… | |
… | |
1442 | |
1442 | |
1443 | /* |
1443 | /* |
1444 | * set the new dragon name after gaining levels or |
1444 | * set the new dragon name after gaining levels or |
1445 | * changing ability focus (later this can be extended to |
1445 | * changing ability focus (later this can be extended to |
1446 | * eventually change the player's face and animation) |
1446 | * eventually change the player's face and animation) |
1447 | * |
|
|
1448 | * Note that the title is written to 'own_title' in the |
|
|
1449 | * player struct. This should be changed to 'ext_title' |
|
|
1450 | * as soon as clients support this! |
|
|
1451 | * Please, anyone, write support for 'ext_title'. |
|
|
1452 | */ |
1447 | */ |
1453 | void |
1448 | void |
1454 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1449 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1455 | { |
1450 | { |
1456 | int atnr = -1; /* attacknumber of highest level */ |
1451 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1474 | /* 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, |
1475 | or else at random */ |
1470 | or else at random */ |
1476 | 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) |
1477 | atnr = abil->stats.exp; |
1472 | atnr = abil->stats.exp; |
1478 | |
1473 | |
1479 | level = (int) (level / 25.); |
|
|
1480 | |
|
|
1481 | /* now set the new title */ |
1474 | /* now set the new title */ |
1482 | if (pl->contr) |
|
|
1483 | { |
|
|
1484 | if (level == 0) |
|
|
1485 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1475 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1486 | else if (level == 1) |
|
|
1487 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1476 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1488 | else if (level == 2) |
|
|
1489 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1477 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1490 | else if (level == 3) |
|
|
1491 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1478 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1492 | else |
1479 | else |
1493 | { |
1480 | { |
1494 | /* special titles for extra high resistance! */ |
1481 | /* special titles for extra high resistance! */ |
1495 | if (skin->resist[atnr] > 80) |
|
|
1496 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1482 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1497 | else if (skin->resist[atnr] > 50) |
|
|
1498 | 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]); |
1499 | else |
|
|
1500 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1484 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1501 | } |
|
|
1502 | } |
1485 | } |
1503 | |
1486 | |
1504 | strcpy (pl->contr->own_title, ""); |
1487 | strcpy (pl->contr->own_title, ""); |
1505 | } |
1488 | } |
1506 | |
1489 | |
… | |
… | |
1573 | object *skill_obj; |
1556 | object *skill_obj; |
1574 | |
1557 | |
1575 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1576 | if (!skill_obj) |
1559 | if (!skill_obj) |
1577 | { |
1560 | { |
1578 | 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); |
1579 | return NULL; |
1562 | return NULL; |
1580 | } |
1563 | } |
1581 | |
1564 | |
1582 | /* clear the flag - exp goes into this bucket, but player |
1565 | /* clear the flag - exp goes into this bucket, but player |
1583 | * still doesn't know it. |
1566 | * still doesn't know it. |
1584 | */ |
1567 | */ |
1585 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1586 | skill_obj->stats.exp = 0; |
1569 | skill_obj->stats.exp = 0; |
1587 | skill_obj->level = 1; |
1570 | skill_obj->level = 1; |
1588 | insert_ob_in_ob (skill_obj, op); |
1571 | op->insert (skill_obj); |
1589 | |
1572 | |
1590 | if (player *pl = op->contr) |
1573 | if (player *pl = op->contr) |
1591 | { |
1574 | pl->link_skills (); |
1592 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1593 | if (pl->ns) |
|
|
1594 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1595 | } |
|
|
1596 | |
1575 | |
1597 | return skill_obj; |
1576 | return skill_obj; |
1598 | } |
1577 | } |
1599 | |
1578 | |
1600 | /* 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 |
… | |
… | |
1719 | * 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: |
1720 | */ |
1699 | */ |
1721 | static void |
1700 | static void |
1722 | 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) |
1723 | { |
1702 | { |
1724 | object *skill_obj = NULL; |
1703 | object *skill_obj; |
1725 | sint64 limit, exp_to_add; |
1704 | sint64 limit, exp_to_add; |
1726 | int i; |
1705 | int i; |
1727 | |
1706 | |
1728 | /* prevents some forms of abuse. */ |
1707 | /* prevents some forms of abuse. */ |
1729 | if (op->contr->braced) |
1708 | if (op->contr->braced) |
… | |
… | |
1732 | /* Try to find the matching skill. |
1711 | /* Try to find the matching skill. |
1733 | * 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 |
1734 | * chosen_skill. This means we don't need to search through |
1713 | * chosen_skill. This means we don't need to search through |
1735 | * the players inventory. |
1714 | * the players inventory. |
1736 | */ |
1715 | */ |
|
|
1716 | skill_obj = 0; |
|
|
1717 | |
1737 | if (skill_name) |
1718 | if (skill_name) |
1738 | { |
1719 | { |
1739 | 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); |
1740 | skill_obj = op->chosen_skill; |
|
|
1741 | else |
|
|
1742 | { |
|
|
1743 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1744 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1745 | { |
|
|
1746 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1747 | break; |
|
|
1748 | } |
|
|
1749 | |
1721 | |
1750 | /* 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 |
1751 | * it to the player if necessary |
1723 | * it to the player if necessary |
1752 | */ |
1724 | */ |
1753 | if (!skill_obj) |
1725 | if (!skill_obj) |
1754 | { |
1726 | { |
1755 | if (flag == SK_EXP_NONE) |
1727 | if (flag == SK_EXP_NONE) |
1756 | return; |
1728 | return; |
|
|
1729 | |
1757 | else if (flag == SK_EXP_ADD_SKILL) |
1730 | if (flag == SK_EXP_ADD_SKILL) |
1758 | give_skill_by_name (op, skill_name); |
1731 | skill_obj = give_skill_by_name (op, skill_name); |
1759 | } |
|
|
1760 | } |
1732 | } |
1761 | } |
1733 | } |
1762 | |
1734 | |
1763 | if (flag != SK_EXP_SKILL_ONLY) |
1735 | if (flag != SK_EXP_SKILL_ONLY) |
1764 | { |
1736 | { |
… | |
… | |
1830 | if (exp < 0) |
1802 | if (exp < 0) |
1831 | return check_exp_loss (op, exp); |
1803 | return check_exp_loss (op, exp); |
1832 | else |
1804 | else |
1833 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1805 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1834 | } |
1806 | } |
1835 | |
|
|
1836 | |
1807 | |
1837 | /* Subtracts experience from player. |
1808 | /* Subtracts experience from player. |
1838 | * 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 |
1839 | * only subtract from the matching skill. Otherwise, |
1810 | * only subtract from the matching skill. Otherwise, |
1840 | * this subtracts a portion from all |
1811 | * this subtracts a portion from all |
… | |
… | |
1854 | sint64 del_exp; |
1825 | sint64 del_exp; |
1855 | |
1826 | |
1856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1827 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1857 | if (tmp->type == SKILL && tmp->stats.exp) |
1828 | if (tmp->type == SKILL && tmp->stats.exp) |
1858 | { |
1829 | { |
1859 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1830 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1860 | { |
1831 | { |
1861 | del_exp = check_exp_loss (tmp, exp); |
1832 | del_exp = check_exp_loss (tmp, exp); |
1862 | tmp->stats.exp -= del_exp; |
1833 | tmp->stats.exp -= del_exp; |
1863 | player_lvl_adj (op, tmp); |
1834 | player_lvl_adj (op, tmp); |
1864 | } |
1835 | } |