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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 1.90 by root, Thu Sep 25 22:58:13 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 {
1809 if (exp < 0) 1802 if (exp < 0)
1810 return check_exp_loss (op, exp); 1803 return check_exp_loss (op, exp);
1811 else 1804 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1805 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1813} 1806}
1814
1815 1807
1816/* Subtracts experience from player. 1808/* Subtracts experience from player.
1817 * 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
1818 * only subtract from the matching skill. Otherwise, 1810 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all 1811 * this subtracts a portion from all
1833 sint64 del_exp; 1825 sint64 del_exp;
1834 1826
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1827 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1828 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1829 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1830 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 { 1831 {
1840 del_exp = check_exp_loss (tmp, exp); 1832 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1833 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1834 player_lvl_adj (op, tmp);
1843 } 1835 }

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