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Comparing deliantra/server/common/living.C (file contents):
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.94 by root, Tue Dec 23 00:39:48 2008 UTC

279 * that gives them that ability. 279 * that gives them that ability.
280 */ 280 */
281int 281int
282change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
283{ 283{
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
285 char message[MAX_BUF]; 286 char message[MAX_BUF];
286 int potion_max = 0; 287 int potion_max = 0;
287 288
288 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
289 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
290 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
291 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
292 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
293 295
294 if (op->type == PLAYER) 296 if (op->type == PLAYER)
295 { 297 {
296 if (tmp->type == POTION) 298 if (tmp->type == POTION)
297 { 299 {
298 potion_max = 1; 300 potion_max = 1;
301
299 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
300 { 303 {
301 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
303 306
304 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
305 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
306 309
307 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
308 * potions do so right now, there is the potential for potions
309 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
310 * to allow for that. 312 * to allow for that.
311 */ 313 */
312 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
313 nstat = 1; 315 nstat = 1;
365 { 367 {
366 success = 1; 368 success = 1;
367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
368 } 370 }
369 371
370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
371 { 373 {
372 success = 1; 374 success = 1;
373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
374 } 376 }
375 377
376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
377 { 379 {
378 success = 1; 380 success = 1;
379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
380 } 382 }
381 383
382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
383 { 385 {
384 success = 1; 386 success = 1;
385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
386 } 388 }
387 389
389 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
390 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
391 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
392 * from fly high) 394 * from fly high)
393 */ 395 */
394 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
395 { 397 {
396 success = 1; 398 success = 1;
397 399
398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
400 */ 402 */
401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 { 404 {
403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
404 } 406 }
405 407
406 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
407 { 409 {
408 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
420 } 422 }
421 423
422 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status 425 * originally undead may change their status
424 */ 426 */
425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 { 429 {
428 success = 1; 430 success = 1;
429 if (flag > 0) 431 if (flag > 0)
430 { 432 {
431 op->race = "undead"; 433 op->race = "undead";
436 op->race = op->arch->race; 438 op->race = op->arch->race;
437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 } 440 }
439 } 441 }
440 442
441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 { 444 {
443 success = 1; 445 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 } 447 }
446 448
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 { 450 {
449 success = 1; 451 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 } 453 }
452 454
453 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision 456 * vision
455 */ 457 */
456 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
457 { 459 {
458 success = 1; 460 success = 1;
459 if (flag > 0) 461 if (flag > 0)
460 { 462 {
461 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 465 else
464 { 466 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
468 op->contr->do_los = 1; 470 op->contr->do_los = 1;
469 } 471 }
470 } 472 }
471 else 473 else
472 { 474 {
473 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 477 else
476 { 478 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
480 op->contr->do_los = 1; 482 op->contr->do_los = 1;
481 } 483 }
482 } 484 }
483 } 485 }
484 486
485 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 { 488 {
487 success = 1; 489 success = 1;
488 if (op->type == PLAYER) 490 if (op->type == PLAYER)
489 op->contr->do_los = 1; 491 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 } 493 }
492 494
493 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 { 496 {
495 success = 1; 497 success = 1;
496 if (flag > 0) 498 if (flag > 0)
497 { 499 {
498 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else 502 else
501 { 503 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER) 505 if (op->type == PLAYER)
504 op->contr->do_los = 1; 506 op->contr->do_los = 1;
505 } 507 }
506 } 508 }
507 else 509 else
508 { 510 {
509 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511 else 513 else
512 { 514 {
513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514 if (op->type == PLAYER) 516 if (op->type == PLAYER)
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
554 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
556 558
557 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
558 { 560 {
559 success = 1; 561 success = 1;
562
560 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
561 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
562 else 565 else
563 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
564 567
565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 } 569 }
567 } 570 }
568 571
569 if (!potion_max) 572 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
574 { 575 {
575 success = 1; 576 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
577 } 578 }
578 }
579 }
580 579
581 return success; 580 return success;
582} 581}
583 582
584/* 583/*
859 * then calls this function. 858 * then calls this function.
860 */ 859 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue; 861 continue;
863 862
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius; 863 glow_radius += tmp->glow_radius;
869 864
870 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
872 { 867 {
873 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 882 grace_obj = tmp;
888 } 883 }
889 } 884 }
890 885
891 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 887 * objects need to make adjustments.
893 * This block should handle all player specific changes 888 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
919 914
920 if (digest_types [tmp->type]) 915 if (digest_types [tmp->type])
921 { 916 {
922 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
923 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
924 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
925 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
926 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
927 } 923 }
928 } /* if this is a player */ 924 } /* if this is a player */
929 else 925 else
939 935
940 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease = 937 speed_reduce_from_disease =
942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
943 939
944 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
945 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
946 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
947 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
948 */ 944 */
949 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1151 break; 1147 break;
1152 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1153 } /* item is equipped */ 1149 } /* item is equipped */
1154 } /* for loop of items */ 1150 } /* for loop of items */
1155 1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1153
1156 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1158 */ 1156 */
1159 1157
1160 /* 'total resistance = total protections - total vulnerabilities'. 1158 /* 'total resistance = total protections - total vulnerabilities'.
1443 1441
1444/* 1442/*
1445 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1446 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1447 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1448 *
1449 * Note that the title is written to 'own_title' in the
1450 * player struct. This should be changed to 'ext_title'
1451 * as soon as clients support this!
1452 * Please, anyone, write support for 'ext_title'.
1453 */ 1446 */
1454void 1447void
1455set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1456{ 1449{
1457 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1475 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1476 or else at random */ 1469 or else at random */
1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1478 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1479 1472
1480 level = (int) (level / 25.);
1481
1482 /* now set the new title */ 1473 /* now set the new title */
1483 if (pl->contr)
1484 {
1485 if (level == 0)
1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1487 else if (level == 1)
1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489 else if (level == 2)
1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491 else if (level == 3)
1492 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1493 else 1478 else
1494 { 1479 {
1495 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1500 else
1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1502 }
1503 } 1484 }
1504 1485
1505 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1506} 1487}
1507 1488
1574 object *skill_obj; 1555 object *skill_obj;
1575 1556
1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1577 if (!skill_obj) 1558 if (!skill_obj)
1578 { 1559 {
1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1580 return NULL; 1561 return NULL;
1581 } 1562 }
1582 1563
1583 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1584 * still doesn't know it. 1565 * still doesn't know it.
1585 */ 1566 */
1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1587 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1588 skill_obj->level = 1; 1569 skill_obj->level = 1;
1589 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1590 1571
1591 if (player *pl = op->contr) 1572 if (player *pl = op->contr)
1592 { 1573 pl->link_skills ();
1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1596 }
1597 1574
1598 return skill_obj; 1575 return skill_obj;
1599} 1576}
1600 1577
1601/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1720 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1721 */ 1698 */
1722static void 1699static void
1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1724{ 1701{
1725 object *skill_obj = NULL; 1702 object *skill_obj;
1726 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1727 int i; 1704 int i;
1728 1705
1729 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1730 if (op->contr->braced) 1707 if (op->contr->braced)
1733 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1734 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1735 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1736 * the players inventory. 1713 * the players inventory.
1737 */ 1714 */
1715 skill_obj = 0;
1716
1738 if (skill_name) 1717 if (skill_name)
1739 { 1718 {
1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 skill_obj = op->contr->find_skill (skill_name);
1741 skill_obj = op->chosen_skill;
1742 else
1743 {
1744 for (i = 0; i < NUM_SKILLS; i++)
1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1746 {
1747 skill_obj = op->contr->last_skill_ob[i];
1748 break;
1749 }
1750 1720
1751 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1752 * it to the player if necessary 1722 * it to the player if necessary
1753 */ 1723 */
1754 if (!skill_obj) 1724 if (!skill_obj)
1755 { 1725 {
1756 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1757 return; 1727 return;
1728
1758 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1759 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1760 }
1761 } 1731 }
1762 } 1732 }
1763 1733
1764 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1765 { 1735 {
1798 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1799 } 1769 }
1800} 1770}
1801 1771
1802/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1803 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1804 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1805 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1806 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1807 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1808 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1812{ 1782{
1813 sint64 del_exp; 1783 sint64 del_exp;
1814 1784
1815 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1816 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1817 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1818 { 1789 {
1819 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1820 if (del_exp < 0) 1792 if (del_exp < 0)
1821 del_exp = 0; 1793 del_exp = 0;
1794
1822 if (exp > del_exp) 1795 if (exp > del_exp)
1823 exp = del_exp; 1796 exp = del_exp;
1824 } 1797 }
1798
1825 return exp; 1799 return exp;
1826} 1800}
1827 1801
1828sint64 1802sint64
1829check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1830{ 1804{
1831 if (exp < 0) 1805 if (exp < 0)
1832 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1833 else 1807 else
1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1835} 1809}
1836
1837 1810
1838/* Subtracts experience from player. 1811/* Subtracts experience from player.
1839 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1840 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1841 * this subtracts a portion from all 1814 * this subtracts a portion from all
1855 sint64 del_exp; 1828 sint64 del_exp;
1856 1829
1857 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1858 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1859 { 1832 {
1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1861 { 1834 {
1862 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1863 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1864 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1865 } 1838 }
1953 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1954 */ 1927 */
1955void 1928void
1956apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1957{ 1930{
1958 object *tmp;
1959 sint64 loss; 1931 sint64 loss;
1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1962 1934
1963 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1965 { 1937 {
1966
1967 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1968 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1969 1940
1970 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1971 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1973 * tables is a lot harder. 1944 * tables is a lot harder.
1974 */ 1945 */
1975 if (level_loss < 0) 1946 if (level_loss < 0)
1976 level_loss = 0; 1947 level_loss = 0;
1977 1948
1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1979 1950
1980 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1981 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1982 } 1953 }
1983 1954
1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1986 1957
1987 if (level_loss < 0) 1958 if (level_loss < 0)
1988 level_loss = 0; 1959 level_loss = 0;
1960
1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1990 1962
1991 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1992 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1993} 1965}
1994 1966

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