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 |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
261 | /* 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, |
262 | * 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 |
263 | * 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. |
264 | */ |
265 | */ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
267 | |
268 | |
268 | /* 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. */ |
269 | |
270 | |
270 | /* 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 |
271 | * the object. |
272 | * the object. |
… | |
… | |
414 | (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.")); |
415 | } |
416 | } |
416 | |
417 | |
417 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
418 | 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"); |
419 | |
|
|
420 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
421 | check_move_on (op, op); |
|
|
422 | } |
420 | } |
423 | |
421 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
423 | * originally undead may change their status |
426 | */ |
424 | */ |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
595 | { |
593 | { |
596 | object *tmp; |
594 | object *tmp; |
597 | archetype *at; |
595 | archetype *at; |
598 | |
596 | |
599 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
600 | if (!at) |
598 | if (!at) |
601 | { |
599 | { |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | return; |
601 | return; |
604 | } |
602 | } |
… | |
… | |
606 | { |
604 | { |
607 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
608 | |
606 | |
609 | if (!tmp) |
607 | if (!tmp) |
610 | { |
608 | { |
611 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | } |
612 | } |
615 | } |
613 | } |
616 | |
614 | |
… | |
… | |
624 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
625 | */ |
623 | */ |
626 | void |
624 | void |
627 | object::change_luck (int value) |
625 | object::change_luck (int value) |
628 | { |
626 | { |
629 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
630 | if (!at) |
628 | if (!at) |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | else |
630 | else |
633 | { |
631 | { |
634 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
636 | if (!tmp) |
634 | if (!tmp) |
637 | { |
635 | { |
638 | if (!value) |
636 | if (!value) |
639 | return; |
637 | return; |
640 | |
638 | |
641 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | } |
642 | } |
645 | |
643 | |
646 | if (value) |
644 | if (value) |
… | |
… | |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
765 | float old_speed = speed; |
763 | float old_speed = speed; |
766 | int stat_sum [NUM_STATS]; |
764 | int stat_sum [NUM_STATS]; |
767 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
768 | /* 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 */ |
769 | if (type == PLAYER) |
769 | if (type == PLAYER) |
770 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
775 | |
774 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
… | |
… | |
808 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
809 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
810 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
811 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
812 | |
814 | |
813 | chosen_skill = 0; |
|
|
814 | |
|
|
815 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
816 | * archetype clone |
816 | * archetype clone |
817 | */ |
817 | */ |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
819 | |
819 | |
820 | for (int i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
821 | { |
821 | { |
822 | if (resist[i] > 0) |
822 | if (resist[i] > 0) |
823 | prot[i] = resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
824 | else |
824 | else |
825 | vuln[i] = -(resist[i]), prot[i] = 0; |
825 | vuln[i] = -resist[i], prot[i] = 0; |
826 | |
826 | |
827 | potion_resist[i] = 0; |
827 | potion_resist[i] = -1000; |
828 | } |
828 | } |
829 | |
829 | |
830 | wc = arch->stats.wc; |
830 | wc = arch->stats.wc; |
831 | stats.dam = arch->stats.dam; |
831 | stats.dam = arch->stats.dam; |
832 | |
832 | |
… | |
… | |
846 | ac = arch->stats.ac; |
846 | ac = arch->stats.ac; |
847 | |
847 | |
848 | stats.luck = arch->stats.luck; |
848 | stats.luck = arch->stats.luck; |
849 | speed = arch->speed; |
849 | speed = arch->speed; |
850 | |
850 | |
|
|
851 | chosen_skill = 0; |
|
|
852 | |
851 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
852 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
853 | */ |
855 | */ |
854 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
855 | { |
857 | { |
… | |
… | |
858 | * then calls this function. |
860 | * then calls this function. |
859 | */ |
861 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
863 | continue; |
862 | |
864 | |
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
865 | glow_radius += tmp->glow_radius; |
867 | |
866 | |
868 | /* For some things, we don't care what is equipped */ |
867 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
868 | if (tmp->type == SKILL) |
870 | { |
869 | { |
871 | /* Want to take the highest skill here. */ |
870 | /* Want to take the highest skill here. */ |
… | |
… | |
896 | * up, etc. |
895 | * up, etc. |
897 | */ |
896 | */ |
898 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
899 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
900 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
901 | || (tmp->type == SKILL |
|
|
902 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
903 | { |
901 | { |
904 | if (type == PLAYER) |
902 | if (type == PLAYER) |
905 | { |
903 | { |
906 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
907 | |
905 | |
908 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
909 | if (tmp != current_weapon |
|
|
910 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
911 | && !tmp->flag [FLAG_CURSED] |
|
|
912 | && !tmp->flag [FLAG_DAMNED]) |
|
|
913 | continue; |
|
|
914 | |
|
|
915 | for (int i = 0; i < NUM_STATS; i++) |
906 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
907 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
908 | |
918 | if (digest_types [tmp->type]) |
909 | if (digest_types [tmp->type]) |
919 | { |
910 | { |
920 | contr->digestion += tmp->stats.food; |
911 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
912 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
930 | if (tmp->type == WEAPON) |
921 | if (tmp->type == WEAPON) |
931 | current_weapon = tmp; |
922 | current_weapon = tmp; |
932 | } |
923 | } |
933 | |
924 | |
934 | /* Update slots used for items */ |
925 | /* Update slots used for items */ |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
926 | if (tmp->flag [FLAG_APPLIED]) // exclude praying... |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
927 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
937 | slot[i].used += tmp->slot[i].info; |
928 | slot[i].used += tmp->slot[i].info; |
938 | |
929 | |
939 | if (tmp->type == SYMPTOM) |
930 | if (tmp->type == SYMPTOM) |
940 | speed_reduce_from_disease = |
|
|
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
931 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
942 | |
932 | |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
933 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
944 | * (Negative protections are calculated exactly like positive.) |
934 | * (Negative protections are calculated exactly like positive.) |
945 | * Resistance from potions are treated special as well. If there's |
935 | * Resistance from potions are treated special as well. If there's |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
936 | * more than one potion-effect, the bigger prot.-value is taken. |
947 | */ |
937 | */ |
948 | if (tmp->type != POTION) |
938 | if (tmp->type == POTION_EFFECT) |
949 | { |
|
|
950 | for (int i = 0; i < NROFATTACKS; i++) |
939 | for (int i = 0; i < NROFATTACKS; i++) |
951 | { |
|
|
952 | /* Potential for cursed potions, in which case we just can use |
|
|
953 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
954 | */ |
|
|
955 | if (tmp->type == POTION_EFFECT) |
|
|
956 | { |
|
|
957 | if (potion_resist[i]) |
|
|
958 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
|
|
959 | else |
|
|
960 | potion_resist[i] = tmp->resist[i]; |
940 | max_it (potion_resist[i], tmp->resist[i]); |
961 | } |
941 | else if (tmp->type != POTION) |
|
|
942 | for (int i = 0; i < NROFATTACKS; i++) |
962 | else if (tmp->resist[i] > 0) |
943 | if (tmp->resist[i] > 0) |
963 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
944 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
964 | else if (tmp->resist[i] < 0) |
945 | else if (tmp->resist[i] < 0) |
965 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
946 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
966 | } |
|
|
967 | } |
|
|
968 | |
947 | |
969 | /* There may be other things that should not adjust the attacktype */ |
948 | /* There may be other things that should not adjust the attacktype */ |
970 | if (tmp->type != SYMPTOM) |
949 | if (tmp->type != SYMPTOM) |
971 | { |
950 | { |
972 | attacktype |= tmp->attacktype; |
951 | attacktype |= tmp->attacktype; |
… | |
… | |
980 | flag |= tmp->flag & copy_flags; |
959 | flag |= tmp->flag & copy_flags; |
981 | |
960 | |
982 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
961 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
983 | SET_FLAG (this, FLAG_UNDEAD); |
962 | SET_FLAG (this, FLAG_UNDEAD); |
984 | |
963 | |
|
|
964 | //TODO: copy_flags? |
985 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
965 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
986 | { |
966 | { |
987 | SET_FLAG (this, FLAG_MAKE_INVIS); |
967 | SET_FLAG (this, FLAG_MAKE_INVIS); |
988 | invisible = 1; |
968 | invisible = 1; |
989 | } |
969 | } |
… | |
… | |
999 | added_speed += tmp->stats.exp; |
979 | added_speed += tmp->stats.exp; |
1000 | } |
980 | } |
1001 | |
981 | |
1002 | switch (tmp->type) |
982 | switch (tmp->type) |
1003 | { |
983 | { |
1004 | #if 0 |
|
|
1005 | case WAND: |
|
|
1006 | case ROD: |
|
|
1007 | case HORN: |
|
|
1008 | if (type != PLAYER || current_weapon == tmp) |
|
|
1009 | chosen_skill = tmp; |
|
|
1010 | break; |
|
|
1011 | #endif |
|
|
1012 | |
|
|
1013 | /* skills modifying the character -b.t. */ |
|
|
1014 | /* for all skills and skill granting objects */ |
|
|
1015 | case SKILL: |
984 | case SKILL: |
1016 | { |
985 | { |
|
|
986 | // some skills will end up here without counting as "applied" |
1017 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
987 | if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK) |
1018 | break; |
988 | break; |
1019 | |
989 | |
1020 | if (chosen_skill) |
990 | if (chosen_skill) |
1021 | { |
991 | { |
1022 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
992 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
… | |
… | |
1024 | |
994 | |
1025 | tmp->flag [FLAG_APPLIED] = false; |
995 | tmp->flag [FLAG_APPLIED] = false; |
1026 | update_stats (); |
996 | update_stats (); |
1027 | return; |
997 | return; |
1028 | } |
998 | } |
1029 | else |
999 | |
1030 | chosen_skill = tmp; |
1000 | chosen_skill = tmp; |
1031 | |
1001 | |
1032 | if (tmp->stats.dam > 0) |
1002 | if (tmp->stats.dam > 0) |
1033 | { /* skill is a 'weapon' */ |
1003 | { /* skill is a 'weapon' */ |
1034 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1004 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1035 | weapon_speed = WEAPON_SPEED (tmp); |
1005 | weapon_speed = max (0, WEAPON_SPEED (tmp)); |
1036 | |
|
|
1037 | if (weapon_speed < 0) |
|
|
1038 | weapon_speed = 0; |
|
|
1039 | |
1006 | |
1040 | weapon_weight = tmp->weight; |
1007 | weapon_weight = tmp->weight; |
1041 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1008 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1042 | |
1009 | |
1043 | if (tmp->magic) |
1010 | if (tmp->magic) |
… | |
… | |
1052 | |
1019 | |
1053 | if (tmp->stats.ac) |
1020 | if (tmp->stats.ac) |
1054 | ac -= tmp->stats.ac + tmp->magic; |
1021 | ac -= tmp->stats.ac + tmp->magic; |
1055 | |
1022 | |
1056 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1023 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1057 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1024 | contr->encumbrance += 3 * tmp->weight / 1000; |
1058 | } |
1025 | } |
1059 | |
1026 | |
1060 | break; |
1027 | break; |
1061 | |
1028 | |
1062 | case SHIELD: |
1029 | case SHIELD: |
1063 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1030 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1064 | contr->encumbrance += (int) tmp->weight / 2000; |
1031 | contr->encumbrance += tmp->weight / 2000; |
|
|
1032 | //FALLTHROUGH |
1065 | case RING: |
1033 | case RING: |
1066 | case AMULET: |
1034 | case AMULET: |
1067 | case GIRDLE: |
1035 | case GIRDLE: |
1068 | case HELMET: |
1036 | case HELMET: |
1069 | case BOOTS: |
1037 | case BOOTS: |
… | |
… | |
1078 | if (tmp->stats.ac) |
1046 | if (tmp->stats.ac) |
1079 | ac -= tmp->stats.ac + tmp->magic; |
1047 | ac -= tmp->stats.ac + tmp->magic; |
1080 | |
1048 | |
1081 | break; |
1049 | break; |
1082 | |
1050 | |
|
|
1051 | case WAND: |
|
|
1052 | case ROD: |
|
|
1053 | case HORN: |
|
|
1054 | break; |
|
|
1055 | |
1083 | case BOW: |
1056 | case BOW: |
1084 | case WEAPON: |
1057 | case WEAPON: |
1085 | if (type != PLAYER || current_weapon == tmp) |
|
|
1086 | { |
|
|
1087 | wc -= tmp->stats.wc + tmp->magic; |
1058 | wc -= tmp->stats.wc + tmp->magic; |
1088 | |
1059 | |
1089 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1060 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1090 | ac -= tmp->stats.ac + tmp->magic; |
1061 | ac -= tmp->stats.ac + tmp->magic; |
1091 | |
1062 | |
1092 | stats.dam += tmp->stats.dam + tmp->magic; |
1063 | stats.dam += tmp->stats.dam + tmp->magic; |
1093 | weapon_weight = tmp->weight; |
1064 | weapon_weight = tmp->weight; |
1094 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1065 | weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1095 | |
1066 | |
1096 | if (weapon_speed < 0) |
1067 | if (weapon_speed < 0) |
1097 | weapon_speed = 0; |
1068 | weapon_speed = 0; |
1098 | |
1069 | |
1099 | slaying = tmp->slaying; |
1070 | slaying = tmp->slaying; |
1100 | |
1071 | |
1101 | /* If there is desire that two handed weapons should do |
1072 | /* If there is desire that two handed weapons should do |
1102 | * extra strength damage, this is where the code should |
1073 | * extra strength damage, this is where the code should |
1103 | * go. |
1074 | * go. |
1104 | */ |
1075 | */ |
1105 | |
1076 | |
1106 | if (type == PLAYER) |
1077 | if (type == PLAYER) |
1107 | if (settings.spell_encumbrance) |
1078 | if (settings.spell_encumbrance) |
1108 | contr->encumbrance += tmp->weight * 3 / 1000; |
1079 | contr->encumbrance += tmp->weight * 3 / 1000; |
1109 | } |
|
|
1110 | |
1080 | |
1111 | break; |
1081 | break; |
1112 | |
1082 | |
1113 | case ARMOUR: /* Only the best of these three are used: */ |
1083 | case ARMOUR: /* Only the best of these three are used: */ |
1114 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1084 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1137 | else /* To nullify the below effect */ |
1107 | else /* To nullify the below effect */ |
1138 | ac += tmp->stats.ac + tmp->magic; |
1108 | ac += tmp->stats.ac + tmp->magic; |
1139 | } |
1109 | } |
1140 | |
1110 | |
1141 | if (tmp->stats.wc) |
1111 | if (tmp->stats.wc) |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1112 | wc -= tmp->stats.wc + tmp->magic; |
1143 | |
1113 | |
1144 | if (tmp->stats.ac) |
1114 | if (tmp->stats.ac) |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1115 | ac -= tmp->stats.ac + tmp->magic; |
1146 | |
1116 | |
1147 | if (ARMOUR_SPEED (tmp)) |
1117 | if (ARMOUR_SPEED (tmp)) |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1118 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1149 | |
1119 | |
1150 | break; |
1120 | break; |
1151 | } /* switch tmp->type */ |
1121 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1122 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1123 | } /* for loop of items */ |
|
|
1124 | |
|
|
1125 | min_it (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1126 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1127 | /* 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. |
1128 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1129 | */ |
1158 | |
1130 | |
… | |
… | |
1164 | */ |
1136 | */ |
1165 | for (int i = 0; i < NROFATTACKS; i++) |
1137 | for (int i = 0; i < NROFATTACKS; i++) |
1166 | { |
1138 | { |
1167 | resist[i] = prot[i] - vuln[i]; |
1139 | resist[i] = prot[i] - vuln[i]; |
1168 | |
1140 | |
1169 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1141 | if (potion_resist[i] != -1000 |
|
|
1142 | && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) |
1170 | resist[i] = potion_resist[i]; |
1143 | resist[i] = potion_resist[i]; |
1171 | } |
1144 | } |
1172 | |
1145 | |
1173 | if (type == PLAYER) |
1146 | if (type == PLAYER) |
1174 | { |
1147 | { |
1175 | // clamp various player stats |
1148 | // clamp various player stats |
1176 | for (int i = 0; i < NUM_STATS; ++i) |
1149 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1150 | stats.stat (i) = stat_sum [i]; |
|
|
1151 | |
|
|
1152 | check_stat_bounds (&stats); |
1178 | |
1153 | |
1179 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1154 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1180 | |
1155 | |
1181 | /* Figure out the players sp/mana/hp totals. */ |
1156 | /* Figure out the players sp/mana/hp totals. */ |
1182 | int pl_level; |
1157 | int pl_level; |
1183 | |
1158 | |
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! */ |
1159 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1189 | |
1160 | |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1161 | /* 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. |
1162 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | */ |
1163 | */ |
1193 | stats.maxhp = 0; |
1164 | stats.maxhp = 0; |
… | |
… | |
1328 | |
1299 | |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1300 | speed = 1.f + speed_bonus[stats.Dex]; |
1330 | |
1301 | |
1331 | if (settings.search_items && contr->search_str[0]) |
1302 | if (settings.search_items && contr->search_str[0]) |
1332 | speed -= 1; |
1303 | speed -= 1; |
1333 | |
|
|
1334 | if (attacktype == 0) |
|
|
1335 | attacktype = arch->attacktype; |
|
|
1336 | } /* End if player */ |
1304 | } /* End if player */ |
1337 | |
1305 | |
1338 | if (added_speed >= 0) |
1306 | if (added_speed >= 0) |
1339 | speed += added_speed / 10.f; |
1307 | speed += added_speed / 10.f; |
1340 | else /* Something wrong here...: */ |
1308 | else /* Something wrong here...: */ |
… | |
… | |
1359 | speed *= speed_reduce_from_disease; |
1327 | speed *= speed_reduce_from_disease; |
1360 | |
1328 | |
1361 | /* Put a lower limit on speed. Note with this speed, you move once every |
1329 | /* Put a lower limit on speed. Note with this speed, you move once every |
1362 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1330 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1363 | */ |
1331 | */ |
1364 | if (speed < 0.04f && type == PLAYER) |
1332 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1365 | speed = 0.04f; |
|
|
1366 | |
1333 | |
1367 | if (speed != old_speed) |
1334 | if (speed != old_speed) |
1368 | set_speed (speed); |
1335 | set_speed (speed); |
1369 | |
1336 | |
1370 | if (type == PLAYER) |
1337 | if (type == PLAYER) |
… | |
… | |
1405 | if (move_type == 0) |
1372 | if (move_type == 0) |
1406 | move_type = MOVE_WALK; |
1373 | move_type = MOVE_WALK; |
1407 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1374 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1408 | move_type &= ~MOVE_WALK; |
1375 | move_type &= ~MOVE_WALK; |
1409 | |
1376 | |
|
|
1377 | // now apply the new move_type |
|
|
1378 | if (this->move_type != move_type) |
|
|
1379 | change_move_type (move_type); |
|
|
1380 | |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1381 | /* It is quite possible that a player's spell costing might have changed, |
1411 | * so we will check that now. |
1382 | * so we will check that now. |
1412 | */ |
1383 | */ |
1413 | if (type == PLAYER) |
1384 | if (is_player ()) |
1414 | { |
1385 | contr->update_spells (); |
1415 | esrv_update_stats (contr); |
|
|
1416 | esrv_update_spells (contr); |
|
|
1417 | } |
|
|
1418 | |
1386 | |
1419 | // update the mapspace, if we are on a map |
1387 | // update the mapspace, if we are on a map |
1420 | if (!flag [FLAG_REMOVED] && map) |
1388 | if (!flag [FLAG_REMOVED] && map) |
1421 | map->at (x, y).flags_ = 0; |
1389 | map->at (x, y).flags_ = 0; |
|
|
1390 | } |
|
|
1391 | |
|
|
1392 | void |
|
|
1393 | object::set_glow_radius (sint8 rad) |
|
|
1394 | { |
|
|
1395 | glow_radius = rad; |
|
|
1396 | |
|
|
1397 | if (is_on_map ()) |
|
|
1398 | update_all_los (map, x, y); |
|
|
1399 | else if (object *env = outer_env ()) |
|
|
1400 | { |
|
|
1401 | env->update_stats (); |
|
|
1402 | |
|
|
1403 | if (env->is_on_map ()) |
|
|
1404 | update_all_los (env->map, env->x, env->y); |
|
|
1405 | } |
1422 | } |
1406 | } |
1423 | |
1407 | |
1424 | /* |
1408 | /* |
1425 | * Returns true if the given player is a legal class. |
1409 | * Returns true if the given player is a legal class. |
1426 | * The function to add and remove class-bonuses to the stats doesn't |
1410 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1490 | /* |
1474 | /* |
1491 | * This function is called when a dragon-player gains |
1475 | * This function is called when a dragon-player gains |
1492 | * an overall level. Here, the dragon might gain new abilities |
1476 | * an overall level. Here, the dragon might gain new abilities |
1493 | * or change the ability-focus. |
1477 | * or change the ability-focus. |
1494 | */ |
1478 | */ |
1495 | void |
1479 | static void |
1496 | dragon_level_gain (object *who) |
1480 | dragon_level_gain (object *who) |
1497 | { |
1481 | { |
1498 | object *abil = NULL; /* pointer to dragon ability force */ |
1482 | object *abil = NULL; /* pointer to dragon ability force */ |
1499 | object *skin = NULL; /* pointer to dragon skin force */ |
1483 | object *skin = NULL; /* pointer to dragon skin force */ |
1500 | object *tmp = NULL; /* tmp. object */ |
1484 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1596 | { |
1580 | { |
1597 | changed = true; |
1581 | changed = true; |
1598 | |
1582 | |
1599 | op->level++; |
1583 | op->level++; |
1600 | |
1584 | |
1601 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1585 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1602 | dragon_level_gain (who); |
1586 | dragon_level_gain (who); |
1603 | |
1587 | |
1604 | /* Only roll these if it is the player (who) that gained the level */ |
1588 | /* Only roll these if it is the player (who) that gained the level */ |
1605 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1589 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1606 | { |
1590 | { |
… | |
… | |
1639 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1623 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1640 | } |
1624 | } |
1641 | } |
1625 | } |
1642 | |
1626 | |
1643 | if (changed) |
1627 | if (changed) |
1644 | { |
1628 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1645 | who->update_stats (); |
|
|
1646 | esrv_update_stats (who->contr); |
|
|
1647 | /* check if the spell data has changed */ |
|
|
1648 | esrv_update_spells (who->contr); |
|
|
1649 | } |
|
|
1650 | } |
1629 | } |
1651 | |
1630 | |
1652 | /* |
1631 | /* |
1653 | * Returns how much experience is needed for a player to become |
1632 | * Returns how much experience is needed for a player to become |
1654 | * the given level. level should really never exceed max_level |
1633 | * the given level. level should really never exceed max_level |
… | |
… | |
1769 | player_lvl_adj (op, skill_obj); |
1748 | player_lvl_adj (op, skill_obj); |
1770 | } |
1749 | } |
1771 | } |
1750 | } |
1772 | |
1751 | |
1773 | /* This function checks to make sure that object 'op' can |
1752 | /* This function checks to make sure that object 'op' can |
1774 | * lost 'exp' experience. It returns the amount of exp |
1753 | * lose 'exp' experience. It returns the amount of exp |
1775 | * object 'op' can in fact lose - it basically makes |
1754 | * object 'op' can in fact lose - it basically makes |
1776 | * adjustments based on permanent exp and the like. |
1755 | * adjustments based on permanent exp and the like. |
1777 | * This function should always be used for losing experience - |
1756 | * This function should always be used for losing experience - |
1778 | * the 'exp' value passed should be positive - this is the |
1757 | * the 'exp' value passed should be positive - this is the |
1779 | * amount that should get subtract from the player. |
1758 | * amount that should get subtract from the player. |
1780 | */ |
1759 | */ |
1781 | sint64 |
1760 | static sint64 |
1782 | check_exp_loss (const object *op, sint64 exp) |
1761 | check_exp_loss (const object *op, sint64 exp) |
1783 | { |
1762 | { |
1784 | sint64 del_exp; |
1763 | sint64 del_exp; |
1785 | |
1764 | |
1786 | if (exp > op->stats.exp) |
1765 | if (exp > op->stats.exp) |
1787 | exp = op->stats.exp; |
1766 | exp = op->stats.exp; |
|
|
1767 | |
1788 | if (settings.permanent_exp_ratio) |
1768 | if (settings.permanent_exp_ratio) |
1789 | { |
1769 | { |
1790 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1770 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1771 | |
1791 | if (del_exp < 0) |
1772 | if (del_exp < 0) |
1792 | del_exp = 0; |
1773 | del_exp = 0; |
|
|
1774 | |
1793 | if (exp > del_exp) |
1775 | if (exp > del_exp) |
1794 | exp = del_exp; |
1776 | exp = del_exp; |
1795 | } |
1777 | } |
|
|
1778 | |
1796 | return exp; |
1779 | return exp; |
1797 | } |
1780 | } |
1798 | |
1781 | |
1799 | sint64 |
1782 | sint64 |
1800 | check_exp_adjust (const object *op, sint64 exp) |
1783 | check_exp_adjust (const object *op, sint64 exp) |
1801 | { |
1784 | { |
1802 | if (exp < 0) |
1785 | if (exp < 0) |
1803 | return check_exp_loss (op, exp); |
1786 | return check_exp_loss (op, exp); |
1804 | else |
1787 | else |
1805 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1788 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1806 | } |
1789 | } |
1807 | |
1790 | |
1808 | /* Subtracts experience from player. |
1791 | /* Subtracts experience from player. |
1809 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1792 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1810 | * only subtract from the matching skill. Otherwise, |
1793 | * only subtract from the matching skill. Otherwise, |
… | |
… | |
1923 | * amount of permenent experience, whichever gives the lowest loss. |
1906 | * amount of permenent experience, whichever gives the lowest loss. |
1924 | */ |
1907 | */ |
1925 | void |
1908 | void |
1926 | apply_death_exp_penalty (object *op) |
1909 | apply_death_exp_penalty (object *op) |
1927 | { |
1910 | { |
1928 | object *tmp; |
|
|
1929 | sint64 loss; |
1911 | sint64 loss; |
1930 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1912 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1931 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1913 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1932 | |
1914 | |
1933 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1915 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1934 | if (tmp->type == SKILL && tmp->stats.exp) |
1916 | if (tmp->type == SKILL && tmp->stats.exp) |
1935 | { |
1917 | { |
1936 | |
|
|
1937 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1918 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1919 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1939 | |
1920 | |
1940 | /* With the revised exp system, you can get cases where |
1921 | /* With the revised exp system, you can get cases where |
1941 | * losing several levels would still require that you have more |
1922 | * losing several levels would still require that you have more |
1942 | * exp than you currently have - this is true if the levels |
1923 | * exp than you currently have - this is true if the levels |
1943 | * tables is a lot harder. |
1924 | * tables is a lot harder. |
1944 | */ |
1925 | */ |
1945 | if (level_loss < 0) |
1926 | if (level_loss < 0) |
1946 | level_loss = 0; |
1927 | level_loss = 0; |
1947 | |
1928 | |
1948 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1929 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1949 | |
1930 | |
1950 | tmp->stats.exp -= loss; |
1931 | tmp->stats.exp -= loss; |
1951 | player_lvl_adj (op, tmp); |
1932 | player_lvl_adj (op, tmp); |
1952 | } |
1933 | } |
1953 | |
1934 | |
1954 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1935 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1936 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1956 | |
1937 | |
1957 | if (level_loss < 0) |
1938 | if (level_loss < 0) |
1958 | level_loss = 0; |
1939 | level_loss = 0; |
|
|
1940 | |
1959 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1941 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1960 | |
1942 | |
1961 | op->stats.exp -= loss; |
1943 | op->stats.exp -= loss; |
1962 | player_lvl_adj (op, NULL); |
1944 | player_lvl_adj (op, NULL); |
1963 | } |
1945 | } |
1964 | |
1946 | |