… | |
… | |
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) |
… | |
… | |
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, |