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/cvs/deliantra/server/common/living.C
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Comparing deliantra/server/common/living.C (file contents):
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.39 by root, Sun Apr 29 14:39:55 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
843 843
844 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 845 contr->encumbrance = 0;
846 846
847 attacktype = 0; 847 attacktype = 0;
848
848 contr->digestion = 0; 849 contr->digestion = 0;
849 contr->gen_hp = 0; 850 contr->gen_hp = 0;
850 contr->gen_sp = 0; 851 contr->gen_sp = 0;
851 contr->gen_grace = 0; 852 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 854 contr->item_power = 0;
854 855
855 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 884
884 path_attuned = arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 889 move_type = arch->clone.move_type;
890
889 chosen_skill = NULL; 891 chosen_skill = NULL;
890 892
891 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
892 * archetype clone 894 * archetype clone
893 */ 895 */
969 * in the praying skill, and the player should always get those. 971 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 972 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 973 * because the skill shouldn't count against body positions being used
972 * up, etc. 974 * up, etc.
973 */ 975 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 980 && tmp->subtype == SK_PRAYING))
976 { 981 {
977 if (type == PLAYER) 982 if (type == PLAYER)
978 { 983 {
979 if (tmp->type == BOW) 984 if (tmp->type == BOW)
980 contr->ranges[range_bow] = tmp; 985 contr->ranges[range_bow] = tmp;
981 986
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 contr->ranges[range_misc] = tmp; 988 contr->ranges[range_misc] = tmp;
984 989
985 for (i = 0; i < NUM_STATS; i++) 990 for (i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
987 992
988 /* these are the items that currently can change digestion, regeneration, 993 /* these are the items that currently can change digestion, regeneration,
989 * spell point recovery and mana point recovery. Seems sort of an arbitary 994 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array. 995 * list, but other items store other info into stats array.
991 */ 996 */
992 if ((tmp->type == WEAPON) || 997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) || 999 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1013 body_used[i] += tmp->body_info[i]; 1018 body_used[i] += tmp->body_info[i];
1014 1019
1015 if (tmp->type == SYMPTOM) 1020 if (tmp->type == SYMPTOM)
1016 { 1021 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023
1018 if (speed_reduce_from_disease == 0) 1024 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 1025 speed_reduce_from_disease = 1;
1020 } 1026 }
1021 1027
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1047 1053
1048 /* There may be other things that should not adjust the attacktype */ 1054 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 1055 if (tmp->type != BOW && tmp->type != SYMPTOM)
1050 attacktype |= tmp->attacktype; 1056 attacktype |= tmp->attacktype;
1051 1057
1052 path_attuned |= tmp->path_attuned; 1058 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 1059 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 1062 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type;
1057 1063
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1150 case HELMET: 1156 case HELMET:
1151 case BOOTS: 1157 case BOOTS:
1152 case GLOVES: 1158 case GLOVES:
1153 case CLOAK: 1159 case CLOAK:
1154 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1156 1162
1157 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1159 1165
1160 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1162 1168
1163 break; 1169 break;
1164 1170
1171 case BOW:
1165 case WEAPON: 1172 case WEAPON:
1166 wc -= (tmp->stats.wc + tmp->magic); 1173 wc -= tmp->stats.wc + tmp->magic;
1167 1174
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic; 1176 ac -= tmp->stats.ac + tmp->magic;
1170 1177
1171 stats.dam += (tmp->stats.dam + tmp->magic); 1178 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1179 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 1181
1175 if (weapon_speed < 0) 1182 if (weapon_speed < 0)
1176 weapon_speed = 0; 1183 weapon_speed = 0;
1386 * monster bonus the same as before. -b.t. 1393 * monster bonus the same as before. -b.t.
1387 */ 1394 */
1388 1395
1389 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 { 1397 {
1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1392 for (i = 1; i < wc_obj->level; i++) 1400 for (i = 1; i < wc_obj->level; i++)
1393 { 1401 {
1394 /* addtional wc every 6 levels */ 1402 /* addtional wc every 6 levels */
1395 if (!(i % 6)) 1403 if (!(i % 6))
1396 wc--; 1404 wc--;
1405
1397 /* addtional dam every 4 levels. */ 1406 /* addtional dam every 4 levels. */
1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1400 } 1409 }
1401 } 1410 }
1402 else 1411 else
1403 wc -= (level + thaco_bonus[stats.Str]); 1412 wc -= level + thaco_bonus[stats.Str];
1404 1413
1405 stats.dam += dam_bonus[stats.Str]; 1414 stats.dam += dam_bonus[stats.Str];
1406 1415
1407 if (stats.dam < 1) 1416 if (stats.dam < 1)
1408 stats.dam = 1; 1417 stats.dam = 1;
1973 * these last two values are only used for players. 1982 * these last two values are only used for players.
1974 */ 1983 */
1975void 1984void
1976change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1985change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{ 1986{
1978
1979#ifdef EXP_DEBUG 1987#ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1988 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981#endif 1989#endif
1982 1990
1983 /* safety */ 1991 /* safety */
2032 2040
2033/* Applies a death penalty experience, the size of this is defined by the 2041/* Applies a death penalty experience, the size of this is defined by the
2034 * settings death_penalty_percentage and death_penalty_levels, and by the 2042 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss. 2043 * amount of permenent experience, whichever gives the lowest loss.
2036 */ 2044 */
2037
2038void 2045void
2039apply_death_exp_penalty (object *op) 2046apply_death_exp_penalty (object *op)
2040{ 2047{
2041 object *tmp; 2048 object *tmp;
2042 sint64 loss; 2049 sint64 loss;

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