1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | |
25 | |
27 | /* Handy little macro that adds exp and keeps it within bounds. Since |
26 | /* Handy little macro that adds exp and keeps it within bounds. Since |
28 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
27 | * we are now using 64 bit values, I'm not all concerned about overflow issues |
29 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
28 | * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp |
30 | */ |
29 | */ |
… | |
… | |
280 | * that gives them that ability. |
279 | * that gives them that ability. |
281 | */ |
280 | */ |
282 | int |
281 | int |
283 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
284 | { |
283 | { |
285 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
285 | int success = 0; |
286 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
287 | int potion_max = 0; |
287 | int potion_max = 0; |
288 | |
288 | |
289 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
290 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
291 | * found by update_stats. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
292 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
293 | object_copy refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
294 | |
295 | |
295 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
296 | { |
297 | { |
297 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
298 | { |
299 | { |
299 | potion_max = 1; |
300 | potion_max = 1; |
|
|
301 | |
300 | for (int j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
301 | { |
303 | { |
302 | int ostat = op->contr->orig_stats.stat (j); |
304 | int ostat = op->contr->orig_stats.stat (j); |
303 | int i = tmp->stats.stat (j); |
305 | int i = tmp->stats.stat (j); |
304 | |
306 | |
305 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
306 | int nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
307 | |
309 | |
308 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
309 | * potions do so right now, there is the potential for potions |
|
|
310 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
311 | * to allow for that. |
312 | * to allow for that. |
312 | */ |
313 | */ |
313 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
314 | nstat = 1; |
315 | nstat = 1; |
… | |
… | |
366 | { |
367 | { |
367 | success = 1; |
368 | success = 1; |
368 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | } |
370 | } |
370 | |
371 | |
371 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
372 | { |
373 | { |
373 | success = 1; |
374 | success = 1; |
374 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | } |
376 | } |
376 | |
377 | |
377 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
378 | { |
379 | { |
379 | success = 1; |
380 | success = 1; |
380 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | } |
382 | } |
382 | |
383 | |
383 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
384 | { |
385 | { |
385 | success = 1; |
386 | success = 1; |
386 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | } |
388 | } |
388 | |
389 | |
… | |
… | |
390 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
391 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
392 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
393 | * from fly high) |
394 | * from fly high) |
394 | */ |
395 | */ |
395 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
396 | { |
397 | { |
397 | success = 1; |
398 | success = 1; |
398 | |
399 | |
399 | /* 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 |
400 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
401 | */ |
402 | */ |
402 | 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)) |
403 | { |
404 | { |
404 | 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."); |
405 | } |
406 | } |
406 | |
407 | |
407 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | { |
409 | { |
409 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
421 | } |
422 | } |
422 | |
423 | |
423 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | * originally undead may change their status |
425 | * originally undead may change their status |
425 | */ |
426 | */ |
426 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
427 | if (!op->arch->flag [FLAG_UNDEAD]) |
427 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
428 | { |
429 | { |
429 | success = 1; |
430 | success = 1; |
430 | if (flag > 0) |
431 | if (flag > 0) |
431 | { |
432 | { |
432 | op->race = "undead"; |
433 | op->race = "undead"; |
… | |
… | |
437 | op->race = op->arch->race; |
438 | op->race = op->arch->race; |
438 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | } |
440 | } |
440 | } |
441 | } |
441 | |
442 | |
442 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
443 | { |
444 | { |
444 | success = 1; |
445 | success = 1; |
445 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | } |
447 | } |
447 | |
448 | |
448 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
449 | { |
450 | { |
450 | success = 1; |
451 | success = 1; |
451 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | } |
453 | } |
453 | |
454 | |
454 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | * vision |
456 | * vision |
456 | */ |
457 | */ |
457 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (tmp->flag [FLAG_BLIND]) |
458 | { |
459 | { |
459 | success = 1; |
460 | success = 1; |
460 | if (flag > 0) |
461 | if (flag > 0) |
461 | { |
462 | { |
462 | if (QUERY_FLAG (op, FLAG_WIZ)) |
463 | if (op->flag [FLAG_WIZ]) |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | else |
465 | else |
465 | { |
466 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | SET_FLAG (op, FLAG_BLIND); |
468 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
469 | op->contr->do_los = 1; |
470 | op->contr->do_los = 1; |
470 | } |
471 | } |
471 | } |
472 | } |
472 | else |
473 | else |
473 | { |
474 | { |
474 | if (QUERY_FLAG (op, FLAG_WIZ)) |
475 | if (op->flag [FLAG_WIZ]) |
475 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | else |
477 | else |
477 | { |
478 | { |
478 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | CLEAR_FLAG (op, FLAG_BLIND); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
481 | op->contr->do_los = 1; |
482 | op->contr->do_los = 1; |
482 | } |
483 | } |
483 | } |
484 | } |
484 | } |
485 | } |
485 | |
486 | |
486 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
487 | { |
488 | { |
488 | success = 1; |
489 | success = 1; |
489 | if (op->type == PLAYER) |
490 | if (op->type == PLAYER) |
490 | op->contr->do_los = 1; |
491 | op->contr->do_los = 1; |
491 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | } |
493 | } |
493 | |
494 | |
494 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
495 | { |
496 | { |
496 | success = 1; |
497 | success = 1; |
497 | if (flag > 0) |
498 | if (flag > 0) |
498 | { |
499 | { |
499 | if (QUERY_FLAG (op, FLAG_WIZ)) |
500 | if (op->flag [FLAG_WIZ]) |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | else |
502 | else |
502 | { |
503 | { |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
505 | op->contr->do_los = 1; |
506 | op->contr->do_los = 1; |
506 | } |
507 | } |
507 | } |
508 | } |
508 | else |
509 | else |
509 | { |
510 | { |
510 | if (QUERY_FLAG (op, FLAG_WIZ)) |
511 | if (op->flag [FLAG_WIZ]) |
511 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | else |
513 | else |
513 | { |
514 | { |
514 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | if (op->type == PLAYER) |
516 | if (op->type == PLAYER) |
… | |
… | |
553 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
554 | { |
555 | { |
555 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
556 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
557 | |
558 | |
558 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
559 | { |
560 | { |
560 | success = 1; |
561 | success = 1; |
|
|
562 | |
561 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
562 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
563 | else |
565 | else |
564 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
565 | |
567 | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
569 | } |
568 | } |
570 | } |
569 | |
571 | |
570 | if (!potion_max) |
572 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
574 | if (int i = tmp->stats.stat (j)) |
575 | { |
575 | { |
576 | success = 1; |
576 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
578 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
579 | |
582 | return success; |
580 | return success; |
583 | } |
581 | } |
584 | |
582 | |
585 | /* |
583 | /* |
… | |
… | |
757 | * spell system split, grace points now added to system --peterm |
755 | * spell system split, grace points now added to system --peterm |
758 | */ |
756 | */ |
759 | void |
757 | void |
760 | object::update_stats () |
758 | object::update_stats () |
761 | { |
759 | { |
762 | int i, j; |
|
|
763 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
760 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
764 | int weapon_weight = 0, weapon_speed = 0; |
761 | int weapon_weight = 0, weapon_speed = 0; |
765 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
762 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
766 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
767 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
768 | float old_speed = speed; |
765 | float old_speed = speed; |
|
|
766 | int stat_sum [NUM_STATS]; |
769 | |
767 | |
770 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
771 | if (type == PLAYER) |
769 | if (type == PLAYER) |
772 | { |
770 | { |
773 | for (i = 0; i < NUM_STATS; i++) |
771 | for (int i = 0; i < NUM_STATS; i++) |
774 | stats.stat (i) = contr->orig_stats.stat (i); |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | |
773 | |
776 | if (settings.spell_encumbrance == TRUE) |
774 | if (settings.spell_encumbrance == TRUE) |
777 | contr->encumbrance = 0; |
775 | contr->encumbrance = 0; |
778 | |
776 | |
779 | attacktype = 0; |
777 | attacktype = 0; |
… | |
… | |
817 | /* initializing resistances from the values in player/monster's |
815 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
816 | * archetype clone |
819 | */ |
817 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
819 | |
822 | for (i = 0; i < NROFATTACKS; i++) |
820 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
821 | { |
824 | if (resist[i] > 0) |
822 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
823 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
824 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
825 | vuln[i] = -(resist[i]), prot[i] = 0; |
… | |
… | |
863 | continue; |
861 | continue; |
864 | |
862 | |
865 | /* See note in map.c:update_position about making this additive |
863 | /* See note in map.c:update_position about making this additive |
866 | * since light sources are never applied, need to put check here. |
864 | * since light sources are never applied, need to put check here. |
867 | */ |
865 | */ |
868 | if (tmp->glow_radius > glow_radius) |
|
|
869 | glow_radius = tmp->glow_radius; |
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
870 | |
867 | |
871 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
872 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
873 | { |
870 | { |
874 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
… | |
… | |
887 | else if (tmp->level > grace_obj->level) |
884 | else if (tmp->level > grace_obj->level) |
888 | grace_obj = tmp; |
885 | grace_obj = tmp; |
889 | } |
886 | } |
890 | } |
887 | } |
891 | |
888 | |
892 | /* Container objects are not meant to adjust a players, but other applied |
889 | /* Container objects are not meant to adjust players, but other applied |
893 | * objects need to make adjustments. |
890 | * objects need to make adjustments. |
894 | * This block should handle all player specific changes |
891 | * This block should handle all player specific changes |
895 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
896 | * in the praying skill, and the player should always get those. |
893 | * in the praying skill, and the player should always get those. |
897 | * It also means we need to put in additional checks for applied below, |
894 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
914 | && !tmp->flag [FLAG_CURSED] |
911 | && !tmp->flag [FLAG_CURSED] |
915 | && !tmp->flag [FLAG_DAMNED]) |
912 | && !tmp->flag [FLAG_DAMNED]) |
916 | continue; |
913 | continue; |
917 | |
914 | |
918 | for (int i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
919 | if (expect_false (tmp->stats.stat (i))) |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
920 | stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT); |
|
|
921 | |
917 | |
922 | if (digest_types [tmp->type]) |
918 | if (digest_types [tmp->type]) |
923 | { |
919 | { |
924 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
920 | contr->digestion += tmp->stats.food; |
925 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
|
|
922 | if (tmp->type != BOW) // ugly exception for bows |
926 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_sp += tmp->stats.sp; |
927 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_grace += tmp->stats.grace; |
928 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | contr->gen_sp_armour += tmp->gen_sp_armour; |
929 | } |
926 | } |
930 | } /* if this is a player */ |
927 | } /* if this is a player */ |
931 | else |
928 | else |
… | |
… | |
934 | current_weapon = tmp; |
931 | current_weapon = tmp; |
935 | } |
932 | } |
936 | |
933 | |
937 | /* Update slots used for items */ |
934 | /* Update slots used for items */ |
938 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
935 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
939 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
936 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
940 | slot[i].used += tmp->slot[i].info; |
937 | slot[i].used += tmp->slot[i].info; |
941 | |
938 | |
942 | if (tmp->type == SYMPTOM) |
939 | if (tmp->type == SYMPTOM) |
943 | { |
|
|
944 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
945 | |
|
|
946 | if (speed_reduce_from_disease == 0) |
|
|
947 | speed_reduce_from_disease = 1; |
940 | speed_reduce_from_disease = |
948 | } |
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
949 | |
942 | |
950 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
951 | * (Negative protections are calculated exactly like positive.) |
944 | * (Negative protections are calculated exactly like positive.) |
952 | * Resistance from potions are treated special as well. If there's |
945 | * Resistance from potions are treated special as well. If there's |
953 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
954 | */ |
947 | */ |
955 | if (tmp->type != POTION) |
948 | if (tmp->type != POTION) |
956 | { |
949 | { |
957 | for (i = 0; i < NROFATTACKS; i++) |
950 | for (int i = 0; i < NROFATTACKS; i++) |
958 | { |
951 | { |
959 | /* Potential for cursed potions, in which case we just can use |
952 | /* Potential for cursed potions, in which case we just can use |
960 | * a straight MAX, as potion_resist is initialised to zero. |
953 | * a straight MAX, as potion_resist is initialised to zero. |
961 | */ |
954 | */ |
962 | if (tmp->type == POTION_EFFECT) |
955 | if (tmp->type == POTION_EFFECT) |
… | |
… | |
1156 | |
1149 | |
1157 | break; |
1150 | break; |
1158 | } /* switch tmp->type */ |
1151 | } /* switch tmp->type */ |
1159 | } /* item is equipped */ |
1152 | } /* item is equipped */ |
1160 | } /* for loop of items */ |
1153 | } /* for loop of items */ |
|
|
1154 | fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D |
1161 | |
1155 | |
1162 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | /* We've gone through all the objects the player has equipped. For many things, we |
1163 | * have generated intermediate values which we now need to assign. |
1157 | * have generated intermediate values which we now need to assign. |
1164 | */ |
1158 | */ |
1165 | |
1159 | |
… | |
… | |
1167 | * If there is an uncursed potion in effect, granting more protection |
1161 | * If there is an uncursed potion in effect, granting more protection |
1168 | * than that, we take: 'total resistance = resistance from potion'. |
1162 | * than that, we take: 'total resistance = resistance from potion'. |
1169 | * If there is a cursed (and no uncursed) potion in effect, we take |
1163 | * If there is a cursed (and no uncursed) potion in effect, we take |
1170 | * 'total resistance = vulnerability from cursed potion'. |
1164 | * 'total resistance = vulnerability from cursed potion'. |
1171 | */ |
1165 | */ |
1172 | for (i = 0; i < NROFATTACKS; i++) |
1166 | for (int i = 0; i < NROFATTACKS; i++) |
1173 | { |
1167 | { |
1174 | resist[i] = prot[i] - vuln[i]; |
1168 | resist[i] = prot[i] - vuln[i]; |
1175 | |
1169 | |
1176 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1170 | if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) |
1177 | resist[i] = potion_resist[i]; |
1171 | resist[i] = potion_resist[i]; |
1178 | } |
1172 | } |
1179 | |
1173 | |
1180 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1181 | if (type == PLAYER) |
1174 | if (type == PLAYER) |
1182 | { |
1175 | { |
|
|
1176 | // clamp various player stats |
|
|
1177 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
1178 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
|
|
1179 | |
|
|
1180 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1181 | |
|
|
1182 | /* Figure out the players sp/mana/hp totals. */ |
1183 | int pl_level; |
1183 | int pl_level; |
1184 | |
1184 | |
1185 | check_stat_bounds (&(stats)); |
1185 | check_stat_bounds (&(stats)); |
1186 | pl_level = level; |
1186 | pl_level = level; |
1187 | |
1187 | |
… | |
… | |
1189 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1189 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1190 | |
1190 | |
1191 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1191 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1192 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1192 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1193 | */ |
1193 | */ |
1194 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1194 | stats.maxhp = 0; |
|
|
1195 | for (int i = 1; i <= min (10, pl_level); i++) |
1195 | { |
1196 | { |
1196 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1197 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1197 | |
1198 | |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1199 | if (i % 2 && con_bonus[stats.Con] % 2) |
1199 | if (con_bonus[stats.Con] > 0) |
1200 | if (con_bonus[stats.Con] > 0) |
1200 | j++; |
1201 | j++; |
1201 | else |
1202 | else |
1202 | j--; |
1203 | j--; |
1203 | |
1204 | |
1204 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1205 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1205 | } |
1206 | } |
1206 | |
1207 | |
1207 | for (i = 11; i <= level; i++) |
1208 | stats.maxhp += 2 * max (0, level - 10); |
1208 | stats.maxhp += 2; |
|
|
1209 | |
1209 | |
1210 | if (stats.hp > stats.maxhp) |
1210 | if (stats.hp > stats.maxhp) |
1211 | stats.hp = stats.maxhp; |
1211 | stats.hp = stats.maxhp; |
1212 | |
1212 | |
1213 | /* Sp gain is controlled by the level of the player's |
1213 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1228 | stats.maxsp = 1; |
1228 | stats.maxsp = 1; |
1229 | else |
1229 | else |
1230 | { |
1230 | { |
1231 | float sp_tmp = 0.f; |
1231 | float sp_tmp = 0.f; |
1232 | |
1232 | |
1233 | for (i = 1; i <= min (10, mana_obj->level); i++) |
1233 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1234 | { |
1234 | { |
1235 | float stmp; |
1235 | float stmp; |
1236 | |
1236 | |
1237 | /* Got some extra bonus at first level */ |
1237 | /* Got some extra bonus at first level */ |
1238 | if (i < 2) |
1238 | if (i < 2) |
… | |
… | |
1262 | * becomes big jumps when the sums of the bonuses jump to the next |
1262 | * becomes big jumps when the sums of the bonuses jump to the next |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1264 | */ |
1264 | */ |
1265 | float sp_tmp = 0.f; |
1265 | float sp_tmp = 0.f; |
1266 | |
1266 | |
1267 | for (i = 1; i <= min (10, grace_obj->level); i++) |
1267 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1268 | { |
1268 | { |
1269 | float grace_tmp = 0.f; |
1269 | float grace_tmp = 0.f; |
1270 | |
1270 | |
1271 | /* Got some extra bonus at first level */ |
1271 | /* Got some extra bonus at first level */ |
1272 | if (i < 2) |
1272 | if (i < 2) |
… | |
… | |
1306 | |
1306 | |
1307 | if (contr && wc_obj && wc_obj->level > 1) |
1307 | if (contr && wc_obj && wc_obj->level > 1) |
1308 | { |
1308 | { |
1309 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1309 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1310 | |
1310 | |
1311 | for (i = 1; i < wc_obj->level; i++) |
1311 | for (int i = 1; i < wc_obj->level; i++) |
1312 | { |
1312 | { |
1313 | /* additional wc every 6 levels */ |
1313 | /* additional wc every 6 levels */ |
1314 | if (!(i % 6)) |
1314 | if (!(i % 6)) |
1315 | wc--; |
1315 | wc--; |
1316 | |
1316 | |
… | |
… | |
1349 | /* f is a number the represents the number of kg above (positive num) |
1349 | /* f is a number the represents the number of kg above (positive num) |
1350 | * or below (negative number) that the player is carrying. If above |
1350 | * or below (negative number) that the player is carrying. If above |
1351 | * weight limit, then player suffers a speed reduction based on how |
1351 | * weight limit, then player suffers a speed reduction based on how |
1352 | * much above he is, and what is max carry is |
1352 | * much above he is, and what is max carry is |
1353 | */ |
1353 | */ |
1354 | f = (carrying / 1000) - max_carry[stats.Str]; |
1354 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1355 | if (f > 0) |
1355 | if (f > 0.f) |
1356 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1356 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1357 | } |
1357 | } |
1358 | |
1358 | |
1359 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1359 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1360 | speed *= speed_reduce_from_disease; |
1360 | |
1361 | |
1361 | /* Put a lower limit on speed. Note with this speed, you move once every |
1362 | /* Put a lower limit on speed. Note with this speed, you move once every |
1362 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1363 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1363 | */ |
1364 | */ |
1364 | speed = speed * speed_reduce_from_disease; |
|
|
1365 | |
|
|
1366 | if (speed < 0.01f && type == PLAYER) |
1365 | if (speed < 0.04f && type == PLAYER) |
1367 | speed = 0.01f; |
1366 | speed = 0.04f; |
|
|
1367 | |
|
|
1368 | if (speed != old_speed) |
|
|
1369 | set_speed (speed); |
1368 | |
1370 | |
1369 | if (type == PLAYER) |
1371 | if (type == PLAYER) |
1370 | { |
1372 | { |
1371 | /* (This formula was made by vidarl@ifi.uio.no) |
1373 | /* (This formula was made by vidarl@ifi.uio.no) |
1372 | * Note that we never used these values again - basically |
1374 | * Note that we never used these values again - basically |
… | |
… | |
1404 | if (move_type == 0) |
1406 | if (move_type == 0) |
1405 | move_type = MOVE_WALK; |
1407 | move_type = MOVE_WALK; |
1406 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1408 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 | move_type &= ~MOVE_WALK; |
1409 | move_type &= ~MOVE_WALK; |
1408 | |
1410 | |
1409 | if (speed != old_speed) |
|
|
1410 | set_speed (speed); |
|
|
1411 | |
|
|
1412 | /* It is quite possible that a player's spell costing might have changed, |
1411 | /* It is quite possible that a player's spell costing might have changed, |
1413 | * so we will check that now. |
1412 | * so we will check that now. |
1414 | */ |
1413 | */ |
1415 | if (type == PLAYER) |
1414 | if (type == PLAYER) |
1416 | { |
1415 | { |
… | |
… | |
1444 | |
1443 | |
1445 | /* |
1444 | /* |
1446 | * set the new dragon name after gaining levels or |
1445 | * set the new dragon name after gaining levels or |
1447 | * changing ability focus (later this can be extended to |
1446 | * changing ability focus (later this can be extended to |
1448 | * eventually change the player's face and animation) |
1447 | * eventually change the player's face and animation) |
1449 | * |
|
|
1450 | * Note that the title is written to 'own_title' in the |
|
|
1451 | * player struct. This should be changed to 'ext_title' |
|
|
1452 | * as soon as clients support this! |
|
|
1453 | * Please, anyone, write support for 'ext_title'. |
|
|
1454 | */ |
1448 | */ |
1455 | void |
1449 | void |
1456 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1450 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1457 | { |
1451 | { |
1458 | int atnr = -1; /* attacknumber of highest level */ |
1452 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1476 | /* now if there are equals at highest level, pick the one with focus, |
1470 | /* now if there are equals at highest level, pick the one with focus, |
1477 | or else at random */ |
1471 | or else at random */ |
1478 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1472 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1479 | atnr = abil->stats.exp; |
1473 | atnr = abil->stats.exp; |
1480 | |
1474 | |
1481 | level = (int) (level / 5.); |
|
|
1482 | |
|
|
1483 | /* now set the new title */ |
1475 | /* now set the new title */ |
1484 | if (pl->contr != NULL) |
|
|
1485 | { |
|
|
1486 | if (level == 0) |
|
|
1487 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1476 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 | else if (level == 1) |
|
|
1489 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1477 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1490 | else if (level == 2) |
|
|
1491 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1478 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1492 | else if (level == 3) |
|
|
1493 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1479 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1494 | else |
1480 | else |
1495 | { |
1481 | { |
1496 | /* special titles for extra high resistance! */ |
1482 | /* special titles for extra high resistance! */ |
1497 | if (skin->resist[atnr] > 80) |
|
|
1498 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1483 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1499 | else if (skin->resist[atnr] > 50) |
|
|
1500 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1484 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1501 | else |
|
|
1502 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1485 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1503 | } |
|
|
1504 | } |
1486 | } |
1505 | |
1487 | |
1506 | strcpy (pl->contr->own_title, ""); |
1488 | strcpy (pl->contr->own_title, ""); |
1507 | } |
1489 | } |
1508 | |
1490 | |
… | |
… | |
1575 | object *skill_obj; |
1557 | object *skill_obj; |
1576 | |
1558 | |
1577 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1559 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1578 | if (!skill_obj) |
1560 | if (!skill_obj) |
1579 | { |
1561 | { |
1580 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1562 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1581 | return NULL; |
1563 | return NULL; |
1582 | } |
1564 | } |
1583 | |
1565 | |
1584 | /* clear the flag - exp goes into this bucket, but player |
1566 | /* clear the flag - exp goes into this bucket, but player |
1585 | * still doesn't know it. |
1567 | * still doesn't know it. |
1586 | */ |
1568 | */ |
1587 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1569 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1588 | skill_obj->stats.exp = 0; |
1570 | skill_obj->stats.exp = 0; |
1589 | skill_obj->level = 1; |
1571 | skill_obj->level = 1; |
1590 | insert_ob_in_ob (skill_obj, op); |
1572 | op->insert (skill_obj); |
1591 | |
1573 | |
1592 | if (player *pl = op->contr) |
1574 | if (player *pl = op->contr) |
1593 | { |
1575 | pl->link_skills (); |
1594 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1595 | if (pl->ns) |
|
|
1596 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1597 | } |
|
|
1598 | |
1576 | |
1599 | return skill_obj; |
1577 | return skill_obj; |
1600 | } |
1578 | } |
1601 | |
1579 | |
1602 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1580 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1721 | * flag is what to do if the player doesn't have the skill: |
1699 | * flag is what to do if the player doesn't have the skill: |
1722 | */ |
1700 | */ |
1723 | static void |
1701 | static void |
1724 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1702 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1725 | { |
1703 | { |
1726 | object *skill_obj = NULL; |
1704 | object *skill_obj; |
1727 | sint64 limit, exp_to_add; |
1705 | sint64 limit, exp_to_add; |
1728 | int i; |
1706 | int i; |
1729 | |
1707 | |
1730 | /* prevents some forms of abuse. */ |
1708 | /* prevents some forms of abuse. */ |
1731 | if (op->contr->braced) |
1709 | if (op->contr->braced) |
… | |
… | |
1734 | /* Try to find the matching skill. |
1712 | /* Try to find the matching skill. |
1735 | * We do a shortcut/time saving mechanism first - see if it matches |
1713 | * We do a shortcut/time saving mechanism first - see if it matches |
1736 | * chosen_skill. This means we don't need to search through |
1714 | * chosen_skill. This means we don't need to search through |
1737 | * the players inventory. |
1715 | * the players inventory. |
1738 | */ |
1716 | */ |
|
|
1717 | skill_obj = 0; |
|
|
1718 | |
1739 | if (skill_name) |
1719 | if (skill_name) |
1740 | { |
1720 | { |
1741 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1721 | skill_obj = op->contr->find_skill (skill_name); |
1742 | skill_obj = op->chosen_skill; |
|
|
1743 | else |
|
|
1744 | { |
|
|
1745 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1746 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1747 | { |
|
|
1748 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1749 | break; |
|
|
1750 | } |
|
|
1751 | |
1722 | |
1752 | /* Player doesn't have the skill. Check to see what to do, and give |
1723 | /* Player doesn't have the skill. Check to see what to do, and give |
1753 | * it to the player if necessary |
1724 | * it to the player if necessary |
1754 | */ |
1725 | */ |
1755 | if (!skill_obj) |
1726 | if (!skill_obj) |
1756 | { |
1727 | { |
1757 | if (flag == SK_EXP_NONE) |
1728 | if (flag == SK_EXP_NONE) |
1758 | return; |
1729 | return; |
|
|
1730 | |
1759 | else if (flag == SK_EXP_ADD_SKILL) |
1731 | if (flag == SK_EXP_ADD_SKILL) |
1760 | give_skill_by_name (op, skill_name); |
1732 | skill_obj = give_skill_by_name (op, skill_name); |
1761 | } |
|
|
1762 | } |
1733 | } |
1763 | } |
1734 | } |
1764 | |
1735 | |
1765 | if (flag != SK_EXP_SKILL_ONLY) |
1736 | if (flag != SK_EXP_SKILL_ONLY) |
1766 | { |
1737 | { |
… | |
… | |
1832 | if (exp < 0) |
1803 | if (exp < 0) |
1833 | return check_exp_loss (op, exp); |
1804 | return check_exp_loss (op, exp); |
1834 | else |
1805 | else |
1835 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1806 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1836 | } |
1807 | } |
1837 | |
|
|
1838 | |
1808 | |
1839 | /* Subtracts experience from player. |
1809 | /* Subtracts experience from player. |
1840 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1810 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1841 | * only subtract from the matching skill. Otherwise, |
1811 | * only subtract from the matching skill. Otherwise, |
1842 | * this subtracts a portion from all |
1812 | * this subtracts a portion from all |
… | |
… | |
1856 | sint64 del_exp; |
1826 | sint64 del_exp; |
1857 | |
1827 | |
1858 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1828 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1859 | if (tmp->type == SKILL && tmp->stats.exp) |
1829 | if (tmp->type == SKILL && tmp->stats.exp) |
1860 | { |
1830 | { |
1861 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1831 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1862 | { |
1832 | { |
1863 | del_exp = check_exp_loss (tmp, exp); |
1833 | del_exp = check_exp_loss (tmp, exp); |
1864 | tmp->stats.exp -= del_exp; |
1834 | tmp->stats.exp -= del_exp; |
1865 | player_lvl_adj (op, tmp); |
1835 | player_lvl_adj (op, tmp); |
1866 | } |
1836 | } |