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 | */ |
… | |
… | |
524 | { |
521 | { |
525 | success = 1; |
522 | success = 1; |
526 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
523 | DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); |
527 | } |
524 | } |
528 | |
525 | |
|
|
526 | if (digest_types [tmp->type]) |
|
|
527 | { |
529 | if (tmp->stats.hp && op->type == PLAYER) |
528 | if (tmp->stats.hp && op->type == PLAYER) |
530 | { |
529 | { |
531 | success = 1; |
530 | success = 1; |
532 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
531 | DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); |
533 | } |
532 | } |
534 | |
533 | |
535 | if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) |
534 | if (tmp->stats.sp && op->type == PLAYER |
536 | { |
535 | && tmp->type != SKILL && tmp->type != BOW) |
|
|
536 | { |
537 | success = 1; |
537 | success = 1; |
538 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
538 | DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); |
539 | } |
539 | } |
540 | |
540 | |
541 | /* for the future when artifacts set this -b.t. */ |
541 | /* for the future when artifacts set this -b.t. */ |
542 | if (tmp->stats.grace && op->type == PLAYER) |
542 | if (tmp->stats.grace && op->type == PLAYER) |
543 | { |
543 | { |
544 | success = 1; |
544 | success = 1; |
545 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
545 | DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); |
546 | } |
546 | } |
547 | |
547 | |
548 | if (tmp->stats.food && op->type == PLAYER) |
548 | if (tmp->stats.food && op->type == PLAYER) |
549 | { |
549 | { |
550 | success = 1; |
550 | success = 1; |
551 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
551 | DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); |
|
|
552 | } |
552 | } |
553 | } |
553 | |
554 | |
554 | /* Messages for changed resistance */ |
555 | /* Messages for changed resistance */ |
555 | for (int i = 0; i < NROFATTACKS; i++) |
556 | for (int i = 0; i < NROFATTACKS; i++) |
556 | { |
557 | { |
… | |
… | |
607 | { |
608 | { |
608 | tmp = present_arch_in_ob (at, this); |
609 | tmp = present_arch_in_ob (at, this); |
609 | |
610 | |
610 | if (!tmp) |
611 | if (!tmp) |
611 | { |
612 | { |
612 | tmp = arch_to_object (at); |
613 | tmp = at->instance (); |
613 | tmp = insert_ob_in_ob (tmp, this); |
614 | tmp = insert_ob_in_ob (tmp, this); |
614 | SET_FLAG (tmp, FLAG_APPLIED); |
615 | SET_FLAG (tmp, FLAG_APPLIED); |
615 | } |
616 | } |
616 | } |
617 | } |
617 | |
618 | |
… | |
… | |
637 | if (!tmp) |
638 | if (!tmp) |
638 | { |
639 | { |
639 | if (!value) |
640 | if (!value) |
640 | return; |
641 | return; |
641 | |
642 | |
642 | tmp = arch_to_object (at); |
643 | tmp = at->instance (); |
643 | tmp = insert_ob_in_ob (tmp, this); |
644 | tmp = insert_ob_in_ob (tmp, this); |
644 | SET_FLAG (tmp, FLAG_APPLIED); |
645 | SET_FLAG (tmp, FLAG_APPLIED); |
645 | } |
646 | } |
646 | |
647 | |
647 | if (value) |
648 | if (value) |
… | |
… | |
702 | sint8 v = arch->stats.stat (i); |
703 | sint8 v = arch->stats.stat (i); |
703 | stats.stat (i) += v; |
704 | stats.stat (i) += v; |
704 | contr->orig_stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
705 | } |
706 | } |
706 | } |
707 | } |
707 | |
|
|
708 | /* These are the items that currently can change digestion, regeneration, |
|
|
709 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
710 | * list, but other items store other info into stats array. |
|
|
711 | */ |
|
|
712 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
713 | { |
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|
714 | digest_types () |
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|
715 | { |
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|
716 | set (WEAPON); |
|
|
717 | set (BOW); |
|
|
718 | set (ARMOUR); |
|
|
719 | set (HELMET); |
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|
720 | set (SHIELD); |
|
|
721 | set (RING); |
|
|
722 | set (BOOTS); |
|
|
723 | set (GLOVES); |
|
|
724 | set (AMULET); |
|
|
725 | set (GIRDLE); |
|
|
726 | set (BRACERS); |
|
|
727 | set (CLOAK); |
|
|
728 | set (DISEASE); |
|
|
729 | set (FORCE); |
|
|
730 | set (SKILL); |
|
|
731 | } |
|
|
732 | } digest_types; |
|
|
733 | |
708 | |
734 | static struct copy_flags : object::flags_t |
709 | static struct copy_flags : object::flags_t |
735 | { |
710 | { |
736 | copy_flags () |
711 | copy_flags () |
737 | { |
712 | { |
… | |
… | |
764 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
739 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
765 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
740 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
766 | float old_speed = speed; |
741 | float old_speed = speed; |
767 | int stat_sum [NUM_STATS]; |
742 | int stat_sum [NUM_STATS]; |
768 | |
743 | |
|
|
744 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
745 | |
769 | /* First task is to clear all the values back to their original values */ |
746 | /* First task is to clear all the values back to their original values */ |
770 | if (type == PLAYER) |
747 | if (type == PLAYER) |
771 | { |
748 | { |
|
|
749 | contr->delayed_update = false; |
|
|
750 | |
772 | for (int i = 0; i < NUM_STATS; i++) |
751 | for (int i = 0; i < NUM_STATS; i++) |
773 | stat_sum [i] = contr->orig_stats.stat (i); |
752 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | |
753 | |
775 | if (settings.spell_encumbrance == TRUE) |
754 | if (settings.spell_encumbrance == TRUE) |
776 | contr->encumbrance = 0; |
755 | contr->encumbrance = 0; |
… | |
… | |
809 | path_repelled = arch->path_repelled; |
788 | path_repelled = arch->path_repelled; |
810 | path_denied = arch->path_denied; |
789 | path_denied = arch->path_denied; |
811 | glow_radius = arch->glow_radius; |
790 | glow_radius = arch->glow_radius; |
812 | move_type = arch->move_type; |
791 | move_type = arch->move_type; |
813 | |
792 | |
814 | chosen_skill = 0; |
|
|
815 | |
|
|
816 | /* initializing resistances from the values in player/monster's |
793 | /* initializing resistances from the values in player/monster's |
817 | * archetype clone |
794 | * archetype clone |
818 | */ |
795 | */ |
819 | memcpy (&resist, &arch->resist, sizeof (resist)); |
796 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | |
797 | |
821 | for (int i = 0; i < NROFATTACKS; i++) |
798 | for (int i = 0; i < NROFATTACKS; i++) |
822 | { |
799 | { |
823 | if (resist[i] > 0) |
800 | if (resist[i] > 0) |
824 | prot[i] = resist[i], vuln[i] = 0; |
801 | prot[i] = resist[i], vuln[i] = 0; |
825 | else |
802 | else |
826 | vuln[i] = -(resist[i]), prot[i] = 0; |
803 | vuln[i] = -resist[i], prot[i] = 0; |
827 | |
804 | |
828 | potion_resist[i] = 0; |
805 | potion_resist[i] = -1000; |
829 | } |
806 | } |
830 | |
807 | |
831 | wc = arch->stats.wc; |
808 | wc = arch->stats.wc; |
832 | stats.dam = arch->stats.dam; |
809 | stats.dam = arch->stats.dam; |
833 | |
810 | |
… | |
… | |
846 | else |
823 | else |
847 | ac = arch->stats.ac; |
824 | ac = arch->stats.ac; |
848 | |
825 | |
849 | stats.luck = arch->stats.luck; |
826 | stats.luck = arch->stats.luck; |
850 | speed = arch->speed; |
827 | speed = arch->speed; |
|
|
828 | |
|
|
829 | chosen_skill = 0; |
851 | |
830 | |
852 | /* OK - we've reset most all the objects attributes to sane values. |
831 | /* OK - we've reset most all the objects attributes to sane values. |
853 | * now go through and make adjustments for what the player has equipped. |
832 | * now go through and make adjustments for what the player has equipped. |
854 | */ |
833 | */ |
855 | for (tmp = inv; tmp; tmp = tmp->below) |
834 | for (tmp = inv; tmp; tmp = tmp->below) |
… | |
… | |
894 | * up, etc. |
873 | * up, etc. |
895 | */ |
874 | */ |
896 | if ((tmp->flag [FLAG_APPLIED] |
875 | if ((tmp->flag [FLAG_APPLIED] |
897 | && tmp->type != CONTAINER |
876 | && tmp->type != CONTAINER |
898 | && tmp->type != CLOSE_CON) |
877 | && tmp->type != CLOSE_CON) |
899 | || (tmp->type == SKILL |
|
|
900 | && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
901 | { |
879 | { |
902 | if (type == PLAYER) |
880 | if (type == PLAYER) |
903 | { |
881 | { |
904 | contr->item_power += tmp->item_power; |
882 | contr->item_power += tmp->item_power; |
905 | |
883 | |
906 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
907 | if (tmp != current_weapon |
|
|
908 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
909 | && !tmp->flag [FLAG_CURSED] |
|
|
910 | && !tmp->flag [FLAG_DAMNED]) |
|
|
911 | continue; |
|
|
912 | |
|
|
913 | for (int i = 0; i < NUM_STATS; i++) |
884 | for (int i = 0; i < NUM_STATS; i++) |
914 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
885 | stat_sum [i] += tmp->stats.stat (i); |
915 | |
886 | |
916 | if (digest_types [tmp->type]) |
887 | if (digest_types [tmp->type]) |
917 | { |
888 | { |
918 | contr->digestion += tmp->stats.food; |
889 | contr->digestion += tmp->stats.food; |
919 | contr->gen_hp += tmp->stats.hp; |
890 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
928 | if (tmp->type == WEAPON) |
899 | if (tmp->type == WEAPON) |
929 | current_weapon = tmp; |
900 | current_weapon = tmp; |
930 | } |
901 | } |
931 | |
902 | |
932 | /* Update slots used for items */ |
903 | /* Update slots used for items */ |
933 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
904 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
905 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
935 | slot[i].used += tmp->slot[i].info; |
906 | slot[i].used += tmp->slot[i].info; |
936 | |
907 | |
937 | if (tmp->type == SYMPTOM) |
908 | 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); |
909 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
940 | |
910 | |
941 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
911 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
942 | * (Negative protections are calculated exactly like positive.) |
912 | * (Negative protections are calculated exactly like positive.) |
943 | * Resistance from potions are treated special as well. If there's |
913 | * Resistance from potions are treated special as well. If there's |
944 | * more than one potion-effect, the bigger prot.-value is taken. |
914 | * more than one potion-effect, the bigger prot.-value is taken. |
945 | */ |
915 | */ |
946 | if (tmp->type != POTION) |
916 | if (tmp->type == POTION_EFFECT) |
947 | { |
|
|
948 | for (int i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
949 | { |
|
|
950 | /* Potential for cursed potions, in which case we just can use |
|
|
951 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
952 | */ |
|
|
953 | if (tmp->type == POTION_EFFECT) |
|
|
954 | { |
|
|
955 | if (potion_resist[i]) |
|
|
956 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
957 | else |
|
|
958 | potion_resist[i] = tmp->resist[i]; |
918 | max_it (potion_resist[i], tmp->resist[i]); |
959 | } |
919 | else if (tmp->type != POTION) |
|
|
920 | for (int i = 0; i < NROFATTACKS; i++) |
960 | else if (tmp->resist[i] > 0) |
921 | if (tmp->resist[i] > 0) |
961 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
922 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
962 | else if (tmp->resist[i] < 0) |
923 | else if (tmp->resist[i] < 0) |
963 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
924 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
964 | } |
|
|
965 | } |
|
|
966 | |
925 | |
967 | /* There may be other things that should not adjust the attacktype */ |
926 | /* There may be other things that should not adjust the attacktype */ |
968 | if (tmp->type != SYMPTOM) |
927 | if (tmp->type != SYMPTOM) |
969 | { |
928 | { |
970 | attacktype |= tmp->attacktype; |
929 | attacktype |= tmp->attacktype; |
… | |
… | |
978 | flag |= tmp->flag & copy_flags; |
937 | flag |= tmp->flag & copy_flags; |
979 | |
938 | |
980 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
939 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
981 | SET_FLAG (this, FLAG_UNDEAD); |
940 | SET_FLAG (this, FLAG_UNDEAD); |
982 | |
941 | |
|
|
942 | //TODO: copy_flags? |
983 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
943 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
984 | { |
944 | { |
985 | SET_FLAG (this, FLAG_MAKE_INVIS); |
945 | SET_FLAG (this, FLAG_MAKE_INVIS); |
986 | invisible = 1; |
946 | invisible = 1; |
987 | } |
947 | } |
… | |
… | |
997 | added_speed += tmp->stats.exp; |
957 | added_speed += tmp->stats.exp; |
998 | } |
958 | } |
999 | |
959 | |
1000 | switch (tmp->type) |
960 | switch (tmp->type) |
1001 | { |
961 | { |
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. */ |
|
|
1012 | /* for all skills and skill granting objects */ |
|
|
1013 | case SKILL: |
962 | case SKILL: |
1014 | { |
963 | { |
|
|
964 | // some skills will end up here without counting as "applied" |
1015 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
965 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1016 | break; |
966 | break; |
1017 | |
967 | |
1018 | if (chosen_skill) |
968 | if (chosen_skill) |
1019 | { |
969 | { |
1020 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
970 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1022 | |
972 | |
1023 | tmp->flag [FLAG_APPLIED] = false; |
973 | tmp->flag [FLAG_APPLIED] = false; |
1024 | update_stats (); |
974 | update_stats (); |
1025 | return; |
975 | return; |
1026 | } |
976 | } |
1027 | else |
977 | |
1028 | chosen_skill = tmp; |
978 | chosen_skill = tmp; |
1029 | |
979 | |
1030 | if (tmp->stats.dam > 0) |
980 | if (tmp->stats.dam > 0) |
1031 | { /* skill is a 'weapon' */ |
981 | { /* skill is a 'weapon' */ |
1032 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
982 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1033 | weapon_speed = WEAPON_SPEED (tmp); |
983 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1034 | |
|
|
1035 | if (weapon_speed < 0) |
|
|
1036 | weapon_speed = 0; |
|
|
1037 | |
984 | |
1038 | weapon_weight = tmp->weight; |
985 | weapon_weight = tmp->weight; |
1039 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
986 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1040 | |
987 | |
1041 | if (tmp->magic) |
988 | if (tmp->magic) |
… | |
… | |
1050 | |
997 | |
1051 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
1052 | ac -= tmp->stats.ac + tmp->magic; |
999 | ac -= tmp->stats.ac + tmp->magic; |
1053 | |
1000 | |
1054 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1055 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1002 | contr->encumbrance += 3 * tmp->weight / 1000; |
1056 | } |
1003 | } |
1057 | |
1004 | |
1058 | break; |
1005 | break; |
1059 | |
1006 | |
1060 | case SHIELD: |
1007 | case SHIELD: |
1061 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1062 | contr->encumbrance += (int) tmp->weight / 2000; |
1009 | contr->encumbrance += tmp->weight / 2000; |
|
|
1010 | //FALLTHROUGH |
1063 | case RING: |
1011 | case RING: |
1064 | case AMULET: |
1012 | case AMULET: |
1065 | case GIRDLE: |
1013 | case GIRDLE: |
1066 | case HELMET: |
1014 | case HELMET: |
1067 | case BOOTS: |
1015 | case BOOTS: |
… | |
… | |
1076 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1077 | ac -= tmp->stats.ac + tmp->magic; |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1078 | |
1026 | |
1079 | break; |
1027 | break; |
1080 | |
1028 | |
|
|
1029 | case WAND: |
|
|
1030 | case ROD: |
|
|
1031 | case HORN: |
|
|
1032 | break; |
|
|
1033 | |
1081 | case BOW: |
1034 | case BOW: |
1082 | case WEAPON: |
1035 | case WEAPON: |
1083 | if (type != PLAYER || current_weapon == tmp) |
|
|
1084 | { |
|
|
1085 | wc -= tmp->stats.wc + tmp->magic; |
1036 | wc -= tmp->stats.wc + tmp->magic; |
1086 | |
1037 | |
1087 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1038 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1088 | ac -= tmp->stats.ac + tmp->magic; |
1039 | ac -= tmp->stats.ac + tmp->magic; |
1089 | |
1040 | |
1090 | stats.dam += tmp->stats.dam + tmp->magic; |
1041 | stats.dam += tmp->stats.dam + tmp->magic; |
1091 | weapon_weight = tmp->weight; |
1042 | weapon_weight = tmp->weight; |
1092 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1043 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1093 | |
1044 | |
1094 | if (weapon_speed < 0) |
1045 | if (weapon_speed < 0) |
1095 | weapon_speed = 0; |
1046 | weapon_speed = 0; |
1096 | |
1047 | |
1097 | slaying = tmp->slaying; |
1048 | slaying = tmp->slaying; |
1098 | |
1049 | |
1099 | /* If there is desire that two handed weapons should do |
1050 | /* If there is desire that two handed weapons should do |
1100 | * extra strength damage, this is where the code should |
1051 | * extra strength damage, this is where the code should |
1101 | * go. |
1052 | * go. |
1102 | */ |
1053 | */ |
1103 | |
1054 | |
1104 | if (type == PLAYER) |
1055 | if (type == PLAYER) |
1105 | if (settings.spell_encumbrance) |
1056 | if (settings.spell_encumbrance) |
1106 | contr->encumbrance += tmp->weight * 3 / 1000; |
1057 | contr->encumbrance += tmp->weight * 3 / 1000; |
1107 | } |
|
|
1108 | |
1058 | |
1109 | break; |
1059 | break; |
1110 | |
1060 | |
1111 | case ARMOUR: /* Only the best of these three are used: */ |
1061 | case ARMOUR: /* Only the best of these three are used: */ |
1112 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1148 | break; |
1098 | break; |
1149 | } /* switch tmp->type */ |
1099 | } /* switch tmp->type */ |
1150 | } /* item is equipped */ |
1100 | } /* item is equipped */ |
1151 | } /* for loop of items */ |
1101 | } /* for loop of items */ |
1152 | |
1102 | |
1153 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1103 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1104 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1105 | /* 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. |
1106 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1107 | */ |
1158 | |
1108 | |
… | |
… | |
1164 | */ |
1114 | */ |
1165 | for (int i = 0; i < NROFATTACKS; i++) |
1115 | for (int i = 0; i < NROFATTACKS; i++) |
1166 | { |
1116 | { |
1167 | resist[i] = prot[i] - vuln[i]; |
1117 | resist[i] = prot[i] - vuln[i]; |
1168 | |
1118 | |
1169 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1119 | if (potion_resist[i] != -1000 |
|
|
1120 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1170 | resist[i] = potion_resist[i]; |
1121 | resist[i] = potion_resist[i]; |
1171 | } |
1122 | } |
1172 | |
1123 | |
1173 | if (type == PLAYER) |
1124 | if (type == PLAYER) |
1174 | { |
1125 | { |
1175 | // clamp various player stats |
1126 | // clamp various player stats |
1176 | for (int i = 0; i < NUM_STATS; ++i) |
1127 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1128 | stats.stat (i) = stat_sum [i]; |
|
|
1129 | |
|
|
1130 | check_stat_bounds (&stats); |
1178 | |
1131 | |
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1132 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1180 | |
1133 | |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1134 | /* Figure out the players sp/mana/hp totals. */ |
1182 | int pl_level; |
1135 | int pl_level; |
1183 | |
1136 | |
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! */ |
1137 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1189 | |
1138 | |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1139 | /* 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. |
1140 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | */ |
1141 | */ |
1193 | stats.maxhp = 0; |
1142 | stats.maxhp = 0; |
… | |
… | |
1356 | speed *= speed_reduce_from_disease; |
1305 | speed *= speed_reduce_from_disease; |
1357 | |
1306 | |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1307 | /* 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. |
1308 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1360 | */ |
1309 | */ |
1361 | if (speed < 0.04f && type == PLAYER) |
1310 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1362 | speed = 0.04f; |
|
|
1363 | |
1311 | |
1364 | if (speed != old_speed) |
1312 | if (speed != old_speed) |
1365 | set_speed (speed); |
1313 | set_speed (speed); |
1366 | |
1314 | |
1367 | if (type == PLAYER) |
1315 | if (type == PLAYER) |
… | |
… | |
1402 | if (move_type == 0) |
1350 | if (move_type == 0) |
1403 | move_type = MOVE_WALK; |
1351 | move_type = MOVE_WALK; |
1404 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1352 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1405 | move_type &= ~MOVE_WALK; |
1353 | move_type &= ~MOVE_WALK; |
1406 | |
1354 | |
|
|
1355 | // now apply the new move_type |
|
|
1356 | if (this->move_type != move_type) |
|
|
1357 | change_move_type (move_type); |
|
|
1358 | |
1407 | /* It is quite possible that a player's spell costing might have changed, |
1359 | /* It is quite possible that a player's spell costing might have changed, |
1408 | * so we will check that now. |
1360 | * so we will check that now. |
1409 | */ |
1361 | */ |
1410 | if (type == PLAYER) |
1362 | if (is_player ()) |
1411 | { |
1363 | contr->update_spells (); |
1412 | esrv_update_stats (contr); |
|
|
1413 | esrv_update_spells (contr); |
|
|
1414 | } |
|
|
1415 | |
1364 | |
1416 | // update the mapspace, if we are on a map |
1365 | // update the mapspace, if we are on a map |
1417 | if (!flag [FLAG_REMOVED] && map) |
1366 | if (!flag [FLAG_REMOVED] && map) |
1418 | map->at (x, y).flags_ = 0; |
1367 | map->at (x, y).flags_ = 0; |
1419 | } |
1368 | } |
… | |
… | |
1609 | { |
1558 | { |
1610 | changed = true; |
1559 | changed = true; |
1611 | |
1560 | |
1612 | op->level++; |
1561 | op->level++; |
1613 | |
1562 | |
1614 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1563 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1615 | dragon_level_gain (who); |
1564 | dragon_level_gain (who); |
1616 | |
1565 | |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1566 | /* Only roll these if it is the player (who) that gained the level */ |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1567 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1619 | { |
1568 | { |
… | |
… | |
1652 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1601 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1653 | } |
1602 | } |
1654 | } |
1603 | } |
1655 | |
1604 | |
1656 | if (changed) |
1605 | if (changed) |
1657 | { |
1606 | 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 | } |
1607 | } |
1664 | |
1608 | |
1665 | /* |
1609 | /* |
1666 | * Returns how much experience is needed for a player to become |
1610 | * Returns how much experience is needed for a player to become |
1667 | * the given level. level should really never exceed max_level |
1611 | * the given level. level should really never exceed max_level |