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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.35 by root, Wed Mar 14 04:12:27 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;
925 speed = arch->clone.speed; 926 speed = arch->clone.speed;
926 927
927 /* 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.
928 * 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.
929 */ 930 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
932 { 932 {
933 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
935 */ 935 */
1020 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1022 } 1022 }
1023 1023
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 1028 */
1029 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1030 { 1030 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 1040 else
1041 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1042 } 1042 }
1043 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 1047 }
1048 } 1048 }
1049 1049
1050 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1514 if (type == PLAYER) 1514 if (type == PLAYER)
1515 { 1515 {
1516 esrv_update_stats (contr); 1516 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1517 esrv_update_spells (contr);
1518 } 1518 }
1519
1520 // update the mapspace, if we are on a map
1521 if (!flag [FLAG_REMOVED] && map)
1522 map->at (x, y).flags_ = 0;
1519} 1523}
1520 1524
1521/* 1525/*
1522 * Returns true if the given player is a legal class. 1526 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1527 * The function to add and remove class-bonuses to the stats doesn't
1608 object *skin = NULL; /* pointer to dragon skin force */ 1612 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1613 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1614 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1615
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1616 /* now grab the 'dragon_ability'-forces from the player's inventory */
1617 shstr_cmp dragon_ability_force ("dragon_ability_force");
1618 shstr_cmp dragon_skin_force ("dragon_skin_force");
1619
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1621 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1622 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1623 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1624 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1625 skin = tmp;
1621 } 1626
1622 }
1623 /* if the force is missing -> bail out */ 1627 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1628 if (abil == NULL)
1625 return; 1629 return;
1626 1630
1627 /* The ability_force keeps track of maximum level ever achieved. 1631 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1682 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1683 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1684 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1685 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1686 insert_ob_in_ob (skill_obj, op);
1687
1683 if (op->contr) 1688 if (op->contr)
1684 { 1689 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1690 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1691 if (op->contr->ns)
1692 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1693 }
1694
1688 return skill_obj; 1695 return skill_obj;
1689} 1696}
1690 1697
1691 1698
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1699/* player_lvl_adj() - for the new exp system. we are concerned with
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1954 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1955 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1956 player_lvl_adj (op, tmp);
1950 } 1957 }
1951 } 1958 }
1959
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1960 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1961 {
1954 del_exp = check_exp_loss (op, exp); 1962 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1963 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1957 } 1965 }
1958} 1966}
1959
1960
1961 1967
1962/* change_exp() - changes experience to a player/monster. This 1968/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1969 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1970 *
1965 * The exp passed is typically not modified much by this function - 1971 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1972 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1973 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1974 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1975 * these last two values are only used for players.
1970 */ 1976 */
1971
1972void 1977void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1978change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1979{
1975 1980
1976#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
2021 else 2026 else
2022 /* note that when you lose exp, it doesn't go against 2027 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 2028 * a particular skill, so we don't need to pass that
2024 * along. 2029 * along.
2025 */ 2030 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 2032 }
2029} 2033}
2030 2034
2031/* 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
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the

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