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 1.44 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 2007 UTC

850 contr->gen_hp = 0; 850 contr->gen_hp = 0;
851 contr->gen_sp = 0; 851 contr->gen_sp = 0;
852 contr->gen_grace = 0; 852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 854 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 855 }
865 856
866 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
867 858
868 slaying = 0; 859 slaying = 0;
886 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
890 881
891 chosen_skill = NULL; 882 chosen_skill = 0;
892 883
893 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
894 * archetype clone 885 * archetype clone
895 */ 886 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 890 {
900 if (resist[i] > 0) 891 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
902 else 893 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
904 potion_resist[i] = 0; 896 potion_resist[i] = 0;
905 } 897 }
906 898
907 wc = arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
979 || (tmp->type == SKILL 971 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
981 { 973 {
982 if (type == PLAYER) 974 if (type == PLAYER)
983 { 975 {
984 if (tmp->type == BOW)
985 contr->ranges[range_bow] = tmp;
986
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
988 contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
989 979
990 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
992 982
993 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
1009 contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
1012 } 1002 }
1013 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1014 1009
1015 /* Update slots used for items */ 1010 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 } 1046 }
1052 } 1047 }
1053 1048
1054 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1056 attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 1057 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1059 }
1063 1060
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1089 added_speed += tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1090 } 1087 }
1091 1088
1092 switch (tmp->type) 1089 switch (tmp->type)
1093 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1094 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1096 case SKILL: 1102 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098 break; 1104 break;
1119 if (tmp->magic) 1125 if (tmp->magic)
1120 stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1121 } 1127 }
1122 1128
1123 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1125 1131
1126 if (tmp->slaying) 1132 if (tmp->slaying)
1127 slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1128 1134
1129 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1131 1137
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137 1140
1138 break; 1141 break;
1139 1142
1140 case SKILL_TOOL: 1143 case SKILL_TOOL:
1141 if (chosen_skill) 1144 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 1146
1144 chosen_skill = tmp; 1147 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1148 break;
1149 1149
1150 case SHIELD: 1150 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1166 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic; 1167 ac -= tmp->stats.ac + tmp->magic;
1168 1168
1169 break; 1169 break;
1170 1170
1171 case BOW:
1171 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1172 wc -= tmp->stats.wc + tmp->magic; 1175 wc -= tmp->stats.wc + tmp->magic;
1173 1176
1174 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1175 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1176 1179
1177 stats.dam += tmp->stats.dam + tmp->magic; 1180 stats.dam += tmp->stats.dam + tmp->magic;
1178 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1179 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1180 1183
1181 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1182 weapon_speed = 0; 1185 weapon_speed = 0;
1183 1186
1184 slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1185 1188
1186 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1188 * go. 1191 * go.
1189 */ 1192 */
1190 1193
1191 current_weapon = tmp; 1194 if (type == PLAYER)
1192 if (type == PLAYER && settings.spell_encumbrance) 1195 if (settings.spell_encumbrance)
1193 contr->encumbrance += tmp->weight * 3 / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1194 1198
1195 break; 1199 break;
1196 1200
1197 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1198 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1823 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1824 int i; 1828 int i;
1825 1829
1826 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1827 if (op->contr->braced) 1831 if (op->contr->braced)
1828 exp = exp / 5; 1832 exp /= 5;
1829 1833
1830 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1831 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1832 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1833 * the players inventory. 1837 * the players inventory.
1834 */ 1838 */
1835 if (skill_name) 1839 if (skill_name)
1836 { 1840 {
1837 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines