Ejemplo n.º 1
0
void Func_GetACByType(CGameObject *ob, char *value)
{
    int ac = 0;
    const CNWSCreature *cre;

    if (ob == NULL || (cre = ob->vtable->AsNWSCreature(ob)) == NULL || cre->cre_stats == NULL) {
        snprintf(value, strlen(value), "0");
        return;
    }

    switch (atoi(value)) {
        case AC_ARMOUR_ENCHANTMENT_BONUS:
            ac = (cre->cre_stats->cs_ac_armour_bonus - cre->cre_stats->cs_ac_armour_penalty);
            break;

        case AC_SHIELD_ENCHANTMENT_BONUS:
            ac = (cre->cre_stats->cs_ac_shield_bonus - cre->cre_stats->cs_ac_shield_penalty);
            break;

        case AC_DODGE_BONUS:
            ac = (cre->cre_stats->cs_ac_dodge_bonus - cre->cre_stats->cs_ac_dodge_penalty);
            break;

        case AC_NATURAL_BONUS:
            ac = (cre->cre_stats->cs_ac_natural_bonus - cre->cre_stats->cs_ac_natural_penalty);
            break;

        case AC_DEFLECTION_BONUS:
            ac = (cre->cre_stats->cs_ac_deflection_bonus - cre->cre_stats->cs_ac_deflection_penalty);
            break;

        case AC_NATURAL_BASE:        ac = cre->cre_stats->cs_ac_natural_base;                     break;
        case AC_ARMOUR_BASE:         ac = cre->cre_stats->cs_ac_armour_base;                      break;
        case AC_SHIELD_BASE:         ac = cre->cre_stats->cs_ac_shield_base;                      break;
        case AC_TOUCH_BASE:          ac = Local_GetACTouchBase(cre->cre_stats);                   break;
        case AC_OTHER_BONUS:         ac = CNWSCreatureStats__GetACNaturalBase(cre->cre_stats, 0); break;
        case AC_CLASS_BONUS:         ac = Hook_GetACClassAdjustment(cre->cre_stats, 0);           break;
        case AC_FEAT_BONUS:          ac = Hook_GetACFeatAdjustment(cre->cre_stats, 0);            break;
        case AC_SKILL_BONUS:         ac = Local_GetACSkillAdjustment(cre->cre_stats, 0, 0);       break;
        case AC_EQUIP_BONUS:         ac = Local_GetACEquipAdjustment(cre->cre_stats, 0, 0);       break;
        case AC_STRENGTH_BONUS:      ac = Local_GetACStrAdjustment(cre->cre_stats, 0, 0);         break;
        case AC_DEXTERITY_BONUS:     ac = Local_GetACDexAdjustment(cre->cre_stats, 0, 0);         break;
        case AC_CONSTITUTION_BONUS:  ac = Local_GetACConAdjustment(cre->cre_stats, 0, 0);         break;
        case AC_INTELLIGENCE_BONUS:  ac = Local_GetACIntAdjustment(cre->cre_stats, 0, 0);         break;
        case AC_WISDOM_BONUS:        ac = Hook_GetACWisAdjustment(cre->cre_stats, 0);             break;
        case AC_CHARISMA_BONUS:      ac = Local_GetACChaAdjustment(cre->cre_stats, 0, 0);         break;
    }

    snprintf(value, strlen(value), "%d", ac);
}
Ejemplo n.º 2
0
int Hook_GetACNaturalBase (CNWSCreatureStats *stats, int touch) {
    int bonus = 0;

    if (stats == NULL)
        return 0;

    if (touch)
        bonus = Local_GetACTouchBase(stats);
    else
        bonus = stats->cs_ac_natural_base;

    bonus += Hook_GetACClassAdjustment(stats,  touch)    +
             Hook_GetACFeatAdjustment(stats,   touch)    +
             Hook_GetACWisAdjustment(stats,    touch)    +
             Local_GetACSkillAdjustment(stats, touch, 0) +
             Local_GetACEquipAdjustment(stats, touch, 0) +
             Local_GetACStrAdjustment(stats,   touch, 0) +
             Local_GetACDexAdjustment(stats,   touch, 0) +
             Local_GetACConAdjustment(stats,   touch, 0) +
             Local_GetACIntAdjustment(stats,   touch, 0) +
             Local_GetACChaAdjustment(stats,   touch, 0);

    return bonus;
}