1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | */ |
265 | */ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
267 | |
268 | |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | |
270 | |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | * the object. |
272 | * the object. |
… | |
… | |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | } |
416 | } |
416 | |
417 | |
417 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | |
|
|
420 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
421 | check_move_on (op, op); |
|
|
422 | } |
420 | } |
423 | |
421 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
423 | * originally undead may change their status |
426 | */ |
424 | */ |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
595 | { |
593 | { |
596 | object *tmp; |
594 | object *tmp; |
597 | archetype *at; |
595 | archetype *at; |
598 | |
596 | |
599 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
600 | if (!at) |
598 | if (!at) |
601 | { |
599 | { |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | return; |
601 | return; |
604 | } |
602 | } |
… | |
… | |
606 | { |
604 | { |
607 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
608 | |
606 | |
609 | if (!tmp) |
607 | if (!tmp) |
610 | { |
608 | { |
611 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | } |
612 | } |
615 | } |
613 | } |
616 | |
614 | |
… | |
… | |
624 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
625 | */ |
623 | */ |
626 | void |
624 | void |
627 | object::change_luck (int value) |
625 | object::change_luck (int value) |
628 | { |
626 | { |
629 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
630 | if (!at) |
628 | if (!at) |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | else |
630 | else |
633 | { |
631 | { |
634 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
636 | if (!tmp) |
634 | if (!tmp) |
637 | { |
635 | { |
638 | if (!value) |
636 | if (!value) |
639 | return; |
637 | return; |
640 | |
638 | |
641 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | } |
642 | } |
645 | |
643 | |
646 | if (value) |
644 | if (value) |
… | |
… | |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
765 | float old_speed = speed; |
763 | float old_speed = speed; |
766 | int stat_sum [NUM_STATS]; |
764 | int stat_sum [NUM_STATS]; |
767 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
768 | /* 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 */ |
769 | if (type == PLAYER) |
769 | if (type == PLAYER) |
770 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
775 | |
774 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
… | |
… | |
808 | path_repelled = arch->path_repelled; |
810 | path_repelled = arch->path_repelled; |
809 | path_denied = arch->path_denied; |
811 | path_denied = arch->path_denied; |
810 | glow_radius = arch->glow_radius; |
812 | glow_radius = arch->glow_radius; |
811 | move_type = arch->move_type; |
813 | move_type = arch->move_type; |
812 | |
814 | |
813 | chosen_skill = 0; |
815 | object *chosen_skill = 0; |
814 | |
816 | |
815 | /* initializing resistances from the values in player/monster's |
817 | /* initializing resistances from the values in player/monster's |
816 | * archetype clone |
818 | * archetype clone |
817 | */ |
819 | */ |
818 | memcpy (&resist, &arch->resist, sizeof (resist)); |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
… | |
… | |
858 | * then calls this function. |
860 | * then calls this function. |
859 | */ |
861 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
863 | continue; |
862 | |
864 | |
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
865 | glow_radius += tmp->glow_radius; |
867 | |
866 | |
868 | /* For some things, we don't care what is equipped */ |
867 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
868 | if (tmp->type == SKILL) |
870 | { |
869 | { |
871 | /* Want to take the highest skill here. */ |
870 | /* Want to take the highest skill here. */ |
… | |
… | |
896 | * up, etc. |
895 | * up, etc. |
897 | */ |
896 | */ |
898 | if ((tmp->flag [FLAG_APPLIED] |
897 | if ((tmp->flag [FLAG_APPLIED] |
899 | && tmp->type != CONTAINER |
898 | && tmp->type != CONTAINER |
900 | && tmp->type != CLOSE_CON) |
899 | && tmp->type != CLOSE_CON) |
901 | || (tmp->type == SKILL |
|
|
902 | && tmp->subtype == SK_PRAYING)) |
900 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
903 | { |
901 | { |
904 | if (type == PLAYER) |
902 | if (type == PLAYER) |
905 | { |
903 | { |
906 | contr->item_power += tmp->item_power; |
904 | contr->item_power += tmp->item_power; |
907 | |
905 | |
… | |
… | |
911 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_CURSED] |
912 | && !tmp->flag [FLAG_DAMNED]) |
910 | && !tmp->flag [FLAG_DAMNED]) |
913 | continue; |
911 | continue; |
914 | |
912 | |
915 | for (int i = 0; i < NUM_STATS; i++) |
913 | for (int i = 0; i < NUM_STATS; i++) |
916 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
914 | stat_sum [i] += tmp->stats.stat (i); |
917 | |
915 | |
918 | if (digest_types [tmp->type]) |
916 | if (digest_types [tmp->type]) |
919 | { |
917 | { |
920 | contr->digestion += tmp->stats.food; |
918 | contr->digestion += tmp->stats.food; |
921 | contr->gen_hp += tmp->stats.hp; |
919 | contr->gen_hp += tmp->stats.hp; |
|
|
920 | if (tmp->type != BOW) // ugly exception for bows |
922 | contr->gen_sp += tmp->stats.sp; |
921 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_grace += tmp->stats.grace; |
922 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_sp_armour += tmp->gen_sp_armour; |
923 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | } |
924 | } |
926 | } /* if this is a player */ |
925 | } /* if this is a player */ |
927 | else |
926 | else |
… | |
… | |
929 | if (tmp->type == WEAPON) |
928 | if (tmp->type == WEAPON) |
930 | current_weapon = tmp; |
929 | current_weapon = tmp; |
931 | } |
930 | } |
932 | |
931 | |
933 | /* Update slots used for items */ |
932 | /* Update slots used for items */ |
934 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
933 | if (tmp->flag [FLAG_APPLIED]) |
935 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
934 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
936 | slot[i].used += tmp->slot[i].info; |
935 | slot[i].used += tmp->slot[i].info; |
937 | |
936 | |
938 | if (tmp->type == SYMPTOM) |
937 | if (tmp->type == SYMPTOM) |
939 | speed_reduce_from_disease = |
|
|
940 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
938 | min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
941 | |
939 | |
942 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
943 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
944 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
945 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | */ |
944 | */ |
947 | if (tmp->type != POTION) |
945 | if (tmp->type == POTION_EFFECT) |
948 | { |
|
|
949 | for (int i = 0; i < NROFATTACKS; i++) |
946 | for (int i = 0; i < NROFATTACKS; i++) |
950 | { |
947 | { |
951 | /* Potential for cursed potions, in which case we just can use |
948 | /* Potential for cursed potions, in which case we just can use |
952 | * a straight MAX, as potion_resist is initialised to zero. |
949 | * a straight MAX, as potion_resist is initialised to zero. |
|
|
950 | // TODO: this is askign for a magic marker optimisation |
953 | */ |
951 | */ |
954 | if (tmp->type == POTION_EFFECT) |
|
|
955 | { |
|
|
956 | if (potion_resist[i]) |
952 | if (potion_resist[i]) |
957 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
953 | max_it (potion_resist[i], tmp->resist[i]); |
958 | else |
954 | else |
959 | potion_resist[i] = tmp->resist[i]; |
955 | potion_resist[i] = tmp->resist[i]; |
960 | } |
956 | } |
|
|
957 | else if (tmp->type != POTION) |
|
|
958 | for (int i = 0; i < NROFATTACKS; i++) |
961 | else if (tmp->resist[i] > 0) |
959 | if (tmp->resist[i] > 0) |
962 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
960 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
963 | else if (tmp->resist[i] < 0) |
961 | else if (tmp->resist[i] < 0) |
964 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
962 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
965 | } |
|
|
966 | } |
|
|
967 | |
963 | |
968 | /* There may be other things that should not adjust the attacktype */ |
964 | /* There may be other things that should not adjust the attacktype */ |
969 | if (tmp->type != SYMPTOM) |
965 | if (tmp->type != SYMPTOM) |
970 | { |
966 | { |
971 | attacktype |= tmp->attacktype; |
967 | attacktype |= tmp->attacktype; |
… | |
… | |
998 | added_speed += tmp->stats.exp; |
994 | added_speed += tmp->stats.exp; |
999 | } |
995 | } |
1000 | |
996 | |
1001 | switch (tmp->type) |
997 | switch (tmp->type) |
1002 | { |
998 | { |
1003 | #if 0 |
|
|
1004 | case WAND: |
|
|
1005 | case ROD: |
|
|
1006 | case HORN: |
|
|
1007 | if (type != PLAYER || current_weapon == tmp) |
|
|
1008 | chosen_skill = tmp; |
|
|
1009 | break; |
|
|
1010 | #endif |
|
|
1011 | |
|
|
1012 | /* skills modifying the character -b.t. */ |
999 | /* skills modifying the character -b.t. */ |
1013 | /* for all skills and skill granting objects */ |
1000 | /* for all skills and skill granting objects */ |
1014 | case SKILL: |
1001 | case SKILL: |
1015 | { |
1002 | { |
1016 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1003 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
… | |
… | |
1051 | |
1038 | |
1052 | if (tmp->stats.ac) |
1039 | if (tmp->stats.ac) |
1053 | ac -= tmp->stats.ac + tmp->magic; |
1040 | ac -= tmp->stats.ac + tmp->magic; |
1054 | |
1041 | |
1055 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1042 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1056 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1043 | contr->encumbrance += 3 * tmp->weight / 1000; |
1057 | } |
1044 | } |
1058 | |
1045 | |
1059 | break; |
1046 | break; |
1060 | |
1047 | |
1061 | case SHIELD: |
1048 | case SHIELD: |
1062 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1049 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1063 | contr->encumbrance += (int) tmp->weight / 2000; |
1050 | contr->encumbrance += tmp->weight / 2000; |
|
|
1051 | //FALLTHROUGH |
1064 | case RING: |
1052 | case RING: |
1065 | case AMULET: |
1053 | case AMULET: |
1066 | case GIRDLE: |
1054 | case GIRDLE: |
1067 | case HELMET: |
1055 | case HELMET: |
1068 | case BOOTS: |
1056 | case BOOTS: |
… | |
… | |
1077 | if (tmp->stats.ac) |
1065 | if (tmp->stats.ac) |
1078 | ac -= tmp->stats.ac + tmp->magic; |
1066 | ac -= tmp->stats.ac + tmp->magic; |
1079 | |
1067 | |
1080 | break; |
1068 | break; |
1081 | |
1069 | |
|
|
1070 | case WAND: |
|
|
1071 | case ROD: |
|
|
1072 | case HORN: |
|
|
1073 | case SKILL_TOOL: |
|
|
1074 | if (type != PLAYER) |
|
|
1075 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1076 | break; |
|
|
1077 | |
1082 | case BOW: |
1078 | case BOW: |
1083 | case WEAPON: |
1079 | case WEAPON: |
1084 | if (type != PLAYER || current_weapon == tmp) |
1080 | if (type != PLAYER || current_weapon == tmp) |
1085 | { |
1081 | { |
|
|
1082 | chosen_skill = find_skill_by_name (this, tmp->skill); |
|
|
1083 | |
1086 | wc -= tmp->stats.wc + tmp->magic; |
1084 | wc -= tmp->stats.wc + tmp->magic; |
1087 | |
1085 | |
1088 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1086 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1089 | ac -= tmp->stats.ac + tmp->magic; |
1087 | ac -= tmp->stats.ac + tmp->magic; |
1090 | |
1088 | |
… | |
… | |
1136 | else /* To nullify the below effect */ |
1134 | else /* To nullify the below effect */ |
1137 | ac += tmp->stats.ac + tmp->magic; |
1135 | ac += tmp->stats.ac + tmp->magic; |
1138 | } |
1136 | } |
1139 | |
1137 | |
1140 | if (tmp->stats.wc) |
1138 | if (tmp->stats.wc) |
1141 | wc -= (tmp->stats.wc + tmp->magic); |
1139 | wc -= tmp->stats.wc + tmp->magic; |
1142 | |
1140 | |
1143 | if (tmp->stats.ac) |
1141 | if (tmp->stats.ac) |
1144 | ac -= (tmp->stats.ac + tmp->magic); |
1142 | ac -= tmp->stats.ac + tmp->magic; |
1145 | |
1143 | |
1146 | if (ARMOUR_SPEED (tmp)) |
1144 | if (ARMOUR_SPEED (tmp)) |
1147 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1145 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1148 | |
1146 | |
1149 | break; |
1147 | break; |
1150 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1151 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1152 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
|
|
1151 | |
|
|
1152 | if (type != PLAYER) |
|
|
1153 | this->chosen_skill = chosen_skill; |
|
|
1154 | |
|
|
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1153 | |
1156 | |
1154 | /* We've gone through all the objects the player has equipped. For many things, we |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1155 | * have generated intermediate values which we now need to assign. |
1158 | * have generated intermediate values which we now need to assign. |
1156 | */ |
1159 | */ |
1157 | |
1160 | |
… | |
… | |
1171 | |
1174 | |
1172 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1173 | { |
1176 | { |
1174 | // clamp various player stats |
1177 | // clamp various player stats |
1175 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1176 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1179 | stats.stat (i) = stat_sum [i]; |
|
|
1180 | |
|
|
1181 | check_stat_bounds (&stats); |
1177 | |
1182 | |
1178 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1183 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1179 | |
1184 | |
1180 | /* Figure out the players sp/mana/hp totals. */ |
1185 | /* Figure out the players sp/mana/hp totals. */ |
1181 | int pl_level; |
1186 | int pl_level; |
1182 | |
1187 | |
1183 | check_stat_bounds (&(stats)); |
|
|
1184 | pl_level = level; |
|
|
1185 | |
|
|
1186 | if (pl_level < 1) |
|
|
1187 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1188 | |
1189 | |
1189 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | */ |
1192 | */ |
1192 | stats.maxhp = 0; |
1193 | stats.maxhp = 0; |
… | |
… | |
1327 | |
1328 | |
1328 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | |
1330 | |
1330 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1331 | speed -= 1; |
1332 | speed -= 1; |
1332 | |
|
|
1333 | if (attacktype == 0) |
|
|
1334 | attacktype = arch->attacktype; |
|
|
1335 | } /* End if player */ |
1333 | } /* End if player */ |
1336 | |
1334 | |
1337 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1338 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1339 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
… | |
… | |
1358 | speed *= speed_reduce_from_disease; |
1356 | speed *= speed_reduce_from_disease; |
1359 | |
1357 | |
1360 | /* Put a lower limit on speed. Note with this speed, you move once every |
1358 | /* Put a lower limit on speed. Note with this speed, you move once every |
1361 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1359 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1362 | */ |
1360 | */ |
1363 | if (speed < 0.04f && type == PLAYER) |
1361 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1364 | speed = 0.04f; |
|
|
1365 | |
1362 | |
1366 | if (speed != old_speed) |
1363 | if (speed != old_speed) |
1367 | set_speed (speed); |
1364 | set_speed (speed); |
1368 | |
1365 | |
1369 | if (type == PLAYER) |
1366 | if (type == PLAYER) |
… | |
… | |
1404 | if (move_type == 0) |
1401 | if (move_type == 0) |
1405 | move_type = MOVE_WALK; |
1402 | move_type = MOVE_WALK; |
1406 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1403 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 | move_type &= ~MOVE_WALK; |
1404 | move_type &= ~MOVE_WALK; |
1408 | |
1405 | |
|
|
1406 | // now apply the new move_type |
|
|
1407 | if (this->move_type != move_type) |
|
|
1408 | change_move_type (move_type); |
|
|
1409 | |
1409 | /* It is quite possible that a player's spell costing might have changed, |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1410 | * so we will check that now. |
1411 | * so we will check that now. |
1411 | */ |
1412 | */ |
1412 | if (type == PLAYER) |
1413 | if (is_player ()) |
1413 | { |
1414 | contr->update_spells (); |
1414 | esrv_update_stats (contr); |
|
|
1415 | esrv_update_spells (contr); |
|
|
1416 | } |
|
|
1417 | |
1415 | |
1418 | // update the mapspace, if we are on a map |
1416 | // update the mapspace, if we are on a map |
1419 | if (!flag [FLAG_REMOVED] && map) |
1417 | if (!flag [FLAG_REMOVED] && map) |
1420 | map->at (x, y).flags_ = 0; |
1418 | map->at (x, y).flags_ = 0; |
|
|
1419 | } |
|
|
1420 | |
|
|
1421 | void |
|
|
1422 | object::set_glow_radius (sint8 rad) |
|
|
1423 | { |
|
|
1424 | glow_radius = rad; |
|
|
1425 | |
|
|
1426 | if (is_on_map ()) |
|
|
1427 | update_all_los (map, x, y); |
|
|
1428 | else if (object *env = outer_env ()) |
|
|
1429 | { |
|
|
1430 | env->update_stats (); |
|
|
1431 | |
|
|
1432 | if (env->is_on_map ()) |
|
|
1433 | update_all_los (env->map, env->x, env->y); |
|
|
1434 | } |
1421 | } |
1435 | } |
1422 | |
1436 | |
1423 | /* |
1437 | /* |
1424 | * Returns true if the given player is a legal class. |
1438 | * Returns true if the given player is a legal class. |
1425 | * The function to add and remove class-bonuses to the stats doesn't |
1439 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1441 | |
1455 | |
1442 | /* |
1456 | /* |
1443 | * set the new dragon name after gaining levels or |
1457 | * set the new dragon name after gaining levels or |
1444 | * changing ability focus (later this can be extended to |
1458 | * changing ability focus (later this can be extended to |
1445 | * eventually change the player's face and animation) |
1459 | * eventually change the player's face and animation) |
1446 | * |
|
|
1447 | * Note that the title is written to 'own_title' in the |
|
|
1448 | * player struct. This should be changed to 'ext_title' |
|
|
1449 | * as soon as clients support this! |
|
|
1450 | * Please, anyone, write support for 'ext_title'. |
|
|
1451 | */ |
1460 | */ |
1452 | void |
1461 | void |
1453 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1462 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1454 | { |
1463 | { |
1455 | int atnr = -1; /* attacknumber of highest level */ |
1464 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1473 | /* now if there are equals at highest level, pick the one with focus, |
1482 | /* now if there are equals at highest level, pick the one with focus, |
1474 | or else at random */ |
1483 | or else at random */ |
1475 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1484 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1476 | atnr = abil->stats.exp; |
1485 | atnr = abil->stats.exp; |
1477 | |
1486 | |
1478 | level = (int) (level / 25.); |
|
|
1479 | |
|
|
1480 | /* now set the new title */ |
1487 | /* now set the new title */ |
1481 | if (pl->contr) |
|
|
1482 | { |
|
|
1483 | if (level == 0) |
|
|
1484 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1485 | else if (level == 1) |
|
|
1486 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1489 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1487 | else if (level == 2) |
|
|
1488 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1490 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1489 | else if (level == 3) |
|
|
1490 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1491 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1491 | else |
1492 | else |
1492 | { |
1493 | { |
1493 | /* special titles for extra high resistance! */ |
1494 | /* special titles for extra high resistance! */ |
1494 | if (skin->resist[atnr] > 80) |
|
|
1495 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1495 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1496 | else if (skin->resist[atnr] > 50) |
|
|
1497 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1496 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1498 | else |
|
|
1499 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1497 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1500 | } |
|
|
1501 | } |
1498 | } |
1502 | |
1499 | |
1503 | strcpy (pl->contr->own_title, ""); |
1500 | strcpy (pl->contr->own_title, ""); |
1504 | } |
1501 | } |
1505 | |
1502 | |
1506 | /* |
1503 | /* |
1507 | * This function is called when a dragon-player gains |
1504 | * This function is called when a dragon-player gains |
1508 | * an overall level. Here, the dragon might gain new abilities |
1505 | * an overall level. Here, the dragon might gain new abilities |
1509 | * or change the ability-focus. |
1506 | * or change the ability-focus. |
1510 | */ |
1507 | */ |
1511 | void |
1508 | static void |
1512 | dragon_level_gain (object *who) |
1509 | dragon_level_gain (object *who) |
1513 | { |
1510 | { |
1514 | object *abil = NULL; /* pointer to dragon ability force */ |
1511 | object *abil = NULL; /* pointer to dragon ability force */ |
1515 | object *skin = NULL; /* pointer to dragon skin force */ |
1512 | object *skin = NULL; /* pointer to dragon skin force */ |
1516 | object *tmp = NULL; /* tmp. object */ |
1513 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1572 | object *skill_obj; |
1569 | object *skill_obj; |
1573 | |
1570 | |
1574 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1571 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1575 | if (!skill_obj) |
1572 | if (!skill_obj) |
1576 | { |
1573 | { |
1577 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1574 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1578 | return NULL; |
1575 | return NULL; |
1579 | } |
1576 | } |
1580 | |
1577 | |
1581 | /* clear the flag - exp goes into this bucket, but player |
1578 | /* clear the flag - exp goes into this bucket, but player |
1582 | * still doesn't know it. |
1579 | * still doesn't know it. |
1583 | */ |
1580 | */ |
1584 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1585 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1586 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1587 | insert_ob_in_ob (skill_obj, op); |
1584 | op->insert (skill_obj); |
1588 | |
1585 | |
1589 | if (player *pl = op->contr) |
1586 | if (player *pl = op->contr) |
1590 | { |
1587 | pl->link_skills (); |
1591 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1592 | if (pl->ns) |
|
|
1593 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1594 | } |
|
|
1595 | |
1588 | |
1596 | return skill_obj; |
1589 | return skill_obj; |
1597 | } |
1590 | } |
1598 | |
1591 | |
1599 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1592 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1616 | { |
1609 | { |
1617 | changed = true; |
1610 | changed = true; |
1618 | |
1611 | |
1619 | op->level++; |
1612 | op->level++; |
1620 | |
1613 | |
1621 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1614 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1622 | dragon_level_gain (who); |
1615 | dragon_level_gain (who); |
1623 | |
1616 | |
1624 | /* Only roll these if it is the player (who) that gained the level */ |
1617 | /* Only roll these if it is the player (who) that gained the level */ |
1625 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1618 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1626 | { |
1619 | { |
… | |
… | |
1659 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1652 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1660 | } |
1653 | } |
1661 | } |
1654 | } |
1662 | |
1655 | |
1663 | if (changed) |
1656 | if (changed) |
1664 | { |
1657 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1665 | who->update_stats (); |
|
|
1666 | esrv_update_stats (who->contr); |
|
|
1667 | /* check if the spell data has changed */ |
|
|
1668 | esrv_update_spells (who->contr); |
|
|
1669 | } |
|
|
1670 | } |
1658 | } |
1671 | |
1659 | |
1672 | /* |
1660 | /* |
1673 | * Returns how much experience is needed for a player to become |
1661 | * Returns how much experience is needed for a player to become |
1674 | * the given level. level should really never exceed max_level |
1662 | * the given level. level should really never exceed max_level |
… | |
… | |
1718 | * flag is what to do if the player doesn't have the skill: |
1706 | * flag is what to do if the player doesn't have the skill: |
1719 | */ |
1707 | */ |
1720 | static void |
1708 | static void |
1721 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1709 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1722 | { |
1710 | { |
1723 | object *skill_obj = NULL; |
1711 | object *skill_obj; |
1724 | sint64 limit, exp_to_add; |
1712 | sint64 limit, exp_to_add; |
1725 | int i; |
1713 | int i; |
1726 | |
1714 | |
1727 | /* prevents some forms of abuse. */ |
1715 | /* prevents some forms of abuse. */ |
1728 | if (op->contr->braced) |
1716 | if (op->contr->braced) |
… | |
… | |
1731 | /* Try to find the matching skill. |
1719 | /* Try to find the matching skill. |
1732 | * We do a shortcut/time saving mechanism first - see if it matches |
1720 | * We do a shortcut/time saving mechanism first - see if it matches |
1733 | * chosen_skill. This means we don't need to search through |
1721 | * chosen_skill. This means we don't need to search through |
1734 | * the players inventory. |
1722 | * the players inventory. |
1735 | */ |
1723 | */ |
|
|
1724 | skill_obj = 0; |
|
|
1725 | |
1736 | if (skill_name) |
1726 | if (skill_name) |
1737 | { |
1727 | { |
1738 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1728 | skill_obj = op->contr->find_skill (skill_name); |
1739 | skill_obj = op->chosen_skill; |
|
|
1740 | else |
|
|
1741 | { |
|
|
1742 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1743 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1744 | { |
|
|
1745 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1746 | break; |
|
|
1747 | } |
|
|
1748 | |
1729 | |
1749 | /* Player doesn't have the skill. Check to see what to do, and give |
1730 | /* Player doesn't have the skill. Check to see what to do, and give |
1750 | * it to the player if necessary |
1731 | * it to the player if necessary |
1751 | */ |
1732 | */ |
1752 | if (!skill_obj) |
1733 | if (!skill_obj) |
1753 | { |
1734 | { |
1754 | if (flag == SK_EXP_NONE) |
1735 | if (flag == SK_EXP_NONE) |
1755 | return; |
1736 | return; |
|
|
1737 | |
1756 | else if (flag == SK_EXP_ADD_SKILL) |
1738 | if (flag == SK_EXP_ADD_SKILL) |
1757 | give_skill_by_name (op, skill_name); |
1739 | skill_obj = give_skill_by_name (op, skill_name); |
1758 | } |
|
|
1759 | } |
1740 | } |
1760 | } |
1741 | } |
1761 | |
1742 | |
1762 | if (flag != SK_EXP_SKILL_ONLY) |
1743 | if (flag != SK_EXP_SKILL_ONLY) |
1763 | { |
1744 | { |
… | |
… | |
1796 | player_lvl_adj (op, skill_obj); |
1777 | player_lvl_adj (op, skill_obj); |
1797 | } |
1778 | } |
1798 | } |
1779 | } |
1799 | |
1780 | |
1800 | /* This function checks to make sure that object 'op' can |
1781 | /* This function checks to make sure that object 'op' can |
1801 | * lost 'exp' experience. It returns the amount of exp |
1782 | * lose 'exp' experience. It returns the amount of exp |
1802 | * object 'op' can in fact lose - it basically makes |
1783 | * object 'op' can in fact lose - it basically makes |
1803 | * adjustments based on permanent exp and the like. |
1784 | * adjustments based on permanent exp and the like. |
1804 | * This function should always be used for losing experience - |
1785 | * This function should always be used for losing experience - |
1805 | * the 'exp' value passed should be positive - this is the |
1786 | * the 'exp' value passed should be positive - this is the |
1806 | * amount that should get subtract from the player. |
1787 | * amount that should get subtract from the player. |
1807 | */ |
1788 | */ |
1808 | sint64 |
1789 | static sint64 |
1809 | check_exp_loss (const object *op, sint64 exp) |
1790 | check_exp_loss (const object *op, sint64 exp) |
1810 | { |
1791 | { |
1811 | sint64 del_exp; |
1792 | sint64 del_exp; |
1812 | |
1793 | |
1813 | if (exp > op->stats.exp) |
1794 | if (exp > op->stats.exp) |
1814 | exp = op->stats.exp; |
1795 | exp = op->stats.exp; |
|
|
1796 | |
1815 | if (settings.permanent_exp_ratio) |
1797 | if (settings.permanent_exp_ratio) |
1816 | { |
1798 | { |
1817 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1799 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1800 | |
1818 | if (del_exp < 0) |
1801 | if (del_exp < 0) |
1819 | del_exp = 0; |
1802 | del_exp = 0; |
|
|
1803 | |
1820 | if (exp > del_exp) |
1804 | if (exp > del_exp) |
1821 | exp = del_exp; |
1805 | exp = del_exp; |
1822 | } |
1806 | } |
|
|
1807 | |
1823 | return exp; |
1808 | return exp; |
1824 | } |
1809 | } |
1825 | |
1810 | |
1826 | sint64 |
1811 | sint64 |
1827 | check_exp_adjust (const object *op, sint64 exp) |
1812 | check_exp_adjust (const object *op, sint64 exp) |
1828 | { |
1813 | { |
1829 | if (exp < 0) |
1814 | if (exp < 0) |
1830 | return check_exp_loss (op, exp); |
1815 | return check_exp_loss (op, exp); |
1831 | else |
1816 | else |
1832 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1817 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1833 | } |
1818 | } |
1834 | |
|
|
1835 | |
1819 | |
1836 | /* Subtracts experience from player. |
1820 | /* Subtracts experience from player. |
1837 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1821 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1838 | * only subtract from the matching skill. Otherwise, |
1822 | * only subtract from the matching skill. Otherwise, |
1839 | * this subtracts a portion from all |
1823 | * this subtracts a portion from all |
… | |
… | |
1853 | sint64 del_exp; |
1837 | sint64 del_exp; |
1854 | |
1838 | |
1855 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1839 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1856 | if (tmp->type == SKILL && tmp->stats.exp) |
1840 | if (tmp->type == SKILL && tmp->stats.exp) |
1857 | { |
1841 | { |
1858 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1842 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1859 | { |
1843 | { |
1860 | del_exp = check_exp_loss (tmp, exp); |
1844 | del_exp = check_exp_loss (tmp, exp); |
1861 | tmp->stats.exp -= del_exp; |
1845 | tmp->stats.exp -= del_exp; |
1862 | player_lvl_adj (op, tmp); |
1846 | player_lvl_adj (op, tmp); |
1863 | } |
1847 | } |
… | |
… | |
1951 | * amount of permenent experience, whichever gives the lowest loss. |
1935 | * amount of permenent experience, whichever gives the lowest loss. |
1952 | */ |
1936 | */ |
1953 | void |
1937 | void |
1954 | apply_death_exp_penalty (object *op) |
1938 | apply_death_exp_penalty (object *op) |
1955 | { |
1939 | { |
1956 | object *tmp; |
|
|
1957 | sint64 loss; |
1940 | sint64 loss; |
1958 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1941 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1959 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1942 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1960 | |
1943 | |
1961 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1944 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1962 | if (tmp->type == SKILL && tmp->stats.exp) |
1945 | if (tmp->type == SKILL && tmp->stats.exp) |
1963 | { |
1946 | { |
1964 | |
|
|
1965 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1947 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1966 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1948 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1967 | |
1949 | |
1968 | /* With the revised exp system, you can get cases where |
1950 | /* With the revised exp system, you can get cases where |
1969 | * losing several levels would still require that you have more |
1951 | * losing several levels would still require that you have more |
1970 | * exp than you currently have - this is true if the levels |
1952 | * exp than you currently have - this is true if the levels |
1971 | * tables is a lot harder. |
1953 | * tables is a lot harder. |
1972 | */ |
1954 | */ |
1973 | if (level_loss < 0) |
1955 | if (level_loss < 0) |
1974 | level_loss = 0; |
1956 | level_loss = 0; |
1975 | |
1957 | |
1976 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1958 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1977 | |
1959 | |
1978 | tmp->stats.exp -= loss; |
1960 | tmp->stats.exp -= loss; |
1979 | player_lvl_adj (op, tmp); |
1961 | player_lvl_adj (op, tmp); |
1980 | } |
1962 | } |
1981 | |
1963 | |
1982 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1964 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1983 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1965 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1984 | |
1966 | |
1985 | if (level_loss < 0) |
1967 | if (level_loss < 0) |
1986 | level_loss = 0; |
1968 | level_loss = 0; |
|
|
1969 | |
1987 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1970 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1988 | |
1971 | |
1989 | op->stats.exp -= loss; |
1972 | op->stats.exp -= loss; |
1990 | player_lvl_adj (op, NULL); |
1973 | player_lvl_adj (op, NULL); |
1991 | } |
1974 | } |
1992 | |
1975 | |