--- deliantra/server/common/living.C 2008/05/06 16:32:34 1.86 +++ deliantra/server/common/living.C 2008/12/04 01:07:34 1.91 @@ -919,7 +919,8 @@ { contr->digestion += tmp->stats.food; contr->gen_hp += tmp->stats.hp; - contr->gen_sp += tmp->stats.sp; + if (tmp->type != BOW) // ugly exception for bows + contr->gen_sp += tmp->stats.sp; contr->gen_grace += tmp->stats.grace; contr->gen_sp_armour += tmp->gen_sp_armour; } @@ -1150,6 +1151,7 @@ } /* switch tmp->type */ } /* item is equipped */ } /* for loop of items */ + fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D /* We've gone through all the objects the player has equipped. For many things, we * have generated intermediate values which we now need to assign. @@ -1443,11 +1445,6 @@ * set the new dragon name after gaining levels or * changing ability focus (later this can be extended to * eventually change the player's face and animation) - * - * Note that the title is written to 'own_title' in the - * player struct. This should be changed to 'ext_title' - * as soon as clients support this! - * Please, anyone, write support for 'ext_title'. */ void set_dragon_name (object *pl, const object *abil, const object *skin) @@ -1475,29 +1472,17 @@ if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) atnr = abil->stats.exp; - level = (int) (level / 25.); - /* now set the new title */ - if (pl->contr) + if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); + else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); + else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); + else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); + else { - if (level == 0) - sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); - else if (level == 1) - sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); - else if (level == 2) - sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); - else if (level == 3) - sprintf (pl->contr->title, "%s dragon", attacks[atnr]); - else - { - /* special titles for extra high resistance! */ - if (skin->resist[atnr] > 80) - sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); - else if (skin->resist[atnr] > 50) - sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); - else - sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); - } + /* special titles for extra high resistance! */ + if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); + else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); + else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); } strcpy (pl->contr->own_title, ""); @@ -1574,7 +1559,7 @@ skill_obj = get_archetype_by_skill_name (skill_name, SKILL); if (!skill_obj) { - LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); + LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); return NULL; } @@ -1584,14 +1569,10 @@ CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); skill_obj->stats.exp = 0; skill_obj->level = 1; - insert_ob_in_ob (skill_obj, op); + op->insert (skill_obj); if (player *pl = op->contr) - { - pl->last_skill_ob [skill_obj->subtype] = skill_obj; - if (pl->ns) - pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous - } + pl->link_skills (); return skill_obj; } @@ -1720,7 +1701,7 @@ static void add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) { - object *skill_obj = NULL; + object *skill_obj; sint64 limit, exp_to_add; int i; @@ -1733,29 +1714,22 @@ * chosen_skill. This means we don't need to search through * the players inventory. */ + skill_obj = 0; + if (skill_name) { - if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) - skill_obj = op->chosen_skill; - else + skill_obj = op->contr->find_skill (skill_name); + + /* Player doesn't have the skill. Check to see what to do, and give + * it to the player if necessary + */ + if (!skill_obj) { - for (i = 0; i < NUM_SKILLS; i++) - if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) - { - skill_obj = op->contr->last_skill_ob[i]; - break; - } + if (flag == SK_EXP_NONE) + return; - /* Player doesn't have the skill. Check to see what to do, and give - * it to the player if necessary - */ - if (!skill_obj) - { - if (flag == SK_EXP_NONE) - return; - else if (flag == SK_EXP_ADD_SKILL) - give_skill_by_name (op, skill_name); - } + if (flag == SK_EXP_ADD_SKILL) + skill_obj = give_skill_by_name (op, skill_name); } } @@ -1832,7 +1806,6 @@ return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); } - /* Subtracts experience from player. * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we * only subtract from the matching skill. Otherwise, @@ -1855,7 +1828,7 @@ for (tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL && tmp->stats.exp) { - if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) + if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) { del_exp = check_exp_loss (tmp, exp); tmp->stats.exp -= del_exp;