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Comparing deliantra/server/common/living.C (file contents):
Revision 1.66 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.67 by root, Mon Jun 4 13:04:00 2007 UTC

311 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
312 * to allow for that. 312 * to allow for that.
313 */ 313 */
314 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
318 318
319 if (nstat != ostat) 319 if (nstat != ostat)
320 { 320 {
321 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 322 potion_max = 0;
422 } 422 }
423 423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 425 * originally undead may change their status
426 */ 426 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 429 {
430 success = 1; 430 success = 1;
431 if (flag > 0) 431 if (flag > 0)
432 { 432 {
433 op->race = "undead"; 433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 435 }
436 else 436 else
437 { 437 {
438 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 440 }
441 } 441 }
442 442
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 685void
686object::remove_statbonus () 686object::remove_statbonus ()
687{ 687{
688 for (int i = 0; i < NUM_STATS; ++i) 688 for (int i = 0; i < NUM_STATS; ++i)
689 { 689 {
690 sint8 v = arch->clone.stats.stat (i); 690 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 691 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 692 contr->orig_stats.stat (i) -= v;
693 } 693 }
694} 694}
695 695
699void 699void
700object::add_statbonus () 700object::add_statbonus ()
701{ 701{
702 for (int i = 0; i < NUM_STATS; ++i) 702 for (int i = 0; i < NUM_STATS; ++i)
703 { 703 {
704 sint8 v = arch->clone.stats.stat (i); 704 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 705 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 706 contr->orig_stats.stat (i) += v;
707 } 707 }
708} 708}
709 709
760 760
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
764 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 769
770 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 772 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 774 move_type = arch->move_type;
775 775
776 chosen_skill = 0; 776 chosen_skill = 0;
777 777
778 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
779 * archetype clone 779 * archetype clone
780 */ 780 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->resist, sizeof (resist));
782 782
783 for (i = 0; i < NROFATTACKS; i++) 783 for (i = 0; i < NROFATTACKS; i++)
784 { 784 {
785 if (resist[i] > 0) 785 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
788 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789 789
790 potion_resist[i] = 0; 790 potion_resist[i] = 0;
791 } 791 }
792 792
793 wc = arch->clone.stats.wc; 793 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->stats.dam;
795 795
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 799 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 800 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 801 * that their protection from physical goes down
802 */ 802 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 804 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 805 ac = MAX (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 807 }
808 else 808 else
809 ac = arch->clone.stats.ac; 809 ac = arch->stats.ac;
810 810
811 stats.luck = arch->clone.stats.luck; 811 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 812 speed = arch->speed;
813 813
814 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
816 */ 816 */
817 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 964
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
967 967
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969 { 969 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
1321 1321
1322 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1323 speed -= 1; 1323 speed -= 1;
1324 1324
1325 if (attacktype == 0) 1325 if (attacktype == 0)
1326 attacktype = arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1327 } /* End if player */ 1327 } /* End if player */
1328 1328
1329 if (added_speed >= 0) 1329 if (added_speed >= 0)
1330 speed += added_speed / 10.f; 1330 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1378 1378
1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1380 } 1380 }
1381 1381
1382 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1385 1385
1386 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 1388
1389 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,

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