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 | { |
772 | contr->delayed_update = false; |
771 | contr->delayed_update = false; |
773 | |
772 | |
… | |
… | |
811 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
812 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
813 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
814 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
815 | |
814 | |
816 | chosen_skill = 0; |
815 | object *chosen_skill = 0; |
817 | |
816 | |
818 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
819 | * archetype clone |
818 | * archetype clone |
820 | */ |
819 | */ |
821 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
822 | |
821 | |
823 | for (int i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
824 | { |
823 | { |
825 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
826 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
827 | else |
826 | else |
828 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -resist[i], prot[i] = 0; |
829 | |
828 | |
830 | potion_resist[i] = 0; |
829 | potion_resist[i] = -1000; |
831 | } |
830 | } |
832 | |
831 | |
833 | wc = arch->stats.wc; |
832 | wc = arch->stats.wc; |
834 | stats.dam = arch->stats.dam; |
833 | stats.dam = arch->stats.dam; |
835 | |
834 | |
… | |
… | |
896 | * up, etc. |
895 | * up, etc. |
897 | */ |
896 | */ |
898 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
899 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
900 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
901 | || (tmp->type == SKILL |
|
|
902 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
903 | { |
901 | { |
904 | if (type == PLAYER) |
902 | if (type == PLAYER) |
905 | { |
903 | { |
906 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
907 | |
905 | |
… | |
… | |
911 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_CURSED] |
912 | && !tmp->flag [FLAG_DAMNED]) |
910 | && !tmp->flag [FLAG_DAMNED]) |
913 | continue; |
911 | continue; |
914 | |
912 | |
915 | for (int i = 0; i < NUM_STATS; i++) |
913 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
914 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
915 | |
918 | if (digest_types [tmp->type]) |
916 | if (digest_types [tmp->type]) |
919 | { |
917 | { |
920 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
930 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
931 | current_weapon = tmp; |
929 | current_weapon = tmp; |
932 | } |
930 | } |
933 | |
931 | |
934 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
937 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
938 | |
936 | |
939 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
940 | speed_reduce_from_disease = |
|
|
941 | 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); |
942 | |
939 | |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
944 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
945 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
947 | */ |
944 | */ |
948 | if (tmp->type != POTION) |
945 | if (tmp->type == POTION_EFFECT) |
949 | { |
|
|
950 | for (int i = 0; i < NROFATTACKS; i++) |
946 | for (int i = 0; i < NROFATTACKS; i++) |
951 | { |
|
|
952 | /* Potential for cursed potions, in which case we just can use |
|
|
953 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
954 | */ |
|
|
955 | if (tmp->type == POTION_EFFECT) |
|
|
956 | { |
|
|
957 | if (potion_resist[i]) |
|
|
958 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
959 | else |
|
|
960 | potion_resist[i] = tmp->resist[i]; |
947 | max_it (potion_resist[i], tmp->resist[i]); |
961 | } |
948 | else if (tmp->type != POTION) |
|
|
949 | for (int i = 0; i < NROFATTACKS; i++) |
962 | else if (tmp->resist[i] > 0) |
950 | if (tmp->resist[i] > 0) |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
951 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
964 | else if (tmp->resist[i] < 0) |
952 | else if (tmp->resist[i] < 0) |
965 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
953 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
966 | } |
|
|
967 | } |
|
|
968 | |
954 | |
969 | /* There may be other things that should not adjust the attacktype */ |
955 | /* There may be other things that should not adjust the attacktype */ |
970 | if (tmp->type != SYMPTOM) |
956 | if (tmp->type != SYMPTOM) |
971 | { |
957 | { |
972 | attacktype |= tmp->attacktype; |
958 | attacktype |= tmp->attacktype; |
… | |
… | |
999 | added_speed += tmp->stats.exp; |
985 | added_speed += tmp->stats.exp; |
1000 | } |
986 | } |
1001 | |
987 | |
1002 | switch (tmp->type) |
988 | switch (tmp->type) |
1003 | { |
989 | { |
1004 | #if 0 |
|
|
1005 | case WAND: |
|
|
1006 | case ROD: |
|
|
1007 | case HORN: |
|
|
1008 | if (type != PLAYER || current_weapon == tmp) |
|
|
1009 | chosen_skill = tmp; |
|
|
1010 | break; |
|
|
1011 | #endif |
|
|
1012 | |
|
|
1013 | /* skills modifying the character -b.t. */ |
990 | /* skills modifying the character -b.t. */ |
1014 | /* for all skills and skill granting objects */ |
991 | /* for all skills and skill granting objects */ |
1015 | case SKILL: |
992 | case SKILL: |
1016 | { |
993 | { |
1017 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
994 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
… | |
… | |
1052 | |
1029 | |
1053 | if (tmp->stats.ac) |
1030 | if (tmp->stats.ac) |
1054 | ac -= tmp->stats.ac + tmp->magic; |
1031 | ac -= tmp->stats.ac + tmp->magic; |
1055 | |
1032 | |
1056 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1057 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | contr->encumbrance += 3 * tmp->weight / 1000; |
1058 | } |
1035 | } |
1059 | |
1036 | |
1060 | break; |
1037 | break; |
1061 | |
1038 | |
1062 | case SHIELD: |
1039 | case SHIELD: |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1040 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1064 | contr->encumbrance += (int) tmp->weight / 2000; |
1041 | contr->encumbrance += tmp->weight / 2000; |
|
|
1042 | //FALLTHROUGH |
1065 | case RING: |
1043 | case RING: |
1066 | case AMULET: |
1044 | case AMULET: |
1067 | case GIRDLE: |
1045 | case GIRDLE: |
1068 | case HELMET: |
1046 | case HELMET: |
1069 | case BOOTS: |
1047 | case BOOTS: |
… | |
… | |
1078 | if (tmp->stats.ac) |
1056 | if (tmp->stats.ac) |
1079 | ac -= tmp->stats.ac + tmp->magic; |
1057 | ac -= tmp->stats.ac + tmp->magic; |
1080 | |
1058 | |
1081 | break; |
1059 | break; |
1082 | |
1060 | |
|
|
1061 | case WAND: |
|
|
1062 | case ROD: |
|
|
1063 | case HORN: |
|
|
1064 | case SKILL_TOOL: |
|
|
1065 | if (type != PLAYER) |
|
|
1066 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1067 | break; |
|
|
1068 | |
1083 | case BOW: |
1069 | case BOW: |
1084 | case WEAPON: |
1070 | case WEAPON: |
1085 | if (type != PLAYER || current_weapon == tmp) |
1071 | if (type != PLAYER || current_weapon == tmp) |
1086 | { |
1072 | { |
|
|
1073 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1074 | |
1087 | wc -= tmp->stats.wc + tmp->magic; |
1075 | wc -= tmp->stats.wc + tmp->magic; |
1088 | |
1076 | |
1089 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1077 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1091 | |
1079 | |
… | |
… | |
1150 | break; |
1138 | break; |
1151 | } /* switch tmp->type */ |
1139 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1140 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1141 | } /* for loop of items */ |
1154 | |
1142 | |
|
|
1143 | if (type != PLAYER) |
|
|
1144 | this->chosen_skill = chosen_skill; |
|
|
1145 | |
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1146 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1156 | |
1147 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1148 | /* We've gone through all the objects the player has equipped. For many things, we |
1158 | * have generated intermediate values which we now need to assign. |
1149 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1150 | */ |
… | |
… | |
1166 | */ |
1157 | */ |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1158 | for (int i = 0; i < NROFATTACKS; i++) |
1168 | { |
1159 | { |
1169 | resist[i] = prot[i] - vuln[i]; |
1160 | resist[i] = prot[i] - vuln[i]; |
1170 | |
1161 | |
1171 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1162 | if (potion_resist[i] != -1000 |
|
|
1163 | && (potion_resist[i] > resist[i] || potion_resist[i] < 0)) |
1172 | resist[i] = potion_resist[i]; |
1164 | resist[i] = potion_resist[i]; |
1173 | } |
1165 | } |
1174 | |
1166 | |
1175 | if (type == PLAYER) |
1167 | if (type == PLAYER) |
1176 | { |
1168 | { |
1177 | // clamp various player stats |
1169 | // clamp various player stats |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1170 | for (int i = 0; i < NUM_STATS; ++i) |
1179 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1171 | stats.stat (i) = stat_sum [i]; |
|
|
1172 | |
|
|
1173 | check_stat_bounds (&stats); |
1180 | |
1174 | |
1181 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1175 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1182 | |
1176 | |
1183 | /* Figure out the players sp/mana/hp totals. */ |
1177 | /* Figure out the players sp/mana/hp totals. */ |
1184 | int pl_level; |
1178 | int pl_level; |
1185 | |
1179 | |
1186 | check_stat_bounds (&(stats)); |
|
|
1187 | pl_level = level; |
|
|
1188 | |
|
|
1189 | if (pl_level < 1) |
|
|
1190 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1180 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1191 | |
1181 | |
1192 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1182 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1193 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1183 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1194 | */ |
1184 | */ |
1195 | stats.maxhp = 0; |
1185 | stats.maxhp = 0; |
… | |
… | |
1358 | speed *= speed_reduce_from_disease; |
1348 | speed *= speed_reduce_from_disease; |
1359 | |
1349 | |
1360 | /* Put a lower limit on speed. Note with this speed, you move once every |
1350 | /* Put a lower limit on speed. Note with this speed, you move once every |
1361 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1351 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1362 | */ |
1352 | */ |
1363 | if (speed < 0.04f && type == PLAYER) |
1353 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1364 | speed = 0.04f; |
|
|
1365 | |
1354 | |
1366 | if (speed != old_speed) |
1355 | if (speed != old_speed) |
1367 | set_speed (speed); |
1356 | set_speed (speed); |
1368 | |
1357 | |
1369 | if (type == PLAYER) |
1358 | if (type == PLAYER) |
… | |
… | |
1404 | if (move_type == 0) |
1393 | if (move_type == 0) |
1405 | move_type = MOVE_WALK; |
1394 | move_type = MOVE_WALK; |
1406 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1395 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 | move_type &= ~MOVE_WALK; |
1396 | move_type &= ~MOVE_WALK; |
1408 | |
1397 | |
|
|
1398 | // now apply the new move_type |
|
|
1399 | if (this->move_type != move_type) |
|
|
1400 | change_move_type (move_type); |
|
|
1401 | |
1409 | /* It is quite possible that a player's spell costing might have changed, |
1402 | /* It is quite possible that a player's spell costing might have changed, |
1410 | * so we will check that now. |
1403 | * so we will check that now. |
1411 | */ |
1404 | */ |
1412 | if (is_player ()) |
1405 | if (is_player ()) |
1413 | contr->update_spells (); |
1406 | contr->update_spells (); |
… | |
… | |
1608 | { |
1601 | { |
1609 | changed = true; |
1602 | changed = true; |
1610 | |
1603 | |
1611 | op->level++; |
1604 | op->level++; |
1612 | |
1605 | |
1613 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1606 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1614 | dragon_level_gain (who); |
1607 | dragon_level_gain (who); |
1615 | |
1608 | |
1616 | /* Only roll these if it is the player (who) that gained the level */ |
1609 | /* Only roll these if it is the player (who) that gained the level */ |
1617 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1610 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1618 | { |
1611 | { |