1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * it under the terms of the GNU General Public License as published by |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
… | |
… | |
809 | ac = arch->stats.ac; |
808 | ac = arch->stats.ac; |
810 | |
809 | |
811 | stats.luck = arch->stats.luck; |
810 | stats.luck = arch->stats.luck; |
812 | speed = arch->speed; |
811 | speed = arch->speed; |
813 | |
812 | |
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813 | sint16 digestion = 0; // a local var to add digestion |
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814 | |
814 | /* OK - we've reset most all the objects attributes to sane values. |
815 | /* 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. |
816 | * now go through and make adjustments for what the player has equipped. |
816 | */ |
817 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | { |
819 | { |
… | |
… | |
865 | || (tmp->type == SKILL |
866 | || (tmp->type == SKILL |
866 | && tmp->subtype == SK_PRAYING)) |
867 | && tmp->subtype == SK_PRAYING)) |
867 | { |
868 | { |
868 | if (type == PLAYER) |
869 | if (type == PLAYER) |
869 | { |
870 | { |
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|
871 | contr->item_power += tmp->item_power; |
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|
872 | |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
873 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
871 | if (tmp != current_weapon |
874 | if (tmp != current_weapon |
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
875 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
873 | && !tmp->flag [FLAG_CURSED] |
876 | && !tmp->flag [FLAG_CURSED] |
874 | && !tmp->flag [FLAG_DAMNED]) |
877 | && !tmp->flag [FLAG_DAMNED]) |
… | |
… | |
888 | tmp->type == AMULET || tmp->type == GIRDLE || |
891 | tmp->type == AMULET || tmp->type == GIRDLE || |
889 | tmp->type == BRACERS || tmp->type == CLOAK || |
892 | tmp->type == BRACERS || tmp->type == CLOAK || |
890 | tmp->type == DISEASE || tmp->type == FORCE || |
893 | tmp->type == DISEASE || tmp->type == FORCE || |
891 | tmp->type == SKILL) |
894 | tmp->type == SKILL) |
892 | { |
895 | { |
893 | contr->digestion += tmp->stats.food; |
896 | digestion += tmp->stats.food; |
894 | contr->gen_hp += tmp->stats.hp; |
897 | contr->gen_hp += tmp->stats.hp; |
895 | contr->gen_sp += tmp->stats.sp; |
898 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_grace += tmp->stats.grace; |
899 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_sp_armour += tmp->gen_sp_armour; |
900 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->item_power += tmp->item_power; |
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|
899 | } |
901 | } |
900 | } /* if this is a player */ |
902 | } /* if this is a player */ |
901 | else |
903 | else |
902 | { |
904 | { |
903 | if (tmp->type == WEAPON) |
905 | if (tmp->type == WEAPON) |
… | |
… | |
1133 | break; |
1135 | break; |
1134 | } /* switch tmp->type */ |
1136 | } /* switch tmp->type */ |
1135 | } /* item is equipped */ |
1137 | } /* item is equipped */ |
1136 | } /* for loop of items */ |
1138 | } /* for loop of items */ |
1137 | |
1139 | |
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|
1140 | // now clamp digestion to our limits |
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|
1141 | contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION); |
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1142 | |
1138 | /* We've gone through all the objects the player has equipped. For many things, we |
1143 | /* We've gone through all the objects the player has equipped. For many things, we |
1139 | * have generated intermediate values which we now need to assign. |
1144 | * have generated intermediate values which we now need to assign. |
1140 | */ |
1145 | */ |
1141 | |
1146 | |
1142 | /* 'total resistance = total protections - total vulnerabilities'. |
1147 | /* 'total resistance = total protections - total vulnerabilities'. |
… | |
… | |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1514 | object *skin = NULL; /* pointer to dragon skin force */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1515 | object *tmp = NULL; /* tmp. object */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1516 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1512 | |
1517 | |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1518 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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|
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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1516 | |
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|
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1519 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1518 | if (tmp->type == FORCE) |
1520 | if (tmp->type == FORCE) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1521 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1520 | abil = tmp; |
1522 | abil = tmp; |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1523 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1522 | skin = tmp; |
1524 | skin = tmp; |
1523 | |
1525 | |
1524 | /* if the force is missing -> bail out */ |
1526 | /* if the force is missing -> bail out */ |
1525 | if (abil == NULL) |
1527 | if (abil == NULL) |
1526 | return; |
1528 | return; |