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Comparing deliantra/server/common/living.C (file contents):
Revision 1.75 by root, Tue Aug 7 22:36:18 2007 UTC vs.
Revision 1.83 by root, Fri May 2 20:16:24 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
284{ 283{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 object::flags_t prev_flag = op->flag;
290 * refop is a local copy of op only to be used for detecting changes 289 MoveType prev_move_type = op->move_type;
291 * found by update_stats. refop is not a real object 290 sint16 prev_resist [NROFATTACKS]; // clumsy
292 */ 291 assert (sizeof (prev_resist) == sizeof (op->resist));
293 object_copy refop = *op; 292 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 293
295 if (op->type == PLAYER) 294 if (op->type == PLAYER)
296 { 295 {
297 if (tmp->type == POTION) 296 if (tmp->type == POTION)
298 { 297 {
366 { 365 {
367 success = 1; 366 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 368 }
370 369
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 371 {
373 success = 1; 372 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 374 }
376 375
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 377 {
379 success = 1; 378 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 380 }
382 381
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 383 {
385 success = 1; 384 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 386 }
388 387
390 * user has multiple items giving the same type appled like we 389 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 390 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 391 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 392 * from fly high)
394 */ 393 */
395 if (tmp->move_type && op->move_type != refop.move_type) 394 if (tmp->move_type && op->move_type != prev_move_type)
396 { 395 {
397 success = 1; 396 success = 1;
398 397
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 399 * status doesn't make a difference if you are flying high
421 } 420 }
422 421
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 423 * originally undead may change their status
425 */ 424 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 427 {
429 success = 1; 428 success = 1;
430 if (flag > 0) 429 if (flag > 0)
431 { 430 {
432 op->race = "undead"; 431 op->race = "undead";
437 op->race = op->arch->race; 436 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 438 }
440 } 439 }
441 440
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 442 {
444 success = 1; 443 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 445 }
447 446
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 448 {
450 success = 1; 449 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 451 }
453 452
454 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 454 * vision
456 */ 455 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
458 { 457 {
459 success = 1; 458 success = 1;
460 if (flag > 0) 459 if (flag > 0)
461 { 460 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 463 else
465 { 464 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 468 op->contr->do_los = 1;
470 } 469 }
471 } 470 }
472 else 471 else
473 { 472 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 475 else
477 { 476 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 480 op->contr->do_los = 1;
482 } 481 }
483 } 482 }
484 } 483 }
485 484
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 486 {
488 success = 1; 487 success = 1;
489 if (op->type == PLAYER) 488 if (op->type == PLAYER)
490 op->contr->do_los = 1; 489 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 491 }
493 492
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 494 {
496 success = 1; 495 success = 1;
497 if (flag > 0) 496 if (flag > 0)
498 { 497 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 500 else
502 { 501 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 503 if (op->type == PLAYER)
505 op->contr->do_los = 1; 504 op->contr->do_los = 1;
506 } 505 }
507 } 506 }
508 else 507 else
509 { 508 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 511 else
513 { 512 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 514 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
554 { 553 {
555 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
557 556
558 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
559 { 558 {
560 success = 1; 559 success = 1;
560
561 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 565
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 567 }
568 } 568 }
569 569
914 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
916 continue; 916 continue;
917 917
918 for (int i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i)))
920 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
921 920
922 if (digest_types [tmp->type]) 921 if (digest_types [tmp->type])
923 { 922 {
924 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
941 940
942 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
948 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
949 944
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
1355 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1356 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1357 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1358 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1359 */ 1354 */
1360 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1361 if (f > 0) 1356 if (f > 0.f)
1362 speed = speed / (1.f + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1363 } 1358 }
1364 1359
1365 speed += bonus_speed / 10.f; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1366 1362
1367 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* Put a lower limit on speed. Note with this speed, you move once every
1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1369 */ 1365 */
1370 speed = speed * speed_reduce_from_disease;
1371
1372 if (speed < 0.01f && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1373 speed = 0.01f; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1374 1371
1375 if (type == PLAYER) 1372 if (type == PLAYER)
1376 { 1373 {
1377 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1378 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1410 if (move_type == 0) 1407 if (move_type == 0)
1411 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1414 1411
1415 if (speed != old_speed)
1416 set_speed (speed);
1417
1418 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1419 * so we will check that now. 1413 * so we will check that now.
1420 */ 1414 */
1421 if (type == PLAYER) 1415 if (type == PLAYER)
1422 { 1416 {
1482 /* now if there are equals at highest level, pick the one with focus, 1476 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */ 1477 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1486 1480
1487 level = (int) (level / 5.); 1481 level = (int) (level / 25.);
1488 1482
1489 /* now set the new title */ 1483 /* now set the new title */
1490 if (pl->contr != NULL) 1484 if (pl->contr)
1491 { 1485 {
1492 if (level == 0) 1486 if (level == 0)
1493 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1494 else if (level == 1) 1488 else if (level == 1)
1495 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);

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