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) 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 | }; |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | const 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 | }; |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | const 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 | }; |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | const 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 | |
229 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
… | |
… | |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1612 | |
1612 | |
1613 | /* 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 | |
1614 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1617 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1615 | { |
|
|
1616 | if (tmp->type == FORCE) |
1618 | if (tmp->type == FORCE) |
1617 | { |
|
|
1618 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1619 | if (tmp->arch->name == dragon_ability_force) |
1619 | abil = tmp; |
1620 | abil = tmp; |
1620 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1621 | else if (tmp->arch->name == dragon_skin_force) |
1621 | skin = tmp; |
1622 | skin = tmp; |
1622 | } |
1623 | |
1623 | } |
|
|
1624 | /* if the force is missing -> bail out */ |
1624 | /* if the force is missing -> bail out */ |
1625 | if (abil == NULL) |
1625 | if (abil == NULL) |
1626 | return; |
1626 | return; |
1627 | |
1627 | |
1628 | /* The ability_force keeps track of maximum level ever achieved. |
1628 | /* The ability_force keeps track of maximum level ever achieved. |