… | |
… | |
870 | * because the skill shouldn't count against body positions being used |
870 | * because the skill shouldn't count against body positions being used |
871 | * up, etc. |
871 | * up, etc. |
872 | */ |
872 | */ |
873 | if ((tmp->flag [FLAG_APPLIED] |
873 | if ((tmp->flag [FLAG_APPLIED] |
874 | && tmp->type != CONTAINER |
874 | && tmp->type != CONTAINER |
875 | && tmp->type != CLOSE_CON) |
875 | && tmp->type != CLOSE_CON |
|
|
876 | && tmp->type != SPELL) |
876 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | { |
878 | { |
878 | if (type == PLAYER) |
879 | if (type == PLAYER) |
879 | { |
880 | { |
880 | contr->item_power += tmp->item_power; |
881 | contr->item_power += tmp->item_power; |
… | |
… | |
915 | for (int i = 0; i < NROFATTACKS; i++) |
916 | for (int i = 0; i < NROFATTACKS; i++) |
916 | max_it (potion_resist[i], tmp->resist[i]); |
917 | max_it (potion_resist[i], tmp->resist[i]); |
917 | else if (tmp->type != POTION) |
918 | else if (tmp->type != POTION) |
918 | for (int i = 0; i < NROFATTACKS; i++) |
919 | for (int i = 0; i < NROFATTACKS; i++) |
919 | if (tmp->resist[i] > 0) |
920 | if (tmp->resist[i] > 0) |
920 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
921 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
921 | else if (tmp->resist[i] < 0) |
922 | else if (tmp->resist[i] < 0) |
922 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
923 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
923 | |
924 | |
924 | /* There may be other things that should not adjust the attacktype */ |
925 | /* There may be other things that should not adjust the attacktype */ |
925 | if (tmp->type != SYMPTOM) |
926 | if (tmp->type != SYMPTOM) |
926 | { |
927 | { |
927 | attacktype |= tmp->attacktype; |
928 | attacktype |= tmp->attacktype; |
… | |
… | |
1648 | * NULL, in which case exp increases the players general |
1649 | * NULL, in which case exp increases the players general |
1649 | * total, but not any particular skill. |
1650 | * total, but not any particular skill. |
1650 | * flag is what to do if the player doesn't have the skill: |
1651 | * flag is what to do if the player doesn't have the skill: |
1651 | */ |
1652 | */ |
1652 | static void |
1653 | static void |
1653 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1654 | add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1654 | { |
1655 | { |
1655 | object *skill_obj; |
1656 | object *skill_obj; |
1656 | sint64 limit, exp_to_add; |
1657 | sint64 limit, exp_to_add; |
1657 | int i; |
1658 | int i; |
1658 | |
1659 | |
… | |
… | |
1772 | * where everything is at the minimum perm exp, he would lose nothing. |
1773 | * where everything is at the minimum perm exp, he would lose nothing. |
1773 | * exp is the amount of exp to subtract - thus, it should be |
1774 | * exp is the amount of exp to subtract - thus, it should be |
1774 | * a postive number. |
1775 | * a postive number. |
1775 | */ |
1776 | */ |
1776 | static void |
1777 | static void |
1777 | subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) |
1778 | subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag) |
1778 | { |
1779 | { |
1779 | float fraction = (float) exp / (float) op->stats.exp; |
1780 | float fraction = (float) exp / (float) op->stats.exp; |
1780 | object *tmp; |
1781 | object *tmp; |
1781 | sint64 del_exp; |
1782 | sint64 del_exp; |
1782 | |
1783 | |
1783 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1784 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1784 | if (tmp->type == SKILL && tmp->stats.exp) |
1785 | if (tmp->type == SKILL && tmp->stats.exp) |
1785 | { |
1786 | { |
1786 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1787 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill) |
1787 | { |
1788 | { |
1788 | del_exp = check_exp_loss (tmp, exp); |
1789 | del_exp = check_exp_loss (tmp, exp); |
1789 | tmp->stats.exp -= del_exp; |
1790 | tmp->stats.exp -= del_exp; |
1790 | player_lvl_adj (op, tmp); |
1791 | player_lvl_adj (op, tmp); |
1791 | } |
1792 | } |
1792 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1793 | else if (flag != SK_SUBTRACT_SKILL_EXP) |
1793 | { |
1794 | { |
1794 | /* only want to process other skills if we are not trying |
1795 | /* only want to process other skills if we are not trying |
1795 | * to match a specific skill. |
1796 | * to match a specific skill. |
1796 | */ |
1797 | */ |
1797 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1798 | del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction); |
1798 | tmp->stats.exp -= del_exp; |
1799 | tmp->stats.exp -= del_exp; |
1799 | player_lvl_adj (op, tmp); |
1800 | player_lvl_adj (op, tmp); |
1800 | } |
1801 | } |
1801 | } |
1802 | } |
1802 | |
1803 | |
… | |
… | |
1816 | * skill_name is the skill that should get the exp added. |
1817 | * skill_name is the skill that should get the exp added. |
1817 | * flag is what to do if player doesn't have the skill. |
1818 | * flag is what to do if player doesn't have the skill. |
1818 | * these last two values are only used for players. |
1819 | * these last two values are only used for players. |
1819 | */ |
1820 | */ |
1820 | void |
1821 | void |
1821 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1822 | change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag) |
1822 | { |
1823 | { |
1823 | #ifdef EXP_DEBUG |
1824 | #ifdef EXP_DEBUG |
1824 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1825 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1825 | #endif |
1826 | #endif |
1826 | |
1827 | |