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Comparing deliantra/server/common/living.C (file contents):
Revision 1.104 by root, Mon Nov 23 14:09:05 2009 UTC vs.
Revision 1.109 by root, Sun Mar 28 02:53:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 265 */
266#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 268
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 270
271/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 272 * the object.
415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 } 416 }
417 417
418 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 420 }
424 421
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 423 * originally undead may change their status
427 */ 424 */
607 { 604 {
608 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
609 606
610 if (!tmp) 607 if (!tmp)
611 { 608 {
612 tmp = arch_to_object (at); 609 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
615 } 612 }
616 } 613 }
617 614
637 if (!tmp) 634 if (!tmp)
638 { 635 {
639 if (!value) 636 if (!value)
640 return; 637 return;
641 638
642 tmp = arch_to_object (at); 639 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
645 } 642 }
646 643
647 if (value) 644 if (value)
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 763 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
768 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
769 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 769 if (type == PLAYER)
771 { 770 {
772 contr->delayed_update = false; 771 contr->delayed_update = false;
773 772
811 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
814 move_type = arch->move_type; 813 move_type = arch->move_type;
815 814
816 chosen_skill = 0; 815 object *chosen_skill = 0;
817 816
818 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
819 * archetype clone 818 * archetype clone
820 */ 819 */
821 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
896 * up, etc. 895 * up, etc.
897 */ 896 */
898 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 901 {
904 if (type == PLAYER) 902 if (type == PLAYER)
905 { 903 {
906 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
907 905
999 added_speed += tmp->stats.exp; 997 added_speed += tmp->stats.exp;
1000 } 998 }
1001 999
1002 switch (tmp->type) 1000 switch (tmp->type)
1003 { 1001 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */ 1002 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */ 1003 /* for all skills and skill granting objects */
1015 case SKILL: 1004 case SKILL:
1016 { 1005 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 1006 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1078 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1068 ac -= tmp->stats.ac + tmp->magic;
1080 1069
1081 break; 1070 break;
1082 1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1083 case BOW: 1080 case BOW:
1084 case WEAPON: 1081 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp) 1082 if (type != PLAYER || current_weapon == tmp)
1086 { 1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1087 wc -= tmp->stats.wc + tmp->magic; 1086 wc -= tmp->stats.wc + tmp->magic;
1088 1087
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1091 1090
1150 break; 1149 break;
1151 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1152 } /* item is equipped */ 1151 } /* item is equipped */
1153 } /* for loop of items */ 1152 } /* for loop of items */
1154 1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156 1158
1157 /* We've gone through all the objects the player has equipped. For many things, we 1159 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign. 1160 * have generated intermediate values which we now need to assign.
1159 */ 1161 */
1401 if (move_type == 0) 1403 if (move_type == 0)
1402 move_type = MOVE_WALK; 1404 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK; 1406 move_type &= ~MOVE_WALK;
1405 1407
1408 // now apply the new move_type
1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1411
1406 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1407 * so we will check that now. 1413 * so we will check that now.
1408 */ 1414 */
1409 if (is_player ()) 1415 if (is_player ())
1410 contr->update_spells (); 1416 contr->update_spells ();
1605 { 1611 {
1606 changed = true; 1612 changed = true;
1607 1613
1608 op->level++; 1614 op->level++;
1609 1615
1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1611 dragon_level_gain (who); 1617 dragon_level_gain (who);
1612 1618
1613 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1614 if (op == who && (who->level < 11) && who->type == PLAYER) 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1615 { 1621 {

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