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Comparing deliantra/server/common/living.C (file contents):
Revision 1.114 by root, Sun Mar 28 18:44:21 2010 UTC vs.
Revision 1.117 by root, Tue Apr 6 21:11:48 2010 UTC

521 { 521 {
522 success = 1; 522 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 } 524 }
525 525
526 if (digest_types [tmp->type])
527 {
526 if (tmp->stats.hp && op->type == PLAYER) 528 if (tmp->stats.hp && op->type == PLAYER)
527 { 529 {
528 success = 1; 530 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 } 532 }
531 533
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 534 if (tmp->stats.sp && op->type == PLAYER
533 { 535 && tmp->type != SKILL && tmp->type != BOW)
536 {
534 success = 1; 537 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 } 539 }
537 540
538 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 542 if (tmp->stats.grace && op->type == PLAYER)
540 { 543 {
541 success = 1; 544 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 } 546 }
544 547
545 if (tmp->stats.food && op->type == PLAYER) 548 if (tmp->stats.food && op->type == PLAYER)
546 { 549 {
547 success = 1; 550 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 }
549 } 553 }
550 554
551 /* Messages for changed resistance */ 555 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 556 for (int i = 0; i < NROFATTACKS; i++)
553 { 557 {
699 sint8 v = arch->stats.stat (i); 703 sint8 v = arch->stats.stat (i);
700 stats.stat (i) += v; 704 stats.stat (i) += v;
701 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
702 } 706 }
703} 707}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730 708
731static struct copy_flags : object::flags_t 709static struct copy_flags : object::flags_t
732{ 710{
733 copy_flags () 711 copy_flags ()
734 { 712 {
810 path_repelled = arch->path_repelled; 788 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 789 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 790 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 791 move_type = arch->move_type;
814 792
815 object *chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
818 * archetype clone 794 * archetype clone
819 */ 795 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
821 797
847 else 823 else
848 ac = arch->stats.ac; 824 ac = arch->stats.ac;
849 825
850 stats.luck = arch->stats.luck; 826 stats.luck = arch->stats.luck;
851 speed = arch->speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
852 830
853 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
855 */ 833 */
856 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 879 {
902 if (type == PLAYER) 880 if (type == PLAYER)
903 { 881 {
904 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912 883
913 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
915 886
916 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
928 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
929 current_weapon = tmp; 900 current_weapon = tmp;
930 } 901 }
931 902
932 /* Update slots used for items */ 903 /* Update slots used for items */
933 if (tmp->flag [FLAG_APPLIED]) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
936 907
937 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
966 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
967 938
968 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
969 SET_FLAG (this, FLAG_UNDEAD); 940 SET_FLAG (this, FLAG_UNDEAD);
970 941
942 //TODO: copy_flags?
971 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
972 { 944 {
973 SET_FLAG (this, FLAG_MAKE_INVIS); 945 SET_FLAG (this, FLAG_MAKE_INVIS);
974 invisible = 1; 946 invisible = 1;
975 } 947 }
985 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
986 } 958 }
987 959
988 switch (tmp->type) 960 switch (tmp->type)
989 { 961 {
990 /* skills modifying the character -b.t. */
991 /* for all skills and skill granting objects */
992 case SKILL: 962 case SKILL:
993 { 963 {
964 // some skills will end up here without counting as "applied"
994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
995 break; 966 break;
996 967
997 if (chosen_skill) 968 if (chosen_skill)
998 { 969 {
999 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1001 972
1002 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1003 update_stats (); 974 update_stats ();
1004 return; 975 return;
1005 } 976 }
1006 else 977
1007 chosen_skill = tmp; 978 chosen_skill = tmp;
1008 979
1009 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1010 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1011 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1013
1014 if (weapon_speed < 0)
1015 weapon_speed = 0;
1016 984
1017 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1018 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1019 987
1020 if (tmp->magic) 988 if (tmp->magic)
1059 break; 1027 break;
1060 1028
1061 case WAND: 1029 case WAND:
1062 case ROD: 1030 case ROD:
1063 case HORN: 1031 case HORN:
1064 case SKILL_TOOL:
1065 if (type != PLAYER)
1066 chosen_skill = find_skill_by_name (this, tmp->skill);
1067 break; 1032 break;
1068 1033
1069 case BOW: 1034 case BOW:
1070 case WEAPON: 1035 case WEAPON:
1071 if (type != PLAYER || current_weapon == tmp)
1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1075 wc -= tmp->stats.wc + tmp->magic; 1036 wc -= tmp->stats.wc + tmp->magic;
1076 1037
1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1078 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1079 1040
1080 stats.dam += tmp->stats.dam + tmp->magic; 1041 stats.dam += tmp->stats.dam + tmp->magic;
1081 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1082 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1083 1044
1084 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1085 weapon_speed = 0; 1046 weapon_speed = 0;
1086 1047
1087 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1088 1049
1089 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1090 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1091 * go. 1052 * go.
1092 */ 1053 */
1093 1054
1094 if (type == PLAYER) 1055 if (type == PLAYER)
1095 if (settings.spell_encumbrance) 1056 if (settings.spell_encumbrance)
1096 contr->encumbrance += tmp->weight * 3 / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1097 }
1098 1058
1099 break; 1059 break;
1100 1060
1101 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1102 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 1097
1138 break; 1098 break;
1139 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1140 } /* item is equipped */ 1100 } /* item is equipped */
1141 } /* for loop of items */ 1101 } /* for loop of items */
1142
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145 1102
1146 min_it (glow_radius, MAX_LIGHT_RADIUS); 1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1147 1104
1148 /* We've gone through all the objects the player has equipped. For many things, we 1105 /* We've gone through all the objects the player has equipped. For many things, we
1149 * have generated intermediate values which we now need to assign. 1106 * have generated intermediate values which we now need to assign.

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