * give them walking as a default. |
1390 | * give them walking as a default. |
1403 | * 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 |
1404 | * old behaviour - if your flying, your not walking - just |
1392 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1526 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1527 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1528 | |
1516 | |
1529 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1530 | if (tmp->type == FORCE) |
1518 | if (tmp->type == FORCE) |
1531 | if (tmp->arch->name == dragon_ability_force) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1532 | abil = tmp; |
1520 | abil = tmp; |
1533 | else if (tmp->arch->name == dragon_skin_force) |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1534 | skin = tmp; |
1522 | skin = tmp; |
1535 | |
1523 | |
1536 | /* if the force is missing -> bail out */ |
1524 | /* if the force is missing -> bail out */ |
1537 | if (abil == NULL) |
1525 | if (abil == NULL) |
1538 | return; |
1526 | return; |
… | |
… | |
1593 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1594 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1595 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1596 | insert_ob_in_ob (skill_obj, op); |
1584 | insert_ob_in_ob (skill_obj, op); |
1597 | |
1585 | |
1598 | if (op->contr) |
1586 | if (player *pl = op->contr) |
1599 | { |
1587 | { |
1600 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1588 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1601 | if (op->contr->ns) |
1589 | if (pl->ns) |
1602 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1590 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1603 | } |
1591 | } |
1604 | |
1592 | |
1605 | return skill_obj; |
1593 | return skill_obj; |
1606 | } |
1594 | } |
1607 | |
1595 | |