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Comparing deliantra/server/common/living.C (file contents):
Revision 1.87 by root, Tue May 6 17:31:21 2008 UTC vs.
Revision 1.103 by root, Mon Nov 23 12:19:57 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>
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;
1137 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1139 } 1139 }
1140 1140
1141 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= tmp->stats.wc + tmp->magic;
1143 1143
1144 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= tmp->stats.ac + tmp->magic;
1146 1146
1147 if (ARMOUR_SPEED (tmp)) 1147 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1149
1150 break; 1150 break;
1151 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1152 } /* item is equipped */ 1152 } /* item is equipped */
1153 } /* for loop of items */ 1153 } /* for loop of items */
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1156
1155 /* 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
1156 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1157 */ 1159 */
1158 1160
1172 1174
1173 if (type == PLAYER) 1175 if (type == PLAYER)
1174 { 1176 {
1175 // clamp various player stats 1177 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1178 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1178 1182
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1184
1181 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1186 int pl_level;
1183 1187
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 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! */
1189 1189
1190 /* 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,
1191 * 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.
1192 */ 1192 */
1193 stats.maxhp = 0; 1193 stats.maxhp = 0;
1328 1328
1329 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330 1330
1331 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1332 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1333 } /* End if player */
1337 1334
1338 if (added_speed >= 0) 1335 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1408 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1409 1406
1410 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now. 1408 * so we will check that now.
1412 */ 1409 */
1413 if (type == PLAYER) 1410 if (is_player ())
1414 { 1411 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1412
1419 // update the mapspace, if we are on a map 1413 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1414 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1415 map->at (x, y).flags_ = 0;
1416}
1417
1418void
1419object::set_glow_radius (sint8 rad)
1420{
1421 glow_radius = rad;
1422
1423 if (is_on_map ())
1424 update_all_los (map, x, y);
1425 else if (object *env = outer_env ())
1426 {
1427 env->update_stats ();
1428
1429 if (env->is_on_map ())
1430 update_all_los (env->map, env->x, env->y);
1431 }
1422} 1432}
1423 1433
1424/* 1434/*
1425 * Returns true if the given player is a legal class. 1435 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1436 * The function to add and remove class-bonuses to the stats doesn't
1442 1452
1443/* 1453/*
1444 * set the new dragon name after gaining levels or 1454 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1455 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1456 * eventually change the player's face and animation)
1447 *
1448 * Note that the title is written to 'own_title' in the
1449 * player struct. This should be changed to 'ext_title'
1450 * as soon as clients support this!
1451 * Please, anyone, write support for 'ext_title'.
1452 */ 1457 */
1453void 1458void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1459set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1460{
1456 int atnr = -1; /* attacknumber of highest level */ 1461 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1479 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1480 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1481 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1482 atnr = abil->stats.exp;
1478 1483
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1484 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1485 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1486 else if (level == 1)
1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1486 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1488 else if (level == 2)
1489 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1487 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490 else if (level == 3)
1491 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1488 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1489 else
1493 { 1490 {
1494 /* special titles for extra high resistance! */ 1491 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1492 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1497 else if (skin->resist[atnr] > 50)
1498 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1493 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1499 else
1500 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1494 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1495 }
1503 1496
1504 strcpy (pl->contr->own_title, ""); 1497 strcpy (pl->contr->own_title, "");
1505} 1498}
1506 1499
1507/* 1500/*
1508 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1509 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1510 * or change the ability-focus. 1503 * or change the ability-focus.
1511 */ 1504 */
1512void 1505static void
1513dragon_level_gain (object *who) 1506dragon_level_gain (object *who)
1514{ 1507{
1515 object *abil = NULL; /* pointer to dragon ability force */ 1508 object *abil = NULL; /* pointer to dragon ability force */
1516 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1517 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1573 object *skill_obj; 1566 object *skill_obj;
1574 1567
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1569 if (!skill_obj)
1577 { 1570 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1572 return NULL;
1580 } 1573 }
1581 1574
1582 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1576 * still doesn't know it.
1584 */ 1577 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1580 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1581 op->insert (skill_obj);
1589 1582
1590 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1591 { 1584 pl->link_skills ();
1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1595 }
1596 1585
1597 return skill_obj; 1586 return skill_obj;
1598} 1587}
1599 1588
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 } 1650 }
1662 } 1651 }
1663 1652
1664 if (changed) 1653 if (changed)
1665 { 1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1666 who->update_stats ();
1667 esrv_update_stats (who->contr);
1668 /* check if the spell data has changed */
1669 esrv_update_spells (who->contr);
1670 }
1671} 1655}
1672 1656
1673/* 1657/*
1674 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1675 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1719 * flag is what to do if the player doesn't have the skill: 1703 * flag is what to do if the player doesn't have the skill:
1720 */ 1704 */
1721static void 1705static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1706add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723{ 1707{
1724 object *skill_obj = NULL; 1708 object *skill_obj;
1725 sint64 limit, exp_to_add; 1709 sint64 limit, exp_to_add;
1726 int i; 1710 int i;
1727 1711
1728 /* prevents some forms of abuse. */ 1712 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1713 if (op->contr->braced)
1732 /* Try to find the matching skill. 1716 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1717 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1718 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1719 * the players inventory.
1736 */ 1720 */
1721 skill_obj = 0;
1722
1737 if (skill_name) 1723 if (skill_name)
1738 { 1724 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1725 skill_obj = op->contr->find_skill (skill_name);
1740 skill_obj = op->chosen_skill;
1741 else
1742 {
1743 for (i = 0; i < NUM_SKILLS; i++)
1744 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1745 {
1746 skill_obj = op->contr->last_skill_ob[i];
1747 break;
1748 }
1749 1726
1750 /* Player doesn't have the skill. Check to see what to do, and give 1727 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1728 * it to the player if necessary
1752 */ 1729 */
1753 if (!skill_obj) 1730 if (!skill_obj)
1754 { 1731 {
1755 if (flag == SK_EXP_NONE) 1732 if (flag == SK_EXP_NONE)
1756 return; 1733 return;
1734
1757 else if (flag == SK_EXP_ADD_SKILL) 1735 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1736 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1737 }
1761 } 1738 }
1762 1739
1763 if (flag != SK_EXP_SKILL_ONLY) 1740 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1741 {
1797 player_lvl_adj (op, skill_obj); 1774 player_lvl_adj (op, skill_obj);
1798 } 1775 }
1799} 1776}
1800 1777
1801/* This function checks to make sure that object 'op' can 1778/* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp 1779 * lose 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes 1780 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1808 */ 1785 */
1809sint64 1786static sint64
1810check_exp_loss (const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1811{ 1788{
1812 sint64 del_exp; 1789 sint64 del_exp;
1813 1790
1814 if (exp > op->stats.exp) 1791 if (exp > op->stats.exp)
1815 exp = op->stats.exp; 1792 exp = op->stats.exp;
1793
1816 if (settings.permanent_exp_ratio) 1794 if (settings.permanent_exp_ratio)
1817 { 1795 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1796 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1797
1819 if (del_exp < 0) 1798 if (del_exp < 0)
1820 del_exp = 0; 1799 del_exp = 0;
1800
1821 if (exp > del_exp) 1801 if (exp > del_exp)
1822 exp = del_exp; 1802 exp = del_exp;
1823 } 1803 }
1804
1824 return exp; 1805 return exp;
1825} 1806}
1826 1807
1827sint64 1808sint64
1828check_exp_adjust (const object *op, sint64 exp) 1809check_exp_adjust (const object *op, sint64 exp)
1829{ 1810{
1830 if (exp < 0) 1811 if (exp < 0)
1831 return check_exp_loss (op, exp); 1812 return check_exp_loss (op, exp);
1832 else 1813 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1814 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1834} 1815}
1835
1836 1816
1837/* Subtracts experience from player. 1817/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1818 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1819 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1820 * this subtracts a portion from all
1854 sint64 del_exp; 1834 sint64 del_exp;
1855 1835
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1836 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1837 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1838 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1839 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1860 { 1840 {
1861 del_exp = check_exp_loss (tmp, exp); 1841 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1842 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1843 player_lvl_adj (op, tmp);
1864 } 1844 }
1952 * amount of permenent experience, whichever gives the lowest loss. 1932 * amount of permenent experience, whichever gives the lowest loss.
1953 */ 1933 */
1954void 1934void
1955apply_death_exp_penalty (object *op) 1935apply_death_exp_penalty (object *op)
1956{ 1936{
1957 object *tmp;
1958 sint64 loss; 1937 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961 1940
1962 for (tmp = op->inv; tmp; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp) 1942 if (tmp->type == SKILL && tmp->stats.exp)
1964 { 1943 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1945 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1968 1946
1969 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1971 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1972 * tables is a lot harder. 1950 * tables is a lot harder.
1973 */ 1951 */
1974 if (level_loss < 0) 1952 if (level_loss < 0)
1975 level_loss = 0; 1953 level_loss = 0;
1976 1954
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1955 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1978 1956
1979 tmp->stats.exp -= loss; 1957 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp); 1958 player_lvl_adj (op, tmp);
1981 } 1959 }
1982 1960
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1961 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1962 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1985 1963
1986 if (level_loss < 0) 1964 if (level_loss < 0)
1987 level_loss = 0; 1965 level_loss = 0;
1966
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1989 1968
1990 op->stats.exp -= loss; 1969 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL); 1970 player_lvl_adj (op, NULL);
1992} 1971}
1993 1972

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