--- deliantra/server/common/living.C 2007/06/04 12:19:08 1.66 +++ deliantra/server/common/living.C 2007/07/21 14:37:25 1.71 @@ -1,23 +1,22 @@ /* - * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Crossfire TRT is free software; you can redistribute it and/or modify it - * under the terms of the GNU General Public License as published by the Free - * Software Foundation; either version 2 of the License, or (at your option) - * any later version. + * Crossfire TRT is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. * - * This program is distributed in the hope that it will be useful, but - * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY - * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License - * for more details. + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License along - * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 - * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . * * The authors can be reached via e-mail to */ @@ -313,8 +312,8 @@ */ if (nstat < 1 && i * flag < 0) nstat = 1; - else if (nstat > 20 + op->arch->clone.stats.stat (j)) - nstat = 20 + op->arch->clone.stats.stat (j); + else if (nstat > 20 + op->arch->stats.stat (j)) + nstat = 20 + op->arch->stats.stat (j); if (nstat != ostat) { @@ -424,7 +423,7 @@ /* becoming UNDEAD... a special treatment for this flag. Only those not * originally undead may change their status */ - if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) + if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) { success = 1; @@ -435,7 +434,7 @@ } else { - op->race = op->arch->clone.race; + op->race = op->arch->race; new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); } } @@ -687,7 +686,7 @@ { for (int i = 0; i < NUM_STATS; ++i) { - sint8 v = arch->clone.stats.stat (i); + sint8 v = arch->stats.stat (i); stats.stat (i) -= v; contr->orig_stats.stat (i) -= v; } @@ -701,7 +700,7 @@ { for (int i = 0; i < NUM_STATS; ++i) { - sint8 v = arch->clone.stats.stat (i); + sint8 v = arch->stats.stat (i); stats.stat (i) += v; contr->orig_stats.stat (i) += v; } @@ -762,23 +761,23 @@ CLEAR_FLAG (this, FLAG_STEALTH); CLEAR_FLAG (this, FLAG_BLIND); - if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); - if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); - if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); - if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); - - path_attuned = arch->clone.path_attuned; - path_repelled = arch->clone.path_repelled; - path_denied = arch->clone.path_denied; - glow_radius = arch->clone.glow_radius; - move_type = arch->clone.move_type; + if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); + if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); + if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); + if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); + + path_attuned = arch->path_attuned; + path_repelled = arch->path_repelled; + path_denied = arch->path_denied; + glow_radius = arch->glow_radius; + move_type = arch->move_type; chosen_skill = 0; /* initializing resistances from the values in player/monster's * archetype clone */ - memcpy (&resist, &arch->clone.resist, sizeof (resist)); + memcpy (&resist, &arch->resist, sizeof (resist)); for (i = 0; i < NROFATTACKS; i++) { @@ -790,8 +789,8 @@ potion_resist[i] = 0; } - wc = arch->clone.stats.wc; - stats.dam = arch->clone.stats.dam; + wc = arch->stats.wc; + stats.dam = arch->stats.dam; /* for players which cannot use armour, they gain AC -1 per 3 levels, * plus a small amount of physical resist, those poor suckers. ;) @@ -802,14 +801,16 @@ */ if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) { - ac = MAX (-10, arch->clone.stats.ac - level / 3); + ac = MAX (-10, arch->stats.ac - level / 3); prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; } else - ac = arch->clone.stats.ac; + ac = arch->stats.ac; - stats.luck = arch->clone.stats.luck; - speed = arch->clone.speed; + stats.luck = arch->stats.luck; + speed = arch->speed; + + sint16 digestion = 0; // a local var to add digestion /* OK - we've reset most all the objects attributes to sane values. * now go through and make adjustments for what the player has equipped. @@ -867,6 +868,8 @@ { if (type == PLAYER) { + contr->item_power += tmp->item_power; + if (tmp == contr->combat_ob || tmp == contr->ranged_ob) if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) @@ -890,12 +893,11 @@ tmp->type == DISEASE || tmp->type == FORCE || tmp->type == SKILL) { - contr->digestion += tmp->stats.food; + digestion += tmp->stats.food; contr->gen_hp += tmp->stats.hp; contr->gen_sp += tmp->stats.sp; contr->gen_grace += tmp->stats.grace; contr->gen_sp_armour += tmp->gen_sp_armour; - contr->item_power += tmp->item_power; } } /* if this is a player */ else @@ -962,7 +964,7 @@ if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); - if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) + if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) SET_FLAG (this, FLAG_UNDEAD); if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) @@ -1135,6 +1137,9 @@ } /* item is equipped */ } /* for loop of items */ + // now clamp digestion to our limits + contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION); + /* We've gone through all the objects the player has equipped. For many things, we * have generated intermediate values which we now need to assign. */ @@ -1323,7 +1328,7 @@ speed -= 1; if (attacktype == 0) - attacktype = arch->clone.attacktype; + attacktype = arch->attacktype; } /* End if player */ if (added_speed >= 0) @@ -1380,8 +1385,8 @@ } /* I want to limit the power of small monsters with big weapons: */ - if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) - stats.dam = arch->clone.stats.dam * 3; + if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) + stats.dam = arch->stats.dam * 3; stats.wc = clamp (wc, MIN_WC, MAX_WC); stats.ac = clamp (ac, MIN_AC, MAX_AC); @@ -1511,14 +1516,11 @@ char buf[MAX_BUF]; /* tmp. string buffer */ /* now grab the 'dragon_ability'-forces from the player's inventory */ - shstr_cmp dragon_ability_force ("dragon_ability_force"); - shstr_cmp dragon_skin_force ("dragon_skin_force"); - for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == FORCE) - if (tmp->arch->archname == dragon_ability_force) + if (tmp->arch->archname == shstr_dragon_ability_force) abil = tmp; - else if (tmp->arch->archname == dragon_skin_force) + else if (tmp->arch->archname == shstr_dragon_skin_force) skin = tmp; /* if the force is missing -> bail out */