1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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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 |
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191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static 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!", |
196 | "Your face gets distorted!", |
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197 | "Watch out, your mind is going!", |
197 | "Watch out, your mind is going!", |
198 | "Your spirit feels drained!" |
198 | "Your spirit feels drained!" |
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199 | "Your face gets distorted!", |
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const 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.", |
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205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
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207 | "You feel your spirits return." |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
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207 | "You feel your spirits return." |
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208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const 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.", |
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214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
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216 | "You feel more potent." |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
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216 | "You feel more potent." |
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217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const 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!", |
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223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
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225 | "You feel less potent!" |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
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225 | "You feel less potent!" |
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226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
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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; |
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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++) |
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1028 | if (tmp->type != POTION) |
1030 | if (tmp->type != POTION) |
1029 | { |
1031 | { |
1030 | for (i = 0; i < NROFATTACKS; i++) |
1032 | for (i = 0; i < NROFATTACKS; i++) |
1031 | { |
1033 | { |
1032 | /* Potential for cursed potions, in which case we just can use |
1034 | /* Potential for cursed potions, in which case we just can use |
1033 | * a straight MAX, as potion_resist is initialized to zero. |
1035 | * a straight MAX, as potion_resist is initialised to zero. |
1034 | */ |
1036 | */ |
1035 | if (tmp->type == POTION_EFFECT) |
1037 | if (tmp->type == POTION_EFFECT) |
1036 | { |
1038 | { |
1037 | if (potion_resist[i]) |
1039 | if (potion_resist[i]) |
1038 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
… | |
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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 | |
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1509 | if (speed != old_speed) |
1507 | set_speed (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) |
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1676 | */ |
1679 | */ |
1677 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1680 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1678 | skill_obj->stats.exp = 0; |
1681 | skill_obj->stats.exp = 0; |
1679 | skill_obj->level = 1; |
1682 | skill_obj->level = 1; |
1680 | insert_ob_in_ob (skill_obj, op); |
1683 | insert_ob_in_ob (skill_obj, op); |
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1684 | |
1681 | if (op->contr) |
1685 | if (op->contr) |
1682 | { |
1686 | { |
1683 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1687 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1684 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1688 | if (op->contr->ns) |
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1689 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1685 | } |
1690 | } |
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1691 | |
1686 | return skill_obj; |
1692 | return skill_obj; |
1687 | } |
1693 | } |
1688 | |
1694 | |
1689 | |
1695 | |
1690 | /* 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 |