ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC vs.
Revision 1.66 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
723 int i, j; 723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 729 float old_speed = speed;
730 730
731 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 732 if (type == PLAYER)
733 { 733 {
814 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
816 */ 816 */
817 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
818 { 818 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 819 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 820 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 821 * then calls this function.
828 */ 822 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 824 continue;
825
826 /* See note in map.c:update_position about making this additive
827 * since light sources are never applied, need to put check here.
828 */
829 if (tmp->glow_radius > glow_radius)
830 glow_radius = tmp->glow_radius;
831 831
832 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
834 { 834 {
835 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
866 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
867 { 867 {
868 if (type == PLAYER) 868 if (type == PLAYER)
869 { 869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
872 continue; 875 continue;
873 876
874 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
876 879
877 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
880 */ 883 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
940 } 943 }
941 } 944 }
942 945
943 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 { 948 {
947 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
992#endif 994#endif
993 995
994 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
995 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
996 case SKILL: 998 case SKILL:
997 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
998 break; 1001 break;
999 1002
1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1002
1003 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1005 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1006 chosen_skill = tmp; 1013 chosen_skill = tmp;
1007 1014
1008 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1009 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1011 weapon_speed = WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1012 1019
1013 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1014 weapon_speed = 0; 1021 weapon_speed = 0;
1015 1022
1016 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1018 1025
1019 if (tmp->magic) 1026 if (tmp->magic)
1020 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1021 } 1028 }
1022 1029
1023 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1024 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1025 1032
1026 if (tmp->slaying) 1033 if (tmp->slaying)
1027 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1028 1035
1029 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1030 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1031 1038
1032 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1034
1035 break; 1041 }
1036 1042
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1040
1041 chosen_skill = tmp;
1042 break; 1043 break;
1043 1044
1044 case SHIELD: 1045 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1226 stats.maxsp = (sint16)sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1227 1228
1228 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2; 1230 stats.maxsp += 2;
1230 } 1231 }
1232
1231 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1233 stats.sp = stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1234 1236
1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1266 1268
1267 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1268 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1269 stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1270 } 1272 }
1273
1271 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1272 1275
1273 if (contr->braced) 1276 if (contr->braced)
1274 { 1277 {
1275 ac += 2; 1278 ac += 2;
1287 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1291 */ 1294 */
1295 object *wc_obj = chosen_skill;
1292 1296
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1294 { 1298 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296 1300
1297 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1298 { 1302 {
1299 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1300 if (!(i % 6)) 1304 if (!(i % 6))
1301 wc--; 1305 wc--;
1302 1306
1303 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 } 1310 }
1307 } 1311 }
1308 else 1312 else
1318 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1319 speed -= 1; 1323 speed -= 1;
1320 1324
1321 if (attacktype == 0) 1325 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype; 1326 attacktype = arch->clone.attacktype;
1323
1324 } /* End if player */ 1327 } /* End if player */
1325 1328
1326 if (added_speed >= 0) 1329 if (added_speed >= 0)
1327 speed += added_speed / 10.f; 1330 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1362 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1363 */ 1366 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f; 1368 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f; 1369 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f; 1370 float s = (20 - weapon_speed) / 10.f;
1368 float D = (stats.Dex - 14) / 14.f; 1371 float D = (stats.Dex - 14) / 14.f;
1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1370 1373
1371 K *= (4 + level) *1.2f / (6 + level); 1374 K *= (4 + level) * 1.2f / (6 + level);
1372 1375
1373 if (K <= 0.f) 1376 if (K <= 0.01f)
1374 K = 0.01f; 1377 K = 0.01f;
1375 1378
1376 float S = speed / (K * s); 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1377
1378 contr->weapon_sp = S;
1379 } 1380 }
1380 1381
1381 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->clone.stats.dam * 3;
1384 1385
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387 * so its value is the same.
1388 */
1389 if (wc > 120)
1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1394 stats.wc = wc;
1395
1396 if (ac > 120)
1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1401 stats.ac = ac;
1402 1388
1403 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1404 * give them walking as a default. 1390 * give them walking as a default.
1405 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1406 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1528 shstr_cmp dragon_ability_force ("dragon_ability_force"); 1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force"); 1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530 1516
1531 for (tmp = who->inv; tmp; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1532 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1533 if (tmp->arch->name == dragon_ability_force) 1519 if (tmp->arch->archname == dragon_ability_force)
1534 abil = tmp; 1520 abil = tmp;
1535 else if (tmp->arch->name == dragon_skin_force) 1521 else if (tmp->arch->archname == dragon_skin_force)
1536 skin = tmp; 1522 skin = tmp;
1537 1523
1538 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1539 if (abil == NULL) 1525 if (abil == NULL)
1540 return; 1526 return;
1586 if (!skill_obj) 1572 if (!skill_obj)
1587 { 1573 {
1588 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1589 return NULL; 1575 return NULL;
1590 } 1576 }
1577
1591 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it. 1579 * still doesn't know it.
1593 */ 1580 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1596 skill_obj->level = 1; 1583 skill_obj->level = 1;
1597 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1598 1585
1599 if (op->contr) 1586 if (player *pl = op->contr)
1600 { 1587 {
1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1602 if (op->contr->ns) 1589 if (pl->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1604 } 1591 }
1605 1592
1606 return skill_obj; 1593 return skill_obj;
1607} 1594}
1608
1609 1595
1610/* player_lvl_adj() - for the new exp system. we are concerned with 1596/* player_lvl_adj() - for the new exp system. we are concerned with
1611 * whether the player gets more hp, sp and new levels. 1597 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes 1598 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels 1599 * don't really gain levels
1624 1610
1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 { 1612 {
1627 op->level++; 1613 op->level++;
1628 1614
1629 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1630 dragon_level_gain (who); 1616 dragon_level_gain (who);
1631 1617
1632 /* Only roll these if it is the player (who) that gained the level */ 1618 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1620 {
1642 { 1628 {
1643 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 else 1631 else
1646 sprintf (buf, "You are now level %d.", op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1633
1647 if (who) 1634 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1636 }
1637
1650 player_lvl_adj (who, op); /* To increase more levels */ 1638 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1639 }
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1641 {
1654 op->level--; 1642 op->level--;
1655 who->update_stats (); 1643 who->update_stats ();
1644
1656 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1657 { 1646 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1649 }
1650
1661 player_lvl_adj (who, op); /* To decrease more levels */ 1651 player_lvl_adj (who, op); /* To decrease more levels */
1662 } 1652 }
1663 1653
1664 /* check if the spell data has changed */ 1654 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr); 1655 esrv_update_stats (who->contr);
1976 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1977 } 1967 }
1978 1968
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1980 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971
1981 if (level_loss < 0) 1972 if (level_loss < 0)
1982 level_loss = 0; 1973 level_loss = 0;
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1984 1975
1985 op->stats.exp -= loss; 1976 op->stats.exp -= loss;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines