… | |
… | |
1556 | object *skill_obj; |
1556 | object *skill_obj; |
1557 | |
1557 | |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1559 | if (!skill_obj) |
1559 | if (!skill_obj) |
1560 | { |
1560 | { |
1561 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1561 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1562 | return NULL; |
1562 | return NULL; |
1563 | } |
1563 | } |
1564 | |
1564 | |
1565 | /* clear the flag - exp goes into this bucket, but player |
1565 | /* clear the flag - exp goes into this bucket, but player |
1566 | * still doesn't know it. |
1566 | * still doesn't know it. |
1567 | */ |
1567 | */ |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1569 | skill_obj->stats.exp = 0; |
1569 | skill_obj->stats.exp = 0; |
1570 | skill_obj->level = 1; |
1570 | skill_obj->level = 1; |
1571 | insert_ob_in_ob (skill_obj, op); |
1571 | op->insert (skill_obj); |
1572 | |
1572 | |
1573 | if (player *pl = op->contr) |
1573 | if (player *pl = op->contr) |
1574 | { |
1574 | pl->link_skills (); |
1575 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1576 | if (pl->ns) |
|
|
1577 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1578 | } |
|
|
1579 | |
1575 | |
1580 | return skill_obj; |
1576 | return skill_obj; |
1581 | } |
1577 | } |
1582 | |
1578 | |
1583 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1579 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1702 | * flag is what to do if the player doesn't have the skill: |
1698 | * flag is what to do if the player doesn't have the skill: |
1703 | */ |
1699 | */ |
1704 | static void |
1700 | static void |
1705 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1706 | { |
1702 | { |
1707 | object *skill_obj = NULL; |
1703 | object *skill_obj; |
1708 | sint64 limit, exp_to_add; |
1704 | sint64 limit, exp_to_add; |
1709 | int i; |
1705 | int i; |
1710 | |
1706 | |
1711 | /* prevents some forms of abuse. */ |
1707 | /* prevents some forms of abuse. */ |
1712 | if (op->contr->braced) |
1708 | if (op->contr->braced) |
… | |
… | |
1715 | /* Try to find the matching skill. |
1711 | /* Try to find the matching skill. |
1716 | * We do a shortcut/time saving mechanism first - see if it matches |
1712 | * We do a shortcut/time saving mechanism first - see if it matches |
1717 | * chosen_skill. This means we don't need to search through |
1713 | * chosen_skill. This means we don't need to search through |
1718 | * the players inventory. |
1714 | * the players inventory. |
1719 | */ |
1715 | */ |
|
|
1716 | skill_obj = 0; |
|
|
1717 | |
1720 | if (skill_name) |
1718 | if (skill_name) |
1721 | { |
1719 | { |
1722 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1720 | skill_obj = op->contr->find_skill (skill_name); |
1723 | skill_obj = op->chosen_skill; |
|
|
1724 | else |
|
|
1725 | { |
|
|
1726 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1727 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1728 | { |
|
|
1729 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1730 | break; |
|
|
1731 | } |
|
|
1732 | |
1721 | |
1733 | /* Player doesn't have the skill. Check to see what to do, and give |
1722 | /* Player doesn't have the skill. Check to see what to do, and give |
1734 | * it to the player if necessary |
1723 | * it to the player if necessary |
1735 | */ |
1724 | */ |
1736 | if (!skill_obj) |
1725 | if (!skill_obj) |
1737 | { |
1726 | { |
1738 | if (flag == SK_EXP_NONE) |
1727 | if (flag == SK_EXP_NONE) |
1739 | return; |
1728 | return; |
|
|
1729 | |
1740 | else if (flag == SK_EXP_ADD_SKILL) |
1730 | if (flag == SK_EXP_ADD_SKILL) |
1741 | give_skill_by_name (op, skill_name); |
1731 | skill_obj = give_skill_by_name (op, skill_name); |
1742 | } |
|
|
1743 | } |
1732 | } |
1744 | } |
1733 | } |
1745 | |
1734 | |
1746 | if (flag != SK_EXP_SKILL_ONLY) |
1735 | if (flag != SK_EXP_SKILL_ONLY) |
1747 | { |
1736 | { |
… | |
… | |
1780 | player_lvl_adj (op, skill_obj); |
1769 | player_lvl_adj (op, skill_obj); |
1781 | } |
1770 | } |
1782 | } |
1771 | } |
1783 | |
1772 | |
1784 | /* This function checks to make sure that object 'op' can |
1773 | /* This function checks to make sure that object 'op' can |
1785 | * lost 'exp' experience. It returns the amount of exp |
1774 | * lose 'exp' experience. It returns the amount of exp |
1786 | * object 'op' can in fact lose - it basically makes |
1775 | * object 'op' can in fact lose - it basically makes |
1787 | * adjustments based on permanent exp and the like. |
1776 | * adjustments based on permanent exp and the like. |
1788 | * This function should always be used for losing experience - |
1777 | * This function should always be used for losing experience - |
1789 | * the 'exp' value passed should be positive - this is the |
1778 | * the 'exp' value passed should be positive - this is the |
1790 | * amount that should get subtract from the player. |
1779 | * amount that should get subtract from the player. |
… | |
… | |
1794 | { |
1783 | { |
1795 | sint64 del_exp; |
1784 | sint64 del_exp; |
1796 | |
1785 | |
1797 | if (exp > op->stats.exp) |
1786 | if (exp > op->stats.exp) |
1798 | exp = op->stats.exp; |
1787 | exp = op->stats.exp; |
|
|
1788 | |
1799 | if (settings.permanent_exp_ratio) |
1789 | if (settings.permanent_exp_ratio) |
1800 | { |
1790 | { |
1801 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1791 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1792 | |
1802 | if (del_exp < 0) |
1793 | if (del_exp < 0) |
1803 | del_exp = 0; |
1794 | del_exp = 0; |
|
|
1795 | |
1804 | if (exp > del_exp) |
1796 | if (exp > del_exp) |
1805 | exp = del_exp; |
1797 | exp = del_exp; |
1806 | } |
1798 | } |
|
|
1799 | |
1807 | return exp; |
1800 | return exp; |
1808 | } |
1801 | } |
1809 | |
1802 | |
1810 | sint64 |
1803 | sint64 |
1811 | check_exp_adjust (const object *op, sint64 exp) |
1804 | check_exp_adjust (const object *op, sint64 exp) |
1812 | { |
1805 | { |
1813 | if (exp < 0) |
1806 | if (exp < 0) |
1814 | return check_exp_loss (op, exp); |
1807 | return check_exp_loss (op, exp); |
1815 | else |
1808 | else |
1816 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1809 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1817 | } |
1810 | } |
1818 | |
|
|
1819 | |
1811 | |
1820 | /* Subtracts experience from player. |
1812 | /* Subtracts experience from player. |
1821 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1813 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1822 | * only subtract from the matching skill. Otherwise, |
1814 | * only subtract from the matching skill. Otherwise, |
1823 | * this subtracts a portion from all |
1815 | * this subtracts a portion from all |
… | |
… | |
1837 | sint64 del_exp; |
1829 | sint64 del_exp; |
1838 | |
1830 | |
1839 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1831 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1840 | if (tmp->type == SKILL && tmp->stats.exp) |
1832 | if (tmp->type == SKILL && tmp->stats.exp) |
1841 | { |
1833 | { |
1842 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1834 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1843 | { |
1835 | { |
1844 | del_exp = check_exp_loss (tmp, exp); |
1836 | del_exp = check_exp_loss (tmp, exp); |
1845 | tmp->stats.exp -= del_exp; |
1837 | tmp->stats.exp -= del_exp; |
1846 | player_lvl_adj (op, tmp); |
1838 | player_lvl_adj (op, tmp); |
1847 | } |
1839 | } |
… | |
… | |
1935 | * amount of permenent experience, whichever gives the lowest loss. |
1927 | * amount of permenent experience, whichever gives the lowest loss. |
1936 | */ |
1928 | */ |
1937 | void |
1929 | void |
1938 | apply_death_exp_penalty (object *op) |
1930 | apply_death_exp_penalty (object *op) |
1939 | { |
1931 | { |
1940 | object *tmp; |
|
|
1941 | sint64 loss; |
1932 | sint64 loss; |
1942 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1933 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1943 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1934 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1944 | |
1935 | |
1945 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1936 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1946 | if (tmp->type == SKILL && tmp->stats.exp) |
1937 | if (tmp->type == SKILL && tmp->stats.exp) |
1947 | { |
1938 | { |
1948 | |
|
|
1949 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1939 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1950 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1940 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1951 | |
1941 | |
1952 | /* With the revised exp system, you can get cases where |
1942 | /* With the revised exp system, you can get cases where |
1953 | * losing several levels would still require that you have more |
1943 | * losing several levels would still require that you have more |
… | |
… | |
1955 | * tables is a lot harder. |
1945 | * tables is a lot harder. |
1956 | */ |
1946 | */ |
1957 | if (level_loss < 0) |
1947 | if (level_loss < 0) |
1958 | level_loss = 0; |
1948 | level_loss = 0; |
1959 | |
1949 | |
1960 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1950 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1961 | |
1951 | |
1962 | tmp->stats.exp -= loss; |
1952 | tmp->stats.exp -= loss; |
1963 | player_lvl_adj (op, tmp); |
1953 | player_lvl_adj (op, tmp); |
1964 | } |
1954 | } |
1965 | |
1955 | |
1966 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1956 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1967 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1957 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1968 | |
1958 | |
1969 | if (level_loss < 0) |
1959 | if (level_loss < 0) |
1970 | level_loss = 0; |
1960 | level_loss = 0; |
|
|
1961 | |
1971 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1962 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1972 | |
1963 | |
1973 | op->stats.exp -= loss; |
1964 | op->stats.exp -= loss; |
1974 | player_lvl_adj (op, NULL); |
1965 | player_lvl_adj (op, NULL); |
1975 | } |
1966 | } |
1976 | |
1967 | |