--- deliantra/server/common/living.C 2010/03/28 16:17:27 1.110 +++ deliantra/server/common/living.C 2010/04/02 03:41:24 1.115 @@ -812,8 +812,6 @@ glow_radius = arch->glow_radius; move_type = arch->move_type; - object *chosen_skill = 0; - /* initializing resistances from the values in player/monster's * archetype clone */ @@ -822,11 +820,11 @@ for (int i = 0; i < NROFATTACKS; i++) { if (resist[i] > 0) - prot[i] = resist[i], vuln[i] = 0; + prot[i] = resist[i], vuln[i] = 0; else - vuln[i] = -(resist[i]), prot[i] = 0; + vuln[i] = -resist[i], prot[i] = 0; - potion_resist[i] = 0; + potion_resist[i] = -1000; } wc = arch->stats.wc; @@ -850,6 +848,8 @@ stats.luck = arch->stats.luck; speed = arch->speed; + chosen_skill = 0; + /* OK - we've reset most all the objects attributes to sane values. * now go through and make adjustments for what the player has equipped. */ @@ -903,13 +903,6 @@ { 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) - && !tmp->flag [FLAG_CURSED] - && !tmp->flag [FLAG_DAMNED]) - continue; - for (int i = 0; i < NUM_STATS; i++) stat_sum [i] += tmp->stats.stat (i); @@ -930,7 +923,7 @@ } /* Update slots used for items */ - if (QUERY_FLAG (tmp, FLAG_APPLIED)) + if (tmp->flag [FLAG_APPLIED]) // exclude praying... for (int i = 0; i < NUM_BODY_LOCATIONS; i++) slot[i].used += tmp->slot[i].info; @@ -942,26 +935,15 @@ * Resistance from potions are treated special as well. If there's * more than one potion-effect, the bigger prot.-value is taken. */ - if (tmp->type != POTION) - { - for (int i = 0; i < NROFATTACKS; i++) - { - /* Potential for cursed potions, in which case we just can use - * a straight MAX, as potion_resist is initialised to zero. - */ - if (tmp->type == POTION_EFFECT) - { - if (potion_resist[i]) - potion_resist[i] = max (potion_resist[i], tmp->resist[i]); - else - potion_resist[i] = tmp->resist[i]; - } - else if (tmp->resist[i] > 0) - prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; - else if (tmp->resist[i] < 0) - vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; - } - } + if (tmp->type == POTION_EFFECT) + for (int i = 0; i < NROFATTACKS; i++) + max_it (potion_resist[i], tmp->resist[i]); + else if (tmp->type != POTION) + for (int i = 0; i < NROFATTACKS; i++) + if (tmp->resist[i] > 0) + prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; + else if (tmp->resist[i] < 0) + vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; /* There may be other things that should not adjust the attacktype */ if (tmp->type != SYMPTOM) @@ -979,6 +961,7 @@ if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) SET_FLAG (this, FLAG_UNDEAD); + //TODO: copy_flags? if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) { SET_FLAG (this, FLAG_MAKE_INVIS); @@ -998,11 +981,10 @@ switch (tmp->type) { - /* skills modifying the character -b.t. */ - /* for all skills and skill granting objects */ case SKILL: { - if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) + // some skills will end up here without counting as "applied" + if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY) break; if (chosen_skill) @@ -1014,16 +996,13 @@ update_stats (); return; } - else - chosen_skill = tmp; + + chosen_skill = tmp; if (tmp->stats.dam > 0) { /* skill is a 'weapon' */ if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) - weapon_speed = WEAPON_SPEED (tmp); - - if (weapon_speed < 0) - weapon_speed = 0; + weapon_speed = max (0, WEAPON_SPEED (tmp)); weapon_weight = tmp->weight; stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; @@ -1072,40 +1051,32 @@ case WAND: case ROD: case HORN: - case SKILL_TOOL: - if (type != PLAYER) - chosen_skill = find_skill_by_name (this, tmp->skill); break; case BOW: case WEAPON: - if (type != PLAYER || current_weapon == tmp) - { - chosen_skill = find_skill_by_name (this, tmp->skill); - - wc -= tmp->stats.wc + tmp->magic; - - if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) - ac -= tmp->stats.ac + tmp->magic; - - stats.dam += tmp->stats.dam + tmp->magic; - weapon_weight = tmp->weight; - weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; + wc -= tmp->stats.wc + tmp->magic; - if (weapon_speed < 0) - weapon_speed = 0; + if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) + ac -= tmp->stats.ac + tmp->magic; - slaying = tmp->slaying; - - /* If there is desire that two handed weapons should do - * extra strength damage, this is where the code should - * go. - */ - - if (type == PLAYER) - if (settings.spell_encumbrance) - contr->encumbrance += tmp->weight * 3 / 1000; - } + stats.dam += tmp->stats.dam + tmp->magic; + weapon_weight = tmp->weight; + weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; + + if (weapon_speed < 0) + weapon_speed = 0; + + slaying = tmp->slaying; + + /* If there is desire that two handed weapons should do + * extra strength damage, this is where the code should + * go. + */ + + if (type == PLAYER) + if (settings.spell_encumbrance) + contr->encumbrance += tmp->weight * 3 / 1000; break; @@ -1151,10 +1122,7 @@ } /* item is equipped */ } /* for loop of items */ - if (type != PLAYER) - this->chosen_skill = chosen_skill; - - glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); + min_it (glow_radius, MAX_LIGHT_RADIUS); /* 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. @@ -1170,7 +1138,8 @@ { resist[i] = prot[i] - vuln[i]; - if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) + if (potion_resist[i] != -1000 + && (potion_resist[i] < 0 || potion_resist[i] > resist[i])) resist[i] = potion_resist[i]; }