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Comparing deliantra/server/common/living.C (file contents):
Revision 1.99 by root, Fri Nov 6 12:49:19 2009 UTC vs.
Revision 1.112 by root, Sun Mar 28 16:41:45 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 */
595object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
596{ 593{
597 object *tmp; 594 object *tmp;
598 archetype *at; 595 archetype *at;
599 596
600 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
601 if (!at) 598 if (!at)
602 { 599 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 601 return;
605 } 602 }
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
625 * via an applied bad_luck object. 622 * via an applied bad_luck object.
626 */ 623 */
627void 624void
628object::change_luck (int value) 625object::change_luck (int value)
629{ 626{
630 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
631 if (!at) 628 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 630 else
634 { 631 {
635 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
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 {
771 contr->delayed_update = false;
772
772 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
774 775
775 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 777 contr->encumbrance = 0;
809 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 813 move_type = arch->move_type;
813 814
814 chosen_skill = 0; 815 object *chosen_skill = 0;
815 816
816 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
817 * archetype clone 818 * archetype clone
818 */ 819 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
894 * up, etc. 895 * up, etc.
895 */ 896 */
896 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
899 || (tmp->type == SKILL
900 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 901 {
902 if (type == PLAYER) 902 if (type == PLAYER)
903 { 903 {
904 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
905 905
909 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
911 continue; 911 continue;
912 912
913 for (int i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 914 stat_sum [i] += tmp->stats.stat (i);
915 915
916 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
917 { 917 {
918 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
928 if (tmp->type == WEAPON) 928 if (tmp->type == WEAPON)
929 current_weapon = tmp; 929 current_weapon = tmp;
930 } 930 }
931 931
932 /* Update slots used for items */ 932 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
936 936
937 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
938 speed_reduce_from_disease =
939 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);
940 939
941 /* Pos. and neg. protections are counted separate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 944 */
946 if (tmp->type != POTION) 945 if (tmp->type == POTION_EFFECT)
947 {
948 for (int i = 0; i < NROFATTACKS; i++) 946 for (int i = 0; i < NROFATTACKS; i++)
949 { 947 {
950 /* Potential for cursed potions, in which case we just can use 948 /* Potential for cursed potions, in which case we just can use
951 * 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
952 */ 951 */
953 if (tmp->type == POTION_EFFECT)
954 {
955 if (potion_resist[i]) 952 if (potion_resist[i])
956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]); 953 max_it (potion_resist[i], tmp->resist[i]);
957 else 954 else
958 potion_resist[i] = tmp->resist[i]; 955 potion_resist[i] = tmp->resist[i];
959 } 956 }
957 else if (tmp->type != POTION)
958 for (int i = 0; i < NROFATTACKS; i++)
960 else if (tmp->resist[i] > 0) 959 if (tmp->resist[i] > 0)
961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
962 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
964 }
965 }
966 963
967 /* There may be other things that should not adjust the attacktype */ 964 /* There may be other things that should not adjust the attacktype */
968 if (tmp->type != SYMPTOM) 965 if (tmp->type != SYMPTOM)
969 { 966 {
970 attacktype |= tmp->attacktype; 967 attacktype |= tmp->attacktype;
997 added_speed += tmp->stats.exp; 994 added_speed += tmp->stats.exp;
998 } 995 }
999 996
1000 switch (tmp->type) 997 switch (tmp->type)
1001 { 998 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1011 /* skills modifying the character -b.t. */ 999 /* skills modifying the character -b.t. */
1012 /* for all skills and skill granting objects */ 1000 /* for all skills and skill granting objects */
1013 case SKILL: 1001 case SKILL:
1014 { 1002 {
1015 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)
1050 1038
1051 if (tmp->stats.ac) 1039 if (tmp->stats.ac)
1052 ac -= tmp->stats.ac + tmp->magic; 1040 ac -= tmp->stats.ac + tmp->magic;
1053 1041
1054 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1042 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1043 contr->encumbrance += 3 * tmp->weight / 1000;
1056 } 1044 }
1057 1045
1058 break; 1046 break;
1059 1047
1060 case SHIELD: 1048 case SHIELD:
1061 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1049 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 contr->encumbrance += (int) tmp->weight / 2000; 1050 contr->encumbrance += tmp->weight / 2000;
1051 //FALLTHROUGH
1063 case RING: 1052 case RING:
1064 case AMULET: 1053 case AMULET:
1065 case GIRDLE: 1054 case GIRDLE:
1066 case HELMET: 1055 case HELMET:
1067 case BOOTS: 1056 case BOOTS:
1076 if (tmp->stats.ac) 1065 if (tmp->stats.ac)
1077 ac -= tmp->stats.ac + tmp->magic; 1066 ac -= tmp->stats.ac + tmp->magic;
1078 1067
1079 break; 1068 break;
1080 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
1081 case BOW: 1078 case BOW:
1082 case WEAPON: 1079 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp) 1080 if (type != PLAYER || current_weapon == tmp)
1084 { 1081 {
1082 chosen_skill = find_skill_by_name (this, tmp->skill);
1083
1085 wc -= tmp->stats.wc + tmp->magic; 1084 wc -= tmp->stats.wc + tmp->magic;
1086 1085
1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1088 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1089 1088
1148 break; 1147 break;
1149 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1150 } /* item is equipped */ 1149 } /* item is equipped */
1151 } /* for loop of items */ 1150 } /* for loop of items */
1152 1151
1152 if (type != PLAYER)
1153 this->chosen_skill = chosen_skill;
1154
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1156
1155 /* 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
1156 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1157 */ 1159 */
1172 1174
1173 if (type == PLAYER) 1175 if (type == PLAYER)
1174 { 1176 {
1175 // clamp various player stats 1177 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1178 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1178 1182
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1184
1181 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1186 int pl_level;
1183 1187
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1192 */
1193 stats.maxhp = 0; 1193 stats.maxhp = 0;
1356 speed *= speed_reduce_from_disease; 1356 speed *= speed_reduce_from_disease;
1357 1357
1358 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* 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. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */ 1360 */
1361 if (speed < 0.04f && type == PLAYER) 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362 speed = 0.04f;
1363 1362
1364 if (speed != old_speed) 1363 if (speed != old_speed)
1365 set_speed (speed); 1364 set_speed (speed);
1366 1365
1367 if (type == PLAYER) 1366 if (type == PLAYER)
1402 if (move_type == 0) 1401 if (move_type == 0)
1403 move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1406 1405
1406 // now apply the new move_type
1407 if (this->move_type != move_type)
1408 change_move_type (move_type);
1409
1407 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now. 1411 * so we will check that now.
1409 */ 1412 */
1410 if (type == PLAYER) 1413 if (is_player ())
1411 { 1414 contr->update_spells ();
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415 1415
1416 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1419} 1419}
1609 { 1609 {
1610 changed = true; 1610 changed = true;
1611 1611
1612 op->level++; 1612 op->level++;
1613 1613
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 dragon_level_gain (who); 1615 dragon_level_gain (who);
1616 1616
1617 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1618 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 { 1619 {
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 } 1653 }
1654 } 1654 }
1655 1655
1656 if (changed) 1656 if (changed)
1657 { 1657 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663} 1658}
1664 1659
1665/* 1660/*
1666 * Returns how much experience is needed for a player to become 1661 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level 1662 * the given level. level should really never exceed max_level
1948 1943
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1945 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1946 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1947 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1948 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1954 1949
1955 /* With the revised exp system, you can get cases where 1950 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1951 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1952 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1953 * tables is a lot harder.

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