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Comparing deliantra/server/common/living.C (file contents):
Revision 1.43 by root, Sun Apr 29 18:34:57 2007 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC

233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236 236
237/* 237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return; 245}
279 246
280 switch (attr) 247sint8 &
281 { 248living::stat (int index)
282 case STR: 249{
283 stats->Str += value; 250 switch (index)
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 } 251 {
306} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
307 260
308/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
309 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
310 */ 263 return dummy;
264}
311 265
312sint8 266sint8
313get_attr_value (const living *stats, int attr) 267living::stat (int index) const
314{ 268{
315 switch (attr) 269 switch (index)
316 { 270 {
317 case STR: return stats->Str; 271 case STR: return Str;
318 case DEX: return stats->Dex; 272 case DEX: return Dex;
319 case CON: return stats->Con; 273 case CON: return Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
323 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
324 } 278 }
325 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
326 return 0; 282 return dummy;
327} 283}
328 284
329/* 285/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 287 * 1-30 stat limit.
332 */ 288 */
333
334void 289void
335check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
336{ 291{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
341 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 296 }
344} 297}
345 298
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 300
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 311 * the object.
359 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 313 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 319 * that gives them that ability.
367 */ 320 */
385 potion_max = 1; 338 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
387 { 340 {
388 int nstat, ostat; 341 int nstat, ostat;
389 342
390 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
391 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
392 345
393 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
395 348
396 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
398 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
399 * to allow for that. 352 * to allow for that.
400 */ 353 */
401 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 355 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
406 }
407 358
408 if (nstat != ostat) 359 if (nstat != ostat)
409 { 360 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 362 potion_max = 0;
412 } 363 }
413 else if (i) 364 else if (i)
414 { 365 {
415 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
420 /* This section of code ups the characters normal stats also. I am not 371 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 373 * recalculates this anyway.
423 */ 374 */
424 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 377
427 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 379 } /* end of potion handling code */
429 } 380 }
430 381
431 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
432 * everything to set 383 * everything to set
433 */ 384 */
434 if (flag == -1) 385 if (flag == -1)
435 { 386 {
436 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 392 * and not the other move_ fields.
442 */ 393 */
443 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
444 } 395 }
445 396
446 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
448 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
449 */ 400 */
450 op->update_stats (); 401 op->update_stats ();
451 402
452 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
500 * in that case, you don't actually land 451 * in that case, you don't actually land
501 */ 452 */
502 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 455 }
456
505 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 459
508 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 461 check_move_on (op, op);
658 610
659 if (!potion_max) 611 if (!potion_max)
660 { 612 {
661 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
662 { 614 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
664 { 616 {
665 success = 1; 617 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 619 }
668 } 620 }
673 625
674/* 626/*
675 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 629 */
678
679void 630void
680object::drain_stat () 631object::drain_stat ()
681{ 632{
682 drain_specific_stat (rndm (NUM_STATS)); 633 drain_specific_stat (rndm (NUM_STATS));
683} 634}
837 788
838 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 790 if (type == PLAYER)
840 { 791 {
841 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 793 stats.stat (i) = contr->orig_stats.stat (i);
843 794
844 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 796 contr->encumbrance = 0;
846 797
847 attacktype = 0; 798 attacktype = 0;
850 contr->gen_hp = 0; 801 contr->gen_hp = 0;
851 contr->gen_sp = 0; 802 contr->gen_sp = 0;
852 contr->gen_grace = 0; 803 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 805 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 806 }
865 807
866 memcpy (body_used, body_info, sizeof (body_info)); 808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
867 810
868 slaying = 0; 811 slaying = 0;
869 812
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 814 {
886 path_repelled = arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 832 move_type = arch->clone.move_type;
890 833
891 chosen_skill = NULL; 834 chosen_skill = 0;
892 835
893 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
894 * archetype clone 837 * archetype clone
895 */ 838 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 842 {
900 if (resist[i] > 0) 843 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
902 else 845 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
904 potion_resist[i] = 0; 848 potion_resist[i] = 0;
905 } 849 }
906 850
907 wc = arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
971 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
974 * up, etc. 918 * up, etc.
975 */ 919 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 920 if ((tmp->flag [FLAG_APPLIED]
977 && tmp->type != CONTAINER 921 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON) 922 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL 923 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
981 { 925 {
982 if (type == PLAYER) 926 if (type == PLAYER)
983 { 927 {
984 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
986 930 continue;
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
988 contr->ranges[range_misc] = tmp;
989 931
990 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
992 934
993 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
994 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
996 */ 938 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
999 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
1004 (tmp->type == SKILL)) 946 tmp->type == SKILL)
1005 { 947 {
1006 contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1008 contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1012 } 954 }
1013 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1014 961
1015 /* Update slots used for items */ 962 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1019 966
1020 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1021 { 968 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.f; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023 970
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 } 998 }
1052 } 999 }
1053 1000
1054 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1056 attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 1009 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1011 }
1063 1012
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1081 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 1031 {
1083 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1084 { 1033 {
1085 added_speed += tmp->stats.exp / 3.f; 1034 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.f + tmp->stats.exp / 3.f; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 1036 }
1088 else 1037 else
1089 added_speed += tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1090 } 1039 }
1091 1040
1092 switch (tmp->type) 1041 switch (tmp->type)
1093 { 1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1094 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1096 case SKILL: 1054 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098 break; 1056 break;
1119 if (tmp->magic) 1077 if (tmp->magic)
1120 stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1121 } 1079 }
1122 1080
1123 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1125 1083
1126 if (tmp->slaying) 1084 if (tmp->slaying)
1127 slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1128 1086
1129 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1131 1089
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137 1092
1138 break; 1093 break;
1139 1094
1140 case SKILL_TOOL: 1095 case SKILL_TOOL:
1141 if (chosen_skill) 1096 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 1098
1144 chosen_skill = tmp; 1099 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1100 break;
1149 1101
1150 case SHIELD: 1102 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1166 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic; 1119 ac -= tmp->stats.ac + tmp->magic;
1168 1120
1169 break; 1121 break;
1170 1122
1123 case BOW:
1171 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1172 wc -= tmp->stats.wc + tmp->magic; 1127 wc -= tmp->stats.wc + tmp->magic;
1173 1128
1174 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1175 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1176 1131
1177 stats.dam += tmp->stats.dam + tmp->magic; 1132 stats.dam += tmp->stats.dam + tmp->magic;
1178 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1179 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1180 1135
1181 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1182 weapon_speed = 0; 1137 weapon_speed = 0;
1183 1138
1184 slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1185 1140
1186 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1188 * go. 1143 * go.
1189 */ 1144 */
1190 1145
1191 current_weapon = tmp; 1146 if (type == PLAYER)
1192 if (type == PLAYER && settings.spell_encumbrance) 1147 if (settings.spell_encumbrance)
1193 contr->encumbrance += tmp->weight * 3 / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1194 1150
1195 break; 1151 break;
1196 1152
1197 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1198 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1823 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1824 int i; 1780 int i;
1825 1781
1826 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1827 if (op->contr->braced) 1783 if (op->contr->braced)
1828 exp = exp / 5; 1784 exp /= 5;
1829 1785
1830 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1831 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1832 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1833 * the players inventory. 1789 * the players inventory.
1834 */ 1790 */
1835 if (skill_name) 1791 if (skill_name)
1836 { 1792 {
1837 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))

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