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!" |
|
|
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." |
|
|
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 | }; |
… | |
… | |
676 | */ |
677 | */ |
677 | |
678 | |
678 | void |
679 | void |
679 | object::drain_stat () |
680 | object::drain_stat () |
680 | { |
681 | { |
681 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
682 | } |
683 | } |
683 | |
684 | |
684 | void |
685 | void |
685 | object::drain_specific_stat (int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
686 | { |
687 | { |
… | |
… | |
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 (rndm (abs (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++) |
… | |
… | |
924 | speed = arch->clone.speed; |
926 | speed = arch->clone.speed; |
925 | |
927 | |
926 | /* 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. |
927 | * 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. |
928 | */ |
930 | */ |
929 | |
|
|
930 | for (tmp = inv; tmp; tmp = tmp->below) |
931 | for (tmp = inv; tmp; tmp = tmp->below) |
931 | { |
932 | { |
932 | /* See note in map.c:update_position about making this additive |
933 | /* See note in map.c:update_position about making this additive |
933 | * since light sources are never applied, need to put check here. |
934 | * since light sources are never applied, need to put check here. |
934 | */ |
935 | */ |
… | |
… | |
1019 | if (speed_reduce_from_disease == 0) |
1020 | if (speed_reduce_from_disease == 0) |
1020 | speed_reduce_from_disease = 1; |
1021 | speed_reduce_from_disease = 1; |
1021 | } |
1022 | } |
1022 | |
1023 | |
1023 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | * (Negative protections are calculated extactly like positive.) |
1025 | * (Negative protections are calculated exactly like positive.) |
1025 | * Resistance from potions are treated special as well. If there's |
1026 | * Resistance from potions are treated special as well. If there's |
1026 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | */ |
1028 | */ |
1028 | if (tmp->type != POTION) |
1029 | if (tmp->type != POTION) |
1029 | { |
1030 | { |
… | |
… | |
1038 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | else |
1040 | else |
1040 | potion_resist[i] = tmp->resist[i]; |
1041 | potion_resist[i] = tmp->resist[i]; |
1041 | } |
1042 | } |
1042 | else if (tmp->resist[i] > 0) |
1043 | else if (tmp->resist[i] > 0) |
1043 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | else if (tmp->resist[i] < 0) |
1045 | else if (tmp->resist[i] < 0) |
1045 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1046 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1046 | } |
1047 | } |
1047 | } |
1048 | } |
1048 | |
1049 | |
1049 | /* There may be other things that should not adjust the attacktype */ |
1050 | /* There may be other things that should not adjust the attacktype */ |
1050 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1051 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
… | |
… | |
1502 | if (move_type == 0) |
1503 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1504 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1506 | move_type &= ~MOVE_WALK; |
1506 | |
1507 | |
|
|
1508 | if (speed != old_speed) |
1507 | set_speed (speed); |
1509 | set_speed (speed); |
1508 | |
1510 | |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1511 | /* It is quite possible that a player's spell costing might have changed, |
1510 | * so we will check that now. |
1512 | * so we will check that now. |
1511 | */ |
1513 | */ |
1512 | if (type == PLAYER) |
1514 | if (type == PLAYER) |
… | |
… | |
1606 | object *skin = NULL; /* pointer to dragon skin force */ |
1608 | object *skin = NULL; /* pointer to dragon skin force */ |
1607 | object *tmp = NULL; /* tmp. object */ |
1609 | object *tmp = NULL; /* tmp. object */ |
1608 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1610 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1609 | |
1611 | |
1610 | /* 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 | |
1611 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1616 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1612 | { |
|
|
1613 | if (tmp->type == FORCE) |
1617 | if (tmp->type == FORCE) |
1614 | { |
|
|
1615 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1618 | if (tmp->arch->name == dragon_ability_force) |
1616 | abil = tmp; |
1619 | abil = tmp; |
1617 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1620 | else if (tmp->arch->name == dragon_skin_force) |
1618 | skin = tmp; |
1621 | skin = tmp; |
1619 | } |
1622 | |
1620 | } |
|
|
1621 | /* if the force is missing -> bail out */ |
1623 | /* if the force is missing -> bail out */ |
1622 | if (abil == NULL) |
1624 | if (abil == NULL) |
1623 | return; |
1625 | return; |
1624 | |
1626 | |
1625 | /* The ability_force keeps track of maximum level ever achieved. |
1627 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1676 | */ |
1678 | */ |
1677 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1679 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1678 | skill_obj->stats.exp = 0; |
1680 | skill_obj->stats.exp = 0; |
1679 | skill_obj->level = 1; |
1681 | skill_obj->level = 1; |
1680 | insert_ob_in_ob (skill_obj, op); |
1682 | insert_ob_in_ob (skill_obj, op); |
|
|
1683 | |
1681 | if (op->contr) |
1684 | if (op->contr) |
1682 | { |
1685 | { |
1683 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1686 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1684 | 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 |
1685 | } |
1689 | } |
|
|
1690 | |
1686 | return skill_obj; |
1691 | return skill_obj; |
1687 | } |
1692 | } |
1688 | |
1693 | |
1689 | |
1694 | |
1690 | /* 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 |
… | |
… | |
2019 | else |
2024 | else |
2020 | /* note that when you lose exp, it doesn't go against |
2025 | /* note that when you lose exp, it doesn't go against |
2021 | * a particular skill, so we don't need to pass that |
2026 | * a particular skill, so we don't need to pass that |
2022 | * along. |
2027 | * along. |
2023 | */ |
2028 | */ |
2024 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2029 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2025 | |
|
|
2026 | } |
2030 | } |
2027 | } |
2031 | } |
2028 | |
2032 | |
2029 | /* 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 |
2030 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2034 | * settings death_penalty_percentage and death_penalty_levels, and by the |