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)); |
821 | |
821 | |
822 | for (int i = 0; i < NROFATTACKS; i++) |
822 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
823 | { |
824 | if (resist[i] > 0) |
824 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
825 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
826 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
827 | vuln[i] = -resist[i], prot[i] = 0; |
828 | |
828 | |
829 | potion_resist[i] = 0; |
829 | potion_resist[i] = -1000; |
830 | } |
830 | } |
831 | |
831 | |
832 | wc = arch->stats.wc; |
832 | wc = arch->stats.wc; |
833 | stats.dam = arch->stats.dam; |
833 | stats.dam = arch->stats.dam; |
834 | |
834 | |
… | |
… | |
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 | { |
|
|
951 | /* Potential for cursed potions, in which case we just can use |
|
|
952 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
953 | */ |
|
|
954 | if (tmp->type == POTION_EFFECT) |
|
|
955 | { |
|
|
956 | if (potion_resist[i]) |
|
|
957 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
958 | else |
|
|
959 | potion_resist[i] = tmp->resist[i]; |
947 | max_it (potion_resist[i], tmp->resist[i]); |
960 | } |
948 | else if (tmp->type != POTION) |
|
|
949 | for (int i = 0; i < NROFATTACKS; i++) |
961 | else if (tmp->resist[i] > 0) |
950 | if (tmp->resist[i] > 0) |
962 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
951 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
963 | else if (tmp->resist[i] < 0) |
952 | else if (tmp->resist[i] < 0) |
964 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
953 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
965 | } |
|
|
966 | } |
|
|
967 | |
954 | |
968 | /* There may be other things that should not adjust the attacktype */ |
955 | /* There may be other things that should not adjust the attacktype */ |
969 | if (tmp->type != SYMPTOM) |
956 | if (tmp->type != SYMPTOM) |
970 | { |
957 | { |
971 | attacktype |= tmp->attacktype; |
958 | attacktype |= tmp->attacktype; |
… | |
… | |
998 | added_speed += tmp->stats.exp; |
985 | added_speed += tmp->stats.exp; |
999 | } |
986 | } |
1000 | |
987 | |
1001 | switch (tmp->type) |
988 | switch (tmp->type) |
1002 | { |
989 | { |
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. */ |
990 | /* skills modifying the character -b.t. */ |
1013 | /* for all skills and skill granting objects */ |
991 | /* for all skills and skill granting objects */ |
1014 | case SKILL: |
992 | case SKILL: |
1015 | { |
993 | { |
1016 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
994 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
… | |
… | |
1051 | |
1029 | |
1052 | if (tmp->stats.ac) |
1030 | if (tmp->stats.ac) |
1053 | ac -= tmp->stats.ac + tmp->magic; |
1031 | ac -= tmp->stats.ac + tmp->magic; |
1054 | |
1032 | |
1055 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1056 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | contr->encumbrance += 3 * tmp->weight / 1000; |
1057 | } |
1035 | } |
1058 | |
1036 | |
1059 | break; |
1037 | break; |
1060 | |
1038 | |
1061 | case SHIELD: |
1039 | case SHIELD: |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1040 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | contr->encumbrance += (int) tmp->weight / 2000; |
1041 | contr->encumbrance += tmp->weight / 2000; |
|
|
1042 | //FALLTHROUGH |
1064 | case RING: |
1043 | case RING: |
1065 | case AMULET: |
1044 | case AMULET: |
1066 | case GIRDLE: |
1045 | case GIRDLE: |
1067 | case HELMET: |
1046 | case HELMET: |
1068 | case BOOTS: |
1047 | case BOOTS: |
… | |
… | |
1077 | if (tmp->stats.ac) |
1056 | if (tmp->stats.ac) |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1057 | ac -= tmp->stats.ac + tmp->magic; |
1079 | |
1058 | |
1080 | break; |
1059 | break; |
1081 | |
1060 | |
|
|
1061 | case WAND: |
|
|
1062 | case ROD: |
|
|
1063 | case HORN: |
|
|
1064 | case SKILL_TOOL: |
|
|
1065 | if (type != PLAYER) |
|
|
1066 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1067 | break; |
|
|
1068 | |
1082 | case BOW: |
1069 | case BOW: |
1083 | case WEAPON: |
1070 | case WEAPON: |
1084 | if (type != PLAYER || current_weapon == tmp) |
1071 | if (type != PLAYER || current_weapon == tmp) |
1085 | { |
1072 | { |
|
|
1073 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1074 | |
1086 | wc -= tmp->stats.wc + tmp->magic; |
1075 | wc -= tmp->stats.wc + tmp->magic; |
1087 | |
1076 | |
1088 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1077 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1090 | |
1079 | |
… | |
… | |
1149 | break; |
1138 | break; |
1150 | } /* switch tmp->type */ |
1139 | } /* switch tmp->type */ |
1151 | } /* item is equipped */ |
1140 | } /* item is equipped */ |
1152 | } /* for loop of items */ |
1141 | } /* for loop of items */ |
1153 | |
1142 | |
|
|
1143 | if (type != PLAYER) |
|
|
1144 | this->chosen_skill = chosen_skill; |
|
|
1145 | |
1154 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1146 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1155 | |
1147 | |
1156 | /* We've gone through all the objects the player has equipped. For many things, we |
1148 | /* 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. |
1149 | * have generated intermediate values which we now need to assign. |
1158 | */ |
1150 | */ |
1159 | |
1151 | |
… | |
… | |
1165 | */ |
1157 | */ |
1166 | for (int i = 0; i < NROFATTACKS; i++) |
1158 | for (int i = 0; i < NROFATTACKS; i++) |
1167 | { |
1159 | { |
1168 | resist[i] = prot[i] - vuln[i]; |
1160 | resist[i] = prot[i] - vuln[i]; |
1169 | |
1161 | |
1170 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1162 | if (potion_resist[i] != -1000 |
|
|
1163 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1171 | resist[i] = potion_resist[i]; |
1164 | resist[i] = potion_resist[i]; |
1172 | } |
1165 | } |
1173 | |
1166 | |
1174 | if (type == PLAYER) |
1167 | if (type == PLAYER) |
1175 | { |
1168 | { |