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Comparing deliantra/server/common/living.C (file contents):
Revision 1.48 by root, Fri May 11 19:41:05 2007 UTC vs.
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC

233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236 236
237/* 237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return; 245}
279 246
280 switch (attr) 247sint8 &
281 { 248living::stat (int index)
282 case STR: 249{
283 stats->Str += value; 250 switch (index)
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 } 251 {
306} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
307 260
308/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
309 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
310 */ 263 return dummy;
264}
311 265
312sint8 266sint8
313get_attr_value (const living *stats, int attr) 267living::stat (int index) const
314{ 268{
315 switch (attr) 269 switch (index)
316 { 270 {
317 case STR: return stats->Str; 271 case STR: return Str;
318 case DEX: return stats->Dex; 272 case DEX: return Dex;
319 case CON: return stats->Con; 273 case CON: return Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
323 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
324 } 278 }
325 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
326 return 0; 282 return dummy;
327} 283}
328 284
329/* 285/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 287 * 1-30 stat limit.
332 */ 288 */
333
334void 289void
335check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
336{ 291{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
341 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 296 }
344} 297}
345 298
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 300
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
366 * that gives them that ability. 319 * that gives them that ability.
367 */ 320 */
368int 321int
369change_abil (object *op, object *tmp) 322change_abil (object *op, object *tmp)
370{ 323{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 325 char message[MAX_BUF];
373 int potion_max = 0; 326 int potion_max = 0;
374 327
375 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 334 if (op->type == PLAYER)
382 { 335 {
383 if (tmp->type == POTION) 336 if (tmp->type == POTION)
384 { 337 {
385 potion_max = 1; 338 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 339 for (int j = 0; j < NUM_STATS; j++)
387 { 340 {
388 int nstat, ostat; 341 int ostat = op->contr->orig_stats.stat (j);
389 342 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 343
393 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 345 int nstat = flag * i + ostat;
395 346
396 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
399 * to allow for that. 350 * to allow for that.
400 */ 351 */
401 if (nstat < 1 && i * flag < 0) 352 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 353 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
405 356
406 if (nstat != ostat) 357 if (nstat != ostat)
407 { 358 {
408 set_attr_value (&op->contr->orig_stats, j, nstat); 359 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 360 potion_max = 0;
410 } 361 }
411 else if (i) 362 else if (i)
412 { 363 {
413 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
417 368
418 /* This section of code ups the characters normal stats also. I am not 369 /* This section of code ups the characters normal stats also. I am not
419 * sure if this is strictly necessary, being that fix_player probably 370 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway. 371 * recalculates this anyway.
421 */ 372 */
422 for (j = 0; j < NUM_STATS; j++) 373 for (int j = 0; j < NUM_STATS; j++)
423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
424 375
425 check_stat_bounds (&op->stats); 376 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */ 377 } /* end of potion handling code */
427 } 378 }
428 379
429 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
430 * everything to set 381 * everything to set
431 */ 382 */
432 if (flag == -1) 383 if (flag == -1)
433 { 384 {
434 op->attacktype &= ~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
440 */ 391 */
441 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
442 } 393 }
443 394
444 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
445 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
446 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
447 */ 398 */
448 op->update_stats (); 399 op->update_stats ();
449 400
450 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
451 * print out message if this is a bow. 402 * print out message if this is a bow.
452 */ 403 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 { 405 {
455 success = 1; 406 success = 1;
495 if (tmp->move_type & MOVE_FLY_HIGH) 446 if (tmp->move_type & MOVE_FLY_HIGH)
496 { 447 {
497 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land 449 * in that case, you don't actually land
499 */ 450 */
500 DIFF_MSG (flag, "You soar into the air air!.", 451 DIFF_MSG (flag, "You soar into the air!",
501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
502 } 453 }
503 454
504 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
636 success = 1; 587 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 589 }
639 590
640 /* Messages for changed resistance */ 591 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 592 for (int i = 0; i < NROFATTACKS; i++)
642 { 593 {
643 if (i == ATNR_PHYSICAL) 594 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 595 continue; /* Don't display about armour */
645 596
646 if (op->resist[i] != refop.resist[i]) 597 if (op->resist[i] != refop.resist[i])
655 } 606 }
656 } 607 }
657 608
658 if (!potion_max) 609 if (!potion_max)
659 { 610 {
660 for (j = 0; j < NUM_STATS; j++) 611 for (int j = 0; j < NUM_STATS; j++)
661 { 612 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 613 if (int i = tmp->stats.stat (j))
663 { 614 {
664 success = 1; 615 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 617 }
667 } 618 }
770 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
771 */ 722 */
772void 723void
773object::remove_statbonus () 724object::remove_statbonus ()
774{ 725{
775 stats.Str -= arch->clone.stats.Str; 726 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Dex -= arch->clone.stats.Dex; 727 {
777 stats.Con -= arch->clone.stats.Con; 728 sint8 v = arch->clone.stats.stat (i);
778 stats.Wis -= arch->clone.stats.Wis; 729 stats.stat (i) -= v;
779 stats.Pow -= arch->clone.stats.Pow; 730 contr->orig_stats.stat (i) -= v;
780 stats.Cha -= arch->clone.stats.Cha; 731 }
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790} 732}
791 733
792/* 734/*
793 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
794 */ 736 */
795void 737void
796object::add_statbonus () 738object::add_statbonus ()
797{ 739{
798 stats.Str += arch->clone.stats.Str; 740 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Dex += arch->clone.stats.Dex; 741 {
800 stats.Con += arch->clone.stats.Con; 742 sint8 v = arch->clone.stats.stat (i);
801 stats.Wis += arch->clone.stats.Wis; 743 stats.stat (i) += v;
802 stats.Pow += arch->clone.stats.Pow; 744 contr->orig_stats.stat (i) += v;
803 stats.Cha += arch->clone.stats.Cha; 745 }
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813} 746}
814 747
815/* 748/*
816 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
835 768
836 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
837 if (type == PLAYER) 770 if (type == PLAYER)
838 { 771 {
839 for (i = 0; i < NUM_STATS; i++) 772 for (i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stats.stat (i) = contr->orig_stats.stat (i);
841 774
842 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0; 776 contr->encumbrance = 0;
844 777
845 attacktype = 0; 778 attacktype = 0;
962 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
964 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
965 * up, etc. 898 * up, etc.
966 */ 899 */
967 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 900 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER 901 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON) 902 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL 903 || (tmp->type == SKILL
971 && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
972 { 905 {
973 if (type == PLAYER) 906 if (type == PLAYER)
974 { 907 {
975 if ((tmp->type == WEAPON || tmp->type == BOW) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
976 && tmp != current_weapon) 909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
977 continue; 910 continue;
978 911
979 for (i = 0; i < NUM_STATS; i++) 912 for (i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
981 914
982 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
983 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
985 */ 918 */
986 if ((tmp->type == WEAPON) || (tmp->type == BOW) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
987 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
988 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
989 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
990 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
991 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 924 tmp->type == BRACERS || tmp->type == CLOAK ||
992 (tmp->type == DISEASE) || (tmp->type == FORCE) || 925 tmp->type == DISEASE || tmp->type == FORCE ||
993 (tmp->type == SKILL)) 926 tmp->type == SKILL)
994 { 927 {
995 contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
996 contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
997 contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
998 contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;

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