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Comparing deliantra/server/common/living.C (file contents):
Revision 1.103 by root, Mon Nov 23 12:19:57 2009 UTC vs.
Revision 1.113 by root, Sun Mar 28 17:04:37 2010 UTC

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
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 {
1356 speed *= speed_reduce_from_disease; 1348 speed *= speed_reduce_from_disease;
1357 1349
1358 /* 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
1359 * 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.
1360 */ 1352 */
1361 if (speed < 0.04f && type == PLAYER) 1353 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362 speed = 0.04f;
1363 1354
1364 if (speed != old_speed) 1355 if (speed != old_speed)
1365 set_speed (speed); 1356 set_speed (speed);
1366 1357
1367 if (type == PLAYER) 1358 if (type == PLAYER)
1402 if (move_type == 0) 1393 if (move_type == 0)
1403 move_type = MOVE_WALK; 1394 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1395 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK; 1396 move_type &= ~MOVE_WALK;
1406 1397
1398 // now apply the new move_type
1399 if (this->move_type != move_type)
1400 change_move_type (move_type);
1401
1407 /* 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,
1408 * so we will check that now. 1403 * so we will check that now.
1409 */ 1404 */
1410 if (is_player ()) 1405 if (is_player ())
1411 contr->update_spells (); 1406 contr->update_spells ();
1606 { 1601 {
1607 changed = true; 1602 changed = true;
1608 1603
1609 op->level++; 1604 op->level++;
1610 1605
1611 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1606 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1612 dragon_level_gain (who); 1607 dragon_level_gain (who);
1613 1608
1614 /* 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 */
1615 if (op == who && (who->level < 11) && who->type == PLAYER) 1610 if (op == who && (who->level < 11) && who->type == PLAYER)
1616 { 1611 {

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