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 (©) 2005,2006,2007,2008,2009,2010 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. |
… | |
… | |
810 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
811 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
812 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
813 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
814 | |
814 | |
815 | chosen_skill = 0; |
815 | object *chosen_skill = 0; |
816 | |
816 | |
817 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
818 | * archetype clone |
819 | */ |
819 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
… | |
… | |
895 | * up, etc. |
895 | * up, etc. |
896 | */ |
896 | */ |
897 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
898 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
899 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
900 | || (tmp->type == SKILL |
|
|
901 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
902 | { |
901 | { |
903 | if (type == PLAYER) |
902 | if (type == PLAYER) |
904 | { |
903 | { |
905 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
906 | |
905 | |
… | |
… | |
929 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
930 | current_weapon = tmp; |
929 | current_weapon = tmp; |
931 | } |
930 | } |
932 | |
931 | |
933 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
935 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
936 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
937 | |
936 | |
938 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
939 | speed_reduce_from_disease = |
|
|
940 | 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); |
941 | |
939 | |
942 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
943 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
944 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
945 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | */ |
944 | */ |
947 | if (tmp->type != POTION) |
945 | if (tmp->type == POTION_EFFECT) |
948 | { |
|
|
949 | for (int i = 0; i < NROFATTACKS; i++) |
946 | for (int i = 0; i < NROFATTACKS; i++) |
950 | { |
947 | { |
951 | /* Potential for cursed potions, in which case we just can use |
948 | /* Potential for cursed potions, in which case we just can use |
952 | * a straight MAX, as potion_resist is initialised to zero. |
949 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
950 | // TODO: this is askign for a magic marker optimisation |
953 | */ |
951 | */ |
954 | if (tmp->type == POTION_EFFECT) |
|
|
955 | { |
|
|
956 | if (potion_resist[i]) |
952 | if (potion_resist[i]) |
957 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
953 | max_it (potion_resist[i], tmp->resist[i]); |
958 | else |
954 | else |
959 | potion_resist[i] = tmp->resist[i]; |
955 | potion_resist[i] = tmp->resist[i]; |
960 | } |
956 | } |
|
|
957 | else if (tmp->type != POTION) |
|
|
958 | for (int i = 0; i < NROFATTACKS; i++) |
961 | else if (tmp->resist[i] > 0) |
959 | if (tmp->resist[i] > 0) |
962 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
963 | else if (tmp->resist[i] < 0) |
961 | else if (tmp->resist[i] < 0) |
964 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
965 | } |
|
|
966 | } |
|
|
967 | |
963 | |
968 | /* There may be other things that should not adjust the attacktype */ |
964 | /* There may be other things that should not adjust the attacktype */ |
969 | if (tmp->type != SYMPTOM) |
965 | if (tmp->type != SYMPTOM) |
970 | { |
966 | { |
971 | attacktype |= tmp->attacktype; |
967 | attacktype |= tmp->attacktype; |
… | |
… | |
998 | added_speed += tmp->stats.exp; |
994 | added_speed += tmp->stats.exp; |
999 | } |
995 | } |
1000 | |
996 | |
1001 | switch (tmp->type) |
997 | switch (tmp->type) |
1002 | { |
998 | { |
1003 | #if 0 |
|
|
1004 | case WAND: |
|
|
1005 | case ROD: |
|
|
1006 | case HORN: |
|
|
1007 | if (type != PLAYER || current_weapon == tmp) |
|
|
1008 | chosen_skill = tmp; |
|
|
1009 | break; |
|
|
1010 | #endif |
|
|
1011 | |
|
|
1012 | /* skills modifying the character -b.t. */ |
999 | /* skills modifying the character -b.t. */ |
1013 | /* for all skills and skill granting objects */ |
1000 | /* for all skills and skill granting objects */ |
1014 | case SKILL: |
1001 | case SKILL: |
1015 | { |
1002 | { |
1016 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1003 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
… | |
… | |
1051 | |
1038 | |
1052 | if (tmp->stats.ac) |
1039 | if (tmp->stats.ac) |
1053 | ac -= tmp->stats.ac + tmp->magic; |
1040 | ac -= tmp->stats.ac + tmp->magic; |
1054 | |
1041 | |
1055 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1042 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1056 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1043 | contr->encumbrance += 3 * tmp->weight / 1000; |
1057 | } |
1044 | } |
1058 | |
1045 | |
1059 | break; |
1046 | break; |
1060 | |
1047 | |
1061 | case SHIELD: |
1048 | case SHIELD: |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1049 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | contr->encumbrance += (int) tmp->weight / 2000; |
1050 | contr->encumbrance += tmp->weight / 2000; |
|
|
1051 | //FALLTHROUGH |
1064 | case RING: |
1052 | case RING: |
1065 | case AMULET: |
1053 | case AMULET: |
1066 | case GIRDLE: |
1054 | case GIRDLE: |
1067 | case HELMET: |
1055 | case HELMET: |
1068 | case BOOTS: |
1056 | case BOOTS: |
… | |
… | |
1077 | if (tmp->stats.ac) |
1065 | if (tmp->stats.ac) |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1066 | ac -= tmp->stats.ac + tmp->magic; |
1079 | |
1067 | |
1080 | break; |
1068 | break; |
1081 | |
1069 | |
|
|
1070 | case WAND: |
|
|
1071 | case ROD: |
|
|
1072 | case HORN: |
|
|
1073 | case SKILL_TOOL: |
|
|
1074 | if (type != PLAYER) |
|
|
1075 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1076 | break; |
|
|
1077 | |
1082 | case BOW: |
1078 | case BOW: |
1083 | case WEAPON: |
1079 | case WEAPON: |
1084 | if (type != PLAYER || current_weapon == tmp) |
1080 | if (type != PLAYER || current_weapon == tmp) |
1085 | { |
1081 | { |
|
|
1082 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1083 | |
1086 | wc -= tmp->stats.wc + tmp->magic; |
1084 | wc -= tmp->stats.wc + tmp->magic; |
1087 | |
1085 | |
1088 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1086 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1087 | ac -= tmp->stats.ac + tmp->magic; |
1090 | |
1088 | |
… | |
… | |
1148 | |
1146 | |
1149 | break; |
1147 | break; |
1150 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1151 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1152 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
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|
1151 | |
|
|
1152 | if (type != PLAYER) |
|
|
1153 | this->chosen_skill = chosen_skill; |
1153 | |
1154 | |
1154 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1155 | |
1156 | |
1156 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | * have generated intermediate values which we now need to assign. |
1158 | * have generated intermediate values which we now need to assign. |