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) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | 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> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* 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 |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
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197 | "Watch out, your mind is going!", |
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|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
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198 | "Your spirit feels drained!" |
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|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
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|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
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|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
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|
207 | "You feel your spirits return." |
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|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
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|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
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|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
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|
216 | "You feel more potent." |
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|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
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|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
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|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
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|
225 | "You feel less potent!" |
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|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
… | |
… | |
754 | return; |
755 | return; |
755 | |
756 | |
756 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
757 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
758 | */ |
759 | */ |
759 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
760 | if (RANDOM () % (FABS (tmp->stats.luck)) >= rndm (30)) |
760 | { |
761 | { |
761 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | |
763 | |
763 | stats.luck += diff; |
764 | stats.luck += diff; |
764 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
… | |
… | |
832 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | int weapon_weight = 0, weapon_speed = 0; |
834 | int weapon_weight = 0, weapon_speed = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
837 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
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|
838 | float old_speed = speed; |
837 | |
839 | |
838 | /* First task is to clear all the values back to their original values */ |
840 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
841 | if (type == PLAYER) |
840 | { |
842 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
843 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
1502 | if (move_type == 0) |
1504 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1505 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1506 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1507 | move_type &= ~MOVE_WALK; |
1506 | |
1508 | |
|
|
1509 | if (speed != old_speed) |
1507 | set_speed (speed); |
1510 | set_speed (speed); |
1508 | |
1511 | |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1512 | /* It is quite possible that a player's spell costing might have changed, |
1510 | * so we will check that now. |
1513 | * so we will check that now. |
1511 | */ |
1514 | */ |
1512 | if (type == PLAYER) |
1515 | if (type == PLAYER) |
… | |
… | |
1606 | object *skin = NULL; /* pointer to dragon skin force */ |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1607 | object *tmp = NULL; /* tmp. object */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1608 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1609 | |
1612 | |
1610 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1613 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
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|
1614 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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|
1615 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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|
1616 | |
1611 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1617 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1612 | { |
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|
1613 | if (tmp->type == FORCE) |
1618 | if (tmp->type == FORCE) |
1614 | { |
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|
1615 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1619 | if (tmp->arch->name == dragon_ability_force) |
1616 | abil = tmp; |
1620 | abil = tmp; |
1617 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1621 | else if (tmp->arch->name == dragon_skin_force) |
1618 | skin = tmp; |
1622 | skin = tmp; |
1619 | } |
1623 | |
1620 | } |
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|
1621 | /* if the force is missing -> bail out */ |
1624 | /* if the force is missing -> bail out */ |
1622 | if (abil == NULL) |
1625 | if (abil == NULL) |
1623 | return; |
1626 | return; |
1624 | |
1627 | |
1625 | /* The ability_force keeps track of maximum level ever achieved. |
1628 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1676 | */ |
1679 | */ |
1677 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1680 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1678 | skill_obj->stats.exp = 0; |
1681 | skill_obj->stats.exp = 0; |
1679 | skill_obj->level = 1; |
1682 | skill_obj->level = 1; |
1680 | insert_ob_in_ob (skill_obj, op); |
1683 | insert_ob_in_ob (skill_obj, op); |
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|
1684 | |
1681 | if (op->contr) |
1685 | if (op->contr) |
1682 | { |
1686 | { |
1683 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1687 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1684 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1688 | if (op->contr->ns) |
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|
1689 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1685 | } |
1690 | } |
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|
1691 | |
1686 | return skill_obj; |
1692 | return skill_obj; |
1687 | } |
1693 | } |
1688 | |
1694 | |
1689 | |
1695 | |
1690 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1696 | /* player_lvl_adj() - for the new exp system. we are concerned with |