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Comparing deliantra/server/common/living.C (file contents):
Revision 1.22 by root, Tue Dec 26 08:54:59 2006 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;
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;
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++)
924 speed = arch->clone.speed; 926 speed = arch->clone.speed;
925 927
926 /* 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.
927 * 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.
928 */ 930 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
931 { 932 {
932 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
934 */ 935 */
1019 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1021 } 1022 }
1022 1023
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 1028 */
1028 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1029 { 1030 {
1030 for (i = 0; i < NROFATTACKS; i++) 1031 for (i = 0; i < NROFATTACKS; i++)
1031 { 1032 {
1032 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 1035 */
1035 if (tmp->type == POTION_EFFECT) 1036 if (tmp->type == POTION_EFFECT)
1036 { 1037 {
1037 if (potion_resist[i]) 1038 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 1040 else
1040 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1041 } 1042 }
1042 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 1047 }
1047 } 1048 }
1048 1049
1049 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1502 if (move_type == 0) 1503 if (move_type == 0)
1503 move_type = MOVE_WALK; 1504 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1506 move_type &= ~MOVE_WALK;
1506 1507
1508 if (speed != old_speed)
1507 set_speed (speed); 1509 set_speed (speed);
1508 1510
1509 /* It is quite possible that a player's spell costing might have changed, 1511 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1512 * so we will check that now.
1511 */ 1513 */
1512 if (type == PLAYER) 1514 if (type == PLAYER)
1513 { 1515 {
1514 esrv_update_stats (contr); 1516 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1517 esrv_update_spells (contr);
1516 } 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;
1517} 1523}
1518 1524
1519/* 1525/*
1520 * Returns true if the given player is a legal class. 1526 * Returns true if the given player is a legal class.
1521 * 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
1606 object *skin = NULL; /* pointer to dragon skin force */ 1612 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1613 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1614 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1615
1610 /* 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
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1621 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1622 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1623 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1624 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1625 skin = tmp;
1619 } 1626
1620 }
1621 /* if the force is missing -> bail out */ 1627 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1628 if (abil == NULL)
1623 return; 1629 return;
1624 1630
1625 /* The ability_force keeps track of maximum level ever achieved. 1631 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1682 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1683 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1684 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1685 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1686 insert_ob_in_ob (skill_obj, op);
1687
1681 if (op->contr) 1688 if (op->contr)
1682 { 1689 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1690 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 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
1685 } 1693 }
1694
1686 return skill_obj; 1695 return skill_obj;
1687} 1696}
1688 1697
1689 1698
1690/* 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
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1954 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1955 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1956 player_lvl_adj (op, tmp);
1948 } 1957 }
1949 } 1958 }
1959
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1960 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1961 {
1952 del_exp = check_exp_loss (op, exp); 1962 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1963 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1955 } 1965 }
1956} 1966}
1957
1958
1959 1967
1960/* change_exp() - changes experience to a player/monster. This 1968/* change_exp() - changes experience to a player/monster. This
1961 * 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.
1962 * 1970 *
1963 * The exp passed is typically not modified much by this function - 1971 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1972 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1973 * skill_name is the skill that should get the exp added.
1966 * 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.
1967 * these last two values are only used for players. 1975 * these last two values are only used for players.
1968 */ 1976 */
1969
1970void 1977void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1978change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1979{
1973 1980
1974#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
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

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