1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
26 | |
27 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | /* Handy little macro that adds exp and keeps it within bounds. Since |
… | |
… | |
191 | static const char *const drain_msg[NUM_STATS] = { |
192 | static const char *const drain_msg[NUM_STATS] = { |
192 | "Oh no! You are weakened!", |
193 | "Oh no! You are weakened!", |
193 | "You're feeling clumsy!", |
194 | "You're feeling clumsy!", |
194 | "You feel less healthy", |
195 | "You feel less healthy", |
195 | "You suddenly begin to lose your memory!", |
196 | "You suddenly begin to lose your memory!", |
|
|
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!", |
196 | "Your face gets distorted!", |
199 | "Your face gets distorted!", |
197 | "Watch out, your mind is going!", |
|
|
198 | "Your spirit feels drained!" |
|
|
199 | }; |
200 | }; |
200 | const char *const restore_msg[NUM_STATS] = { |
201 | const char *const restore_msg[NUM_STATS] = { |
201 | "You feel your strength return.", |
202 | "You feel your strength return.", |
202 | "You feel your agility return.", |
203 | "You feel your agility return.", |
203 | "You feel your health return.", |
204 | "You feel your health return.", |
|
|
205 | "You feel your memory return.", |
204 | "You feel your wisdom return.", |
206 | "You feel your wisdom return.", |
|
|
207 | "You feel your spirits return.", |
205 | "You feel your charisma return.", |
208 | "You feel your charisma return.", |
206 | "You feel your memory return.", |
|
|
207 | "You feel your spirits return." |
|
|
208 | }; |
209 | }; |
209 | const char *const gain_msg[NUM_STATS] = { |
210 | const char *const gain_msg[NUM_STATS] = { |
210 | "You feel stronger.", |
211 | "You feel stronger.", |
211 | "You feel more agile.", |
212 | "You feel more agile.", |
212 | "You feel healthy.", |
213 | "You feel healthy.", |
|
|
214 | "You feel smarter.", |
213 | "You feel wiser.", |
215 | "You feel wiser.", |
|
|
216 | "You feel more potent.", |
214 | "You seem to look better.", |
217 | "You seem to look better.", |
215 | "You feel smarter.", |
|
|
216 | "You feel more potent." |
|
|
217 | }; |
218 | }; |
218 | const char *const lose_msg[NUM_STATS] = { |
219 | const char *const lose_msg[NUM_STATS] = { |
219 | "You feel weaker!", |
220 | "You feel weaker!", |
220 | "You feel clumsy!", |
221 | "You feel clumsy!", |
221 | "You feel less healthy!", |
222 | "You feel less healthy!", |
|
|
223 | "You feel stupid!", |
222 | "You lose some of your memory!", |
224 | "You lose some of your memory!", |
|
|
225 | "You feel less potent!", |
223 | "You look ugly!", |
226 | "You look ugly!", |
224 | "You feel stupid!", |
|
|
225 | "You feel less potent!" |
|
|
226 | }; |
227 | }; |
227 | |
228 | |
228 | const char *const statname[NUM_STATS] = { |
229 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
231 | }; |
… | |
… | |
676 | */ |
677 | */ |
677 | |
678 | |
678 | void |
679 | void |
679 | object::drain_stat () |
680 | object::drain_stat () |
680 | { |
681 | { |
681 | drain_specific_stat (RANDOM () % NUM_STATS); |
682 | drain_specific_stat (rndm (NUM_STATS)); |
682 | } |
683 | } |
683 | |
684 | |
684 | void |
685 | void |
685 | object::drain_specific_stat (int deplete_stats) |
686 | object::drain_specific_stat (int deplete_stats) |
686 | { |
687 | { |
… | |
… | |
754 | return; |
755 | return; |
755 | |
756 | |
756 | /* Randomly change the players luck. Basically, we move it |
757 | /* Randomly change the players luck. Basically, we move it |
757 | * back neutral (if greater>0, subtract, otherwise add) |
758 | * back neutral (if greater>0, subtract, otherwise add) |
758 | */ |
759 | */ |
759 | if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) |
760 | if (rndm (abs (tmp->stats.luck)) >= rndm (30)) |
760 | { |
761 | { |
761 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | int diff = tmp->stats.luck > 0 ? -1 : 1; |
762 | |
763 | |
763 | stats.luck += diff; |
764 | stats.luck += diff; |
764 | tmp->stats.luck += diff; |
765 | tmp->stats.luck += diff; |
… | |
… | |
817 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
818 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
819 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
821 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
822 | */ |
823 | * |
823 | |
|
|
824 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
824 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
825 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
826 | */ |
826 | */ |
827 | |
|
|
828 | void |
827 | void |
829 | object::update_stats () |
828 | object::update_stats () |
830 | { |
829 | { |
831 | int i, j; |
830 | int i, j; |
832 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | int weapon_weight = 0, weapon_speed = 0; |
832 | int weapon_weight = 0, weapon_speed = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
833 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
834 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
835 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
|
|
836 | float old_speed = speed; |
837 | |
837 | |
838 | /* First task is to clear all the values back to their original values */ |
838 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
839 | if (type == PLAYER) |
840 | { |
840 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
841 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
855 | /* Don't clobber all the range_ values. range_golem otherwise |
855 | /* Don't clobber all the range_ values. range_golem otherwise |
856 | * gets reset for no good reason, and we don't want to reset |
856 | * gets reset for no good reason, and we don't want to reset |
857 | * range_magic (what spell is readied). These three below |
857 | * range_magic (what spell is readied). These three below |
858 | * well get filled in based on what the player has equipped. |
858 | * well get filled in based on what the player has equipped. |
859 | */ |
859 | */ |
860 | contr->ranges[range_bow] = NULL; |
860 | contr->ranges[range_bow] = 0; |
861 | contr->ranges[range_misc] = NULL; |
861 | contr->ranges[range_misc] = 0; |
862 | contr->ranges[range_skill] = NULL; |
862 | contr->ranges[range_skill] = 0; |
863 | } |
863 | } |
864 | |
864 | |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
865 | memcpy (body_used, body_info, sizeof (body_info)); |
866 | |
866 | |
867 | slaying = 0; |
867 | slaying = 0; |
… | |
… | |
924 | speed = arch->clone.speed; |
924 | speed = arch->clone.speed; |
925 | |
925 | |
926 | /* OK - we've reset most all the objects attributes to sane values. |
926 | /* OK - we've reset most all the objects attributes to sane values. |
927 | * now go through and make adjustments for what the player has equipped. |
927 | * now go through and make adjustments for what the player has equipped. |
928 | */ |
928 | */ |
929 | |
|
|
930 | for (tmp = inv; tmp; tmp = tmp->below) |
929 | for (tmp = inv; tmp; tmp = tmp->below) |
931 | { |
930 | { |
932 | /* See note in map.c:update_position about making this additive |
931 | /* See note in map.c:update_position about making this additive |
933 | * since light sources are never applied, need to put check here. |
932 | * since light sources are never applied, need to put check here. |
934 | */ |
933 | */ |
… | |
… | |
988 | |
987 | |
989 | /* these are the items that currently can change digestion, regeneration, |
988 | /* these are the items that currently can change digestion, regeneration, |
990 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
989 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
991 | * list, but other items store other info into stats array. |
990 | * list, but other items store other info into stats array. |
992 | */ |
991 | */ |
993 | if ((tmp->type == WEAPON) || |
992 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
994 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
993 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
995 | (tmp->type == SHIELD) || (tmp->type == RING) || |
994 | (tmp->type == SHIELD) || (tmp->type == RING) || |
996 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
995 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
997 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
996 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
998 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
997 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
… | |
… | |
1019 | if (speed_reduce_from_disease == 0) |
1018 | if (speed_reduce_from_disease == 0) |
1020 | speed_reduce_from_disease = 1; |
1019 | speed_reduce_from_disease = 1; |
1021 | } |
1020 | } |
1022 | |
1021 | |
1023 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1022 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1024 | * (Negative protections are calculated extactly like positive.) |
1023 | * (Negative protections are calculated exactly like positive.) |
1025 | * Resistance from potions are treated special as well. If there's |
1024 | * Resistance from potions are treated special as well. If there's |
1026 | * more than one potion-effect, the bigger prot.-value is taken. |
1025 | * more than one potion-effect, the bigger prot.-value is taken. |
1027 | */ |
1026 | */ |
1028 | if (tmp->type != POTION) |
1027 | if (tmp->type != POTION) |
1029 | { |
1028 | { |
1030 | for (i = 0; i < NROFATTACKS; i++) |
1029 | for (i = 0; i < NROFATTACKS; i++) |
1031 | { |
1030 | { |
1032 | /* Potential for cursed potions, in which case we just can use |
1031 | /* Potential for cursed potions, in which case we just can use |
1033 | * a straight MAX, as potion_resist is initialized to zero. |
1032 | * a straight MAX, as potion_resist is initialised to zero. |
1034 | */ |
1033 | */ |
1035 | if (tmp->type == POTION_EFFECT) |
1034 | if (tmp->type == POTION_EFFECT) |
1036 | { |
1035 | { |
1037 | if (potion_resist[i]) |
1036 | if (potion_resist[i]) |
1038 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1037 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1039 | else |
1038 | else |
1040 | potion_resist[i] = tmp->resist[i]; |
1039 | potion_resist[i] = tmp->resist[i]; |
1041 | } |
1040 | } |
1042 | else if (tmp->resist[i] > 0) |
1041 | else if (tmp->resist[i] > 0) |
1043 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1042 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1044 | else if (tmp->resist[i] < 0) |
1043 | else if (tmp->resist[i] < 0) |
1045 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1044 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1046 | } |
1045 | } |
1047 | } |
1046 | } |
1048 | |
1047 | |
1049 | /* There may be other things that should not adjust the attacktype */ |
1048 | /* There may be other things that should not adjust the attacktype */ |
1050 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1049 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
… | |
… | |
1151 | case HELMET: |
1150 | case HELMET: |
1152 | case BOOTS: |
1151 | case BOOTS: |
1153 | case GLOVES: |
1152 | case GLOVES: |
1154 | case CLOAK: |
1153 | case CLOAK: |
1155 | if (tmp->stats.wc) |
1154 | if (tmp->stats.wc) |
1156 | wc -= (tmp->stats.wc + tmp->magic); |
1155 | wc -= tmp->stats.wc + tmp->magic; |
1157 | |
1156 | |
1158 | if (tmp->stats.dam) |
1157 | if (tmp->stats.dam) |
1159 | stats.dam += (tmp->stats.dam + tmp->magic); |
1158 | stats.dam += tmp->stats.dam + tmp->magic; |
1160 | |
1159 | |
1161 | if (tmp->stats.ac) |
1160 | if (tmp->stats.ac) |
1162 | ac -= (tmp->stats.ac + tmp->magic); |
1161 | ac -= tmp->stats.ac + tmp->magic; |
1163 | |
1162 | |
1164 | break; |
1163 | break; |
1165 | |
1164 | |
|
|
1165 | case BOW: |
1166 | case WEAPON: |
1166 | case WEAPON: |
1167 | wc -= (tmp->stats.wc + tmp->magic); |
1167 | wc -= tmp->stats.wc + tmp->magic; |
1168 | |
1168 | |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1169 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1170 | ac -= tmp->stats.ac + tmp->magic; |
1171 | |
1171 | |
1172 | stats.dam += (tmp->stats.dam + tmp->magic); |
1172 | stats.dam += tmp->stats.dam + tmp->magic; |
1173 | weapon_weight = tmp->weight; |
1173 | weapon_weight = tmp->weight; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1174 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1175 | |
1175 | |
1176 | if (weapon_speed < 0) |
1176 | if (weapon_speed < 0) |
1177 | weapon_speed = 0; |
1177 | weapon_speed = 0; |
… | |
… | |
1387 | * monster bonus the same as before. -b.t. |
1387 | * monster bonus the same as before. -b.t. |
1388 | */ |
1388 | */ |
1389 | |
1389 | |
1390 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1390 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1391 | { |
1391 | { |
1392 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1392 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1393 | |
1393 | for (i = 1; i < wc_obj->level; i++) |
1394 | for (i = 1; i < wc_obj->level; i++) |
1394 | { |
1395 | { |
1395 | /* addtional wc every 6 levels */ |
1396 | /* addtional wc every 6 levels */ |
1396 | if (!(i % 6)) |
1397 | if (!(i % 6)) |
1397 | wc--; |
1398 | wc--; |
|
|
1399 | |
1398 | /* addtional dam every 4 levels. */ |
1400 | /* addtional dam every 4 levels. */ |
1399 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1401 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1400 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1402 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1401 | } |
1403 | } |
1402 | } |
1404 | } |
1403 | else |
1405 | else |
1404 | wc -= (level + thaco_bonus[stats.Str]); |
1406 | wc -= level + thaco_bonus[stats.Str]; |
1405 | |
1407 | |
1406 | stats.dam += dam_bonus[stats.Str]; |
1408 | stats.dam += dam_bonus[stats.Str]; |
1407 | |
1409 | |
1408 | if (stats.dam < 1) |
1410 | if (stats.dam < 1) |
1409 | stats.dam = 1; |
1411 | stats.dam = 1; |
… | |
… | |
1502 | if (move_type == 0) |
1504 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1505 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1506 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1507 | move_type &= ~MOVE_WALK; |
1506 | |
1508 | |
1507 | update_ob_speed (this); |
1509 | if (speed != old_speed) |
|
|
1510 | set_speed (speed); |
1508 | |
1511 | |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1512 | /* It is quite possible that a player's spell costing might have changed, |
1510 | * so we will check that now. |
1513 | * so we will check that now. |
1511 | */ |
1514 | */ |
1512 | if (type == PLAYER) |
1515 | if (type == PLAYER) |
1513 | { |
1516 | { |
1514 | esrv_update_stats (contr); |
1517 | esrv_update_stats (contr); |
1515 | esrv_update_spells (contr); |
1518 | esrv_update_spells (contr); |
1516 | } |
1519 | } |
|
|
1520 | |
|
|
1521 | // update the mapspace, if we are on a map |
|
|
1522 | if (!flag [FLAG_REMOVED] && map) |
|
|
1523 | map->at (x, y).flags_ = 0; |
1517 | } |
1524 | } |
1518 | |
1525 | |
1519 | /* |
1526 | /* |
1520 | * Returns true if the given player is a legal class. |
1527 | * Returns true if the given player is a legal class. |
1521 | * The function to add and remove class-bonuses to the stats doesn't |
1528 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1606 | object *skin = NULL; /* pointer to dragon skin force */ |
1613 | object *skin = NULL; /* pointer to dragon skin force */ |
1607 | object *tmp = NULL; /* tmp. object */ |
1614 | object *tmp = NULL; /* tmp. object */ |
1608 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1615 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1609 | |
1616 | |
1610 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1617 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
|
|
1618 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1619 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1620 | |
1611 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
1621 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1612 | { |
|
|
1613 | if (tmp->type == FORCE) |
1622 | if (tmp->type == FORCE) |
1614 | { |
|
|
1615 | if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
1623 | if (tmp->arch->name == dragon_ability_force) |
1616 | abil = tmp; |
1624 | abil = tmp; |
1617 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
1625 | else if (tmp->arch->name == dragon_skin_force) |
1618 | skin = tmp; |
1626 | skin = tmp; |
1619 | } |
1627 | |
1620 | } |
|
|
1621 | /* if the force is missing -> bail out */ |
1628 | /* if the force is missing -> bail out */ |
1622 | if (abil == NULL) |
1629 | if (abil == NULL) |
1623 | return; |
1630 | return; |
1624 | |
1631 | |
1625 | /* The ability_force keeps track of maximum level ever achieved. |
1632 | /* The ability_force keeps track of maximum level ever achieved. |
… | |
… | |
1676 | */ |
1683 | */ |
1677 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1684 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1678 | skill_obj->stats.exp = 0; |
1685 | skill_obj->stats.exp = 0; |
1679 | skill_obj->level = 1; |
1686 | skill_obj->level = 1; |
1680 | insert_ob_in_ob (skill_obj, op); |
1687 | insert_ob_in_ob (skill_obj, op); |
|
|
1688 | |
1681 | if (op->contr) |
1689 | if (op->contr) |
1682 | { |
1690 | { |
1683 | op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; |
1691 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1684 | op->contr->last_skill_exp[skill_obj->subtype] = -1; |
1692 | if (op->contr->ns) |
|
|
1693 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1685 | } |
1694 | } |
|
|
1695 | |
1686 | return skill_obj; |
1696 | return skill_obj; |
1687 | } |
1697 | } |
1688 | |
1698 | |
1689 | |
1699 | |
1690 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1700 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1945 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1955 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1946 | tmp->stats.exp -= del_exp; |
1956 | tmp->stats.exp -= del_exp; |
1947 | player_lvl_adj (op, tmp); |
1957 | player_lvl_adj (op, tmp); |
1948 | } |
1958 | } |
1949 | } |
1959 | } |
|
|
1960 | |
1950 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1961 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1951 | { |
1962 | { |
1952 | del_exp = check_exp_loss (op, exp); |
1963 | del_exp = check_exp_loss (op, exp); |
1953 | op->stats.exp -= del_exp; |
1964 | op->stats.exp -= del_exp; |
1954 | player_lvl_adj (op, NULL); |
1965 | player_lvl_adj (op, NULL); |
1955 | } |
1966 | } |
1956 | } |
1967 | } |
1957 | |
|
|
1958 | |
|
|
1959 | |
1968 | |
1960 | /* change_exp() - changes experience to a player/monster. This |
1969 | /* change_exp() - changes experience to a player/monster. This |
1961 | * does bounds checking to make sure we don't overflow the max exp. |
1970 | * does bounds checking to make sure we don't overflow the max exp. |
1962 | * |
1971 | * |
1963 | * The exp passed is typically not modified much by this function - |
1972 | * The exp passed is typically not modified much by this function - |
1964 | * it is assumed the caller has modified the exp as needed. |
1973 | * it is assumed the caller has modified the exp as needed. |
1965 | * skill_name is the skill that should get the exp added. |
1974 | * skill_name is the skill that should get the exp added. |
1966 | * flag is what to do if player doesn't have the skill. |
1975 | * flag is what to do if player doesn't have the skill. |
1967 | * these last two values are only used for players. |
1976 | * these last two values are only used for players. |
1968 | */ |
1977 | */ |
1969 | |
|
|
1970 | void |
1978 | void |
1971 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1979 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1972 | { |
1980 | { |
1973 | |
|
|
1974 | #ifdef EXP_DEBUG |
1981 | #ifdef EXP_DEBUG |
1975 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1982 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1976 | #endif |
1983 | #endif |
1977 | |
1984 | |
1978 | /* safety */ |
1985 | /* safety */ |
… | |
… | |
2019 | else |
2026 | else |
2020 | /* note that when you lose exp, it doesn't go against |
2027 | /* note that when you lose exp, it doesn't go against |
2021 | * a particular skill, so we don't need to pass that |
2028 | * a particular skill, so we don't need to pass that |
2022 | * along. |
2029 | * along. |
2023 | */ |
2030 | */ |
2024 | subtract_player_exp (op, FABS (exp), skill_name, flag); |
2031 | subtract_player_exp (op, abs (exp), skill_name, flag); |
2025 | |
|
|
2026 | } |
2032 | } |
2027 | } |
2033 | } |
2028 | |
2034 | |
2029 | /* Applies a death penalty experience, the size of this is defined by the |
2035 | /* Applies a death penalty experience, the size of this is defined by the |
2030 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2036 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2031 | * amount of permenent experience, whichever gives the lowest loss. |
2037 | * amount of permenent experience, whichever gives the lowest loss. |
2032 | */ |
2038 | */ |
2033 | |
|
|
2034 | void |
2039 | void |
2035 | apply_death_exp_penalty (object *op) |
2040 | apply_death_exp_penalty (object *op) |
2036 | { |
2041 | { |
2037 | object *tmp; |
2042 | object *tmp; |
2038 | sint64 loss; |
2043 | sint64 loss; |