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 | */ |
… | |
… | |
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; |
|
|
817 | |
|
|
818 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
819 | * archetype clone |
816 | * archetype clone |
820 | */ |
817 | */ |
821 | memcpy (&resist, &arch->resist, sizeof (resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
822 | |
819 | |
823 | for (int i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
824 | { |
821 | { |
825 | if (resist[i] > 0) |
822 | if (resist[i] > 0) |
826 | prot[i] = resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
827 | else |
824 | else |
828 | vuln[i] = -(resist[i]), prot[i] = 0; |
825 | vuln[i] = -resist[i], prot[i] = 0; |
829 | |
826 | |
830 | potion_resist[i] = 0; |
827 | potion_resist[i] = -1000; |
831 | } |
828 | } |
832 | |
829 | |
833 | wc = arch->stats.wc; |
830 | wc = arch->stats.wc; |
834 | stats.dam = arch->stats.dam; |
831 | stats.dam = arch->stats.dam; |
835 | |
832 | |
… | |
… | |
848 | else |
845 | else |
849 | ac = arch->stats.ac; |
846 | ac = arch->stats.ac; |
850 | |
847 | |
851 | stats.luck = arch->stats.luck; |
848 | stats.luck = arch->stats.luck; |
852 | speed = arch->speed; |
849 | speed = arch->speed; |
|
|
850 | |
|
|
851 | chosen_skill = 0; |
853 | |
852 | |
854 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
855 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
856 | */ |
855 | */ |
857 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
… | |
… | |
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 | |
|
|
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
909 | if (tmp != current_weapon |
|
|
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
911 | && !tmp->flag [FLAG_CURSED] |
|
|
912 | && !tmp->flag [FLAG_DAMNED]) |
|
|
913 | continue; |
|
|
914 | |
905 | |
915 | for (int i = 0; i < NUM_STATS; i++) |
906 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] += tmp->stats.stat (i); |
907 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
908 | |
918 | if (digest_types [tmp->type]) |
909 | if (digest_types [tmp->type]) |
… | |
… | |
930 | if (tmp->type == WEAPON) |
921 | if (tmp->type == WEAPON) |
931 | current_weapon = tmp; |
922 | current_weapon = tmp; |
932 | } |
923 | } |
933 | |
924 | |
934 | /* Update slots used for items */ |
925 | /* Update slots used for items */ |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
926 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
927 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
937 | slot[i].used += tmp->slot[i].info; |
928 | slot[i].used += tmp->slot[i].info; |
938 | |
929 | |
939 | if (tmp->type == SYMPTOM) |
930 | 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); |
931 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
942 | |
932 | |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
933 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
944 | * (Negative protections are calculated exactly like positive.) |
934 | * (Negative protections are calculated exactly like positive.) |
945 | * Resistance from potions are treated special as well. If there's |
935 | * Resistance from potions are treated special as well. If there's |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
936 | * more than one potion-effect, the bigger prot.-value is taken. |
947 | */ |
937 | */ |
948 | if (tmp->type != POTION) |
938 | if (tmp->type == POTION_EFFECT) |
949 | { |
|
|
950 | for (int i = 0; i < NROFATTACKS; i++) |
939 | 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]; |
940 | max_it (potion_resist[i], tmp->resist[i]); |
961 | } |
941 | else if (tmp->type != POTION) |
|
|
942 | for (int i = 0; i < NROFATTACKS; i++) |
962 | else if (tmp->resist[i] > 0) |
943 | if (tmp->resist[i] > 0) |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
944 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
964 | else if (tmp->resist[i] < 0) |
945 | else if (tmp->resist[i] < 0) |
965 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
946 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
966 | } |
|
|
967 | } |
|
|
968 | |
947 | |
969 | /* There may be other things that should not adjust the attacktype */ |
948 | /* There may be other things that should not adjust the attacktype */ |
970 | if (tmp->type != SYMPTOM) |
949 | if (tmp->type != SYMPTOM) |
971 | { |
950 | { |
972 | attacktype |= tmp->attacktype; |
951 | attacktype |= tmp->attacktype; |
… | |
… | |
980 | flag |= tmp->flag & copy_flags; |
959 | flag |= tmp->flag & copy_flags; |
981 | |
960 | |
982 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
961 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
983 | SET_FLAG (this, FLAG_UNDEAD); |
962 | SET_FLAG (this, FLAG_UNDEAD); |
984 | |
963 | |
|
|
964 | //TODO: copy_flags? |
985 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
965 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
986 | { |
966 | { |
987 | SET_FLAG (this, FLAG_MAKE_INVIS); |
967 | SET_FLAG (this, FLAG_MAKE_INVIS); |
988 | invisible = 1; |
968 | invisible = 1; |
989 | } |
969 | } |
… | |
… | |
999 | added_speed += tmp->stats.exp; |
979 | added_speed += tmp->stats.exp; |
1000 | } |
980 | } |
1001 | |
981 | |
1002 | switch (tmp->type) |
982 | switch (tmp->type) |
1003 | { |
983 | { |
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. */ |
|
|
1014 | /* for all skills and skill granting objects */ |
|
|
1015 | case SKILL: |
984 | case SKILL: |
1016 | { |
985 | { |
|
|
986 | // some skills will end up here without counting as "applied" |
1017 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
987 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY) |
1018 | break; |
988 | break; |
1019 | |
989 | |
1020 | if (chosen_skill) |
990 | if (chosen_skill) |
1021 | { |
991 | { |
1022 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
992 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1024 | |
994 | |
1025 | tmp->flag [FLAG_APPLIED] = false; |
995 | tmp->flag [FLAG_APPLIED] = false; |
1026 | update_stats (); |
996 | update_stats (); |
1027 | return; |
997 | return; |
1028 | } |
998 | } |
1029 | else |
999 | |
1030 | chosen_skill = tmp; |
1000 | chosen_skill = tmp; |
1031 | |
1001 | |
1032 | if (tmp->stats.dam > 0) |
1002 | if (tmp->stats.dam > 0) |
1033 | { /* skill is a 'weapon' */ |
1003 | { /* skill is a 'weapon' */ |
1034 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1004 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1035 | weapon_speed = WEAPON_SPEED (tmp); |
1005 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1036 | |
|
|
1037 | if (weapon_speed < 0) |
|
|
1038 | weapon_speed = 0; |
|
|
1039 | |
1006 | |
1040 | weapon_weight = tmp->weight; |
1007 | weapon_weight = tmp->weight; |
1041 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1008 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1042 | |
1009 | |
1043 | if (tmp->magic) |
1010 | if (tmp->magic) |
… | |
… | |
1052 | |
1019 | |
1053 | if (tmp->stats.ac) |
1020 | if (tmp->stats.ac) |
1054 | ac -= tmp->stats.ac + tmp->magic; |
1021 | ac -= tmp->stats.ac + tmp->magic; |
1055 | |
1022 | |
1056 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1023 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1057 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1024 | contr->encumbrance += 3 * tmp->weight / 1000; |
1058 | } |
1025 | } |
1059 | |
1026 | |
1060 | break; |
1027 | break; |
1061 | |
1028 | |
1062 | case SHIELD: |
1029 | case SHIELD: |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1030 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1064 | contr->encumbrance += (int) tmp->weight / 2000; |
1031 | contr->encumbrance += tmp->weight / 2000; |
|
|
1032 | //FALLTHROUGH |
1065 | case RING: |
1033 | case RING: |
1066 | case AMULET: |
1034 | case AMULET: |
1067 | case GIRDLE: |
1035 | case GIRDLE: |
1068 | case HELMET: |
1036 | case HELMET: |
1069 | case BOOTS: |
1037 | case BOOTS: |
… | |
… | |
1078 | if (tmp->stats.ac) |
1046 | if (tmp->stats.ac) |
1079 | ac -= tmp->stats.ac + tmp->magic; |
1047 | ac -= tmp->stats.ac + tmp->magic; |
1080 | |
1048 | |
1081 | break; |
1049 | break; |
1082 | |
1050 | |
|
|
1051 | case WAND: |
|
|
1052 | case ROD: |
|
|
1053 | case HORN: |
|
|
1054 | break; |
|
|
1055 | |
1083 | case BOW: |
1056 | case BOW: |
1084 | case WEAPON: |
1057 | case WEAPON: |
1085 | if (type != PLAYER || current_weapon == tmp) |
|
|
1086 | { |
|
|
1087 | wc -= tmp->stats.wc + tmp->magic; |
1058 | wc -= tmp->stats.wc + tmp->magic; |
1088 | |
1059 | |
1089 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1060 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1061 | ac -= tmp->stats.ac + tmp->magic; |
1091 | |
1062 | |
1092 | stats.dam += tmp->stats.dam + tmp->magic; |
1063 | stats.dam += tmp->stats.dam + tmp->magic; |
1093 | weapon_weight = tmp->weight; |
1064 | weapon_weight = tmp->weight; |
1094 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1065 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1095 | |
1066 | |
1096 | if (weapon_speed < 0) |
1067 | if (weapon_speed < 0) |
1097 | weapon_speed = 0; |
1068 | weapon_speed = 0; |
1098 | |
1069 | |
1099 | slaying = tmp->slaying; |
1070 | slaying = tmp->slaying; |
1100 | |
1071 | |
1101 | /* If there is desire that two handed weapons should do |
1072 | /* If there is desire that two handed weapons should do |
1102 | * extra strength damage, this is where the code should |
1073 | * extra strength damage, this is where the code should |
1103 | * go. |
1074 | * go. |
1104 | */ |
1075 | */ |
1105 | |
1076 | |
1106 | if (type == PLAYER) |
1077 | if (type == PLAYER) |
1107 | if (settings.spell_encumbrance) |
1078 | if (settings.spell_encumbrance) |
1108 | contr->encumbrance += tmp->weight * 3 / 1000; |
1079 | contr->encumbrance += tmp->weight * 3 / 1000; |
1109 | } |
|
|
1110 | |
1080 | |
1111 | break; |
1081 | break; |
1112 | |
1082 | |
1113 | case ARMOUR: /* Only the best of these three are used: */ |
1083 | case ARMOUR: /* Only the best of these three are used: */ |
1114 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1084 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1150 | break; |
1120 | break; |
1151 | } /* switch tmp->type */ |
1121 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1122 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1123 | } /* for loop of items */ |
1154 | |
1124 | |
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1125 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1156 | |
1126 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1127 | /* 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. |
1128 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1129 | */ |
1160 | |
1130 | |
… | |
… | |
1166 | */ |
1136 | */ |
1167 | for (int i = 0; i < NROFATTACKS; i++) |
1137 | for (int i = 0; i < NROFATTACKS; i++) |
1168 | { |
1138 | { |
1169 | resist[i] = prot[i] - vuln[i]; |
1139 | resist[i] = prot[i] - vuln[i]; |
1170 | |
1140 | |
1171 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1141 | if (potion_resist[i] != -1000 |
|
|
1142 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1172 | resist[i] = potion_resist[i]; |
1143 | resist[i] = potion_resist[i]; |
1173 | } |
1144 | } |
1174 | |
1145 | |
1175 | if (type == PLAYER) |
1146 | if (type == PLAYER) |
1176 | { |
1147 | { |
… | |
… | |
1400 | */ |
1371 | */ |
1401 | if (move_type == 0) |
1372 | if (move_type == 0) |
1402 | move_type = MOVE_WALK; |
1373 | move_type = MOVE_WALK; |
1403 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1374 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1404 | move_type &= ~MOVE_WALK; |
1375 | move_type &= ~MOVE_WALK; |
|
|
1376 | |
|
|
1377 | // now apply the new move_type |
|
|
1378 | if (this->move_type != move_type) |
|
|
1379 | change_move_type (move_type); |
1405 | |
1380 | |
1406 | /* It is quite possible that a player's spell costing might have changed, |
1381 | /* It is quite possible that a player's spell costing might have changed, |
1407 | * so we will check that now. |
1382 | * so we will check that now. |
1408 | */ |
1383 | */ |
1409 | if (is_player ()) |
1384 | if (is_player ()) |