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Comparing deliantra/server/common/living.C (file contents):
Revision 1.88 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.91 by root, Thu Dec 4 01:07:34 2008 UTC

1149 1149
1150 break; 1150 break;
1151 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1152 } /* item is equipped */ 1152 } /* item is equipped */
1153 } /* for loop of items */ 1153 } /* for loop of items */
1154 fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D
1154 1155
1155 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1157 * have generated intermediate values which we now need to assign.
1157 */ 1158 */
1158 1159
1556 object *skill_obj; 1557 object *skill_obj;
1557 1558
1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1559 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1559 if (!skill_obj) 1560 if (!skill_obj)
1560 { 1561 {
1561 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1562 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1562 return NULL; 1563 return NULL;
1563 } 1564 }
1564 1565
1565 /* clear the flag - exp goes into this bucket, but player 1566 /* clear the flag - exp goes into this bucket, but player
1566 * still doesn't know it. 1567 * still doesn't know it.
1567 */ 1568 */
1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1569 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1569 skill_obj->stats.exp = 0; 1570 skill_obj->stats.exp = 0;
1570 skill_obj->level = 1; 1571 skill_obj->level = 1;
1571 insert_ob_in_ob (skill_obj, op); 1572 op->insert (skill_obj);
1572 1573
1573 if (player *pl = op->contr) 1574 if (player *pl = op->contr)
1574 { 1575 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 1576
1580 return skill_obj; 1577 return skill_obj;
1581} 1578}
1582 1579
1583/* player_lvl_adj() - for the new exp system. we are concerned with 1580/* 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: 1699 * flag is what to do if the player doesn't have the skill:
1703 */ 1700 */
1704static void 1701static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1702add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1706{ 1703{
1707 object *skill_obj = NULL; 1704 object *skill_obj;
1708 sint64 limit, exp_to_add; 1705 sint64 limit, exp_to_add;
1709 int i; 1706 int i;
1710 1707
1711 /* prevents some forms of abuse. */ 1708 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1709 if (op->contr->braced)
1715 /* Try to find the matching skill. 1712 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches 1713 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through 1714 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1715 * the players inventory.
1719 */ 1716 */
1717 skill_obj = 0;
1718
1720 if (skill_name) 1719 if (skill_name)
1721 { 1720 {
1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1721 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 1722
1733 /* Player doesn't have the skill. Check to see what to do, and give 1723 /* Player doesn't have the skill. Check to see what to do, and give
1734 * it to the player if necessary 1724 * it to the player if necessary
1735 */ 1725 */
1736 if (!skill_obj) 1726 if (!skill_obj)
1737 { 1727 {
1738 if (flag == SK_EXP_NONE) 1728 if (flag == SK_EXP_NONE)
1739 return; 1729 return;
1730
1740 else if (flag == SK_EXP_ADD_SKILL) 1731 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1732 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1733 }
1744 } 1734 }
1745 1735
1746 if (flag != SK_EXP_SKILL_ONLY) 1736 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1737 {
1813 if (exp < 0) 1803 if (exp < 0)
1814 return check_exp_loss (op, exp); 1804 return check_exp_loss (op, exp);
1815 else 1805 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1806 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1817} 1807}
1818
1819 1808
1820/* Subtracts experience from player. 1809/* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1810 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise, 1811 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1812 * this subtracts a portion from all
1837 sint64 del_exp; 1826 sint64 del_exp;
1838 1827
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1828 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1829 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1830 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1831 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 { 1832 {
1844 del_exp = check_exp_loss (tmp, exp); 1833 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1834 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1835 player_lvl_adj (op, tmp);
1847 } 1836 }

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