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Comparing deliantra/server/common/living.C (file contents):
Revision 1.43 by root, Sun Apr 29 18:34:57 2007 UTC vs.
Revision 1.48 by root, Fri May 11 19:41:05 2007 UTC

357/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 358 * the object.
359 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 360 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 366 * that gives them that ability.
367 */ 367 */
398 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
399 * to allow for that. 399 * to allow for that.
400 */ 400 */
401 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 402 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
406 }
407 405
408 if (nstat != ostat) 406 if (nstat != ostat)
409 { 407 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
411 potion_max = 0; 409 potion_max = 0;
412 } 410 }
413 else if (i) 411 else if (i)
414 { 412 {
415 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
420 /* This section of code ups the characters normal stats also. I am not 418 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 420 * recalculates this anyway.
423 */ 421 */
424 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
426 424
427 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 426 } /* end of potion handling code */
429 } 427 }
430 428
431 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
432 * everything to set 430 * everything to set
433 */ 431 */
434 if (flag == -1) 432 if (flag == -1)
435 { 433 {
436 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 439 * and not the other move_ fields.
442 */ 440 */
443 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
444 } 442 }
445 443
446 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
448 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
449 */ 447 */
450 op->update_stats (); 448 op->update_stats ();
451 449
452 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
500 * in that case, you don't actually land 498 * in that case, you don't actually land
501 */ 499 */
502 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 502 }
503
505 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 506
508 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 508 check_move_on (op, op);
673 672
674/* 673/*
675 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 676 */
678
679void 677void
680object::drain_stat () 678object::drain_stat ()
681{ 679{
682 drain_specific_stat (rndm (NUM_STATS)); 680 drain_specific_stat (rndm (NUM_STATS));
683} 681}
850 contr->gen_hp = 0; 848 contr->gen_hp = 0;
851 contr->gen_sp = 0; 849 contr->gen_sp = 0;
852 contr->gen_grace = 0; 850 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 852 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 } 853 }
865 854
866 memcpy (body_used, body_info, sizeof (body_info)); 855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
867 857
868 slaying = 0; 858 slaying = 0;
869 859
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 861 {
886 path_repelled = arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 879 move_type = arch->clone.move_type;
890 880
891 chosen_skill = NULL; 881 chosen_skill = 0;
892 882
893 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
894 * archetype clone 884 * archetype clone
895 */ 885 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 889 {
900 if (resist[i] > 0) 890 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
902 else 892 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
904 potion_resist[i] = 0; 895 potion_resist[i] = 0;
905 } 896 }
906 897
907 wc = arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
979 || (tmp->type == SKILL 970 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
981 { 972 {
982 if (type == PLAYER) 973 if (type == PLAYER)
983 { 974 {
984 if (tmp->type == BOW)
985 contr->ranges[range_bow] = tmp;
986
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 975 if ((tmp->type == WEAPON || tmp->type == BOW)
988 contr->ranges[range_misc] = tmp; 976 && tmp != current_weapon)
977 continue;
989 978
990 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
992 981
993 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
1009 contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1012 } 1001 }
1013 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1014 1008
1015 /* Update slots used for items */ 1009 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1019 1013
1020 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1021 { 1015 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.f; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023 1017
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 } 1045 }
1052 } 1046 }
1053 1047
1054 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1056 attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1058 }
1063 1059
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1060 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); 1061 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); 1062 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); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1081 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 1078 {
1083 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1084 { 1080 {
1085 added_speed += tmp->stats.exp / 3.f; 1081 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.f + tmp->stats.exp / 3.f; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 1083 }
1088 else 1084 else
1089 added_speed += tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1090 } 1086 }
1091 1087
1092 switch (tmp->type) 1088 switch (tmp->type)
1093 { 1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1094 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1096 case SKILL: 1101 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098 break; 1103 break;
1119 if (tmp->magic) 1124 if (tmp->magic)
1120 stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1121 } 1126 }
1122 1127
1123 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1125 1130
1126 if (tmp->slaying) 1131 if (tmp->slaying)
1127 slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1128 1133
1129 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1131 1136
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137 1139
1138 break; 1140 break;
1139 1141
1140 case SKILL_TOOL: 1142 case SKILL_TOOL:
1141 if (chosen_skill) 1143 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 1145
1144 chosen_skill = tmp; 1146 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1147 break;
1149 1148
1150 case SHIELD: 1149 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1166 if (tmp->stats.ac) 1165 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic; 1166 ac -= tmp->stats.ac + tmp->magic;
1168 1167
1169 break; 1168 break;
1170 1169
1170 case BOW:
1171 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1172 wc -= tmp->stats.wc + tmp->magic; 1174 wc -= tmp->stats.wc + tmp->magic;
1173 1175
1174 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1175 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1176 1178
1177 stats.dam += tmp->stats.dam + tmp->magic; 1179 stats.dam += tmp->stats.dam + tmp->magic;
1178 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1179 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1180 1182
1181 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1182 weapon_speed = 0; 1184 weapon_speed = 0;
1183 1185
1184 slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1185 1187
1186 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1188 * go. 1190 * go.
1189 */ 1191 */
1190 1192
1191 current_weapon = tmp; 1193 if (type == PLAYER)
1192 if (type == PLAYER && settings.spell_encumbrance) 1194 if (settings.spell_encumbrance)
1193 contr->encumbrance += tmp->weight * 3 / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1194 1197
1195 break; 1198 break;
1196 1199
1197 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1198 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1823 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1824 int i; 1827 int i;
1825 1828
1826 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1827 if (op->contr->braced) 1830 if (op->contr->braced)
1828 exp = exp / 5; 1831 exp /= 5;
1829 1832
1830 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1831 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1832 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1833 * the players inventory. 1836 * the players inventory.
1834 */ 1837 */
1835 if (skill_name) 1838 if (skill_name)
1836 { 1839 {
1837 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))

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