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Comparing cf.schmorp.de/server/common/living.C (file contents):
Revision 1.25 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.34 by root, Mon Feb 5 03:01:32 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
192static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
197 "Your face gets distorted!", 199 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
205 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
206 "You feel your charisma return.", 208 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
214 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
215 "You seem to look better.", 217 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
223 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
224 "You look ugly!", 226 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 231};
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
755 return; 755 return;
756 756
757 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
759 */ 759 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 763
764 stats.luck += diff; 764 stats.luck += diff;
765 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
926 speed = arch->clone.speed; 926 speed = arch->clone.speed;
927 927
928 /* OK - we've reset most all the objects attributes to sane values. 928 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 929 * now go through and make adjustments for what the player has equipped.
930 */ 930 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
933 { 932 {
934 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
936 */ 935 */
1021 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1023 } 1022 }
1024 1023
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1028 */
1030 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1031 { 1030 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1040 else
1042 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1043 } 1042 }
1044 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1047 }
1049 } 1048 }
1050 1049
1051 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1609 object *skin = NULL; /* pointer to dragon skin force */ 1608 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1609 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1610 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1611
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1612 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 shstr_cmp dragon_ability_force ("dragon_ability_force");
1614 shstr_cmp dragon_skin_force ("dragon_skin_force");
1615
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1616 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1617 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1618 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1619 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1620 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1621 skin = tmp;
1622 } 1622
1623 }
1624 /* if the force is missing -> bail out */ 1623 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1624 if (abil == NULL)
1626 return; 1625 return;
1627 1626
1628 /* The ability_force keeps track of maximum level ever achieved. 1627 /* The ability_force keeps track of maximum level ever achieved.
1679 */ 1678 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1680 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1681 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1682 insert_ob_in_ob (skill_obj, op);
1683
1684 if (op->contr) 1684 if (op->contr)
1685 { 1685 {
1686 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1686 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1687 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1687 if (op->contr->ns)
1688 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1688 } 1689 }
1690
1689 return skill_obj; 1691 return skill_obj;
1690} 1692}
1691 1693
1692 1694
1693/* player_lvl_adj() - for the new exp system. we are concerned with 1695/* player_lvl_adj() - for the new exp system. we are concerned with
2022 else 2024 else
2023 /* note that when you lose exp, it doesn't go against 2025 /* note that when you lose exp, it doesn't go against
2024 * a particular skill, so we don't need to pass that 2026 * a particular skill, so we don't need to pass that
2025 * along. 2027 * along.
2026 */ 2028 */
2027 subtract_player_exp (op, FABS (exp), skill_name, flag); 2029 subtract_player_exp (op, abs (exp), skill_name, flag);
2028
2029 } 2030 }
2030} 2031}
2031 2032
2032/* Applies a death penalty experience, the size of this is defined by the 2033/* Applies a death penalty experience, the size of this is defined by the
2033 * settings death_penalty_percentage and death_penalty_levels, and by the 2034 * settings death_penalty_percentage and death_penalty_levels, and by the

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