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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.32 by root, Sat Jan 20 22:09:50 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", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235 236
236/* 237/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 239 * what attr is (STR to POW).
371 char message[MAX_BUF]; 372 char message[MAX_BUF];
372 int potion_max = 0; 373 int potion_max = 0;
373 374
374 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
377 */ 378 */
378 object_pod refop = *op; 379 object_copy refop = *op;
379 380
380 if (op->type == PLAYER) 381 if (op->type == PLAYER)
381 { 382 {
382 if (tmp->type == POTION) 383 if (tmp->type == POTION)
383 { 384 {
401 nstat = 1; 402 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
403 { 404 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 } 406 }
407
406 if (nstat != ostat) 408 if (nstat != ostat)
407 { 409 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
409 potion_max = 0; 411 potion_max = 0;
410 } 412 }
412 { 414 {
413 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 416 potion_max = 1;
415 } 417 }
416 } 418 }
419
417 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 422 * recalculates this anyway.
420 */ 423 */
421 for (j = 0; j < NUM_STATS; j++) 424 for (j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
423 check_stat_bounds (&(op->stats)); 427 check_stat_bounds (&(op->stats));
424 } /* end of potion handling code */ 428 } /* end of potion handling code */
425 } 429 }
426 430
427 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 456 {
453 success = 1; 457 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 459 }
460
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 462 {
458 success = 1; 463 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 465 }
466
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 468 {
463 success = 1; 469 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 471 }
472
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 474 {
468 success = 1; 475 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 477 }
478
471 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 483 * from fly high)
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 532 {
525 success = 1; 533 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 535 }
536
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 538 {
530 success = 1; 539 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 541 }
542
533 /* blinded you can tell if more blinded since blinded player has minimal 543 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 544 * vision
535 */ 545 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 547 {
655 success = 1; 665 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 667 }
658 } 668 }
659 } 669 }
670
660 return success; 671 return success;
661} 672}
662 673
663/* 674/*
664 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
744 return; 755 return;
745 756
746 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
748 */ 759 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 761 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 763
753 stats.luck += diff; 764 stats.luck += diff;
754 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
822 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;
823 int weapon_weight = 0, weapon_speed = 0; 834 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 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;
827 839
828 /* 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 */
829 if (type == PLAYER) 841 if (type == PLAYER)
830 { 842 {
831 for (i = 0; i < NUM_STATS; i++) 843 for (i = 0; i < NUM_STATS; i++)
1018 if (tmp->type != POTION) 1030 if (tmp->type != POTION)
1019 { 1031 {
1020 for (i = 0; i < NROFATTACKS; i++) 1032 for (i = 0; i < NROFATTACKS; i++)
1021 { 1033 {
1022 /* Potential for cursed potions, in which case we just can use 1034 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 1035 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 1036 */
1025 if (tmp->type == POTION_EFFECT) 1037 if (tmp->type == POTION_EFFECT)
1026 { 1038 {
1027 if (potion_resist[i]) 1039 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1492 if (move_type == 0) 1504 if (move_type == 0)
1493 move_type = MOVE_WALK; 1505 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1507 move_type &= ~MOVE_WALK;
1496 1508
1497 update_ob_speed (this); 1509 if (speed != old_speed)
1510 set_speed (speed);
1498 1511
1499 /* 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,
1500 * so we will check that now. 1513 * so we will check that now.
1501 */ 1514 */
1502 if (type == PLAYER) 1515 if (type == PLAYER)
1596 object *skin = NULL; /* pointer to dragon skin force */ 1609 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1610 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1611 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1612
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1613 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 shstr_cmp dragon_ability_force ("dragon_ability_force");
1615 shstr_cmp dragon_skin_force ("dragon_skin_force");
1616
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1617 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1618 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1619 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1620 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1621 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1622 skin = tmp;
1609 } 1623
1610 }
1611 /* if the force is missing -> bail out */ 1624 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1625 if (abil == NULL)
1613 return; 1626 return;
1614 1627
1615 /* The ability_force keeps track of maximum level ever achieved. 1628 /* The ability_force keeps track of maximum level ever achieved.
1666 */ 1679 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1681 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1682 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1683 insert_ob_in_ob (skill_obj, op);
1684
1671 if (op->contr) 1685 if (op->contr)
1672 { 1686 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1688 if (op->contr->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1690 }
1691
1676 return skill_obj; 1692 return skill_obj;
1677} 1693}
1678 1694
1679 1695
1680/* 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
2009 else 2025 else
2010 /* note that when you lose exp, it doesn't go against 2026 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 2027 * a particular skill, so we don't need to pass that
2012 * along. 2028 * along.
2013 */ 2029 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 2030 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 2031 }
2017} 2032}
2018 2033
2019/* Applies a death penalty experience, the size of this is defined by the 2034/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 2035 * settings death_penalty_percentage and death_penalty_levels, and by the

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