--- deliantra/server/common/living.C 2009/10/12 14:00:57 1.98 +++ deliantra/server/common/living.C 2010/03/28 16:17:27 1.110 @@ -1,9 +1,9 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the @@ -264,7 +264,7 @@ * function since some of the values passed to new_draw_info are hardcoded. */ #define DIFF_MSG(flag, msg1, msg2) \ - new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); + new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ @@ -417,9 +417,6 @@ if (tmp->move_type & MOVE_SWIM) DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); - - /* Changing move status may mean you are affected by things you weren't before */ - check_move_on (op, op); } /* becoming UNDEAD... a special treatment for this flag. Only those not @@ -597,7 +594,7 @@ object *tmp; archetype *at; - at = archetype::find (ARCH_DEPLETION); + at = archetype::find (shstr_depletion); if (!at) { LOG (llevError, "Couldn't find archetype depletion.\n"); @@ -609,7 +606,7 @@ if (!tmp) { - tmp = arch_to_object (at); + tmp = at->instance (); tmp = insert_ob_in_ob (tmp, this); SET_FLAG (tmp, FLAG_APPLIED); } @@ -627,7 +624,7 @@ void object::change_luck (int value) { - archetype *at = archetype::find ("luck"); + archetype *at = archetype::find (shstr_luck); if (!at) LOG (llevError, "Couldn't find archetype luck.\n"); else @@ -639,7 +636,7 @@ if (!value) return; - tmp = arch_to_object (at); + tmp = at->instance (); tmp = insert_ob_in_ob (tmp, this); SET_FLAG (tmp, FLAG_APPLIED); } @@ -766,9 +763,13 @@ float old_speed = speed; int stat_sum [NUM_STATS]; + MoveType move_type; // we use change_move_type to change it, so use a local copy + /* First task is to clear all the values back to their original values */ if (type == PLAYER) { + contr->delayed_update = false; + for (int i = 0; i < NUM_STATS; i++) stat_sum [i] = contr->orig_stats.stat (i); @@ -811,7 +812,7 @@ glow_radius = arch->glow_radius; move_type = arch->move_type; - chosen_skill = 0; + object *chosen_skill = 0; /* initializing resistances from the values in player/monster's * archetype clone @@ -896,8 +897,7 @@ if ((tmp->flag [FLAG_APPLIED] && tmp->type != CONTAINER && tmp->type != CLOSE_CON) - || (tmp->type == SKILL - && tmp->subtype == SK_PRAYING)) + || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { if (type == PLAYER) { @@ -911,7 +911,7 @@ continue; for (int i = 0; i < NUM_STATS; i++) - stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); + stat_sum [i] += tmp->stats.stat (i); if (digest_types [tmp->type]) { @@ -935,8 +935,7 @@ slot[i].used += tmp->slot[i].info; if (tmp->type == SYMPTOM) - speed_reduce_from_disease = - min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); + min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); /* Pos. and neg. protections are counted separate (-> pro/vuln). * (Negative protections are calculated exactly like positive.) @@ -999,15 +998,6 @@ switch (tmp->type) { -#if 0 - case WAND: - case ROD: - case HORN: - if (type != PLAYER || current_weapon == tmp) - chosen_skill = tmp; - break; -#endif - /* skills modifying the character -b.t. */ /* for all skills and skill granting objects */ case SKILL: @@ -1052,14 +1042,15 @@ ac -= tmp->stats.ac + tmp->magic; if (settings.spell_encumbrance == TRUE && type == PLAYER) - contr->encumbrance += (int) 3 *tmp->weight / 1000; + contr->encumbrance += 3 * tmp->weight / 1000; } break; case SHIELD: if (settings.spell_encumbrance == TRUE && type == PLAYER) - contr->encumbrance += (int) tmp->weight / 2000; + contr->encumbrance += tmp->weight / 2000; + //FALLTHROUGH case RING: case AMULET: case GIRDLE: @@ -1078,10 +1069,20 @@ break; + case WAND: + case ROD: + case HORN: + case SKILL_TOOL: + if (type != PLAYER) + chosen_skill = find_skill_by_name (this, tmp->skill); + break; + case BOW: case WEAPON: if (type != PLAYER || current_weapon == tmp) { + chosen_skill = find_skill_by_name (this, tmp->skill); + wc -= tmp->stats.wc + tmp->magic; if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) @@ -1150,6 +1151,9 @@ } /* item is equipped */ } /* for loop of items */ + if (type != PLAYER) + this->chosen_skill = chosen_skill; + glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); /* We've gone through all the objects the player has equipped. For many things, we @@ -1174,18 +1178,16 @@ { // clamp various player stats for (int i = 0; i < NUM_STATS; ++i) - stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); + stats.stat (i) = stat_sum [i]; + + check_stat_bounds (&stats); contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); /* Figure out the players sp/mana/hp totals. */ int pl_level; - check_stat_bounds (&(stats)); - pl_level = level; - - if (pl_level < 1) - pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ + pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ /* You basically get half a con bonus/level. But we do take into account rounding, * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. @@ -1358,8 +1360,7 @@ /* Put a lower limit on speed. Note with this speed, you move once every * 25 ticks or so. This amounts to once every 3 seconds of realtime. */ - if (speed < 0.04f && type == PLAYER) - speed = 0.04f; + max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); if (speed != old_speed) set_speed (speed); @@ -1404,14 +1405,15 @@ else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) move_type &= ~MOVE_WALK; + // now apply the new move_type + if (this->move_type != move_type) + change_move_type (move_type); + /* It is quite possible that a player's spell costing might have changed, * so we will check that now. */ - if (type == PLAYER) - { - esrv_update_stats (contr); - esrv_update_spells (contr); - } + if (is_player ()) + contr->update_spells (); // update the mapspace, if we are on a map if (!flag [FLAG_REMOVED] && map) @@ -1505,7 +1507,7 @@ * an overall level. Here, the dragon might gain new abilities * or change the ability-focus. */ -void +static void dragon_level_gain (object *who) { object *abil = NULL; /* pointer to dragon ability force */ @@ -1611,7 +1613,7 @@ op->level++; - if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) + if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) dragon_level_gain (who); /* Only roll these if it is the player (who) that gained the level */ @@ -1654,12 +1656,7 @@ } if (changed) - { - who->update_stats (); - esrv_update_stats (who->contr); - /* check if the spell data has changed */ - esrv_update_spells (who->contr); - } + who->update_stats (); // should cause esrv_update_stats and esrv_update_spells } /* @@ -1791,7 +1788,7 @@ * the 'exp' value passed should be positive - this is the * amount that should get subtract from the player. */ -sint64 +static sint64 check_exp_loss (const object *op, sint64 exp) { sint64 del_exp; @@ -1950,7 +1947,7 @@ if (tmp->type == SKILL && tmp->stats.exp) { percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; - level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; + level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; /* With the revised exp system, you can get cases where * losing several levels would still require that you have more