1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * 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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | |
26 | |
… | |
… | |
33 | static const int con_bonus[MAX_STAT + 1] = { |
33 | static const int con_bonus[MAX_STAT + 1] = { |
34 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
34 | -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, |
35 | 22, 25, 30, 40, 50 |
35 | 22, 25, 30, 40, 50 |
36 | }; |
36 | }; |
37 | |
37 | |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
38 | /* changed the name of this to "sp_bonus" from "int_bonus" |
39 | * because Pow can now be the stat that controls spellpoint |
39 | * because Pow can now be the stat that controls spellpoint |
40 | * advancement. -b.t. |
40 | * advancement. -b.t. |
41 | */ |
41 | */ |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
42 | static const int sp_bonus[MAX_STAT + 1] = { |
43 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
43 | -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, |
… | |
… | |
108 | * These limits are probably overly generous, but being there were no values |
108 | * These limits are probably overly generous, but being there were no values |
109 | * before, you need to start someplace. |
109 | * before, you need to start someplace. |
110 | */ |
110 | */ |
111 | |
111 | |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
112 | const uint32 weight_limit[MAX_STAT + 1] = { |
113 | 200000, /* 0 */ |
113 | 200000, /* 0 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
114 | 250000, 300000, 350000, 400000, 500000, /* 5 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
115 | 600000, 700000, 800000, 900000, 1000000, /* 10 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
116 | 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
117 | 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
118 | 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ |
119 | 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */ |
120 | }; |
120 | }; |
121 | |
121 | |
122 | const int learn_spell[MAX_STAT + 1] = { |
122 | const int learn_spell[MAX_STAT + 1] = { |
123 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
123 | 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, |
124 | 100, 100, 100, 100, 100, 100 |
124 | 100, 100, 100, 100, 100, 100 |
… | |
… | |
139 | /* |
139 | /* |
140 | Since this is nowhere defined ... |
140 | Since this is nowhere defined ... |
141 | Both come in handy at least in function add_exp() |
141 | Both come in handy at least in function add_exp() |
142 | */ |
142 | */ |
143 | |
143 | |
144 | #define MAX_EXPERIENCE levels[settings.max_level] |
144 | #define MAX_EXPERIENCE levels [settings.max_level] |
145 | |
145 | |
146 | /* because exp_obj sum to make the total score, |
146 | /* because exp_obj sum to make the total score, |
147 | * we cannot allow that sum to exceed the maximum |
147 | * we cannot allow that sum to exceed the maximum |
148 | * amount of experience a player can gain. Thus |
148 | * amount of experience a player can gain. Thus |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
149 | * we define MAX_EXP_IN_OBJ. It is important to try |
… | |
… | |
156 | * line with progression of previous levels, so |
156 | * line with progression of previous levels, so |
157 | * if more levels are desired, this should be fixed. |
157 | * if more levels are desired, this should be fixed. |
158 | * -b.t. |
158 | * -b.t. |
159 | */ |
159 | */ |
160 | |
160 | |
161 | #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) |
161 | #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1) |
162 | |
|
|
163 | extern sint64 *levels; |
|
|
164 | |
162 | |
165 | #define MAX_SAVE_LEVEL 110 |
163 | #define MAX_SAVE_LEVEL 110 |
166 | |
164 | |
167 | /* This no longer needs to be changed anytime the number of |
165 | /* This no longer needs to be changed anytime the number of |
168 | * levels is increased - rather, did_make_save will do the |
166 | * levels is increased - rather, did_make_save will do the |
… | |
… | |
731 | * spell system split, grace points now added to system --peterm |
729 | * spell system split, grace points now added to system --peterm |
732 | */ |
730 | */ |
733 | void |
731 | void |
734 | object::update_stats () |
732 | object::update_stats () |
735 | { |
733 | { |
736 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
734 | float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
737 | int weapon_weight = 0, weapon_speed = 0; |
735 | weight_t weapon_weight = 0; |
|
|
736 | int weapon_speed = 0; |
738 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
737 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
739 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
738 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
740 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
739 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
741 | float old_speed = speed; |
740 | float old_speed = speed; |
742 | int stat_sum [NUM_STATS]; |
741 | int stat_sum [NUM_STATS]; |
… | |
… | |
872 | * because the skill shouldn't count against body positions being used |
871 | * because the skill shouldn't count against body positions being used |
873 | * up, etc. |
872 | * up, etc. |
874 | */ |
873 | */ |
875 | if ((tmp->flag [FLAG_APPLIED] |
874 | if ((tmp->flag [FLAG_APPLIED] |
876 | && tmp->type != CONTAINER |
875 | && tmp->type != CONTAINER |
877 | && tmp->type != CLOSE_CON) |
876 | && tmp->type != CLOSE_CON |
|
|
877 | && tmp->type != SPELL) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
878 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
879 | { |
879 | { |
880 | if (type == PLAYER) |
880 | if (type == PLAYER) |
881 | { |
881 | { |
882 | contr->item_power += tmp->item_power; |
882 | contr->item_power += tmp->item_power; |
… | |
… | |
917 | for (int i = 0; i < NROFATTACKS; i++) |
917 | for (int i = 0; i < NROFATTACKS; i++) |
918 | max_it (potion_resist[i], tmp->resist[i]); |
918 | max_it (potion_resist[i], tmp->resist[i]); |
919 | else if (tmp->type != POTION) |
919 | else if (tmp->type != POTION) |
920 | for (int i = 0; i < NROFATTACKS; i++) |
920 | for (int i = 0; i < NROFATTACKS; i++) |
921 | if (tmp->resist[i] > 0) |
921 | if (tmp->resist[i] > 0) |
922 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
922 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
923 | else if (tmp->resist[i] < 0) |
923 | else if (tmp->resist[i] < 0) |
924 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
924 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
925 | |
925 | |
926 | /* There may be other things that should not adjust the attacktype */ |
926 | /* There may be other things that should not adjust the attacktype */ |
927 | if (tmp->type != SYMPTOM) |
927 | if (tmp->type != SYMPTOM) |
928 | { |
928 | { |
929 | attacktype |= tmp->attacktype; |
929 | attacktype |= tmp->attacktype; |
… | |
… | |
940 | this->set_flag (FLAG_UNDEAD); |
940 | this->set_flag (FLAG_UNDEAD); |
941 | |
941 | |
942 | //TODO: copy_flags? |
942 | //TODO: copy_flags? |
943 | if (tmp->flag [FLAG_MAKE_INVIS]) |
943 | if (tmp->flag [FLAG_MAKE_INVIS]) |
944 | { |
944 | { |
945 | this->set_flag (FLAG_MAKE_INVIS); |
945 | set_flag (FLAG_MAKE_INVIS); |
946 | invisible = 1; |
946 | invisible = 1; |
947 | } |
947 | } |
948 | |
948 | |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
949 | if (tmp->stats.exp && tmp->type != SKILL) |
950 | { |
950 | { |
… | |
… | |
997 | |
997 | |
998 | if (tmp->stats.ac) |
998 | if (tmp->stats.ac) |
999 | ac -= tmp->stats.ac + tmp->magic; |
999 | ac -= tmp->stats.ac + tmp->magic; |
1000 | |
1000 | |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1001 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1002 | contr->encumbrance += 3 * tmp->weight / 1000; |
1002 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1003 | } |
1003 | } |
1004 | |
1004 | |
1005 | break; |
1005 | break; |
1006 | |
1006 | |
1007 | case SHIELD: |
1007 | case SHIELD: |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1008 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1009 | contr->encumbrance += tmp->weight / 2000; |
1009 | contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1; |
1010 | //FALLTHROUGH |
1010 | //FALLTHROUGH |
1011 | case RING: |
1011 | case RING: |
1012 | case AMULET: |
1012 | case AMULET: |
1013 | case GIRDLE: |
1013 | case GIRDLE: |
1014 | case HELMET: |
1014 | case HELMET: |
… | |
… | |
1024 | if (tmp->stats.ac) |
1024 | if (tmp->stats.ac) |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1025 | ac -= tmp->stats.ac + tmp->magic; |
1026 | |
1026 | |
1027 | break; |
1027 | break; |
1028 | |
1028 | |
1029 | case WAND: |
1029 | case RANGED: |
1030 | case ROD: |
|
|
1031 | case HORN: |
|
|
1032 | break; |
|
|
1033 | |
|
|
1034 | case BOW: |
1030 | case BOW: |
1035 | case WEAPON: |
1031 | case WEAPON: |
1036 | wc -= tmp->stats.wc + tmp->magic; |
1032 | wc -= tmp->stats.wc + tmp->magic; |
1037 | |
1033 | |
1038 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1034 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
… | |
… | |
1052 | * go. |
1048 | * go. |
1053 | */ |
1049 | */ |
1054 | |
1050 | |
1055 | if (type == PLAYER) |
1051 | if (type == PLAYER) |
1056 | if (settings.spell_encumbrance) |
1052 | if (settings.spell_encumbrance) |
1057 | contr->encumbrance += tmp->weight * 3 / 1000; |
1053 | contr->encumbrance += weight_to_kg_approx (3 * tmp->weight); |
1058 | |
1054 | |
1059 | break; |
1055 | break; |
1060 | |
1056 | |
1061 | case ARMOUR: /* Only the best of these three are used: */ |
1057 | case ARMOUR: /* Only the best of these three are used: */ |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1058 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | contr->encumbrance += tmp->weight / 1000; |
1059 | contr->encumbrance += weight_to_kg_approx (tmp->weight); |
1064 | |
1060 | |
1065 | case BRACERS: |
1061 | case BRACERS: |
1066 | case FORCE: |
1062 | case FORCE: |
1067 | if (tmp->stats.wc) |
1063 | if (tmp->stats.wc) |
1068 | { |
1064 | { |
… | |
… | |
1091 | |
1087 | |
1092 | if (tmp->stats.ac) |
1088 | if (tmp->stats.ac) |
1093 | ac -= tmp->stats.ac + tmp->magic; |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1094 | |
1090 | |
1095 | if (ARMOUR_SPEED (tmp)) |
1091 | if (ARMOUR_SPEED (tmp)) |
1096 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1092 | min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1097 | |
1093 | |
1098 | break; |
1094 | break; |
1099 | } /* switch tmp->type */ |
1095 | } /* switch tmp->type */ |
1100 | } /* item is equipped */ |
1096 | } /* item is equipped */ |
1101 | } /* for loop of items */ |
1097 | } /* for loop of items */ |
… | |
… | |
1294 | /* f is a number the represents the number of kg above (positive num) |
1290 | /* f is a number the represents the number of kg above (positive num) |
1295 | * or below (negative number) that the player is carrying. If above |
1291 | * or below (negative number) that the player is carrying. If above |
1296 | * weight limit, then player suffers a speed reduction based on how |
1292 | * weight limit, then player suffers a speed reduction based on how |
1297 | * much above he is, and what is max carry is |
1293 | * much above he is, and what is max carry is |
1298 | */ |
1294 | */ |
1299 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1295 | float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str]; |
1300 | if (f > 0.f) |
1296 | if (f > 0.f) |
1301 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1297 | speed /= (1.f + f / max_carry[stats.Str]); |
1302 | } |
1298 | } |
1303 | |
1299 | |
1304 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1300 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1305 | speed *= speed_reduce_from_disease; |
1301 | speed *= speed_reduce_from_disease; |
1306 | |
1302 | |
… | |
… | |
1612 | */ |
1608 | */ |
1613 | |
1609 | |
1614 | sint64 |
1610 | sint64 |
1615 | level_exp (int level, double expmul) |
1611 | level_exp (int level, double expmul) |
1616 | { |
1612 | { |
1617 | if (level > settings.max_level) |
1613 | return expmul * level_to_min_exp (level); |
1618 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1619 | |
|
|
1620 | return (sint64) (expmul * levels[level]); |
|
|
1621 | } |
1614 | } |
1622 | |
1615 | |
1623 | /* |
1616 | /* |
1624 | * Ensure that the permanent experience requirements in an exp object are met. |
1617 | * Ensure that the permanent experience requirements in an exp object are met. |
1625 | * This really just checks 'op to make sure the perm_exp value is within |
1618 | * This really just checks 'op to make sure the perm_exp value is within |
… | |
… | |
1653 | * NULL, in which case exp increases the players general |
1646 | * NULL, in which case exp increases the players general |
1654 | * total, but not any particular skill. |
1647 | * total, but not any particular skill. |
1655 | * flag is what to do if the player doesn't have the skill: |
1648 | * flag is what to do if the player doesn't have the skill: |
1656 | */ |
1649 | */ |
1657 | static void |
1650 | static void |
1658 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1651 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1659 | { |
1652 | { |
1660 | object *skill_obj; |
1653 | object *skill_obj; |
1661 | sint64 limit, exp_to_add; |
1654 | sint64 limit, exp_to_add; |
1662 | int i; |
|
|
1663 | |
1655 | |
1664 | /* prevents some forms of abuse. */ |
1656 | /* prevents some forms of abuse. */ |
1665 | if (op->contr->braced) |
1657 | if (op->contr->braced) |
1666 | exp /= 5; |
1658 | exp /= 5; |
1667 | |
1659 | |
… | |
… | |
1693 | { |
1685 | { |
1694 | /* Basically, you can never gain more experience in one shot |
1686 | /* Basically, you can never gain more experience in one shot |
1695 | * than half what you need to gain for next level. |
1687 | * than half what you need to gain for next level. |
1696 | */ |
1688 | */ |
1697 | exp_to_add = exp; |
1689 | exp_to_add = exp; |
1698 | limit = (levels[op->level + 1] - levels[op->level]) / 2; |
1690 | limit = (levels [op->level + 1] - levels [op->level]) / 2; |
1699 | if (exp_to_add > limit) |
1691 | if (exp_to_add > limit) |
1700 | exp_to_add = limit; |
1692 | exp_to_add = limit; |
1701 | |
1693 | |
1702 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1694 | ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); |
1703 | if (settings.permanent_exp_ratio) |
1695 | if (settings.permanent_exp_ratio) |
… | |
… | |
1710 | } |
1702 | } |
1711 | |
1703 | |
1712 | if (skill_obj) |
1704 | if (skill_obj) |
1713 | { |
1705 | { |
1714 | exp_to_add = exp; |
1706 | exp_to_add = exp; |
1715 | limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; |
1707 | limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2; |
1716 | if (exp_to_add > limit) |
1708 | if (exp_to_add > limit) |
1717 | exp_to_add = limit; |
1709 | exp_to_add = limit; |
1718 | |
1710 | |
1719 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1711 | ADD_EXP (skill_obj->stats.exp, exp_to_add); |
1720 | if (settings.permanent_exp_ratio) |
1712 | if (settings.permanent_exp_ratio) |
… | |
… | |
1777 | * where everything is at the minimum perm exp, he would lose nothing. |
1769 | * where everything is at the minimum perm exp, he would lose nothing. |
1778 | * exp is the amount of exp to subtract - thus, it should be |
1770 | * exp is the amount of exp to subtract - thus, it should be |
1779 | * a postive number. |
1771 | * a postive number. |
1780 | */ |
1772 | */ |
1781 | static void |
1773 | static void |
1782 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1774 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1783 | { |
1775 | { |
1784 | float fraction = (float) exp / (float) op->stats.exp; |
1776 | float fraction = (float) exp / (float) op->stats.exp; |
1785 | object *tmp; |
1777 | object *tmp; |
1786 | sint64 del_exp; |
1778 | sint64 del_exp; |
1787 | |
1779 | |
1788 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1780 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1789 | if (tmp->type == SKILL && tmp->stats.exp) |
1781 | if (tmp->type == SKILL && tmp->stats.exp) |
1790 | { |
1782 | { |
1791 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1783 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1792 | { |
1784 | { |
1793 | del_exp = check_exp_loss (tmp, exp); |
1785 | del_exp = check_exp_loss (tmp, exp); |
1794 | tmp->stats.exp -= del_exp; |
1786 | tmp->stats.exp -= del_exp; |
1795 | player_lvl_adj (op, tmp); |
1787 | player_lvl_adj (op, tmp); |
1796 | } |
1788 | } |
1797 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1789 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1798 | { |
1790 | { |
1799 | /* only want to process other skills if we are not trying |
1791 | /* only want to process other skills if we are not trying |
1800 | * to match a specific skill. |
1792 | * to match a specific skill. |
1801 | */ |
1793 | */ |
1802 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1794 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1803 | tmp->stats.exp -= del_exp; |
1795 | tmp->stats.exp -= del_exp; |
1804 | player_lvl_adj (op, tmp); |
1796 | player_lvl_adj (op, tmp); |
1805 | } |
1797 | } |
1806 | } |
1798 | } |
1807 | |
1799 | |
… | |
… | |
1821 | * skill_name is the skill that should get the exp added. |
1813 | * skill_name is the skill that should get the exp added. |
1822 | * flag is what to do if player doesn't have the skill. |
1814 | * flag is what to do if player doesn't have the skill. |
1823 | * these last two values are only used for players. |
1815 | * these last two values are only used for players. |
1824 | */ |
1816 | */ |
1825 | void |
1817 | void |
1826 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1818 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1827 | { |
1819 | { |
1828 | #ifdef EXP_DEBUG |
1820 | #ifdef EXP_DEBUG |
1829 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1821 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1830 | #endif |
1822 | #endif |
1831 | |
1823 | |
… | |
… | |
1909 | tmp->stats.exp -= loss; |
1901 | tmp->stats.exp -= loss; |
1910 | player_lvl_adj (op, tmp); |
1902 | player_lvl_adj (op, tmp); |
1911 | } |
1903 | } |
1912 | |
1904 | |
1913 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1905 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1914 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1906 | level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)]; |
1915 | |
1907 | |
1916 | if (level_loss < 0) |
1908 | if (level_loss < 0) |
1917 | level_loss = 0; |
1909 | level_loss = 0; |
1918 | |
1910 | |
1919 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1911 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |