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Comparing deliantra/server/common/living.C (file contents):
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC vs.
Revision 1.66 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
814 /* OK - we've reset most all the objects attributes to sane values. 814 /* 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. 815 * now go through and make adjustments for what the player has equipped.
816 */ 816 */
817 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
818 { 818 {
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 819 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 820 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 821 * then calls this function.
828 */ 822 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 824 continue;
825
826 /* See note in map.c:update_position about making this additive
827 * since light sources are never applied, need to put check here.
828 */
829 if (tmp->glow_radius > glow_radius)
830 glow_radius = tmp->glow_radius;
831 831
832 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
834 { 834 {
835 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
866 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
867 { 867 {
868 if (type == PLAYER) 868 if (type == PLAYER)
869 { 869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
872 continue; 875 continue;
873 876
874 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
876 879
877 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
880 */ 883 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
991#endif 994#endif
992 995
993 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
995 case SKILL: 998 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1001 break;
998 1002
999 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1001 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1002 chosen_skill = tmp; 1013 chosen_skill = tmp;
1003 1014
1004 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1007 weapon_speed = WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1008 1019
1009 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1010 weapon_speed = 0; 1021 weapon_speed = 0;
1011 1022
1012 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1014 1025
1015 if (tmp->magic) 1026 if (tmp->magic)
1016 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1017 } 1028 }
1018 1029
1019 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1021 1032
1022 if (tmp->slaying) 1033 if (tmp->slaying)
1023 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1024 1035
1025 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1027 1038
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030
1031 break; 1041 }
1032 1042
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break; 1043 break;
1039 1044
1040 case SHIELD: 1045 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1369 K *= (4 + level) * 1.2f / (6 + level); 1374 K *= (4 + level) * 1.2f / (6 + level);
1370 1375
1371 if (K <= 0.01f) 1376 if (K <= 0.01f)
1372 K = 0.01f; 1377 K = 0.01f;
1373 1378
1374 float S = speed / (K * s); 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1375
1376 contr->weapon_sp = S;
1377 } 1380 }
1378 1381
1379 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1381 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->clone.stats.dam * 3;
1511 shstr_cmp dragon_ability_force ("dragon_ability_force"); 1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1512 shstr_cmp dragon_skin_force ("dragon_skin_force"); 1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1513 1516
1514 for (tmp = who->inv; tmp; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1515 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1516 if (tmp->arch->name == dragon_ability_force) 1519 if (tmp->arch->archname == dragon_ability_force)
1517 abil = tmp; 1520 abil = tmp;
1518 else if (tmp->arch->name == dragon_skin_force) 1521 else if (tmp->arch->archname == dragon_skin_force)
1519 skin = tmp; 1522 skin = tmp;
1520 1523
1521 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1522 if (abil == NULL) 1525 if (abil == NULL)
1523 return; 1526 return;
1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1579 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1580 skill_obj->level = 1; 1583 skill_obj->level = 1;
1581 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1582 1585
1583 if (op->contr) 1586 if (player *pl = op->contr)
1584 { 1587 {
1585 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1586 if (op->contr->ns) 1589 if (pl->ns)
1587 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1588 } 1591 }
1589 1592
1590 return skill_obj; 1593 return skill_obj;
1591} 1594}
1592 1595

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