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Comparing deliantra/server/common/living.C (file contents):
Revision 1.110 by root, Sun Mar 28 16:17:27 2010 UTC vs.
Revision 1.115 by root, Fri Apr 2 03:41:24 2010 UTC

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 object *chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
818 * archetype clone 816 * archetype clone
819 */ 817 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
821 819
822 for (int i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
823 { 821 {
824 if (resist[i] > 0) 822 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
826 else 824 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
828 826
829 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
830 } 828 }
831 829
832 wc = arch->stats.wc; 830 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 831 stats.dam = arch->stats.dam;
834 832
847 else 845 else
848 ac = arch->stats.ac; 846 ac = arch->stats.ac;
849 847
850 stats.luck = arch->stats.luck; 848 stats.luck = arch->stats.luck;
851 speed = arch->speed; 849 speed = arch->speed;
850
851 chosen_skill = 0;
852 852
853 /* 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.
854 * 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.
855 */ 855 */
856 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
900 || (tmp->type == SKILL && 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
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912 905
913 for (int i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i); 907 stat_sum [i] += tmp->stats.stat (i);
915 908
916 if (digest_types [tmp->type]) 909 if (digest_types [tmp->type])
928 if (tmp->type == WEAPON) 921 if (tmp->type == WEAPON)
929 current_weapon = tmp; 922 current_weapon = tmp;
930 } 923 }
931 924
932 /* Update slots used for items */ 925 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 928 slot[i].used += tmp->slot[i].info;
936 929
937 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
938 min_it (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);
940 /* Pos. and neg. protections are counted separate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 937 */
945 if (tmp->type != POTION) 938 if (tmp->type == POTION_EFFECT)
946 {
947 for (int i = 0; i < NROFATTACKS; i++) 939 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i]; 940 max_it (potion_resist[i], tmp->resist[i]);
958 } 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
959 else if (tmp->resist[i] > 0) 943 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0) 945 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963 }
964 }
965 947
966 /* There may be other things that should not adjust the attacktype */ 948 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM) 949 if (tmp->type != SYMPTOM)
968 { 950 {
969 attacktype |= tmp->attacktype; 951 attacktype |= tmp->attacktype;
977 flag |= tmp->flag & copy_flags; 959 flag |= tmp->flag & copy_flags;
978 960
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
980 SET_FLAG (this, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
981 963
964 //TODO: copy_flags?
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
983 { 966 {
984 SET_FLAG (this, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
985 invisible = 1; 968 invisible = 1;
986 } 969 }
996 added_speed += tmp->stats.exp; 979 added_speed += tmp->stats.exp;
997 } 980 }
998 981
999 switch (tmp->type) 982 switch (tmp->type)
1000 { 983 {
1001 /* skills modifying the character -b.t. */
1002 /* for all skills and skill granting objects */
1003 case SKILL: 984 case SKILL:
1004 { 985 {
986 // some skills will end up here without counting as "applied"
1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY)
1006 break; 988 break;
1007 989
1008 if (chosen_skill) 990 if (chosen_skill)
1009 { 991 {
1010 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",
1012 994
1013 tmp->flag [FLAG_APPLIED] = false; 995 tmp->flag [FLAG_APPLIED] = false;
1014 update_stats (); 996 update_stats ();
1015 return; 997 return;
1016 } 998 }
1017 else 999
1018 chosen_skill = tmp; 1000 chosen_skill = tmp;
1019 1001
1020 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1021 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1022 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1023 weapon_speed = WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1024
1025 if (weapon_speed < 0)
1026 weapon_speed = 0;
1027 1006
1028 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1029 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1030 1009
1031 if (tmp->magic) 1010 if (tmp->magic)
1070 break; 1049 break;
1071 1050
1072 case WAND: 1051 case WAND:
1073 case ROD: 1052 case ROD:
1074 case HORN: 1053 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break; 1054 break;
1079 1055
1080 case BOW: 1056 case BOW:
1081 case WEAPON: 1057 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1086 wc -= tmp->stats.wc + tmp->magic; 1058 wc -= tmp->stats.wc + tmp->magic;
1087 1059
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1090 1062
1091 stats.dam += tmp->stats.dam + tmp->magic; 1063 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094 1066
1095 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1096 weapon_speed = 0; 1068 weapon_speed = 0;
1097 1069
1098 slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1099 1071
1100 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1102 * go. 1074 * go.
1103 */ 1075 */
1104 1076
1105 if (type == PLAYER) 1077 if (type == PLAYER)
1106 if (settings.spell_encumbrance) 1078 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1109 1080
1110 break; 1081 break;
1111 1082
1112 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 break; 1120 break;
1150 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1151 } /* item is equipped */ 1122 } /* item is equipped */
1152 } /* for loop of items */ 1123 } /* for loop of items */
1153 1124
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1158 1126
1159 /* 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
1160 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1161 */ 1129 */
1162 1130
1168 */ 1136 */
1169 for (int i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1170 { 1138 {
1171 resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1172 1140
1173 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]))
1174 resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1175 } 1144 }
1176 1145
1177 if (type == PLAYER) 1146 if (type == PLAYER)
1178 { 1147 {

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