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 |
… | |
… | |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | static 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 | }; |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | const 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 | }; |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | const 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 | }; |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | const 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 | |
229 | const char *const statname[NUM_STATS] = { |
229 | const 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 | |
679 | void |
679 | void |
680 | object::drain_stat () |
680 | object::drain_stat () |
681 | { |
681 | { |
682 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
683 | } |
683 | } |
684 | |
684 | |
685 | void |
685 | void |
686 | object::drain_specific_stat (int deplete_stats) |
686 | object::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; |
… | |
… | |
818 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
821 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
822 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
823 | */ |
823 | * |
824 | |
|
|
825 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
824 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
826 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
827 | */ |
826 | */ |
828 | |
|
|
829 | void |
827 | void |
830 | object::update_stats () |
828 | object::update_stats () |
831 | { |
829 | { |
832 | int i, j; |
830 | int i, j; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
… | |
… | |
857 | /* Don't clobber all the range_ values. range_golem otherwise |
855 | /* Don't clobber all the range_ values. range_golem otherwise |
858 | * gets reset for no good reason, and we don't want to reset |
856 | * gets reset for no good reason, and we don't want to reset |
859 | * range_magic (what spell is readied). These three below |
857 | * range_magic (what spell is readied). These three below |
860 | * well get filled in based on what the player has equipped. |
858 | * well get filled in based on what the player has equipped. |
861 | */ |
859 | */ |
862 | contr->ranges[range_bow] = NULL; |
860 | contr->ranges[range_bow] = 0; |
863 | contr->ranges[range_misc] = NULL; |
861 | contr->ranges[range_misc] = 0; |
864 | contr->ranges[range_skill] = NULL; |
862 | contr->ranges[range_skill] = 0; |
865 | } |
863 | } |
866 | |
864 | |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
868 | |
866 | |
869 | slaying = 0; |
867 | slaying = 0; |
… | |
… | |
926 | speed = arch->clone.speed; |
924 | speed = arch->clone.speed; |
927 | |
925 | |
928 | /* OK - we've reset most all the objects attributes to sane values. |
926 | /* 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. |
927 | * now go through and make adjustments for what the player has equipped. |
930 | */ |
928 | */ |
931 | |
|
|
932 | for (tmp = inv; tmp; tmp = tmp->below) |
929 | for (tmp = inv; tmp; tmp = tmp->below) |
933 | { |
930 | { |
934 | /* See note in map.c:update_position about making this additive |
931 | /* See note in map.c:update_position about making this additive |
935 | * since light sources are never applied, need to put check here. |
932 | * since light sources are never applied, need to put check here. |
936 | */ |
933 | */ |
… | |
… | |
1021 | if (speed_reduce_from_disease == 0) |
1018 | if (speed_reduce_from_disease == 0) |
1022 | speed_reduce_from_disease = 1; |
1019 | speed_reduce_from_disease = 1; |
1023 | } |
1020 | } |
1024 | |
1021 | |
1025 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1026 | * (Negative protections are calculated extactly like positive.) |
1023 | * (Negative protections are calculated exactly like positive.) |
1027 | * Resistance from potions are treated special as well. If there's |
1024 | * Resistance from potions are treated special as well. If there's |
1028 | * more than one potion-effect, the bigger prot.-value is taken. |
1025 | * more than one potion-effect, the bigger prot.-value is taken. |
1029 | */ |
1026 | */ |
1030 | if (tmp->type != POTION) |
1027 | if (tmp->type != POTION) |
1031 | { |
1028 | { |
… | |
… | |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1037 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1041 | else |
1038 | else |
1042 | potion_resist[i] = tmp->resist[i]; |
1039 | potion_resist[i] = tmp->resist[i]; |
1043 | } |
1040 | } |
1044 | else if (tmp->resist[i] > 0) |
1041 | else if (tmp->resist[i] > 0) |
1045 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1042 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1046 | else if (tmp->resist[i] < 0) |
1043 | else if (tmp->resist[i] < 0) |
1047 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1048 | } |
1045 | } |
1049 | } |
1046 | } |
1050 | |
1047 | |
1051 | /* There may be other things that should not adjust the attacktype */ |
1048 | /* There may be other things that should not adjust the attacktype */ |
1052 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1049 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
… | |
… | |
1515 | if (type == PLAYER) |
1512 | if (type == PLAYER) |
1516 | { |
1513 | { |
1517 | esrv_update_stats (contr); |
1514 | esrv_update_stats (contr); |
1518 | esrv_update_spells (contr); |
1515 | esrv_update_spells (contr); |
1519 | } |
1516 | } |
|
|
1517 | |
|
|
1518 | // update the mapspace, if we are on a map |
|
|
1519 | if (!flag [FLAG_REMOVED] && map) |
|
|
1520 | map->at (x, y).flags_ = 0; |
1520 | } |
1521 | } |
1521 | |
1522 | |
1522 | /* |
1523 | /* |
1523 | * Returns true if the given player is a legal class. |
1524 | * Returns true if the given player is a legal class. |
1524 | * The function to add and remove class-bonuses to the stats doesn't |
1525 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1610 | object *skin = NULL; /* pointer to dragon skin force */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1611 | object *tmp = NULL; /* tmp. object */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1612 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1612 | |
1613 | |
1613 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1614 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1615 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1616 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1617 | |
1614 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1618 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1615 | { |
|
|
1616 | if (tmp->type == FORCE) |
1619 | if (tmp->type == FORCE) |
1617 | { |
|
|
1618 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1620 | if (tmp->arch->name == dragon_ability_force) |
1619 | abil = tmp; |
1621 | abil = tmp; |
1620 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1622 | else if (tmp->arch->name == dragon_skin_force) |
1621 | skin = tmp; |
1623 | skin = tmp; |
1622 | } |
1624 | |
1623 | } |
|
|
1624 | /* if the force is missing -> bail out */ |
1625 | /* if the force is missing -> bail out */ |
1625 | if (abil == NULL) |
1626 | if (abil == NULL) |
1626 | return; |
1627 | return; |
1627 | |
1628 | |
1628 | /* The ability_force keeps track of maximum level ever achieved. |
1629 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1679 | */ |
1680 | */ |
1680 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1681 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1681 | skill_obj->stats.exp = 0; |
1682 | skill_obj->stats.exp = 0; |
1682 | skill_obj->level = 1; |
1683 | skill_obj->level = 1; |
1683 | insert_ob_in_ob (skill_obj, op); |
1684 | insert_ob_in_ob (skill_obj, op); |
|
|
1685 | |
1684 | if (op->contr) |
1686 | if (op->contr) |
1685 | { |
1687 | { |
1686 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1688 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1687 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1689 | if (op->contr->ns) |
|
|
1690 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1688 | } |
1691 | } |
|
|
1692 | |
1689 | return skill_obj; |
1693 | return skill_obj; |
1690 | } |
1694 | } |
1691 | |
1695 | |
1692 | |
1696 | |
1693 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1697 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1948 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1952 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1949 | tmp->stats.exp -= del_exp; |
1953 | tmp->stats.exp -= del_exp; |
1950 | player_lvl_adj (op, tmp); |
1954 | player_lvl_adj (op, tmp); |
1951 | } |
1955 | } |
1952 | } |
1956 | } |
|
|
1957 | |
1953 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1958 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1954 | { |
1959 | { |
1955 | del_exp = check_exp_loss (op, exp); |
1960 | del_exp = check_exp_loss (op, exp); |
1956 | op->stats.exp -= del_exp; |
1961 | op->stats.exp -= del_exp; |
1957 | player_lvl_adj (op, NULL); |
1962 | player_lvl_adj (op, NULL); |
1958 | } |
1963 | } |
1959 | } |
1964 | } |
1960 | |
|
|
1961 | |
|
|
1962 | |
1965 | |
1963 | /* change_exp() - changes experience to a player/monster. This |
1966 | /* change_exp() - changes experience to a player/monster. This |
1964 | * does bounds checking to make sure we don't overflow the max exp. |
1967 | * does bounds checking to make sure we don't overflow the max exp. |
1965 | * |
1968 | * |
1966 | * The exp passed is typically not modified much by this function - |
1969 | * The exp passed is typically not modified much by this function - |
1967 | * it is assumed the caller has modified the exp as needed. |
1970 | * it is assumed the caller has modified the exp as needed. |
1968 | * skill_name is the skill that should get the exp added. |
1971 | * skill_name is the skill that should get the exp added. |
1969 | * flag is what to do if player doesn't have the skill. |
1972 | * flag is what to do if player doesn't have the skill. |
1970 | * these last two values are only used for players. |
1973 | * these last two values are only used for players. |
1971 | */ |
1974 | */ |
1972 | |
|
|
1973 | void |
1975 | void |
1974 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1976 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1975 | { |
1977 | { |
1976 | |
1978 | |
1977 | #ifdef EXP_DEBUG |
1979 | #ifdef EXP_DEBUG |
… | |
… | |
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 |