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Comparing deliantra/server/common/living.C (file contents):
Revision 1.21 by root, Mon Dec 25 06:53:39 2006 UTC vs.
Revision 1.37 by root, Sun Apr 29 03:44:35 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) 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;
817 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
819 * 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.
820 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
822 */ 823 *
823
824/* 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.
825 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
826 */ 826 */
827
828void 827void
829object::update_stats () 828object::update_stats ()
830{ 829{
831 int i, j; 830 int i, j;
832 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;
833 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
837 837
838 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 839 if (type == PLAYER)
840 { 840 {
841 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
855 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
856 * 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
857 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
859 */ 859 */
860 contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
863 } 863 }
864 864
865 memcpy (body_used, body_info, sizeof (body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
866 866
867 slaying = 0; 867 slaying = 0;
924 speed = arch->clone.speed; 924 speed = arch->clone.speed;
925 925
926 /* 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.
927 * 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.
928 */ 928 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 929 for (tmp = inv; tmp; tmp = tmp->below)
931 { 930 {
932 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
934 */ 933 */
1019 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1021 } 1020 }
1022 1021
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 1026 */
1028 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1029 { 1028 {
1030 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1031 { 1030 {
1032 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 1033 */
1035 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1036 { 1035 {
1037 if (potion_resist[i]) 1036 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 1038 else
1040 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1041 } 1040 }
1042 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 1045 }
1047 } 1046 }
1048 1047
1049 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1151 case HELMET: 1150 case HELMET:
1152 case BOOTS: 1151 case BOOTS:
1153 case GLOVES: 1152 case GLOVES:
1154 case CLOAK: 1153 case CLOAK:
1155 if (tmp->stats.wc) 1154 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1155 wc -= tmp->stats.wc + tmp->magic;
1157 1156
1158 if (tmp->stats.dam) 1157 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1158 stats.dam += tmp->stats.dam + tmp->magic;
1160 1159
1161 if (tmp->stats.ac) 1160 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1161 ac -= tmp->stats.ac + tmp->magic;
1163 1162
1164 break; 1163 break;
1165 1164
1165 case BOW:
1166 case WEAPON: 1166 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic); 1167 wc -= tmp->stats.wc + tmp->magic;
1168 1168
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1170 ac -= tmp->stats.ac + tmp->magic;
1171 1171
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1172 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1173 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1175
1176 if (weapon_speed < 0) 1176 if (weapon_speed < 0)
1177 weapon_speed = 0; 1177 weapon_speed = 0;
1387 * monster bonus the same as before. -b.t. 1387 * monster bonus the same as before. -b.t.
1388 */ 1388 */
1389 1389
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1390 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1391 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1392 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393
1393 for (i = 1; i < wc_obj->level; i++) 1394 for (i = 1; i < wc_obj->level; i++)
1394 { 1395 {
1395 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1397 if (!(i % 6))
1397 wc--; 1398 wc--;
1399
1398 /* addtional dam every 4 levels. */ 1400 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1402 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1403 }
1402 } 1404 }
1403 else 1405 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1406 wc -= level + thaco_bonus[stats.Str];
1405 1407
1406 stats.dam += dam_bonus[stats.Str]; 1408 stats.dam += dam_bonus[stats.Str];
1407 1409
1408 if (stats.dam < 1) 1410 if (stats.dam < 1)
1409 stats.dam = 1; 1411 stats.dam = 1;
1502 if (move_type == 0) 1504 if (move_type == 0)
1503 move_type = MOVE_WALK; 1505 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1507 move_type &= ~MOVE_WALK;
1506 1508
1507 update_ob_speed (this); 1509 if (speed != old_speed)
1510 set_speed (speed);
1508 1511
1509 /* 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,
1510 * so we will check that now. 1513 * so we will check that now.
1511 */ 1514 */
1512 if (type == PLAYER) 1515 if (type == PLAYER)
1513 { 1516 {
1514 esrv_update_stats (contr); 1517 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1518 esrv_update_spells (contr);
1516 } 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;
1517} 1524}
1518 1525
1519/* 1526/*
1520 * Returns true if the given player is a legal class. 1527 * Returns true if the given player is a legal class.
1521 * 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
1606 object *skin = NULL; /* pointer to dragon skin force */ 1613 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1614 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1615 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1616
1610 /* 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
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1621 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1622 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1623 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1624 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1625 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1626 skin = tmp;
1619 } 1627
1620 }
1621 /* if the force is missing -> bail out */ 1628 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1629 if (abil == NULL)
1623 return; 1630 return;
1624 1631
1625 /* The ability_force keeps track of maximum level ever achieved. 1632 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1683 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1684 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1685 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1686 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1687 insert_ob_in_ob (skill_obj, op);
1688
1681 if (op->contr) 1689 if (op->contr)
1682 { 1690 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1691 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1692 if (op->contr->ns)
1693 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1694 }
1695
1686 return skill_obj; 1696 return skill_obj;
1687} 1697}
1688 1698
1689 1699
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1700/* player_lvl_adj() - for the new exp system. we are concerned with
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1955 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1956 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
1948 } 1958 }
1949 } 1959 }
1960
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1961 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1962 {
1952 del_exp = check_exp_loss (op, exp); 1963 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1964 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1955 } 1966 }
1956} 1967}
1957
1958
1959 1968
1960/* change_exp() - changes experience to a player/monster. This 1969/* change_exp() - changes experience to a player/monster. This
1961 * 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.
1962 * 1971 *
1963 * The exp passed is typically not modified much by this function - 1972 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1973 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1974 * skill_name is the skill that should get the exp added.
1966 * 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.
1967 * these last two values are only used for players. 1976 * these last two values are only used for players.
1968 */ 1977 */
1969
1970void 1978void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1979change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1980{
1973
1974#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
1975 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);
1976#endif 1983#endif
1977 1984
1978 /* safety */ 1985 /* safety */
2019 else 2026 else
2020 /* note that when you lose exp, it doesn't go against 2027 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 2028 * a particular skill, so we don't need to pass that
2022 * along. 2029 * along.
2023 */ 2030 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 2032 }
2027} 2033}
2028 2034
2029/* 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
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 2037 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 2038 */
2033
2034void 2039void
2035apply_death_exp_penalty (object *op) 2040apply_death_exp_penalty (object *op)
2036{ 2041{
2037 object *tmp; 2042 object *tmp;
2038 sint64 loss; 2043 sint64 loss;

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