… | |
… | |
928 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
929 | current_weapon = tmp; |
929 | current_weapon = tmp; |
930 | } |
930 | } |
931 | |
931 | |
932 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
933 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
935 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
936 | |
936 | |
937 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
938 | speed_reduce_from_disease = |
|
|
939 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
940 | |
939 | |
941 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
942 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
943 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
944 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
945 | */ |
944 | */ |
946 | if (tmp->type != POTION) |
945 | if (tmp->type == POTION_EFFECT) |
947 | { |
|
|
948 | for (int i = 0; i < NROFATTACKS; i++) |
946 | for (int i = 0; i < NROFATTACKS; i++) |
949 | { |
947 | { |
950 | /* Potential for cursed potions, in which case we just can use |
948 | /* Potential for cursed potions, in which case we just can use |
951 | * a straight MAX, as potion_resist is initialised to zero. |
949 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
950 | // TODO: this is askign for a magic marker optimisation |
952 | */ |
951 | */ |
953 | if (tmp->type == POTION_EFFECT) |
|
|
954 | { |
|
|
955 | if (potion_resist[i]) |
952 | if (potion_resist[i]) |
956 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
953 | max_it (potion_resist[i], tmp->resist[i]); |
957 | else |
954 | else |
958 | potion_resist[i] = tmp->resist[i]; |
955 | potion_resist[i] = tmp->resist[i]; |
959 | } |
956 | } |
|
|
957 | else if (tmp->type != POTION) |
|
|
958 | for (int i = 0; i < NROFATTACKS; i++) |
960 | else if (tmp->resist[i] > 0) |
959 | if (tmp->resist[i] > 0) |
961 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
962 | else if (tmp->resist[i] < 0) |
961 | else if (tmp->resist[i] < 0) |
963 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
964 | } |
|
|
965 | } |
|
|
966 | |
963 | |
967 | /* There may be other things that should not adjust the attacktype */ |
964 | /* There may be other things that should not adjust the attacktype */ |
968 | if (tmp->type != SYMPTOM) |
965 | if (tmp->type != SYMPTOM) |
969 | { |
966 | { |
970 | attacktype |= tmp->attacktype; |
967 | attacktype |= tmp->attacktype; |
… | |
… | |
1041 | |
1038 | |
1042 | if (tmp->stats.ac) |
1039 | if (tmp->stats.ac) |
1043 | ac -= tmp->stats.ac + tmp->magic; |
1040 | ac -= tmp->stats.ac + tmp->magic; |
1044 | |
1041 | |
1045 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1042 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1043 | contr->encumbrance += 3 * tmp->weight / 1000; |
1047 | } |
1044 | } |
1048 | |
1045 | |
1049 | break; |
1046 | break; |
1050 | |
1047 | |
1051 | case SHIELD: |
1048 | case SHIELD: |
1052 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1049 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1053 | contr->encumbrance += (int) tmp->weight / 2000; |
1050 | contr->encumbrance += tmp->weight / 2000; |
|
|
1051 | //FALLTHROUGH |
1054 | case RING: |
1052 | case RING: |
1055 | case AMULET: |
1053 | case AMULET: |
1056 | case GIRDLE: |
1054 | case GIRDLE: |
1057 | case HELMET: |
1055 | case HELMET: |
1058 | case BOOTS: |
1056 | case BOOTS: |