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Comparing deliantra/server/common/living.C (file contents):
Revision 1.106 by root, Sat Jan 30 23:30:26 2010 UTC vs.
Revision 1.117 by root, Tue Apr 6 21:11:48 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 */
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 {
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 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
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
734static struct copy_flags : object::flags_t 709static 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 {
772 contr->delayed_update = false; 749 contr->delayed_update = false;
773 750
811 path_repelled = arch->path_repelled; 788 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied; 789 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius; 790 glow_radius = arch->glow_radius;
814 move_type = arch->move_type; 791 move_type = arch->move_type;
815 792
816 chosen_skill = 0;
817
818 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
819 * archetype clone 794 * archetype clone
820 */ 795 */
821 memcpy (&resist, &arch->resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
822 797
823 for (int i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
824 { 799 {
825 if (resist[i] > 0) 800 if (resist[i] > 0)
826 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
827 else 802 else
828 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
829 804
830 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
831 } 806 }
832 807
833 wc = arch->stats.wc; 808 wc = arch->stats.wc;
834 stats.dam = arch->stats.dam; 809 stats.dam = arch->stats.dam;
835 810
848 else 823 else
849 ac = arch->stats.ac; 824 ac = arch->stats.ac;
850 825
851 stats.luck = arch->stats.luck; 826 stats.luck = arch->stats.luck;
852 speed = arch->speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
853 830
854 /* 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.
855 * 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.
856 */ 833 */
857 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
896 * up, etc. 873 * up, etc.
897 */ 874 */
898 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 879 {
904 if (type == PLAYER) 880 if (type == PLAYER)
905 { 881 {
906 contr->item_power += tmp->item_power; 882 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;
914 883
915 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] += tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
917 886
918 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
930 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
931 current_weapon = tmp; 900 current_weapon = tmp;
932 } 901 }
933 902
934 /* Update slots used for items */ 903 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
938 907
939 if (tmp->type == SYMPTOM) 908 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); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 910
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 915 */
948 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 917 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]; 918 max_it (potion_resist[i], tmp->resist[i]);
961 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 }
967 }
968 925
969 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
971 { 928 {
972 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
980 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
981 938
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 SET_FLAG (this, FLAG_UNDEAD); 940 SET_FLAG (this, FLAG_UNDEAD);
984 941
942 //TODO: copy_flags?
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 { 944 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 945 SET_FLAG (this, FLAG_MAKE_INVIS);
988 invisible = 1; 946 invisible = 1;
989 } 947 }
999 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1000 } 958 }
1001 959
1002 switch (tmp->type) 960 switch (tmp->type)
1003 { 961 {
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: 962 case SKILL:
1016 { 963 {
964 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 966 break;
1019 967
1020 if (chosen_skill) 968 if (chosen_skill)
1021 { 969 {
1022 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",
1024 972
1025 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 974 update_stats ();
1027 return; 975 return;
1028 } 976 }
1029 else 977
1030 chosen_skill = tmp; 978 chosen_skill = tmp;
1031 979
1032 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1035 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 984
1040 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 987
1043 if (tmp->magic) 988 if (tmp->magic)
1052 997
1053 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1055 1000
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += 3 * tmp->weight / 1000;
1058 } 1003 }
1059 1004
1060 break; 1005 break;
1061 1006
1062 case SHIELD: 1007 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += tmp->weight / 2000;
1010 //FALLTHROUGH
1065 case RING: 1011 case RING:
1066 case AMULET: 1012 case AMULET:
1067 case GIRDLE: 1013 case GIRDLE:
1068 case HELMET: 1014 case HELMET:
1069 case BOOTS: 1015 case BOOTS:
1078 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1080 1026
1081 break; 1027 break;
1082 1028
1029 case WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1083 case BOW: 1034 case BOW:
1084 case WEAPON: 1035 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1036 wc -= tmp->stats.wc + tmp->magic;
1088 1037
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1091 1040
1092 stats.dam += tmp->stats.dam + tmp->magic; 1041 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1044
1096 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1097 weapon_speed = 0; 1046 weapon_speed = 0;
1098 1047
1099 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1100 1049
1101 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1103 * go. 1052 * go.
1104 */ 1053 */
1105 1054
1106 if (type == PLAYER) 1055 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1056 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1110 1058
1111 break; 1059 break;
1112 1060
1113 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1150 break; 1098 break;
1151 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1152 } /* item is equipped */ 1100 } /* item is equipped */
1153 } /* for loop of items */ 1101 } /* for loop of items */
1154 1102
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1104
1157 /* 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
1158 * have generated intermediate values which we now need to assign. 1106 * have generated intermediate values which we now need to assign.
1159 */ 1107 */
1160 1108
1166 */ 1114 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1115 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1116 {
1169 resist[i] = prot[i] - vuln[i]; 1117 resist[i] = prot[i] - vuln[i];
1170 1118
1171 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]))
1172 resist[i] = potion_resist[i]; 1121 resist[i] = potion_resist[i];
1173 } 1122 }
1174 1123
1175 if (type == PLAYER) 1124 if (type == PLAYER)
1176 { 1125 {
1400 */ 1349 */
1401 if (move_type == 0) 1350 if (move_type == 0)
1402 move_type = MOVE_WALK; 1351 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1352 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK; 1353 move_type &= ~MOVE_WALK;
1354
1355 // now apply the new move_type
1356 if (this->move_type != move_type)
1357 change_move_type (move_type);
1405 1358
1406 /* 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,
1407 * so we will check that now. 1360 * so we will check that now.
1408 */ 1361 */
1409 if (is_player ()) 1362 if (is_player ())

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