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 | */ |
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|
822 | if (tmp->glow_radius > glow_radius) |
|
|
823 | glow_radius = tmp->glow_radius; |
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|
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; |
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|
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. */ |
… | |
… | |
994 | #endif |
994 | #endif |
995 | |
995 | |
996 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
997 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
998 | case SKILL: |
998 | case SKILL: |
999 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1000 | break; |
1001 | break; |
1001 | |
1002 | |
1002 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1003 | 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); |
1004 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
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|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1005 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1006 | |
1014 | |
1007 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1008 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1009 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1010 | weapon_speed = WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1011 | |
1019 | |
1012 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1013 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1014 | |
1022 | |
1015 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1016 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1017 | |
1025 | |
1018 | if (tmp->magic) |
1026 | if (tmp->magic) |
1019 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1020 | } |
1028 | } |
1021 | |
1029 | |
1022 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1023 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1024 | |
1032 | |
1025 | if (tmp->slaying) |
1033 | if (tmp->slaying) |
1026 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1027 | |
1035 | |
1028 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1029 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1030 | |
1038 | |
1031 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1032 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
|
|
1041 | } |
1033 | |
1042 | |
1034 | break; |
1043 | break; |
1035 | |
1044 | |
1036 | case SHIELD: |
1045 | case SHIELD: |
1037 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1365 | K *= (4 + level) * 1.2f / (6 + level); |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
1366 | |
1375 | |
1367 | if (K <= 0.01f) |
1376 | if (K <= 0.01f) |
1368 | K = 0.01f; |
1377 | K = 0.01f; |
1369 | |
1378 | |
1370 | float S = speed / (K * s); |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1371 | |
|
|
1372 | contr->weapon_sp = S; |
|
|
1373 | } |
1380 | } |
1374 | |
1381 | |
1375 | /* 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: */ |
1376 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1377 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->clone.stats.dam * 3; |
… | |
… | |
1507 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1508 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1509 | |
1516 | |
1510 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1511 | if (tmp->type == FORCE) |
1518 | if (tmp->type == FORCE) |
1512 | if (tmp->arch->name == dragon_ability_force) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1513 | abil = tmp; |
1520 | abil = tmp; |
1514 | else if (tmp->arch->name == dragon_skin_force) |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1515 | skin = tmp; |
1522 | skin = tmp; |
1516 | |
1523 | |
1517 | /* if the force is missing -> bail out */ |
1524 | /* if the force is missing -> bail out */ |
1518 | if (abil == NULL) |
1525 | if (abil == NULL) |
1519 | return; |
1526 | return; |