1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
263 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
265 | */ |
265 | */ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
267 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
268 | |
268 | |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
270 | |
270 | |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
272 | * the object. |
272 | * the object. |
… | |
… | |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
416 | } |
416 | } |
417 | |
417 | |
418 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
420 | |
|
|
421 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
422 | check_move_on (op, op); |
|
|
423 | } |
420 | } |
424 | |
421 | |
425 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
426 | * originally undead may change their status |
423 | * originally undead may change their status |
427 | */ |
424 | */ |
… | |
… | |
607 | { |
604 | { |
608 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
609 | |
606 | |
610 | if (!tmp) |
607 | if (!tmp) |
611 | { |
608 | { |
612 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
613 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
614 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
615 | } |
612 | } |
616 | } |
613 | } |
617 | |
614 | |
… | |
… | |
637 | if (!tmp) |
634 | if (!tmp) |
638 | { |
635 | { |
639 | if (!value) |
636 | if (!value) |
640 | return; |
637 | return; |
641 | |
638 | |
642 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
643 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
644 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
645 | } |
642 | } |
646 | |
643 | |
647 | if (value) |
644 | if (value) |
… | |
… | |
764 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
766 | float old_speed = speed; |
763 | float old_speed = speed; |
767 | int stat_sum [NUM_STATS]; |
764 | int stat_sum [NUM_STATS]; |
768 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
769 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
770 | if (type == PLAYER) |
769 | if (type == PLAYER) |
771 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
772 | for (int i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
773 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | |
775 | |
775 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
776 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
… | |
… | |
809 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
810 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
811 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
812 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
813 | |
814 | |
814 | chosen_skill = 0; |
815 | object *chosen_skill = 0; |
815 | |
816 | |
816 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
817 | * archetype clone |
818 | * archetype clone |
818 | */ |
819 | */ |
819 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
… | |
… | |
894 | * up, etc. |
895 | * up, etc. |
895 | */ |
896 | */ |
896 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
897 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
898 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
899 | || (tmp->type == SKILL |
|
|
900 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
901 | { |
901 | { |
902 | if (type == PLAYER) |
902 | if (type == PLAYER) |
903 | { |
903 | { |
904 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
905 | |
905 | |
… | |
… | |
909 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_CURSED] |
910 | && !tmp->flag [FLAG_DAMNED]) |
910 | && !tmp->flag [FLAG_DAMNED]) |
911 | continue; |
911 | continue; |
912 | |
912 | |
913 | for (int i = 0; i < NUM_STATS; i++) |
913 | for (int i = 0; i < NUM_STATS; i++) |
914 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
914 | stat_sum [i] += tmp->stats.stat (i); |
915 | |
915 | |
916 | if (digest_types [tmp->type]) |
916 | if (digest_types [tmp->type]) |
917 | { |
917 | { |
918 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
919 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
928 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
929 | current_weapon = tmp; |
929 | current_weapon = tmp; |
930 | } |
930 | } |
931 | |
931 | |
932 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
933 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
935 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
936 | |
936 | |
937 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
938 | speed_reduce_from_disease = |
|
|
939 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
940 | |
939 | |
941 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
942 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
943 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
944 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
945 | */ |
944 | */ |
946 | if (tmp->type != POTION) |
945 | if (tmp->type == POTION_EFFECT) |
947 | { |
|
|
948 | for (int i = 0; i < NROFATTACKS; i++) |
946 | for (int i = 0; i < NROFATTACKS; i++) |
949 | { |
947 | { |
950 | /* Potential for cursed potions, in which case we just can use |
948 | /* Potential for cursed potions, in which case we just can use |
951 | * a straight MAX, as potion_resist is initialised to zero. |
949 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
950 | // TODO: this is askign for a magic marker optimisation |
952 | */ |
951 | */ |
953 | if (tmp->type == POTION_EFFECT) |
|
|
954 | { |
|
|
955 | if (potion_resist[i]) |
952 | if (potion_resist[i]) |
956 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
953 | max_it (potion_resist[i], tmp->resist[i]); |
957 | else |
954 | else |
958 | potion_resist[i] = tmp->resist[i]; |
955 | potion_resist[i] = tmp->resist[i]; |
959 | } |
956 | } |
|
|
957 | else if (tmp->type != POTION) |
|
|
958 | for (int i = 0; i < NROFATTACKS; i++) |
960 | else if (tmp->resist[i] > 0) |
959 | if (tmp->resist[i] > 0) |
961 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
962 | else if (tmp->resist[i] < 0) |
961 | else if (tmp->resist[i] < 0) |
963 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
964 | } |
|
|
965 | } |
|
|
966 | |
963 | |
967 | /* There may be other things that should not adjust the attacktype */ |
964 | /* There may be other things that should not adjust the attacktype */ |
968 | if (tmp->type != SYMPTOM) |
965 | if (tmp->type != SYMPTOM) |
969 | { |
966 | { |
970 | attacktype |= tmp->attacktype; |
967 | attacktype |= tmp->attacktype; |
… | |
… | |
997 | added_speed += tmp->stats.exp; |
994 | added_speed += tmp->stats.exp; |
998 | } |
995 | } |
999 | |
996 | |
1000 | switch (tmp->type) |
997 | switch (tmp->type) |
1001 | { |
998 | { |
1002 | #if 0 |
|
|
1003 | case WAND: |
|
|
1004 | case ROD: |
|
|
1005 | case HORN: |
|
|
1006 | if (type != PLAYER || current_weapon == tmp) |
|
|
1007 | chosen_skill = tmp; |
|
|
1008 | break; |
|
|
1009 | #endif |
|
|
1010 | |
|
|
1011 | /* skills modifying the character -b.t. */ |
999 | /* skills modifying the character -b.t. */ |
1012 | /* for all skills and skill granting objects */ |
1000 | /* for all skills and skill granting objects */ |
1013 | case SKILL: |
1001 | case SKILL: |
1014 | { |
1002 | { |
1015 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1003 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
… | |
… | |
1050 | |
1038 | |
1051 | if (tmp->stats.ac) |
1039 | if (tmp->stats.ac) |
1052 | ac -= tmp->stats.ac + tmp->magic; |
1040 | ac -= tmp->stats.ac + tmp->magic; |
1053 | |
1041 | |
1054 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1042 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1055 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1043 | contr->encumbrance += 3 * tmp->weight / 1000; |
1056 | } |
1044 | } |
1057 | |
1045 | |
1058 | break; |
1046 | break; |
1059 | |
1047 | |
1060 | case SHIELD: |
1048 | case SHIELD: |
1061 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1049 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1062 | contr->encumbrance += (int) tmp->weight / 2000; |
1050 | contr->encumbrance += tmp->weight / 2000; |
|
|
1051 | //FALLTHROUGH |
1063 | case RING: |
1052 | case RING: |
1064 | case AMULET: |
1053 | case AMULET: |
1065 | case GIRDLE: |
1054 | case GIRDLE: |
1066 | case HELMET: |
1055 | case HELMET: |
1067 | case BOOTS: |
1056 | case BOOTS: |
… | |
… | |
1076 | if (tmp->stats.ac) |
1065 | if (tmp->stats.ac) |
1077 | ac -= tmp->stats.ac + tmp->magic; |
1066 | ac -= tmp->stats.ac + tmp->magic; |
1078 | |
1067 | |
1079 | break; |
1068 | break; |
1080 | |
1069 | |
|
|
1070 | case WAND: |
|
|
1071 | case ROD: |
|
|
1072 | case HORN: |
|
|
1073 | case SKILL_TOOL: |
|
|
1074 | if (type != PLAYER) |
|
|
1075 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1076 | break; |
|
|
1077 | |
1081 | case BOW: |
1078 | case BOW: |
1082 | case WEAPON: |
1079 | case WEAPON: |
1083 | if (type != PLAYER || current_weapon == tmp) |
1080 | if (type != PLAYER || current_weapon == tmp) |
1084 | { |
1081 | { |
|
|
1082 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1083 | |
1085 | wc -= tmp->stats.wc + tmp->magic; |
1084 | wc -= tmp->stats.wc + tmp->magic; |
1086 | |
1085 | |
1087 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1086 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1087 | ac -= tmp->stats.ac + tmp->magic; |
1089 | |
1088 | |
… | |
… | |
1148 | break; |
1147 | break; |
1149 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1150 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1151 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
1152 | |
1151 | |
|
|
1152 | if (type != PLAYER) |
|
|
1153 | this->chosen_skill = chosen_skill; |
|
|
1154 | |
1153 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1156 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | * have generated intermediate values which we now need to assign. |
1158 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1159 | */ |
… | |
… | |
1172 | |
1174 | |
1173 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1174 | { |
1176 | { |
1175 | // clamp various player stats |
1177 | // clamp various player stats |
1176 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1179 | stats.stat (i) = stat_sum [i]; |
|
|
1180 | |
|
|
1181 | check_stat_bounds (&stats); |
1178 | |
1182 | |
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1183 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1180 | |
1184 | |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1185 | /* Figure out the players sp/mana/hp totals. */ |
1182 | int pl_level; |
1186 | int pl_level; |
1183 | |
1187 | |
1184 | check_stat_bounds (&(stats)); |
|
|
1185 | pl_level = level; |
|
|
1186 | |
|
|
1187 | if (pl_level < 1) |
|
|
1188 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1189 | |
1189 | |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | */ |
1192 | */ |
1193 | stats.maxhp = 0; |
1193 | stats.maxhp = 0; |
… | |
… | |
1356 | speed *= speed_reduce_from_disease; |
1356 | speed *= speed_reduce_from_disease; |
1357 | |
1357 | |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1360 | */ |
1360 | */ |
1361 | if (speed < 0.04f && type == PLAYER) |
1361 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1362 | speed = 0.04f; |
|
|
1363 | |
1362 | |
1364 | if (speed != old_speed) |
1363 | if (speed != old_speed) |
1365 | set_speed (speed); |
1364 | set_speed (speed); |
1366 | |
1365 | |
1367 | if (type == PLAYER) |
1366 | if (type == PLAYER) |
… | |
… | |
1402 | if (move_type == 0) |
1401 | if (move_type == 0) |
1403 | move_type = MOVE_WALK; |
1402 | move_type = MOVE_WALK; |
1404 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1403 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1405 | move_type &= ~MOVE_WALK; |
1404 | move_type &= ~MOVE_WALK; |
1406 | |
1405 | |
|
|
1406 | // now apply the new move_type |
|
|
1407 | if (this->move_type != move_type) |
|
|
1408 | change_move_type (move_type); |
|
|
1409 | |
1407 | /* It is quite possible that a player's spell costing might have changed, |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1408 | * so we will check that now. |
1411 | * so we will check that now. |
1409 | */ |
1412 | */ |
1410 | if (type == PLAYER) |
1413 | if (is_player ()) |
1411 | { |
1414 | contr->update_spells (); |
1412 | esrv_update_stats (contr); |
|
|
1413 | esrv_update_spells (contr); |
|
|
1414 | } |
|
|
1415 | |
1415 | |
1416 | // update the mapspace, if we are on a map |
1416 | // update the mapspace, if we are on a map |
1417 | if (!flag [FLAG_REMOVED] && map) |
1417 | if (!flag [FLAG_REMOVED] && map) |
1418 | map->at (x, y).flags_ = 0; |
1418 | map->at (x, y).flags_ = 0; |
1419 | } |
1419 | } |
… | |
… | |
1609 | { |
1609 | { |
1610 | changed = true; |
1610 | changed = true; |
1611 | |
1611 | |
1612 | op->level++; |
1612 | op->level++; |
1613 | |
1613 | |
1614 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1614 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1615 | dragon_level_gain (who); |
1615 | dragon_level_gain (who); |
1616 | |
1616 | |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1619 | { |
1619 | { |
… | |
… | |
1652 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1652 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1653 | } |
1653 | } |
1654 | } |
1654 | } |
1655 | |
1655 | |
1656 | if (changed) |
1656 | if (changed) |
1657 | { |
1657 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1658 | who->update_stats (); |
|
|
1659 | esrv_update_stats (who->contr); |
|
|
1660 | /* check if the spell data has changed */ |
|
|
1661 | esrv_update_spells (who->contr); |
|
|
1662 | } |
|
|
1663 | } |
1658 | } |
1664 | |
1659 | |
1665 | /* |
1660 | /* |
1666 | * Returns how much experience is needed for a player to become |
1661 | * Returns how much experience is needed for a player to become |
1667 | * the given level. level should really never exceed max_level |
1662 | * the given level. level should really never exceed max_level |