… | |
… | |
204 | op->update_stats (); |
204 | op->update_stats (); |
205 | tmp->decrease (); |
205 | tmp->decrease (); |
206 | return 1; |
206 | return 1; |
207 | } |
207 | } |
208 | |
208 | |
209 | if (!(at = archetype::find (ARCH_DEPLETION))) |
209 | if (!(at = archetype::find (shstr_depletion))) |
210 | { |
210 | { |
211 | LOG (llevError, "Could not find archetype depletion\n"); |
211 | LOG (llevError, "Could not find archetype depletion\n"); |
212 | return 0; |
212 | return 0; |
213 | } |
213 | } |
214 | |
214 | |
… | |
… | |
231 | } |
231 | } |
232 | |
232 | |
233 | /* improvement potion - only for players */ |
233 | /* improvement potion - only for players */ |
234 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
234 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
235 | { |
235 | { |
236 | for (i = 1; i < MIN (11, op->level); i++) |
236 | for (i = 1; i < min (11, op->level); i++) |
237 | { |
237 | { |
238 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
238 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
239 | { |
239 | { |
240 | if (op->contr->levhp[i] != 1) |
240 | if (op->contr->levhp[i] != 1) |
241 | { |
241 | { |
… | |
… | |
276 | } |
276 | } |
277 | } |
277 | } |
278 | } |
278 | } |
279 | |
279 | |
280 | /* Just makes checking easier */ |
280 | /* Just makes checking easier */ |
281 | if (i < MIN (11, op->level)) |
281 | if (i < min (11, op->level)) |
282 | got_one = 1; |
282 | got_one = 1; |
283 | |
283 | |
284 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
284 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
285 | { |
285 | { |
286 | if (got_one) |
286 | if (got_one) |
… | |
… | |
1353 | trap->stats.maxsp = 2; |
1353 | trap->stats.maxsp = 2; |
1354 | |
1354 | |
1355 | /* Is this correct? From the docs, it doesn't look like it |
1355 | /* Is this correct? From the docs, it doesn't look like it |
1356 | * should be divided by trap->speed |
1356 | * should be divided by trap->speed |
1357 | */ |
1357 | */ |
1358 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1358 | victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed); |
1359 | |
1359 | |
1360 | /* Just put in some sanity check. I think there is a bug in the |
1360 | /* Just put in some sanity check. I think there is a bug in the |
1361 | * above with some objects have zero speed, and thus the player |
1361 | * above with some objects have zero speed, and thus the player |
1362 | * getting permanently paralyzed. |
1362 | * getting permanently paralyzed. |
1363 | */ |
1363 | */ |
… | |
… | |
1404 | * trigger this here and get hit by own missile - and will be own enemy. |
1404 | * trigger this here and get hit by own missile - and will be own enemy. |
1405 | * Victim then is his own enemy and will start to kill herself (this is |
1405 | * Victim then is his own enemy and will start to kill herself (this is |
1406 | * removed) but we have not synced victim and his missile. To avoid senseless |
1406 | * removed) but we have not synced victim and his missile. To avoid senseless |
1407 | * action, we avoid hits here |
1407 | * action, we avoid hits here |
1408 | */ |
1408 | */ |
1409 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
1409 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1410 | && trap->owner != victim) |
1410 | hit_with_arrow (trap, victim); |
1411 | hit_with_arrow (trap, victim); |
1411 | break; |
1412 | break; |
1412 | |
1413 | |
1413 | case SPELL_EFFECT: |
1414 | case SPELL_EFFECT: |
1414 | apply_spell_effect (trap, victim); |
1415 | apply_spell_effect (trap, victim); |
… | |
… | |
1852 | * literacy rate very useful! -b.t. |
1853 | * literacy rate very useful! -b.t. |
1853 | */ |
1854 | */ |
1854 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1855 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1855 | { |
1856 | { |
1856 | op->failmsg ("In your confused state you flub the wording of the text!"); |
1857 | op->failmsg ("In your confused state you flub the wording of the text!"); |
1857 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
1858 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
1858 | } |
1859 | } |
1859 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1860 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1860 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1861 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1861 | { |
1862 | { |
1862 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
1863 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
… | |
… | |
2022 | op->stats.hp += meal->stats.food / 50; |
2023 | op->stats.hp += meal->stats.food / 50; |
2023 | |
2024 | |
2024 | if (op->stats.hp > op->stats.maxhp) |
2025 | if (op->stats.hp > op->stats.maxhp) |
2025 | op->stats.hp = op->stats.maxhp; |
2026 | op->stats.hp = op->stats.maxhp; |
2026 | |
2027 | |
2027 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
2028 | op->stats.food = min (999, op->stats.food + meal->stats.food); |
2028 | |
2029 | |
2029 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2030 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2030 | |
2031 | |
2031 | /* on to the interesting part: chances for adding resistance */ |
2032 | /* on to the interesting part: chances for adding resistance */ |
2032 | for (i = 0; i < NROFATTACKS; i++) |
2033 | for (i = 0; i < NROFATTACKS; i++) |
… | |
… | |
2042 | |
2043 | |
2043 | /* monster bonus increases with level, because high-level |
2044 | /* monster bonus increases with level, because high-level |
2044 | flesh is too rare */ |
2045 | flesh is too rare */ |
2045 | mbonus = op->level * 20. / ((double) settings.max_level); |
2046 | mbonus = op->level * 20. / ((double) settings.max_level); |
2046 | |
2047 | |
2047 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2048 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2048 | ((double) settings.max_level)) - skin->resist[i]; |
2049 | ((double)settings.max_level)) - skin->resist[i]; |
2049 | |
2050 | |
2050 | if (chance >= 0.) |
2051 | if (chance >= 0.) |
2051 | chance += 1.; |
2052 | chance += 1.; |
2052 | else |
2053 | else |
2053 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2054 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2054 | |
2055 | |
2055 | /* chance is proportional to amount of resistance (max. 50) */ |
2056 | /* chance is proportional to amount of resistance (max. 50) */ |
2056 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
2057 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
2057 | |
2058 | |
2058 | /* doubled chance for resistance of ability-focus */ |
2059 | /* doubled chance for resistance of ability-focus */ |
2059 | if (i == abil->stats.exp) |
2060 | if (i == abil->stats.exp) |
2060 | chance = MIN (100., chance * 2.); |
2061 | chance = min (100., chance * 2.); |
2061 | |
2062 | |
2062 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2063 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2063 | if (rndm (10000) < (unsigned int) (chance * 100)) |
2064 | if (rndm (10000) < (unsigned int)(chance * 100)) |
2064 | { |
2065 | { |
2065 | atnr_winner[winners] = i; |
2066 | atnr_winner[winners] = i; |
2066 | winners++; |
2067 | winners++; |
2067 | } |
2068 | } |
2068 | |
2069 | |