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!", |
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197 | "Watch out, your mind is going!", |
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198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
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198 | "Your spirit feels drained!" |
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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 | }; |
… | |
… | |
1608 | object *skin = NULL; /* pointer to dragon skin force */ |
1609 | object *skin = NULL; /* pointer to dragon skin force */ |
1609 | object *tmp = NULL; /* tmp. object */ |
1610 | object *tmp = NULL; /* tmp. object */ |
1610 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1611 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1611 | |
1612 | |
1612 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1613 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
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1614 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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1615 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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1616 | |
1613 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1617 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1614 | { |
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1615 | if (tmp->type == FORCE) |
1618 | if (tmp->type == FORCE) |
1616 | { |
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1617 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1619 | if (tmp->arch->name == dragon_ability_force) |
1618 | abil = tmp; |
1620 | abil = tmp; |
1619 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1621 | else if (tmp->arch->name == dragon_skin_force) |
1620 | skin = tmp; |
1622 | skin = tmp; |
1621 | } |
1623 | |
1622 | } |
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1623 | /* if the force is missing -> bail out */ |
1624 | /* if the force is missing -> bail out */ |
1624 | if (abil == NULL) |
1625 | if (abil == NULL) |
1625 | return; |
1626 | return; |
1626 | |
1627 | |
1627 | /* The ability_force keeps track of maximum level ever achieved. |
1628 | /* The ability_force keeps track of maximum level ever achieved. |
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1678 | */ |
1679 | */ |
1679 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1680 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1680 | skill_obj->stats.exp = 0; |
1681 | skill_obj->stats.exp = 0; |
1681 | skill_obj->level = 1; |
1682 | skill_obj->level = 1; |
1682 | insert_ob_in_ob (skill_obj, op); |
1683 | insert_ob_in_ob (skill_obj, op); |
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1684 | |
1683 | if (op->contr) |
1685 | if (op->contr) |
1684 | { |
1686 | { |
1685 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1687 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1686 | 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 |
1687 | } |
1690 | } |
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1691 | |
1688 | return skill_obj; |
1692 | return skill_obj; |
1689 | } |
1693 | } |
1690 | |
1694 | |
1691 | |
1695 | |
1692 | /* 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 |