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(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.59 by root, Thu May 17 00:33:29 2007 UTC vs.
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
311 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
422 } 421 }
423 422
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 424 * originally undead may change their status
426 */ 425 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 428 {
430 success = 1; 429 success = 1;
431 if (flag > 0) 430 if (flag > 0)
432 { 431 {
433 op->race = "undead"; 432 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 434 }
436 else 435 else
437 { 436 {
438 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 439 }
441 } 440 }
442 441
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 684void
686object::remove_statbonus () 685object::remove_statbonus ()
687{ 686{
688 for (int i = 0; i < NUM_STATS; ++i) 687 for (int i = 0; i < NUM_STATS; ++i)
689 { 688 {
690 sint8 v = arch->clone.stats.stat (i); 689 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 690 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 691 contr->orig_stats.stat (i) -= v;
693 } 692 }
694} 693}
695 694
699void 698void
700object::add_statbonus () 699object::add_statbonus ()
701{ 700{
702 for (int i = 0; i < NUM_STATS; ++i) 701 for (int i = 0; i < NUM_STATS; ++i)
703 { 702 {
704 sint8 v = arch->clone.stats.stat (i); 703 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 704 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
707 } 706 }
708} 707}
709 708
760 759
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
764 763
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 768
770 path_attuned = arch->clone.path_attuned; 769 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 770 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 771 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 772 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 773 move_type = arch->move_type;
775 774
776 chosen_skill = 0; 775 chosen_skill = 0;
777 776
778 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
779 * archetype clone 778 * archetype clone
780 */ 779 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
782 781
783 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
784 { 783 {
785 if (resist[i] > 0) 784 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
788 vuln[i] = -(resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
789 788
790 potion_resist[i] = 0; 789 potion_resist[i] = 0;
791 } 790 }
792 791
793 wc = arch->clone.stats.wc; 792 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
795 794
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 800 * that their protection from physical goes down
802 */ 801 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 803 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 806 }
808 else 807 else
809 ac = arch->clone.stats.ac; 808 ac = arch->stats.ac;
810 809
811 stats.luck = arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 811 speed = arch->speed;
812
813 sint16 digestion = 0; // a local var to add digestion
813 814
814 /* OK - we've reset most all the objects attributes to sane values. 815 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 816 * now go through and make adjustments for what the player has equipped.
816 */ 817 */
817 for (tmp = inv; tmp; tmp = tmp->below) 818 for (tmp = inv; tmp; tmp = tmp->below)
818 { 819 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 820 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 821 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 822 * then calls this function.
828 */ 823 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 825 continue;
826
827 /* See note in map.c:update_position about making this additive
828 * since light sources are never applied, need to put check here.
829 */
830 if (tmp->glow_radius > glow_radius)
831 glow_radius = tmp->glow_radius;
831 832
832 /* For some things, we don't care what is equipped */ 833 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 834 if (tmp->type == SKILL)
834 { 835 {
835 /* Want to take the highest skill here. */ 836 /* Want to take the highest skill here. */
865 || (tmp->type == SKILL 866 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 867 && tmp->subtype == SK_PRAYING))
867 { 868 {
868 if (type == PLAYER) 869 if (type == PLAYER)
869 { 870 {
871 contr->item_power += tmp->item_power;
872
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 873 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon 874 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED] 876 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED]) 877 && !tmp->flag [FLAG_DAMNED])
888 tmp->type == AMULET || tmp->type == GIRDLE || 891 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK || 892 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE || 893 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL) 894 tmp->type == SKILL)
892 { 895 {
893 contr->digestion += tmp->stats.food; 896 digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 897 contr->gen_hp += tmp->stats.hp;
895 contr->gen_sp += tmp->stats.sp; 898 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 899 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 900 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 901 }
900 } /* if this is a player */ 902 } /* if this is a player */
901 else 903 else
902 { 904 {
903 if (tmp->type == WEAPON) 905 if (tmp->type == WEAPON)
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 966
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 968 SET_FLAG (this, FLAG_UNDEAD);
967 969
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969 { 971 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 972 SET_FLAG (this, FLAG_MAKE_INVIS);
994#endif 996#endif
995 997
996 /* skills modifying the character -b.t. */ 998 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */ 999 /* for all skills and skill granting objects */
998 case SKILL: 1000 case SKILL:
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1001 {
1002 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000 break; 1003 break;
1001 1004
1002 if (chosen_skill) 1005 if (chosen_skill)
1006 {
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1007 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1008 &name, &chosen_skill->name, &tmp->name);
1004 1009
1010 tmp->flag [FLAG_APPLIED] = false;
1011 update_stats ();
1012 return;
1013 }
1014 else
1005 chosen_skill = tmp; 1015 chosen_skill = tmp;
1006 1016
1007 if (tmp->stats.dam > 0) 1017 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 1018 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1019 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 weapon_speed = WEAPON_SPEED (tmp); 1020 weapon_speed = WEAPON_SPEED (tmp);
1011 1021
1012 if (weapon_speed < 0) 1022 if (weapon_speed < 0)
1013 weapon_speed = 0; 1023 weapon_speed = 0;
1014 1024
1015 weapon_weight = tmp->weight; 1025 weapon_weight = tmp->weight;
1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1026 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1017 1027
1018 if (tmp->magic) 1028 if (tmp->magic)
1019 stats.dam += tmp->magic; 1029 stats.dam += tmp->magic;
1020 } 1030 }
1021 1031
1022 if (tmp->stats.wc) 1032 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1024 1034
1025 if (tmp->slaying) 1035 if (tmp->slaying)
1026 slaying = tmp->slaying; 1036 slaying = tmp->slaying;
1027 1037
1028 if (tmp->stats.ac) 1038 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1030 1040
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1041 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1042 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1043 }
1033 1044
1034 break; 1045 break;
1035 1046
1036 case SHIELD: 1047 case SHIELD:
1037 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1048 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1124 break; 1135 break;
1125 } /* switch tmp->type */ 1136 } /* switch tmp->type */
1126 } /* item is equipped */ 1137 } /* item is equipped */
1127 } /* for loop of items */ 1138 } /* for loop of items */
1128 1139
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142
1129 /* We've gone through all the objects the player has equipped. For many things, we 1143 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign. 1144 * have generated intermediate values which we now need to assign.
1131 */ 1145 */
1132 1146
1133 /* 'total resistance = total protections - total vulnerabilities'. 1147 /* 'total resistance = total protections - total vulnerabilities'.
1312 1326
1313 if (settings.search_items && contr->search_str[0]) 1327 if (settings.search_items && contr->search_str[0])
1314 speed -= 1; 1328 speed -= 1;
1315 1329
1316 if (attacktype == 0) 1330 if (attacktype == 0)
1317 attacktype = arch->clone.attacktype; 1331 attacktype = arch->attacktype;
1318 } /* End if player */ 1332 } /* End if player */
1319 1333
1320 if (added_speed >= 0) 1334 if (added_speed >= 0)
1321 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1322 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1365 K *= (4 + level) * 1.2f / (6 + level); 1379 K *= (4 + level) * 1.2f / (6 + level);
1366 1380
1367 if (K <= 0.01f) 1381 if (K <= 0.01f)
1368 K = 0.01f; 1382 K = 0.01f;
1369 1383
1370 float S = speed / (K * s); 1384 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1371
1372 contr->weapon_sp = S;
1373 } 1385 }
1374 1386
1375 /* I want to limit the power of small monsters with big weapons: */ 1387 /* I want to limit the power of small monsters with big weapons: */
1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1388 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1377 stats.dam = arch->clone.stats.dam * 3; 1389 stats.dam = arch->stats.dam * 3;
1378 1390
1379 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1391 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1380 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1392 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1381 1393
1382 /* if for some reason the creature doesn't have any move type, 1394 /* if for some reason the creature doesn't have any move type,
1502 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1503 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1504 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1505 1517
1506 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508 shstr_cmp dragon_skin_force ("dragon_skin_force");
1509
1510 for (tmp = who->inv; tmp; tmp = tmp->below) 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == FORCE) 1520 if (tmp->type == FORCE)
1512 if (tmp->arch->name == dragon_ability_force) 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1513 abil = tmp; 1522 abil = tmp;
1514 else if (tmp->arch->name == dragon_skin_force) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1515 skin = tmp; 1524 skin = tmp;
1516 1525
1517 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1518 if (abil == NULL) 1527 if (abil == NULL)
1519 return; 1528 return;

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