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Comparing deliantra/server/common/living.C (file contents):
Revision 1.26 by root, Mon Jan 8 18:18:35 2007 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) 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
192static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
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!",
198 "Your spirit feels drained!",
197 "Your face gets distorted!", 199 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const 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 wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
206 "You feel your charisma return.", 208 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const 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 wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
215 "You seem to look better.", 217 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const 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 lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
224 "You look ugly!", 226 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 231};
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
755 return; 755 return;
756 756
757 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
759 */ 759 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 763
764 stats.luck += diff; 764 stats.luck += diff;
765 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
926 speed = arch->clone.speed; 926 speed = arch->clone.speed;
927 927
928 /* 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.
929 * 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.
930 */ 930 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 931 for (tmp = inv; tmp; tmp = tmp->below)
933 { 932 {
934 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
936 */ 935 */
1021 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1023 } 1022 }
1024 1023
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1028 */
1030 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1031 { 1030 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1040 else
1042 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1043 } 1042 }
1044 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1047 }
1049 } 1048 }
1050 1049
1051 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1515 if (type == PLAYER) 1514 if (type == PLAYER)
1516 { 1515 {
1517 esrv_update_stats (contr); 1516 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1517 esrv_update_spells (contr);
1519 } 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;
1520} 1523}
1521 1524
1522/* 1525/*
1523 * Returns true if the given player is a legal class. 1526 * Returns true if the given player is a legal class.
1524 * 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
1609 object *skin = NULL; /* pointer to dragon skin force */ 1612 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1613 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1614 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1615
1613 /* 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
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1621 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1622 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1623 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1624 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1625 skin = tmp;
1622 } 1626
1623 }
1624 /* if the force is missing -> bail out */ 1627 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1628 if (abil == NULL)
1626 return; 1629 return;
1627 1630
1628 /* The ability_force keeps track of maximum level ever achieved. 1631 /* The ability_force keeps track of maximum level ever achieved.
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1954 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1955 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1956 player_lvl_adj (op, tmp);
1954 } 1957 }
1955 } 1958 }
1959
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1960 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1961 {
1958 del_exp = check_exp_loss (op, exp); 1962 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1963 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1961 } 1965 }
1962} 1966}
1963
1964
1965 1967
1966/* change_exp() - changes experience to a player/monster. This 1968/* change_exp() - changes experience to a player/monster. This
1967 * 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.
1968 * 1970 *
1969 * The exp passed is typically not modified much by this function - 1971 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1972 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1973 * skill_name is the skill that should get the exp added.
1972 * 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.
1973 * these last two values are only used for players. 1975 * these last two values are only used for players.
1974 */ 1976 */
1975
1976void 1977void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1978change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1979{
1979 1980
1980#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
2025 else 2026 else
2026 /* note that when you lose exp, it doesn't go against 2027 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2028 * a particular skill, so we don't need to pass that
2028 * along. 2029 * along.
2029 */ 2030 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2032 }
2033} 2033}
2034 2034
2035/* 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
2036 * 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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