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Comparing deliantra/server/common/living.C (file contents):
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC vs.
Revision 1.93 by root, Thu Dec 18 19:56:09 2008 UTC

1698 * 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:
1699 */ 1699 */
1700static void 1700static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702{ 1702{
1703 object *skill_obj = NULL; 1703 object *skill_obj;
1704 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1705 int i; 1705 int i;
1706 1706
1707 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1708 if (op->contr->braced)
1711 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1712 * 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
1713 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1714 * the players inventory. 1714 * the players inventory.
1715 */ 1715 */
1716 skill_obj = 0;
1717
1716 if (skill_name) 1718 if (skill_name)
1717 { 1719 {
1718 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);
1719 skill_obj = op->chosen_skill;
1720 else
1721 {
1722 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1723 if (tmp->skill == skill_name && tmp->type == SKILL)
1724 {
1725 skill_obj = splay (tmp);
1726 break;
1727 }
1728 1721
1729 /* 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
1730 * it to the player if necessary 1723 * it to the player if necessary
1731 */ 1724 */
1732 if (!skill_obj) 1725 if (!skill_obj)
1733 { 1726 {
1734 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1735 return; 1728 return;
1729
1736 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1737 skill_obj = give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1738 }
1739 } 1732 }
1740 } 1733 }
1741 1734
1742 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1743 { 1736 {
1776 player_lvl_adj (op, skill_obj); 1769 player_lvl_adj (op, skill_obj);
1777 } 1770 }
1778} 1771}
1779 1772
1780/* This function checks to make sure that object 'op' can 1773/* This function checks to make sure that object 'op' can
1781 * lost 'exp' experience. It returns the amount of exp 1774 * lose 'exp' experience. It returns the amount of exp
1782 * object 'op' can in fact lose - it basically makes 1775 * object 'op' can in fact lose - it basically makes
1783 * adjustments based on permanent exp and the like. 1776 * adjustments based on permanent exp and the like.
1784 * This function should always be used for losing experience - 1777 * This function should always be used for losing experience -
1785 * the 'exp' value passed should be positive - this is the 1778 * the 'exp' value passed should be positive - this is the
1786 * amount that should get subtract from the player. 1779 * amount that should get subtract from the player.
1790{ 1783{
1791 sint64 del_exp; 1784 sint64 del_exp;
1792 1785
1793 if (exp > op->stats.exp) 1786 if (exp > op->stats.exp)
1794 exp = op->stats.exp; 1787 exp = op->stats.exp;
1788
1795 if (settings.permanent_exp_ratio) 1789 if (settings.permanent_exp_ratio)
1796 { 1790 {
1797 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
1798 if (del_exp < 0) 1793 if (del_exp < 0)
1799 del_exp = 0; 1794 del_exp = 0;
1795
1800 if (exp > del_exp) 1796 if (exp > del_exp)
1801 exp = del_exp; 1797 exp = del_exp;
1802 } 1798 }
1799
1803 return exp; 1800 return exp;
1804} 1801}
1805 1802
1806sint64 1803sint64
1807check_exp_adjust (const object *op, sint64 exp) 1804check_exp_adjust (const object *op, sint64 exp)
1808{ 1805{
1809 if (exp < 0) 1806 if (exp < 0)
1810 return check_exp_loss (op, exp); 1807 return check_exp_loss (op, exp);
1811 else 1808 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1809 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1813} 1810}
1814
1815 1811
1816/* Subtracts experience from player. 1812/* Subtracts experience from player.
1817 * 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
1818 * only subtract from the matching skill. Otherwise, 1814 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all 1815 * this subtracts a portion from all
1833 sint64 del_exp; 1829 sint64 del_exp;
1834 1830
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1831 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1832 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1833 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1834 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 { 1835 {
1840 del_exp = check_exp_loss (tmp, exp); 1836 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1837 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1838 player_lvl_adj (op, tmp);
1843 } 1839 }
1931 * amount of permenent experience, whichever gives the lowest loss. 1927 * amount of permenent experience, whichever gives the lowest loss.
1932 */ 1928 */
1933void 1929void
1934apply_death_exp_penalty (object *op) 1930apply_death_exp_penalty (object *op)
1935{ 1931{
1936 object *tmp;
1937 sint64 loss; 1932 sint64 loss;
1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1933 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1934 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1940 1935
1941 for (tmp = op->inv; tmp; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp) 1937 if (tmp->type == SKILL && tmp->stats.exp)
1943 { 1938 {
1944
1945 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1939 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1946 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)];
1947 1941
1948 /* With the revised exp system, you can get cases where 1942 /* With the revised exp system, you can get cases where
1949 * losing several levels would still require that you have more 1943 * losing several levels would still require that you have more
1951 * tables is a lot harder. 1945 * tables is a lot harder.
1952 */ 1946 */
1953 if (level_loss < 0) 1947 if (level_loss < 0)
1954 level_loss = 0; 1948 level_loss = 0;
1955 1949
1956 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1950 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1957 1951
1958 tmp->stats.exp -= loss; 1952 tmp->stats.exp -= loss;
1959 player_lvl_adj (op, tmp); 1953 player_lvl_adj (op, tmp);
1960 } 1954 }
1961 1955
1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1956 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1963 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)];
1964 1958
1965 if (level_loss < 0) 1959 if (level_loss < 0)
1966 level_loss = 0; 1960 level_loss = 0;
1961
1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1968 1963
1969 op->stats.exp -= loss; 1964 op->stats.exp -= loss;
1970 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1971} 1966}
1972 1967

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