… | |
… | |
400 | /* 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 |
401 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
402 | */ |
402 | */ |
403 | 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)) |
404 | { |
404 | { |
405 | 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."); |
406 | } |
406 | } |
407 | |
407 | |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
409 | { |
409 | { |
410 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
917 | |
917 | |
918 | if (digest_types [tmp->type]) |
918 | if (digest_types [tmp->type]) |
919 | { |
919 | { |
920 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
|
|
922 | if (tmp->type != BOW) // ugly exception for bows |
922 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | } |
926 | } |
926 | } /* if this is a player */ |
927 | } /* if this is a player */ |
927 | else |
928 | else |
… | |
… | |
1441 | |
1442 | |
1442 | /* |
1443 | /* |
1443 | * set the new dragon name after gaining levels or |
1444 | * set the new dragon name after gaining levels or |
1444 | * changing ability focus (later this can be extended to |
1445 | * changing ability focus (later this can be extended to |
1445 | * eventually change the player's face and animation) |
1446 | * eventually change the player's face and animation) |
1446 | * |
|
|
1447 | * Note that the title is written to 'own_title' in the |
|
|
1448 | * player struct. This should be changed to 'ext_title' |
|
|
1449 | * as soon as clients support this! |
|
|
1450 | * Please, anyone, write support for 'ext_title'. |
|
|
1451 | */ |
1447 | */ |
1452 | void |
1448 | void |
1453 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1449 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1454 | { |
1450 | { |
1455 | int atnr = -1; /* attacknumber of highest level */ |
1451 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1473 | /* now if there are equals at highest level, pick the one with focus, |
1469 | /* now if there are equals at highest level, pick the one with focus, |
1474 | or else at random */ |
1470 | or else at random */ |
1475 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1471 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1476 | atnr = abil->stats.exp; |
1472 | atnr = abil->stats.exp; |
1477 | |
1473 | |
1478 | level = (int) (level / 25.); |
|
|
1479 | |
|
|
1480 | /* now set the new title */ |
1474 | /* now set the new title */ |
1481 | if (pl->contr) |
|
|
1482 | { |
|
|
1483 | if (level == 0) |
|
|
1484 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1475 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1485 | else if (level == 1) |
|
|
1486 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1476 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1487 | else if (level == 2) |
|
|
1488 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1477 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1489 | else if (level == 3) |
|
|
1490 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1478 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1491 | else |
1479 | else |
1492 | { |
1480 | { |
1493 | /* special titles for extra high resistance! */ |
1481 | /* special titles for extra high resistance! */ |
1494 | if (skin->resist[atnr] > 80) |
|
|
1495 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1482 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1496 | else if (skin->resist[atnr] > 50) |
|
|
1497 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1483 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1498 | else |
|
|
1499 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1484 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1500 | } |
|
|
1501 | } |
1485 | } |
1502 | |
1486 | |
1503 | strcpy (pl->contr->own_title, ""); |
1487 | strcpy (pl->contr->own_title, ""); |
1504 | } |
1488 | } |
1505 | |
1489 | |
… | |
… | |
1572 | object *skill_obj; |
1556 | object *skill_obj; |
1573 | |
1557 | |
1574 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1575 | if (!skill_obj) |
1559 | if (!skill_obj) |
1576 | { |
1560 | { |
1577 | 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); |
1578 | return NULL; |
1562 | return NULL; |
1579 | } |
1563 | } |
1580 | |
1564 | |
1581 | /* clear the flag - exp goes into this bucket, but player |
1565 | /* clear the flag - exp goes into this bucket, but player |
1582 | * still doesn't know it. |
1566 | * still doesn't know it. |
1583 | */ |
1567 | */ |
1584 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1585 | skill_obj->stats.exp = 0; |
1569 | skill_obj->stats.exp = 0; |
1586 | skill_obj->level = 1; |
1570 | skill_obj->level = 1; |
1587 | insert_ob_in_ob (skill_obj, op); |
1571 | op->insert (skill_obj); |
1588 | |
1572 | |
1589 | if (player *pl = op->contr) |
1573 | if (player *pl = op->contr) |
1590 | { |
1574 | pl->link_skills (); |
1591 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1592 | if (pl->ns) |
|
|
1593 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1594 | } |
|
|
1595 | |
1575 | |
1596 | return skill_obj; |
1576 | return skill_obj; |
1597 | } |
1577 | } |
1598 | |
1578 | |
1599 | /* 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 |
… | |
… | |
1718 | * 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: |
1719 | */ |
1699 | */ |
1720 | static void |
1700 | static void |
1721 | 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) |
1722 | { |
1702 | { |
1723 | object *skill_obj = NULL; |
1703 | object *skill_obj; |
1724 | sint64 limit, exp_to_add; |
1704 | sint64 limit, exp_to_add; |
1725 | int i; |
1705 | int i; |
1726 | |
1706 | |
1727 | /* prevents some forms of abuse. */ |
1707 | /* prevents some forms of abuse. */ |
1728 | if (op->contr->braced) |
1708 | if (op->contr->braced) |
… | |
… | |
1731 | /* Try to find the matching skill. |
1711 | /* Try to find the matching skill. |
1732 | * 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 |
1733 | * chosen_skill. This means we don't need to search through |
1713 | * chosen_skill. This means we don't need to search through |
1734 | * the players inventory. |
1714 | * the players inventory. |
1735 | */ |
1715 | */ |
|
|
1716 | skill_obj = 0; |
|
|
1717 | |
1736 | if (skill_name) |
1718 | if (skill_name) |
1737 | { |
1719 | { |
1738 | 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); |
1739 | skill_obj = op->chosen_skill; |
|
|
1740 | else |
|
|
1741 | { |
|
|
1742 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1743 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1744 | { |
|
|
1745 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1746 | break; |
|
|
1747 | } |
|
|
1748 | |
1721 | |
1749 | /* 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 |
1750 | * it to the player if necessary |
1723 | * it to the player if necessary |
1751 | */ |
1724 | */ |
1752 | if (!skill_obj) |
1725 | if (!skill_obj) |
1753 | { |
1726 | { |
1754 | if (flag == SK_EXP_NONE) |
1727 | if (flag == SK_EXP_NONE) |
1755 | return; |
1728 | return; |
|
|
1729 | |
1756 | else if (flag == SK_EXP_ADD_SKILL) |
1730 | if (flag == SK_EXP_ADD_SKILL) |
1757 | give_skill_by_name (op, skill_name); |
1731 | skill_obj = give_skill_by_name (op, skill_name); |
1758 | } |
|
|
1759 | } |
1732 | } |
1760 | } |
1733 | } |
1761 | |
1734 | |
1762 | if (flag != SK_EXP_SKILL_ONLY) |
1735 | if (flag != SK_EXP_SKILL_ONLY) |
1763 | { |
1736 | { |
… | |
… | |
1829 | if (exp < 0) |
1802 | if (exp < 0) |
1830 | return check_exp_loss (op, exp); |
1803 | return check_exp_loss (op, exp); |
1831 | else |
1804 | else |
1832 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1805 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1833 | } |
1806 | } |
1834 | |
|
|
1835 | |
1807 | |
1836 | /* Subtracts experience from player. |
1808 | /* Subtracts experience from player. |
1837 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1809 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1838 | * only subtract from the matching skill. Otherwise, |
1810 | * only subtract from the matching skill. Otherwise, |
1839 | * this subtracts a portion from all |
1811 | * this subtracts a portion from all |
… | |
… | |
1853 | sint64 del_exp; |
1825 | sint64 del_exp; |
1854 | |
1826 | |
1855 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1827 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1856 | if (tmp->type == SKILL && tmp->stats.exp) |
1828 | if (tmp->type == SKILL && tmp->stats.exp) |
1857 | { |
1829 | { |
1858 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1830 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1859 | { |
1831 | { |
1860 | del_exp = check_exp_loss (tmp, exp); |
1832 | del_exp = check_exp_loss (tmp, exp); |
1861 | tmp->stats.exp -= del_exp; |
1833 | tmp->stats.exp -= del_exp; |
1862 | player_lvl_adj (op, tmp); |
1834 | player_lvl_adj (op, tmp); |
1863 | } |
1835 | } |