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Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.38 by root, Sun Apr 29 04:14:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
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!", 197 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 198 "Your spirit feels drained!",
199 "Your face gets distorted!", 199 "Your face gets distorted!",
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const 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 memory return.",
206 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return." 207 "You feel your spirits return.",
208 "You feel your charisma return.", 208 "You feel your charisma return.",
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const 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 smarter.",
215 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent." 216 "You feel more potent.",
217 "You seem to look better.", 217 "You seem to look better.",
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const 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 feel stupid!",
224 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!", 226 "You look ugly!",
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::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
829void 827void
830object::update_stats () 828object::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 */
990 987
991 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
994 */ 991 */
995 if ((tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
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)
1153 case HELMET: 1150 case HELMET:
1154 case BOOTS: 1151 case BOOTS:
1155 case GLOVES: 1152 case GLOVES:
1156 case CLOAK: 1153 case CLOAK:
1157 if (tmp->stats.wc) 1154 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1155 wc -= tmp->stats.wc + tmp->magic;
1159 1156
1160 if (tmp->stats.dam) 1157 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1158 stats.dam += tmp->stats.dam + tmp->magic;
1162 1159
1163 if (tmp->stats.ac) 1160 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1161 ac -= tmp->stats.ac + tmp->magic;
1165 1162
1166 break; 1163 break;
1167 1164
1165 case BOW:
1168 case WEAPON: 1166 case WEAPON:
1169 wc -= (tmp->stats.wc + tmp->magic); 1167 wc -= tmp->stats.wc + tmp->magic;
1170 1168
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1170 ac -= tmp->stats.ac + tmp->magic;
1173 1171
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1172 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1173 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1175
1178 if (weapon_speed < 0) 1176 if (weapon_speed < 0)
1179 weapon_speed = 0; 1177 weapon_speed = 0;
1389 * monster bonus the same as before. -b.t. 1387 * monster bonus the same as before. -b.t.
1390 */ 1388 */
1391 1389
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1390 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1391 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1392 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393
1395 for (i = 1; i < wc_obj->level; i++) 1394 for (i = 1; i < wc_obj->level; i++)
1396 { 1395 {
1397 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1397 if (!(i % 6))
1399 wc--; 1398 wc--;
1399
1400 /* addtional dam every 4 levels. */ 1400 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1402 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1403 }
1404 } 1404 }
1405 else 1405 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1406 wc -= level + thaco_bonus[stats.Str];
1407 1407
1408 stats.dam += dam_bonus[stats.Str]; 1408 stats.dam += dam_bonus[stats.Str];
1409 1409
1410 if (stats.dam < 1) 1410 if (stats.dam < 1)
1411 stats.dam = 1; 1411 stats.dam = 1;
1515 if (type == PLAYER) 1515 if (type == PLAYER)
1516 { 1516 {
1517 esrv_update_stats (contr); 1517 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1518 esrv_update_spells (contr);
1519 } 1519 }
1520
1521 // update the mapspace, if we are on a map
1522 if (!flag [FLAG_REMOVED] && map)
1523 map->at (x, y).flags_ = 0;
1520} 1524}
1521 1525
1522/* 1526/*
1523 * Returns true if the given player is a legal class. 1527 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1528 * The function to add and remove class-bonuses to the stats doesn't
1609 object *skin = NULL; /* pointer to dragon skin force */ 1613 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1614 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1615 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1616
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1617 /* now grab the 'dragon_ability'-forces from the player's inventory */
1618 shstr_cmp dragon_ability_force ("dragon_ability_force");
1619 shstr_cmp dragon_skin_force ("dragon_skin_force");
1620
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1621 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1622 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1623 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1624 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1625 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1626 skin = tmp;
1622 } 1627
1623 }
1624 /* if the force is missing -> bail out */ 1628 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1629 if (abil == NULL)
1626 return; 1630 return;
1627 1631
1628 /* The ability_force keeps track of maximum level ever achieved. 1632 /* The ability_force keeps track of maximum level ever achieved.
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1955 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1956 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
1954 } 1958 }
1955 } 1959 }
1960
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1961 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1962 {
1958 del_exp = check_exp_loss (op, exp); 1963 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1964 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1961 } 1966 }
1962} 1967}
1963
1964
1965 1968
1966/* change_exp() - changes experience to a player/monster. This 1969/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1970 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1971 *
1969 * The exp passed is typically not modified much by this function - 1972 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1973 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1974 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1975 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1976 * these last two values are only used for players.
1974 */ 1977 */
1975
1976void 1978void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1979change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1980{
1979
1980#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1983#endif
1983 1984
1984 /* safety */ 1985 /* safety */
2025 else 2026 else
2026 /* note that when you lose exp, it doesn't go against 2027 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2028 * a particular skill, so we don't need to pass that
2028 * along. 2029 * along.
2029 */ 2030 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2032 }
2033} 2033}
2034 2034
2035/* Applies a death penalty experience, the size of this is defined by the 2035/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2037 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2038 */
2039
2040void 2039void
2041apply_death_exp_penalty (object *op) 2040apply_death_exp_penalty (object *op)
2042{ 2041{
2043 object *tmp; 2042 object *tmp;
2044 sint64 loss; 2043 sint64 loss;

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