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Comparing deliantra/server/common/living.C (file contents):
Revision 1.85 by root, Sun May 4 19:14:23 2008 UTC vs.
Revision 1.104 by root, Mon Nov 23 14:09:05 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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>
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
402 */ 403 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 405 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 407 }
407 408
408 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 410 {
410 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
594object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
595{ 596{
596 object *tmp; 597 object *tmp;
597 archetype *at; 598 archetype *at;
598 599
599 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
600 if (!at) 601 if (!at)
601 { 602 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 604 return;
604 } 605 }
624 * via an applied bad_luck object. 625 * via an applied bad_luck object.
625 */ 626 */
626void 627void
627object::change_luck (int value) 628object::change_luck (int value)
628{ 629{
629 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
630 if (!at) 631 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 633 else
633 { 634 {
634 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
766 int stat_sum [NUM_STATS]; 767 int stat_sum [NUM_STATS];
767 768
768 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 770 if (type == PLAYER)
770 { 771 {
772 contr->delayed_update = false;
773
771 for (int i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 775 stat_sum [i] = contr->orig_stats.stat (i);
773 776
774 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 778 contr->encumbrance = 0;
858 * then calls this function. 861 * then calls this function.
859 */ 862 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 864 continue;
862 865
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); 866 glow_radius += tmp->glow_radius;
867 867
868 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
870 { 870 {
871 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
911 && !tmp->flag [FLAG_CURSED] 911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED]) 912 && !tmp->flag [FLAG_DAMNED])
913 continue; 913 continue;
914 914
915 for (int i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 916 stat_sum [i] += tmp->stats.stat (i);
917 917
918 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
919 { 919 {
920 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
922 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
925 } 926 }
926 } /* if this is a player */ 927 } /* if this is a player */
927 else 928 else
1136 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1138 } 1139 }
1139 1140
1140 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1141 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= tmp->stats.wc + tmp->magic;
1142 1143
1143 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1144 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= tmp->stats.ac + tmp->magic;
1145 1146
1146 if (ARMOUR_SPEED (tmp)) 1147 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 1149
1149 break; 1150 break;
1150 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1151 } /* item is equipped */ 1152 } /* item is equipped */
1152 } /* for loop of items */ 1153 } /* for loop of items */
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)
1407 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1408 1405
1409 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now. 1407 * so we will check that now.
1411 */ 1408 */
1412 if (type == PLAYER) 1409 if (is_player ())
1413 { 1410 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1411
1418 // update the mapspace, if we are on a map 1412 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1413 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1414 map->at (x, y).flags_ = 0;
1415}
1416
1417void
1418object::set_glow_radius (sint8 rad)
1419{
1420 glow_radius = rad;
1421
1422 if (is_on_map ())
1423 update_all_los (map, x, y);
1424 else if (object *env = outer_env ())
1425 {
1426 env->update_stats ();
1427
1428 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y);
1430 }
1421} 1431}
1422 1432
1423/* 1433/*
1424 * Returns true if the given player is a legal class. 1434 * Returns true if the given player is a legal class.
1425 * The function to add and remove class-bonuses to the stats doesn't 1435 * The function to add and remove class-bonuses to the stats doesn't
1441 1451
1442/* 1452/*
1443 * set the new dragon name after gaining levels or 1453 * set the new dragon name after gaining levels or
1444 * changing ability focus (later this can be extended to 1454 * changing ability focus (later this can be extended to
1445 * eventually change the player's face and animation) 1455 * 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 */ 1456 */
1452void 1457void
1453set_dragon_name (object *pl, const object *abil, const object *skin) 1458set_dragon_name (object *pl, const object *abil, const object *skin)
1454{ 1459{
1455 int atnr = -1; /* attacknumber of highest level */ 1460 int atnr = -1; /* attacknumber of highest level */
1473 /* now if there are equals at highest level, pick the one with focus, 1478 /* now if there are equals at highest level, pick the one with focus,
1474 or else at random */ 1479 or else at random */
1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1480 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1476 atnr = abil->stats.exp; 1481 atnr = abil->stats.exp;
1477 1482
1478 level = (int) (level / 25.);
1479
1480 /* now set the new title */ 1483 /* now set the new title */
1481 if (pl->contr)
1482 {
1483 if (level == 0)
1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1484 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]); 1485 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]); 1486 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]); 1487 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491 else 1488 else
1492 { 1489 {
1493 /* special titles for extra high resistance! */ 1490 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80)
1495 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1491 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]); 1492 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]); 1493 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1500 }
1501 } 1494 }
1502 1495
1503 strcpy (pl->contr->own_title, ""); 1496 strcpy (pl->contr->own_title, "");
1504} 1497}
1505 1498
1506/* 1499/*
1507 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1508 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1509 * or change the ability-focus. 1502 * or change the ability-focus.
1510 */ 1503 */
1511void 1504static void
1512dragon_level_gain (object *who) 1505dragon_level_gain (object *who)
1513{ 1506{
1514 object *abil = NULL; /* pointer to dragon ability force */ 1507 object *abil = NULL; /* pointer to dragon ability force */
1515 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1516 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1572 object *skill_obj; 1565 object *skill_obj;
1573 1566
1574 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1567 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1575 if (!skill_obj) 1568 if (!skill_obj)
1576 { 1569 {
1577 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1570 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1578 return NULL; 1571 return NULL;
1579 } 1572 }
1580 1573
1581 /* clear the flag - exp goes into this bucket, but player 1574 /* clear the flag - exp goes into this bucket, but player
1582 * still doesn't know it. 1575 * still doesn't know it.
1583 */ 1576 */
1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1585 skill_obj->stats.exp = 0; 1578 skill_obj->stats.exp = 0;
1586 skill_obj->level = 1; 1579 skill_obj->level = 1;
1587 insert_ob_in_ob (skill_obj, op); 1580 op->insert (skill_obj);
1588 1581
1589 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1590 { 1583 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 1584
1596 return skill_obj; 1585 return skill_obj;
1597} 1586}
1598 1587
1599/* player_lvl_adj() - for the new exp system. we are concerned with 1588/* player_lvl_adj() - for the new exp system. we are concerned with
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1649 }
1661 } 1650 }
1662 1651
1663 if (changed) 1652 if (changed)
1664 { 1653 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} 1654}
1671 1655
1672/* 1656/*
1673 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1674 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1718 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1719 */ 1703 */
1720static void 1704static void
1721add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1722{ 1706{
1723 object *skill_obj = NULL; 1707 object *skill_obj;
1724 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1725 int i; 1709 int i;
1726 1710
1727 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1728 if (op->contr->braced) 1712 if (op->contr->braced)
1731 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1732 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1733 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1734 * the players inventory. 1718 * the players inventory.
1735 */ 1719 */
1720 skill_obj = 0;
1721
1736 if (skill_name) 1722 if (skill_name)
1737 { 1723 {
1738 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 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 1725
1749 /* Player doesn't have the skill. Check to see what to do, and give 1726 /* Player doesn't have the skill. Check to see what to do, and give
1750 * it to the player if necessary 1727 * it to the player if necessary
1751 */ 1728 */
1752 if (!skill_obj) 1729 if (!skill_obj)
1753 { 1730 {
1754 if (flag == SK_EXP_NONE) 1731 if (flag == SK_EXP_NONE)
1755 return; 1732 return;
1733
1756 else if (flag == SK_EXP_ADD_SKILL) 1734 if (flag == SK_EXP_ADD_SKILL)
1757 give_skill_by_name (op, skill_name); 1735 skill_obj = give_skill_by_name (op, skill_name);
1758 }
1759 } 1736 }
1760 } 1737 }
1761 1738
1762 if (flag != SK_EXP_SKILL_ONLY) 1739 if (flag != SK_EXP_SKILL_ONLY)
1763 { 1740 {
1796 player_lvl_adj (op, skill_obj); 1773 player_lvl_adj (op, skill_obj);
1797 } 1774 }
1798} 1775}
1799 1776
1800/* This function checks to make sure that object 'op' can 1777/* This function checks to make sure that object 'op' can
1801 * lost 'exp' experience. It returns the amount of exp 1778 * lose 'exp' experience. It returns the amount of exp
1802 * object 'op' can in fact lose - it basically makes 1779 * object 'op' can in fact lose - it basically makes
1803 * adjustments based on permanent exp and the like. 1780 * adjustments based on permanent exp and the like.
1804 * This function should always be used for losing experience - 1781 * This function should always be used for losing experience -
1805 * the 'exp' value passed should be positive - this is the 1782 * the 'exp' value passed should be positive - this is the
1806 * amount that should get subtract from the player. 1783 * amount that should get subtract from the player.
1807 */ 1784 */
1808sint64 1785static sint64
1809check_exp_loss (const object *op, sint64 exp) 1786check_exp_loss (const object *op, sint64 exp)
1810{ 1787{
1811 sint64 del_exp; 1788 sint64 del_exp;
1812 1789
1813 if (exp > op->stats.exp) 1790 if (exp > op->stats.exp)
1814 exp = op->stats.exp; 1791 exp = op->stats.exp;
1792
1815 if (settings.permanent_exp_ratio) 1793 if (settings.permanent_exp_ratio)
1816 { 1794 {
1817 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1795 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1796
1818 if (del_exp < 0) 1797 if (del_exp < 0)
1819 del_exp = 0; 1798 del_exp = 0;
1799
1820 if (exp > del_exp) 1800 if (exp > del_exp)
1821 exp = del_exp; 1801 exp = del_exp;
1822 } 1802 }
1803
1823 return exp; 1804 return exp;
1824} 1805}
1825 1806
1826sint64 1807sint64
1827check_exp_adjust (const object *op, sint64 exp) 1808check_exp_adjust (const object *op, sint64 exp)
1828{ 1809{
1829 if (exp < 0) 1810 if (exp < 0)
1830 return check_exp_loss (op, exp); 1811 return check_exp_loss (op, exp);
1831 else 1812 else
1832 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1813 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1833} 1814}
1834
1835 1815
1836/* Subtracts experience from player. 1816/* Subtracts experience from player.
1837 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1838 * only subtract from the matching skill. Otherwise, 1818 * only subtract from the matching skill. Otherwise,
1839 * this subtracts a portion from all 1819 * this subtracts a portion from all
1853 sint64 del_exp; 1833 sint64 del_exp;
1854 1834
1855 for (tmp = op->inv; tmp; tmp = tmp->below) 1835 for (tmp = op->inv; tmp; tmp = tmp->below)
1856 if (tmp->type == SKILL && tmp->stats.exp) 1836 if (tmp->type == SKILL && tmp->stats.exp)
1857 { 1837 {
1858 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1859 { 1839 {
1860 del_exp = check_exp_loss (tmp, exp); 1840 del_exp = check_exp_loss (tmp, exp);
1861 tmp->stats.exp -= del_exp; 1841 tmp->stats.exp -= del_exp;
1862 player_lvl_adj (op, tmp); 1842 player_lvl_adj (op, tmp);
1863 } 1843 }
1951 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
1952 */ 1932 */
1953void 1933void
1954apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
1955{ 1935{
1956 object *tmp;
1957 sint64 loss; 1936 sint64 loss;
1958 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1937 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1959 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1938 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1960 1939
1961 for (tmp = op->inv; tmp; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 if (tmp->type == SKILL && tmp->stats.exp) 1941 if (tmp->type == SKILL && tmp->stats.exp)
1963 { 1942 {
1964
1965 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1943 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)]; 1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1967 1945
1968 /* With the revised exp system, you can get cases where 1946 /* With the revised exp system, you can get cases where
1969 * losing several levels would still require that you have more 1947 * losing several levels would still require that you have more
1970 * exp than you currently have - this is true if the levels 1948 * exp than you currently have - this is true if the levels
1971 * tables is a lot harder. 1949 * tables is a lot harder.
1972 */ 1950 */
1973 if (level_loss < 0) 1951 if (level_loss < 0)
1974 level_loss = 0; 1952 level_loss = 0;
1975 1953
1976 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1954 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1977 1955
1978 tmp->stats.exp -= loss; 1956 tmp->stats.exp -= loss;
1979 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
1980 } 1958 }
1981 1959
1982 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1960 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)]; 1961 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1984 1962
1985 if (level_loss < 0) 1963 if (level_loss < 0)
1986 level_loss = 0; 1964 level_loss = 0;
1965
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1966 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1988 1967
1989 op->stats.exp -= loss; 1968 op->stats.exp -= loss;
1990 player_lvl_adj (op, NULL); 1969 player_lvl_adj (op, NULL);
1991} 1970}
1992 1971

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