--- deliantra/server/common/living.C 2010/03/26 00:59:20 1.108
+++ deliantra/server/common/living.C 2012/11/12 10:32:18 1.130
@@ -1,24 +1,24 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
- *
+ *
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
@@ -35,7 +35,7 @@
22, 25, 30, 40, 50
};
-/* changed the name of this to "sp_bonus" from "int_bonus"
+/* changed the name of this to "sp_bonus" from "int_bonus"
* because Pow can now be the stat that controls spellpoint
* advancement. -b.t.
*/
@@ -110,13 +110,13 @@
*/
const uint32 weight_limit[MAX_STAT + 1] = {
- 200000, /* 0 */
- 250000, 300000, 350000, 400000, 500000, /* 5 */
- 600000, 700000, 800000, 900000, 1000000, /* 10 */
+ 200000, /* 0 */
+ 250000, 300000, 350000, 400000, 500000, /* 5 */
+ 600000, 700000, 800000, 900000, 1000000, /* 10 */
1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
- 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
+ 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
};
const int learn_spell[MAX_STAT + 1] = {
@@ -141,7 +141,7 @@
Both come in handy at least in function add_exp()
*/
-#define MAX_EXPERIENCE levels[settings.max_level]
+#define MAX_EXPERIENCE levels [settings.max_level]
/* because exp_obj sum to make the total score,
* we cannot allow that sum to exceed the maximum
@@ -158,9 +158,7 @@
* -b.t.
*/
-#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
-
-extern sint64 *levels;
+#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
#define MAX_SAVE_LEVEL 110
@@ -463,7 +461,7 @@
else
{
new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
- SET_FLAG (op, FLAG_BLIND);
+ op->set_flag (FLAG_BLIND);
if (op->type == PLAYER)
op->contr->do_los = 1;
}
@@ -475,7 +473,7 @@
else
{
new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
- CLEAR_FLAG (op, FLAG_BLIND);
+ op->clr_flag (FLAG_BLIND);
if (op->type == PLAYER)
op->contr->do_los = 1;
}
@@ -523,29 +521,33 @@
DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
}
- if (tmp->stats.hp && op->type == PLAYER)
+ if (digest_types [tmp->type])
{
- success = 1;
- DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
- }
+ if (tmp->stats.hp && op->type == PLAYER)
+ {
+ success = 1;
+ DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
+ }
- if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
- {
- success = 1;
- DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
- }
+ if (tmp->stats.sp && op->type == PLAYER
+ && tmp->type != SKILL && tmp->type != BOW)
+ {
+ success = 1;
+ DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
+ }
- /* for the future when artifacts set this -b.t. */
- if (tmp->stats.grace && op->type == PLAYER)
- {
- success = 1;
- DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
- }
+ /* for the future when artifacts set this -b.t. */
+ if (tmp->stats.grace && op->type == PLAYER)
+ {
+ success = 1;
+ DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
+ }
- if (tmp->stats.food && op->type == PLAYER)
- {
- success = 1;
- DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
+ if (tmp->stats.food && op->type == PLAYER)
+ {
+ success = 1;
+ DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
+ }
}
/* Messages for changed resistance */
@@ -608,7 +610,7 @@
{
tmp = at->instance ();
tmp = insert_ob_in_ob (tmp, this);
- SET_FLAG (tmp, FLAG_APPLIED);
+ tmp->set_flag (FLAG_APPLIED);
}
}
@@ -638,7 +640,7 @@
tmp = at->instance ();
tmp = insert_ob_in_ob (tmp, this);
- SET_FLAG (tmp, FLAG_APPLIED);
+ tmp->set_flag (FLAG_APPLIED);
}
if (value)
@@ -702,32 +704,6 @@
}
}
-/* These are the items that currently can change digestion, regeneration,
- * spell point recovery and mana point recovery. Seems sort of an arbitary
- * list, but other items store other info into stats array.
- */
-static struct digest_types : std::bitset
-{
- digest_types ()
- {
- set (WEAPON);
- set (BOW);
- set (ARMOUR);
- set (HELMET);
- set (SHIELD);
- set (RING);
- set (BOOTS);
- set (GLOVES);
- set (AMULET);
- set (GIRDLE);
- set (BRACERS);
- set (CLOAK);
- set (DISEASE);
- set (FORCE);
- set (SKILL);
- }
-} digest_types;
-
static struct copy_flags : object::flags_t
{
copy_flags ()
@@ -755,8 +731,9 @@
void
object::update_stats ()
{
- float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
- int weapon_weight = 0, weapon_speed = 0;
+ float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
+ weight_t weapon_weight = 0;
+ int weapon_speed = 0;
int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
object *grace_obj = NULL, *mana_obj = NULL, *tmp;
@@ -791,20 +768,20 @@
slaying = 0;
- if (!QUERY_FLAG (this, FLAG_WIZ))
+ if (!this->flag [FLAG_WIZ])
{
- CLEAR_FLAG (this, FLAG_XRAYS);
- CLEAR_FLAG (this, FLAG_MAKE_INVIS);
+ this->clr_flag (FLAG_XRAYS);
+ this->clr_flag (FLAG_MAKE_INVIS);
}
- CLEAR_FLAG (this, FLAG_LIFESAVE);
- CLEAR_FLAG (this, FLAG_STEALTH);
- CLEAR_FLAG (this, FLAG_BLIND);
+ this->clr_flag (FLAG_LIFESAVE);
+ this->clr_flag (FLAG_STEALTH);
+ this->clr_flag (FLAG_BLIND);
- if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
- if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
- if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
- if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
+ if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
+ if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
+ if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
+ if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
path_attuned = arch->path_attuned;
path_repelled = arch->path_repelled;
@@ -812,8 +789,6 @@
glow_radius = arch->glow_radius;
move_type = arch->move_type;
- chosen_skill = 0;
-
/* initializing resistances from the values in player/monster's
* archetype clone
*/
@@ -822,11 +797,11 @@
for (int i = 0; i < NROFATTACKS; i++)
{
if (resist[i] > 0)
- prot[i] = resist[i], vuln[i] = 0;
+ prot[i] = resist[i], vuln[i] = 0;
else
- vuln[i] = -(resist[i]), prot[i] = 0;
+ vuln[i] = -resist[i], prot[i] = 0;
- potion_resist[i] = 0;
+ potion_resist[i] = -1000;
}
wc = arch->stats.wc;
@@ -839,7 +814,7 @@
* basically, if a server updates its max level, these playes may find
* that their protection from physical goes down
*/
- if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
+ if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
{
ac = max (-10, arch->stats.ac - level / 3);
prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
@@ -850,6 +825,8 @@
stats.luck = arch->stats.luck;
speed = arch->speed;
+ chosen_skill = 0;
+
/* OK - we've reset most all the objects attributes to sane values.
* now go through and make adjustments for what the player has equipped.
*/
@@ -859,7 +836,7 @@
* applied so we can tell the player what changed. But change_abil
* then calls this function.
*/
- if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
+ if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
continue;
glow_radius += tmp->glow_radius;
@@ -896,21 +873,14 @@
*/
if ((tmp->flag [FLAG_APPLIED]
&& tmp->type != CONTAINER
- && tmp->type != CLOSE_CON)
- || (tmp->type == SKILL
- && tmp->subtype == SK_PRAYING))
+ && tmp->type != CLOSE_CON
+ && tmp->type != SPELL)
+ || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
{
if (type == PLAYER)
{
contr->item_power += tmp->item_power;
- if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
- if (tmp != current_weapon
- && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
- && !tmp->flag [FLAG_CURSED]
- && !tmp->flag [FLAG_DAMNED])
- continue;
-
for (int i = 0; i < NUM_STATS; i++)
stat_sum [i] += tmp->stats.stat (i);
@@ -931,39 +901,27 @@
}
/* Update slots used for items */
- if (QUERY_FLAG (tmp, FLAG_APPLIED))
+ if (tmp->flag [FLAG_APPLIED]) // exclude praying...
for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
slot[i].used += tmp->slot[i].info;
if (tmp->type == SYMPTOM)
- speed_reduce_from_disease =
- min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
+ min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
/* Pos. and neg. protections are counted separate (-> pro/vuln).
* (Negative protections are calculated exactly like positive.)
* Resistance from potions are treated special as well. If there's
* more than one potion-effect, the bigger prot.-value is taken.
*/
- if (tmp->type != POTION)
- {
- for (int i = 0; i < NROFATTACKS; i++)
- {
- /* Potential for cursed potions, in which case we just can use
- * a straight MAX, as potion_resist is initialised to zero.
- */
- if (tmp->type == POTION_EFFECT)
- {
- if (potion_resist[i])
- potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
- else
- potion_resist[i] = tmp->resist[i];
- }
- else if (tmp->resist[i] > 0)
- prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
- else if (tmp->resist[i] < 0)
- vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
- }
- }
+ if (tmp->type == POTION_EFFECT)
+ for (int i = 0; i < NROFATTACKS; i++)
+ max_it (potion_resist[i], tmp->resist[i]);
+ else if (tmp->type != POTION)
+ for (int i = 0; i < NROFATTACKS; i++)
+ if (tmp->resist[i] > 0)
+ prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
+ else if (tmp->resist[i] < 0)
+ vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
/* There may be other things that should not adjust the attacktype */
if (tmp->type != SYMPTOM)
@@ -978,12 +936,13 @@
flag |= tmp->flag & copy_flags;
- if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
- SET_FLAG (this, FLAG_UNDEAD);
+ if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
+ this->set_flag (FLAG_UNDEAD);
- if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
+ //TODO: copy_flags?
+ if (tmp->flag [FLAG_MAKE_INVIS])
{
- SET_FLAG (this, FLAG_MAKE_INVIS);
+ set_flag (FLAG_MAKE_INVIS);
invisible = 1;
}
@@ -1000,20 +959,10 @@
switch (tmp->type)
{
-#if 0
- case WAND:
- case ROD:
- case HORN:
- if (type != PLAYER || current_weapon == tmp)
- chosen_skill = tmp;
- break;
-#endif
-
- /* skills modifying the character -b.t. */
- /* for all skills and skill granting objects */
case SKILL:
{
- if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
+ // some skills will end up here without counting as "applied"
+ if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
break;
if (chosen_skill)
@@ -1025,16 +974,13 @@
update_stats ();
return;
}
- else
- chosen_skill = tmp;
+
+ chosen_skill = tmp;
if (tmp->stats.dam > 0)
{ /* skill is a 'weapon' */
- if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
- weapon_speed = WEAPON_SPEED (tmp);
-
- if (weapon_speed < 0)
- weapon_speed = 0;
+ if (!this->flag [FLAG_READY_WEAPON])
+ weapon_speed = max (0, WEAPON_SPEED (tmp));
weapon_weight = tmp->weight;
stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
@@ -1053,14 +999,15 @@
ac -= tmp->stats.ac + tmp->magic;
if (settings.spell_encumbrance == TRUE && type == PLAYER)
- contr->encumbrance += (int) 3 *tmp->weight / 1000;
+ contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
}
break;
case SHIELD:
if (settings.spell_encumbrance == TRUE && type == PLAYER)
- contr->encumbrance += (int) tmp->weight / 2000;
+ contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
+ //FALLTHROUGH
case RING:
case AMULET:
case GIRDLE:
@@ -1079,39 +1026,37 @@
break;
+ case RANGED:
case BOW:
case WEAPON:
- if (type != PLAYER || current_weapon == tmp)
- {
- wc -= tmp->stats.wc + tmp->magic;
-
- if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
- ac -= tmp->stats.ac + tmp->magic;
+ wc -= tmp->stats.wc + tmp->magic;
- stats.dam += tmp->stats.dam + tmp->magic;
- weapon_weight = tmp->weight;
- weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
-
- if (weapon_speed < 0)
- weapon_speed = 0;
+ if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
+ ac -= tmp->stats.ac + tmp->magic;
- slaying = tmp->slaying;
-
- /* If there is desire that two handed weapons should do
- * extra strength damage, this is where the code should
- * go.
- */
-
- if (type == PLAYER)
- if (settings.spell_encumbrance)
- contr->encumbrance += tmp->weight * 3 / 1000;
- }
+ stats.dam += tmp->stats.dam + tmp->magic;
+ weapon_weight = tmp->weight;
+ weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
+
+ if (weapon_speed < 0)
+ weapon_speed = 0;
+
+ slaying = tmp->slaying;
+
+ /* If there is desire that two handed weapons should do
+ * extra strength damage, this is where the code should
+ * go.
+ */
+
+ if (type == PLAYER)
+ if (settings.spell_encumbrance)
+ contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
break;
case ARMOUR: /* Only the best of these three are used: */
if (settings.spell_encumbrance == TRUE && type == PLAYER)
- contr->encumbrance += tmp->weight / 1000;
+ contr->encumbrance += weight_to_kg_approx (tmp->weight);
case BRACERS:
case FORCE:
@@ -1144,14 +1089,14 @@
ac -= tmp->stats.ac + tmp->magic;
if (ARMOUR_SPEED (tmp))
- max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
+ min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
break;
} /* switch tmp->type */
} /* item is equipped */
} /* for loop of items */
- glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
+ min_it (glow_radius, MAX_LIGHT_RADIUS);
/* We've gone through all the objects the player has equipped. For many things, we
* have generated intermediate values which we now need to assign.
@@ -1167,7 +1112,8 @@
{
resist[i] = prot[i] - vuln[i];
- if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
+ if (potion_resist[i] != -1000
+ && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
resist[i] = potion_resist[i];
}
@@ -1346,9 +1292,9 @@
* weight limit, then player suffers a speed reduction based on how
* much above he is, and what is max carry is
*/
- float f = (carrying / 1000) - max_carry[stats.Str];
+ float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
if (f > 0.f)
- speed = speed / (1.f + f / max_carry[stats.Str]);
+ speed /= (1.f + f / max_carry[stats.Str]);
}
speed += bonus_speed / 10.f; /* Not affected by limits */
@@ -1577,7 +1523,7 @@
/* clear the flag - exp goes into this bucket, but player
* still doesn't know it.
*/
- CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
+ skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
skill_obj->stats.exp = 0;
skill_obj->level = 1;
op->insert (skill_obj);
@@ -1664,10 +1610,7 @@
sint64
level_exp (int level, double expmul)
{
- if (level > settings.max_level)
- return (sint64) (expmul * levels[settings.max_level]);
-
- return (sint64) (expmul * levels[level]);
+ return expmul * level_to_min_exp (level);
}
/*
@@ -1705,11 +1648,10 @@
* flag is what to do if the player doesn't have the skill:
*/
static void
-add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
+add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
{
object *skill_obj;
sint64 limit, exp_to_add;
- int i;
/* prevents some forms of abuse. */
if (op->contr->braced)
@@ -1745,7 +1687,7 @@
* than half what you need to gain for next level.
*/
exp_to_add = exp;
- limit = (levels[op->level + 1] - levels[op->level]) / 2;
+ limit = (levels [op->level + 1] - levels [op->level]) / 2;
if (exp_to_add > limit)
exp_to_add = limit;
@@ -1762,7 +1704,7 @@
if (skill_obj)
{
exp_to_add = exp;
- limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
+ limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
if (exp_to_add > limit)
exp_to_add = limit;
@@ -1829,7 +1771,7 @@
* a postive number.
*/
static void
-subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
+subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
{
float fraction = (float) exp / (float) op->stats.exp;
object *tmp;
@@ -1838,7 +1780,7 @@
for (tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->type == SKILL && tmp->stats.exp)
{
- if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
+ if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
{
del_exp = check_exp_loss (tmp, exp);
tmp->stats.exp -= del_exp;
@@ -1849,7 +1791,7 @@
/* only want to process other skills if we are not trying
* to match a specific skill.
*/
- del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
+ del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
tmp->stats.exp -= del_exp;
player_lvl_adj (op, tmp);
}
@@ -1873,7 +1815,7 @@
* these last two values are only used for players.
*/
void
-change_exp (object *op, sint64 exp, const char *skill_name, int flag)
+change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
{
#ifdef EXP_DEBUG
LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
@@ -1900,7 +1842,7 @@
if (op->type != PLAYER)
{
/* Sanity check */
- if (!QUERY_FLAG (op, FLAG_ALIVE))
+ if (!op->flag [FLAG_ALIVE])
return;
/* reset exp to max allowed value. We subtract from
@@ -1961,7 +1903,7 @@
}
percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
- level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
+ level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
if (level_loss < 0)
level_loss = 0;