ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.67 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC

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
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
813 sint16 digestion = 0; // a local var to add digestion
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 {
871 contr->item_power += tmp->item_power;
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;
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
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
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");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
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;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines