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Comparing deliantra/server/common/living.C (file contents):
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC vs.
Revision 1.108 by root, Fri Mar 26 00:59:20 2010 UTC

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 */
594object::drain_specific_stat (int deplete_stats) 592object::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 */
626void 624void
627object::change_luck (int value) 625object::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;
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. */
911 && !tmp->flag [FLAG_CURSED] 910 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED]) 911 && !tmp->flag [FLAG_DAMNED])
913 continue; 912 continue;
914 913
915 for (int i = 0; i < NUM_STATS; i++) 914 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 915 stat_sum [i] += tmp->stats.stat (i);
917 916
918 if (digest_types [tmp->type]) 917 if (digest_types [tmp->type])
919 { 918 {
920 contr->digestion += tmp->stats.food; 919 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 920 contr->gen_hp += tmp->stats.hp;
1137 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1139 } 1138 }
1140 1139
1141 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= tmp->stats.wc + tmp->magic;
1143 1142
1144 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= tmp->stats.ac + tmp->magic;
1146 1145
1147 if (ARMOUR_SPEED (tmp)) 1146 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1148
1150 break; 1149 break;
1151 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1152 } /* item is equipped */ 1151 } /* item is equipped */
1153 } /* for loop of items */ 1152 } /* for loop of items */
1153
1154 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1155
1155 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* 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. 1157 * have generated intermediate values which we now need to assign.
1157 */ 1158 */
1158 1159
1172 1173
1173 if (type == PLAYER) 1174 if (type == PLAYER)
1174 { 1175 {
1175 // clamp various player stats 1176 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1177 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1178 stats.stat (i) = stat_sum [i];
1179
1180 check_stat_bounds (&stats);
1178 1181
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1182 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1183
1181 /* Figure out the players sp/mana/hp totals. */ 1184 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1185 int pl_level;
1183 1186
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! */ 1187 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1188
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* 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. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1191 */
1193 stats.maxhp = 0; 1192 stats.maxhp = 0;
1328 1327
1329 speed = 1.f + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1330 1329
1331 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1331 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1332 } /* End if player */
1337 1333
1338 if (added_speed >= 0) 1334 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1359 speed *= speed_reduce_from_disease; 1355 speed *= speed_reduce_from_disease;
1360 1356
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1357 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1359 */
1364 if (speed < 0.04f && type == PLAYER) 1360 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 speed = 0.04f;
1366 1361
1367 if (speed != old_speed) 1362 if (speed != old_speed)
1368 set_speed (speed); 1363 set_speed (speed);
1369 1364
1370 if (type == PLAYER) 1365 if (type == PLAYER)
1405 if (move_type == 0) 1400 if (move_type == 0)
1406 move_type = MOVE_WALK; 1401 move_type = MOVE_WALK;
1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK; 1403 move_type &= ~MOVE_WALK;
1409 1404
1405 // now apply the new move_type
1406 if (this->move_type != move_type)
1407 change_move_type (move_type);
1408
1410 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now. 1410 * so we will check that now.
1412 */ 1411 */
1413 if (type == PLAYER) 1412 if (is_player ())
1414 { 1413 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1414
1419 // update the mapspace, if we are on a map 1415 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1416 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1417 map->at (x, y).flags_ = 0;
1418}
1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1422} 1434}
1423 1435
1424/* 1436/*
1425 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1438 * The function to add and remove class-bonuses to the stats doesn't
1490/* 1502/*
1491 * This function is called when a dragon-player gains 1503 * This function is called when a dragon-player gains
1492 * an overall level. Here, the dragon might gain new abilities 1504 * an overall level. Here, the dragon might gain new abilities
1493 * or change the ability-focus. 1505 * or change the ability-focus.
1494 */ 1506 */
1495void 1507static void
1496dragon_level_gain (object *who) 1508dragon_level_gain (object *who)
1497{ 1509{
1498 object *abil = NULL; /* pointer to dragon ability force */ 1510 object *abil = NULL; /* pointer to dragon ability force */
1499 object *skin = NULL; /* pointer to dragon skin force */ 1511 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1596 { 1608 {
1597 changed = true; 1609 changed = true;
1598 1610
1599 op->level++; 1611 op->level++;
1600 1612
1601 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1613 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1602 dragon_level_gain (who); 1614 dragon_level_gain (who);
1603 1615
1604 /* Only roll these if it is the player (who) that gained the level */ 1616 /* Only roll these if it is the player (who) that gained the level */
1605 if (op == who && (who->level < 11) && who->type == PLAYER) 1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1606 { 1618 {
1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640 } 1652 }
1641 } 1653 }
1642 1654
1643 if (changed) 1655 if (changed)
1644 { 1656 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1645 who->update_stats ();
1646 esrv_update_stats (who->contr);
1647 /* check if the spell data has changed */
1648 esrv_update_spells (who->contr);
1649 }
1650} 1657}
1651 1658
1652/* 1659/*
1653 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level 1661 * the given level. level should really never exceed max_level
1698 * flag is what to do if the player doesn't have the skill: 1705 * flag is what to do if the player doesn't have the skill:
1699 */ 1706 */
1700static void 1707static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702{ 1709{
1703 object *skill_obj = NULL; 1710 object *skill_obj;
1704 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1705 int i; 1712 int i;
1706 1713
1707 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1715 if (op->contr->braced)
1711 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1712 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1713 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1714 * the players inventory. 1721 * the players inventory.
1715 */ 1722 */
1723 skill_obj = 0;
1724
1716 if (skill_name) 1725 if (skill_name)
1717 { 1726 {
1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1727 skill_obj = op->contr->find_skill (skill_name);
1719 skill_obj = op->chosen_skill;
1720 else
1721 {
1722 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1723 if (tmp->skill == skill_name && tmp->type == SKILL)
1724 {
1725 skill_obj = splay (tmp);
1726 break;
1727 }
1728 1728
1729 /* Player doesn't have the skill. Check to see what to do, and give 1729 /* Player doesn't have the skill. Check to see what to do, and give
1730 * it to the player if necessary 1730 * it to the player if necessary
1731 */ 1731 */
1732 if (!skill_obj) 1732 if (!skill_obj)
1733 { 1733 {
1734 if (flag == SK_EXP_NONE) 1734 if (flag == SK_EXP_NONE)
1735 return; 1735 return;
1736
1736 else if (flag == SK_EXP_ADD_SKILL) 1737 if (flag == SK_EXP_ADD_SKILL)
1737 skill_obj = give_skill_by_name (op, skill_name); 1738 skill_obj = give_skill_by_name (op, skill_name);
1738 }
1739 } 1739 }
1740 } 1740 }
1741 1741
1742 if (flag != SK_EXP_SKILL_ONLY) 1742 if (flag != SK_EXP_SKILL_ONLY)
1743 { 1743 {
1776 player_lvl_adj (op, skill_obj); 1776 player_lvl_adj (op, skill_obj);
1777 } 1777 }
1778} 1778}
1779 1779
1780/* This function checks to make sure that object 'op' can 1780/* This function checks to make sure that object 'op' can
1781 * lost 'exp' experience. It returns the amount of exp 1781 * lose 'exp' experience. It returns the amount of exp
1782 * object 'op' can in fact lose - it basically makes 1782 * object 'op' can in fact lose - it basically makes
1783 * adjustments based on permanent exp and the like. 1783 * adjustments based on permanent exp and the like.
1784 * This function should always be used for losing experience - 1784 * This function should always be used for losing experience -
1785 * the 'exp' value passed should be positive - this is the 1785 * the 'exp' value passed should be positive - this is the
1786 * amount that should get subtract from the player. 1786 * amount that should get subtract from the player.
1787 */ 1787 */
1788sint64 1788static sint64
1789check_exp_loss (const object *op, sint64 exp) 1789check_exp_loss (const object *op, sint64 exp)
1790{ 1790{
1791 sint64 del_exp; 1791 sint64 del_exp;
1792 1792
1793 if (exp > op->stats.exp) 1793 if (exp > op->stats.exp)
1794 exp = op->stats.exp; 1794 exp = op->stats.exp;
1795
1795 if (settings.permanent_exp_ratio) 1796 if (settings.permanent_exp_ratio)
1796 { 1797 {
1797 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1798 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1799
1798 if (del_exp < 0) 1800 if (del_exp < 0)
1799 del_exp = 0; 1801 del_exp = 0;
1802
1800 if (exp > del_exp) 1803 if (exp > del_exp)
1801 exp = del_exp; 1804 exp = del_exp;
1802 } 1805 }
1806
1803 return exp; 1807 return exp;
1804} 1808}
1805 1809
1806sint64 1810sint64
1807check_exp_adjust (const object *op, sint64 exp) 1811check_exp_adjust (const object *op, sint64 exp)
1808{ 1812{
1809 if (exp < 0) 1813 if (exp < 0)
1810 return check_exp_loss (op, exp); 1814 return check_exp_loss (op, exp);
1811 else 1815 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1816 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1813} 1817}
1814
1815 1818
1816/* Subtracts experience from player. 1819/* Subtracts experience from player.
1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1820 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818 * only subtract from the matching skill. Otherwise, 1821 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all 1822 * this subtracts a portion from all
1833 sint64 del_exp; 1836 sint64 del_exp;
1834 1837
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1838 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1839 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1840 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1841 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 { 1842 {
1840 del_exp = check_exp_loss (tmp, exp); 1843 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1844 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1845 player_lvl_adj (op, tmp);
1843 } 1846 }
1931 * amount of permenent experience, whichever gives the lowest loss. 1934 * amount of permenent experience, whichever gives the lowest loss.
1932 */ 1935 */
1933void 1936void
1934apply_death_exp_penalty (object *op) 1937apply_death_exp_penalty (object *op)
1935{ 1938{
1936 object *tmp;
1937 sint64 loss; 1939 sint64 loss;
1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1940 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1941 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1940 1942
1941 for (tmp = op->inv; tmp; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp) 1944 if (tmp->type == SKILL && tmp->stats.exp)
1943 { 1945 {
1944
1945 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1946 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1946 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1947 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1947 1948
1948 /* With the revised exp system, you can get cases where 1949 /* With the revised exp system, you can get cases where
1949 * losing several levels would still require that you have more 1950 * losing several levels would still require that you have more
1950 * exp than you currently have - this is true if the levels 1951 * exp than you currently have - this is true if the levels
1951 * tables is a lot harder. 1952 * tables is a lot harder.
1952 */ 1953 */
1953 if (level_loss < 0) 1954 if (level_loss < 0)
1954 level_loss = 0; 1955 level_loss = 0;
1955 1956
1956 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1957 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1957 1958
1958 tmp->stats.exp -= loss; 1959 tmp->stats.exp -= loss;
1959 player_lvl_adj (op, tmp); 1960 player_lvl_adj (op, tmp);
1960 } 1961 }
1961 1962
1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1964 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1964 1965
1965 if (level_loss < 0) 1966 if (level_loss < 0)
1966 level_loss = 0; 1967 level_loss = 0;
1968
1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1969 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1968 1970
1969 op->stats.exp -= loss; 1971 op->stats.exp -= loss;
1970 player_lvl_adj (op, NULL); 1972 player_lvl_adj (op, NULL);
1971} 1973}
1972 1974

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