1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
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 it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
27 | |
27 | |
… | |
… | |
311 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
312 | * to allow for that. |
312 | * to allow for that. |
313 | */ |
313 | */ |
314 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
315 | nstat = 1; |
315 | nstat = 1; |
316 | else if (nstat > 20 + op->arch->clone.stats.stat (j)) |
316 | else if (nstat > 20 + op->arch->stats.stat (j)) |
317 | nstat = 20 + op->arch->clone.stats.stat (j); |
317 | nstat = 20 + op->arch->stats.stat (j); |
318 | |
318 | |
319 | if (nstat != ostat) |
319 | if (nstat != ostat) |
320 | { |
320 | { |
321 | op->contr->orig_stats.stat (j) = nstat; |
321 | op->contr->orig_stats.stat (j) = nstat; |
322 | potion_max = 0; |
322 | potion_max = 0; |
… | |
… | |
422 | } |
422 | } |
423 | |
423 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
425 | * originally undead may change their status |
426 | */ |
426 | */ |
427 | if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
427 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
428 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
429 | { |
429 | { |
430 | success = 1; |
430 | success = 1; |
431 | if (flag > 0) |
431 | if (flag > 0) |
432 | { |
432 | { |
433 | op->race = "undead"; |
433 | op->race = "undead"; |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
434 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); |
435 | } |
435 | } |
436 | else |
436 | else |
437 | { |
437 | { |
438 | op->race = op->arch->clone.race; |
438 | op->race = op->arch->race; |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
440 | } |
440 | } |
441 | } |
441 | } |
442 | |
442 | |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
… | |
… | |
685 | void |
685 | void |
686 | object::remove_statbonus () |
686 | object::remove_statbonus () |
687 | { |
687 | { |
688 | for (int i = 0; i < NUM_STATS; ++i) |
688 | for (int i = 0; i < NUM_STATS; ++i) |
689 | { |
689 | { |
690 | sint8 v = arch->clone.stats.stat (i); |
690 | sint8 v = arch->stats.stat (i); |
691 | stats.stat (i) -= v; |
691 | stats.stat (i) -= v; |
692 | contr->orig_stats.stat (i) -= v; |
692 | contr->orig_stats.stat (i) -= v; |
693 | } |
693 | } |
694 | } |
694 | } |
695 | |
695 | |
… | |
… | |
699 | void |
699 | void |
700 | object::add_statbonus () |
700 | object::add_statbonus () |
701 | { |
701 | { |
702 | for (int i = 0; i < NUM_STATS; ++i) |
702 | for (int i = 0; i < NUM_STATS; ++i) |
703 | { |
703 | { |
704 | sint8 v = arch->clone.stats.stat (i); |
704 | sint8 v = arch->stats.stat (i); |
705 | stats.stat (i) += v; |
705 | stats.stat (i) += v; |
706 | contr->orig_stats.stat (i) += v; |
706 | contr->orig_stats.stat (i) += v; |
707 | } |
707 | } |
708 | } |
708 | } |
709 | |
709 | |
… | |
… | |
760 | |
760 | |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
761 | CLEAR_FLAG (this, FLAG_LIFESAVE); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
762 | CLEAR_FLAG (this, FLAG_STEALTH); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
763 | CLEAR_FLAG (this, FLAG_BLIND); |
764 | |
764 | |
765 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
765 | 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); |
766 | 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); |
767 | 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); |
768 | if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
769 | |
769 | |
770 | path_attuned = arch->clone.path_attuned; |
770 | path_attuned = arch->path_attuned; |
771 | path_repelled = arch->clone.path_repelled; |
771 | path_repelled = arch->path_repelled; |
772 | path_denied = arch->clone.path_denied; |
772 | path_denied = arch->path_denied; |
773 | glow_radius = arch->clone.glow_radius; |
773 | glow_radius = arch->glow_radius; |
774 | move_type = arch->clone.move_type; |
774 | move_type = arch->move_type; |
775 | |
775 | |
776 | chosen_skill = 0; |
776 | chosen_skill = 0; |
777 | |
777 | |
778 | /* initializing resistances from the values in player/monster's |
778 | /* initializing resistances from the values in player/monster's |
779 | * archetype clone |
779 | * archetype clone |
780 | */ |
780 | */ |
781 | memcpy (&resist, &arch->clone.resist, sizeof (resist)); |
781 | memcpy (&resist, &arch->resist, sizeof (resist)); |
782 | |
782 | |
783 | for (i = 0; i < NROFATTACKS; i++) |
783 | for (i = 0; i < NROFATTACKS; i++) |
784 | { |
784 | { |
785 | if (resist[i] > 0) |
785 | if (resist[i] > 0) |
786 | prot[i] = resist[i], vuln[i] = 0; |
786 | prot[i] = resist[i], vuln[i] = 0; |
… | |
… | |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
788 | vuln[i] = -(resist[i]), prot[i] = 0; |
789 | |
789 | |
790 | potion_resist[i] = 0; |
790 | potion_resist[i] = 0; |
791 | } |
791 | } |
792 | |
792 | |
793 | wc = arch->clone.stats.wc; |
793 | wc = arch->stats.wc; |
794 | stats.dam = arch->clone.stats.dam; |
794 | stats.dam = arch->stats.dam; |
795 | |
795 | |
796 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
796 | /* for players which cannot use armour, they gain AC -1 per 3 levels, |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
797 | * plus a small amount of physical resist, those poor suckers. ;) |
798 | * the fact that maxlevel is factored in could be considered sort of bogus - |
798 | * 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, |
799 | * 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 |
800 | * basically, if a server updates its max level, these playes may find |
801 | * that their protection from physical goes down |
801 | * that their protection from physical goes down |
802 | */ |
802 | */ |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
803 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
804 | { |
804 | { |
805 | ac = MAX (-10, arch->clone.stats.ac - level / 3); |
805 | ac = MAX (-10, arch->stats.ac - level / 3); |
806 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
806 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
807 | } |
807 | } |
808 | else |
808 | else |
809 | ac = arch->clone.stats.ac; |
809 | ac = arch->stats.ac; |
810 | |
810 | |
811 | stats.luck = arch->clone.stats.luck; |
811 | stats.luck = arch->stats.luck; |
812 | speed = arch->clone.speed; |
812 | speed = arch->speed; |
813 | |
813 | |
814 | /* OK - we've reset most all the objects attributes to sane values. |
814 | /* 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. |
815 | * now go through and make adjustments for what the player has equipped. |
816 | */ |
816 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | { |
818 | { |
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 |
819 | /* This happens because apply_potion calls change_abil with the potion |
826 | * applied so we can tell the player what changed. But change_abil |
820 | * applied so we can tell the player what changed. But change_abil |
827 | * then calls this function. |
821 | * then calls this function. |
828 | */ |
822 | */ |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
823 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
830 | continue; |
824 | continue; |
|
|
825 | |
|
|
826 | /* See note in map.c:update_position about making this additive |
|
|
827 | * since light sources are never applied, need to put check here. |
|
|
828 | */ |
|
|
829 | if (tmp->glow_radius > glow_radius) |
|
|
830 | glow_radius = tmp->glow_radius; |
831 | |
831 | |
832 | /* For some things, we don't care what is equipped */ |
832 | /* For some things, we don't care what is equipped */ |
833 | if (tmp->type == SKILL) |
833 | if (tmp->type == SKILL) |
834 | { |
834 | { |
835 | /* Want to take the highest skill here. */ |
835 | /* Want to take the highest skill here. */ |
… | |
… | |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
963 | 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); |
964 | |
964 | |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
966 | SET_FLAG (this, FLAG_UNDEAD); |
966 | SET_FLAG (this, FLAG_UNDEAD); |
967 | |
967 | |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
969 | { |
969 | { |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
970 | SET_FLAG (this, FLAG_MAKE_INVIS); |
… | |
… | |
1321 | |
1321 | |
1322 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1323 | speed -= 1; |
1323 | speed -= 1; |
1324 | |
1324 | |
1325 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1326 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->attacktype; |
1327 | } /* End if player */ |
1327 | } /* End if player */ |
1328 | |
1328 | |
1329 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1330 | speed += added_speed / 10.f; |
1330 | speed += added_speed / 10.f; |
1331 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
… | |
… | |
1378 | |
1378 | |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1380 | } |
1380 | } |
1381 | |
1381 | |
1382 | /* 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: */ |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->stats.dam * 3; |
1385 | |
1385 | |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1388 | |
1388 | |
1389 | /* 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, |
… | |
… | |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1516 | |
1516 | |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1518 | if (tmp->type == FORCE) |
1518 | if (tmp->type == FORCE) |
1519 | if (tmp->arch->name == dragon_ability_force) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1520 | abil = tmp; |
1520 | abil = tmp; |
1521 | else if (tmp->arch->name == dragon_skin_force) |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1522 | skin = tmp; |
1522 | skin = tmp; |
1523 | |
1523 | |
1524 | /* if the force is missing -> bail out */ |
1524 | /* if the force is missing -> bail out */ |
1525 | if (abil == NULL) |
1525 | if (abil == NULL) |
1526 | return; |
1526 | return; |