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(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.107 by root, Fri Mar 26 00:05:45 2010 UTC vs.
Revision 1.118 by root, Sun Apr 11 00:34:05 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 (©) 2005,2006,2007,2008,2009,2010 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.
461 if (op->flag [FLAG_WIZ]) 461 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 463 else
464 { 464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 466 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 467 if (op->type == PLAYER)
468 op->contr->do_los = 1; 468 op->contr->do_los = 1;
469 } 469 }
470 } 470 }
471 else 471 else
473 if (op->flag [FLAG_WIZ]) 473 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 475 else
476 { 476 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 478 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 479 if (op->type == PLAYER)
480 op->contr->do_los = 1; 480 op->contr->do_los = 1;
481 } 481 }
482 } 482 }
483 } 483 }
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 {
606 610
607 if (!tmp) 611 if (!tmp)
608 { 612 {
609 tmp = at->instance (); 613 tmp = at->instance ();
610 tmp = insert_ob_in_ob (tmp, this); 614 tmp = insert_ob_in_ob (tmp, this);
611 SET_FLAG (tmp, FLAG_APPLIED); 615 tmp->set_flag (FLAG_APPLIED);
612 } 616 }
613 } 617 }
614 618
615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
636 if (!value) 640 if (!value)
637 return; 641 return;
638 642
639 tmp = at->instance (); 643 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this); 644 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED); 645 tmp->set_flag (FLAG_APPLIED);
642 } 646 }
643 647
644 if (value) 648 if (value)
645 { 649 {
646 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
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 {
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 767 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 768 slot[i].used = slot[i].info;
791 769
792 slaying = 0; 770 slaying = 0;
793 771
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
799 777
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
803 781
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 786
809 path_attuned = arch->path_attuned; 787 path_attuned = arch->path_attuned;
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 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
822 for (int i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
823 { 799 {
824 if (resist[i] > 0) 800 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
826 else 802 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
828 804
829 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
830 } 806 }
831 807
832 wc = arch->stats.wc; 808 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 809 stats.dam = arch->stats.dam;
834 810
837 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 816 * that their protection from physical goes down
841 */ 817 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 819 {
844 ac = max (-10, arch->stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 822 }
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)
857 { 835 {
858 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 838 * then calls this function.
861 */ 839 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 841 continue;
864 842
865 glow_radius += tmp->glow_radius; 843 glow_radius += tmp->glow_radius;
866 844
867 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
895 * up, etc. 873 * up, etc.
896 */ 874 */
897 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON)
900 || (tmp->type == SKILL
901 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
902 { 879 {
903 if (type == PLAYER) 880 if (type == PLAYER)
904 { 881 {
905 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
906
907 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
908 if (tmp != current_weapon
909 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
910 && !tmp->flag [FLAG_CURSED]
911 && !tmp->flag [FLAG_DAMNED])
912 continue;
913 883
914 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
915 stat_sum [i] += tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
916 886
917 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
929 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
930 current_weapon = tmp; 900 current_weapon = tmp;
931 } 901 }
932 902
933 /* Update slots used for items */ 903 /* Update slots used for items */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
937 907
938 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
939 speed_reduce_from_disease =
940 min (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);
941 910
942 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 915 */
947 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
948 {
949 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
950 {
951 /* Potential for cursed potions, in which case we just can use
952 * a straight MAX, as potion_resist is initialised to zero.
953 */
954 if (tmp->type == POTION_EFFECT)
955 {
956 if (potion_resist[i])
957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
958 else
959 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
960 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
961 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
963 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
965 }
966 }
967 925
968 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
969 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
970 { 928 {
971 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
976 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
977 } 935 }
978 936
979 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
980 938
981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
982 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
983 941
984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
985 { 944 {
986 SET_FLAG (this, FLAG_MAKE_INVIS); 945 this->set_flag (FLAG_MAKE_INVIS);
987 invisible = 1; 946 invisible = 1;
988 } 947 }
989 948
990 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
991 { 950 {
998 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
999 } 958 }
1000 959
1001 switch (tmp->type) 960 switch (tmp->type)
1002 { 961 {
1003#if 0
1004 case WAND:
1005 case ROD:
1006 case HORN:
1007 if (type != PLAYER || current_weapon == tmp)
1008 chosen_skill = tmp;
1009 break;
1010#endif
1011
1012 /* skills modifying the character -b.t. */
1013 /* for all skills and skill granting objects */
1014 case SKILL: 962 case SKILL:
1015 { 963 {
964 // some skills will end up here without counting as "applied"
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1017 break; 966 break;
1018 967
1019 if (chosen_skill) 968 if (chosen_skill)
1020 { 969 {
1021 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",
1023 972
1024 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats (); 974 update_stats ();
1026 return; 975 return;
1027 } 976 }
1028 else 977
1029 chosen_skill = tmp; 978 chosen_skill = tmp;
1030 979
1031 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1032 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1034 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1035
1036 if (weapon_speed < 0)
1037 weapon_speed = 0;
1038 984
1039 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041 987
1042 if (tmp->magic) 988 if (tmp->magic)
1051 997
1052 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1054 1000
1055 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += 3 * tmp->weight / 1000;
1057 } 1003 }
1058 1004
1059 break; 1005 break;
1060 1006
1061 case SHIELD: 1007 case SHIELD:
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += tmp->weight / 2000;
1010 //FALLTHROUGH
1064 case RING: 1011 case RING:
1065 case AMULET: 1012 case AMULET:
1066 case GIRDLE: 1013 case GIRDLE:
1067 case HELMET: 1014 case HELMET:
1068 case BOOTS: 1015 case BOOTS:
1077 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1078 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1079 1026
1080 break; 1027 break;
1081 1028
1029 case WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1082 case BOW: 1034 case BOW:
1083 case WEAPON: 1035 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp)
1085 {
1086 wc -= tmp->stats.wc + tmp->magic; 1036 wc -= tmp->stats.wc + tmp->magic;
1087 1037
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1090 1040
1091 stats.dam += tmp->stats.dam + tmp->magic; 1041 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094 1044
1095 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1096 weapon_speed = 0; 1046 weapon_speed = 0;
1097 1047
1098 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1099 1049
1100 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1102 * go. 1052 * go.
1103 */ 1053 */
1104 1054
1105 if (type == PLAYER) 1055 if (type == PLAYER)
1106 if (settings.spell_encumbrance) 1056 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1109 1058
1110 break; 1059 break;
1111 1060
1112 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 break; 1098 break;
1150 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1151 } /* item is equipped */ 1100 } /* item is equipped */
1152 } /* for loop of items */ 1101 } /* for loop of items */
1153 1102
1154 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1155 1104
1156 /* 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
1157 * have generated intermediate values which we now need to assign. 1106 * have generated intermediate values which we now need to assign.
1158 */ 1107 */
1159 1108
1165 */ 1114 */
1166 for (int i = 0; i < NROFATTACKS; i++) 1115 for (int i = 0; i < NROFATTACKS; i++)
1167 { 1116 {
1168 resist[i] = prot[i] - vuln[i]; 1117 resist[i] = prot[i] - vuln[i];
1169 1118
1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1119 if (potion_resist[i] != -1000
1120 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1171 resist[i] = potion_resist[i]; 1121 resist[i] = potion_resist[i];
1172 } 1122 }
1173 1123
1174 if (type == PLAYER) 1124 if (type == PLAYER)
1175 { 1125 {
1575 } 1525 }
1576 1526
1577 /* clear the flag - exp goes into this bucket, but player 1527 /* clear the flag - exp goes into this bucket, but player
1578 * still doesn't know it. 1528 * still doesn't know it.
1579 */ 1529 */
1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1530 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1581 skill_obj->stats.exp = 0; 1531 skill_obj->stats.exp = 0;
1582 skill_obj->level = 1; 1532 skill_obj->level = 1;
1583 op->insert (skill_obj); 1533 op->insert (skill_obj);
1584 1534
1585 if (player *pl = op->contr) 1535 if (player *pl = op->contr)
1898 * worth. 1848 * worth.
1899 */ 1849 */
1900 if (op->type != PLAYER) 1850 if (op->type != PLAYER)
1901 { 1851 {
1902 /* Sanity check */ 1852 /* Sanity check */
1903 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1853 if (!op->flag [FLAG_ALIVE])
1904 return; 1854 return;
1905 1855
1906 /* reset exp to max allowed value. We subtract from 1856 /* reset exp to max allowed value. We subtract from
1907 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1857 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1908 * more than max exp, just return. 1858 * more than max exp, just return.

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