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Comparing deliantra/server/common/living.C (file contents):
Revision 1.23 by pippijn, Wed Jan 3 00:21:35 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) 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
191static const char *const drain_msg[NUM_STATS] = { 192static 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!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const 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.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const 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.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const 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!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const 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
678void 679void
679object::drain_stat () 680object::drain_stat ()
680{ 681{
681 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
682} 683}
683 684
684void 685void
685object::drain_specific_stat (int deplete_stats) 686object::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;
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

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