… | |
… | |
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> |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
595 | object::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 | } |
… | |
… | |
606 | { |
607 | { |
607 | tmp = present_arch_in_ob (at, this); |
608 | tmp = present_arch_in_ob (at, this); |
608 | |
609 | |
609 | if (!tmp) |
610 | if (!tmp) |
610 | { |
611 | { |
611 | tmp = arch_to_object (at); |
612 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
613 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | } |
615 | } |
615 | } |
616 | } |
616 | |
617 | |
… | |
… | |
624 | * via an applied bad_luck object. |
625 | * via an applied bad_luck object. |
625 | */ |
626 | */ |
626 | void |
627 | void |
627 | object::change_luck (int value) |
628 | object::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); |
… | |
… | |
636 | if (!tmp) |
637 | if (!tmp) |
637 | { |
638 | { |
638 | if (!value) |
639 | if (!value) |
639 | return; |
640 | return; |
640 | |
641 | |
641 | tmp = arch_to_object (at); |
642 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
643 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | } |
645 | } |
645 | |
646 | |
646 | if (value) |
647 | if (value) |
… | |
… | |
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 | fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D |
1154 | |
|
|
1155 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1155 | |
1156 | |
1156 | /* 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 |
1157 | * have generated intermediate values which we now need to assign. |
1158 | * have generated intermediate values which we now need to assign. |
1158 | */ |
1159 | */ |
1159 | |
1160 | |
… | |
… | |
1173 | |
1174 | |
1174 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1175 | { |
1176 | { |
1176 | // clamp various player stats |
1177 | // clamp various player stats |
1177 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1179 | stats.stat (i) = stat_sum [i]; |
|
|
1180 | |
|
|
1181 | check_stat_bounds (&stats); |
1179 | |
1182 | |
1180 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1183 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1181 | |
1184 | |
1182 | /* Figure out the players sp/mana/hp totals. */ |
1185 | /* Figure out the players sp/mana/hp totals. */ |
1183 | int pl_level; |
1186 | int pl_level; |
1184 | |
1187 | |
1185 | check_stat_bounds (&(stats)); |
|
|
1186 | pl_level = level; |
|
|
1187 | |
|
|
1188 | if (pl_level < 1) |
|
|
1189 | 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! */ |
1190 | |
1189 | |
1191 | /* 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, |
1192 | * 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. |
1193 | */ |
1192 | */ |
1194 | stats.maxhp = 0; |
1193 | stats.maxhp = 0; |
… | |
… | |
1329 | |
1328 | |
1330 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1331 | |
1330 | |
1332 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1333 | speed -= 1; |
1332 | speed -= 1; |
1334 | |
|
|
1335 | if (attacktype == 0) |
|
|
1336 | attacktype = arch->attacktype; |
|
|
1337 | } /* End if player */ |
1333 | } /* End if player */ |
1338 | |
1334 | |
1339 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1340 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1341 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
… | |
… | |
1360 | speed *= speed_reduce_from_disease; |
1356 | speed *= speed_reduce_from_disease; |
1361 | |
1357 | |
1362 | /* 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 |
1363 | * 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. |
1364 | */ |
1360 | */ |
1365 | if (speed < 0.04f && type == PLAYER) |
1361 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1366 | speed = 0.04f; |
|
|
1367 | |
1362 | |
1368 | if (speed != old_speed) |
1363 | if (speed != old_speed) |
1369 | set_speed (speed); |
1364 | set_speed (speed); |
1370 | |
1365 | |
1371 | if (type == PLAYER) |
1366 | if (type == PLAYER) |
… | |
… | |
1409 | move_type &= ~MOVE_WALK; |
1404 | move_type &= ~MOVE_WALK; |
1410 | |
1405 | |
1411 | /* 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, |
1412 | * so we will check that now. |
1407 | * so we will check that now. |
1413 | */ |
1408 | */ |
1414 | if (type == PLAYER) |
1409 | if (is_player ()) |
1415 | { |
1410 | contr->update_spells (); |
1416 | esrv_update_stats (contr); |
|
|
1417 | esrv_update_spells (contr); |
|
|
1418 | } |
|
|
1419 | |
1411 | |
1420 | // update the mapspace, if we are on a map |
1412 | // update the mapspace, if we are on a map |
1421 | if (!flag [FLAG_REMOVED] && map) |
1413 | if (!flag [FLAG_REMOVED] && map) |
1422 | map->at (x, y).flags_ = 0; |
1414 | map->at (x, y).flags_ = 0; |
|
|
1415 | } |
|
|
1416 | |
|
|
1417 | void |
|
|
1418 | object::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 | } |
1423 | } |
1431 | } |
1424 | |
1432 | |
1425 | /* |
1433 | /* |
1426 | * Returns true if the given player is a legal class. |
1434 | * Returns true if the given player is a legal class. |
1427 | * 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 |
… | |
… | |
1491 | /* |
1499 | /* |
1492 | * This function is called when a dragon-player gains |
1500 | * This function is called when a dragon-player gains |
1493 | * an overall level. Here, the dragon might gain new abilities |
1501 | * an overall level. Here, the dragon might gain new abilities |
1494 | * or change the ability-focus. |
1502 | * or change the ability-focus. |
1495 | */ |
1503 | */ |
1496 | void |
1504 | static void |
1497 | dragon_level_gain (object *who) |
1505 | dragon_level_gain (object *who) |
1498 | { |
1506 | { |
1499 | object *abil = NULL; /* pointer to dragon ability force */ |
1507 | object *abil = NULL; /* pointer to dragon ability force */ |
1500 | object *skin = NULL; /* pointer to dragon skin force */ |
1508 | object *skin = NULL; /* pointer to dragon skin force */ |
1501 | object *tmp = NULL; /* tmp. object */ |
1509 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1597 | { |
1605 | { |
1598 | changed = true; |
1606 | changed = true; |
1599 | |
1607 | |
1600 | op->level++; |
1608 | op->level++; |
1601 | |
1609 | |
1602 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1610 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1603 | dragon_level_gain (who); |
1611 | dragon_level_gain (who); |
1604 | |
1612 | |
1605 | /* Only roll these if it is the player (who) that gained the level */ |
1613 | /* Only roll these if it is the player (who) that gained the level */ |
1606 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1614 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1607 | { |
1615 | { |
… | |
… | |
1640 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1641 | } |
1649 | } |
1642 | } |
1650 | } |
1643 | |
1651 | |
1644 | if (changed) |
1652 | if (changed) |
1645 | { |
1653 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1646 | who->update_stats (); |
|
|
1647 | esrv_update_stats (who->contr); |
|
|
1648 | /* check if the spell data has changed */ |
|
|
1649 | esrv_update_spells (who->contr); |
|
|
1650 | } |
|
|
1651 | } |
1654 | } |
1652 | |
1655 | |
1653 | /* |
1656 | /* |
1654 | * Returns how much experience is needed for a player to become |
1657 | * Returns how much experience is needed for a player to become |
1655 | * the given level. level should really never exceed max_level |
1658 | * the given level. level should really never exceed max_level |
… | |
… | |
1770 | player_lvl_adj (op, skill_obj); |
1773 | player_lvl_adj (op, skill_obj); |
1771 | } |
1774 | } |
1772 | } |
1775 | } |
1773 | |
1776 | |
1774 | /* This function checks to make sure that object 'op' can |
1777 | /* This function checks to make sure that object 'op' can |
1775 | * lost 'exp' experience. It returns the amount of exp |
1778 | * lose 'exp' experience. It returns the amount of exp |
1776 | * object 'op' can in fact lose - it basically makes |
1779 | * object 'op' can in fact lose - it basically makes |
1777 | * adjustments based on permanent exp and the like. |
1780 | * adjustments based on permanent exp and the like. |
1778 | * This function should always be used for losing experience - |
1781 | * This function should always be used for losing experience - |
1779 | * the 'exp' value passed should be positive - this is the |
1782 | * the 'exp' value passed should be positive - this is the |
1780 | * amount that should get subtract from the player. |
1783 | * amount that should get subtract from the player. |
1781 | */ |
1784 | */ |
1782 | sint64 |
1785 | static sint64 |
1783 | check_exp_loss (const object *op, sint64 exp) |
1786 | check_exp_loss (const object *op, sint64 exp) |
1784 | { |
1787 | { |
1785 | sint64 del_exp; |
1788 | sint64 del_exp; |
1786 | |
1789 | |
1787 | if (exp > op->stats.exp) |
1790 | if (exp > op->stats.exp) |
1788 | exp = op->stats.exp; |
1791 | exp = op->stats.exp; |
|
|
1792 | |
1789 | if (settings.permanent_exp_ratio) |
1793 | if (settings.permanent_exp_ratio) |
1790 | { |
1794 | { |
1791 | 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 | |
1792 | if (del_exp < 0) |
1797 | if (del_exp < 0) |
1793 | del_exp = 0; |
1798 | del_exp = 0; |
|
|
1799 | |
1794 | if (exp > del_exp) |
1800 | if (exp > del_exp) |
1795 | exp = del_exp; |
1801 | exp = del_exp; |
1796 | } |
1802 | } |
|
|
1803 | |
1797 | return exp; |
1804 | return exp; |
1798 | } |
1805 | } |
1799 | |
1806 | |
1800 | sint64 |
1807 | sint64 |
1801 | check_exp_adjust (const object *op, sint64 exp) |
1808 | check_exp_adjust (const object *op, sint64 exp) |
1802 | { |
1809 | { |
1803 | if (exp < 0) |
1810 | if (exp < 0) |
1804 | return check_exp_loss (op, exp); |
1811 | return check_exp_loss (op, exp); |
1805 | else |
1812 | else |
1806 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1813 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1807 | } |
1814 | } |
1808 | |
1815 | |
1809 | /* Subtracts experience from player. |
1816 | /* Subtracts experience from player. |
1810 | * 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 |
1811 | * only subtract from the matching skill. Otherwise, |
1818 | * only subtract from the matching skill. Otherwise, |
… | |
… | |
1924 | * amount of permenent experience, whichever gives the lowest loss. |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
1925 | */ |
1932 | */ |
1926 | void |
1933 | void |
1927 | apply_death_exp_penalty (object *op) |
1934 | apply_death_exp_penalty (object *op) |
1928 | { |
1935 | { |
1929 | object *tmp; |
|
|
1930 | sint64 loss; |
1936 | sint64 loss; |
1931 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1937 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1932 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1938 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1933 | |
1939 | |
1934 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1940 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1935 | if (tmp->type == SKILL && tmp->stats.exp) |
1941 | if (tmp->type == SKILL && tmp->stats.exp) |
1936 | { |
1942 | { |
1937 | |
|
|
1938 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1943 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1939 | 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)]; |
1940 | |
1945 | |
1941 | /* With the revised exp system, you can get cases where |
1946 | /* With the revised exp system, you can get cases where |
1942 | * losing several levels would still require that you have more |
1947 | * losing several levels would still require that you have more |
1943 | * exp than you currently have - this is true if the levels |
1948 | * exp than you currently have - this is true if the levels |
1944 | * tables is a lot harder. |
1949 | * tables is a lot harder. |
1945 | */ |
1950 | */ |
1946 | if (level_loss < 0) |
1951 | if (level_loss < 0) |
1947 | level_loss = 0; |
1952 | level_loss = 0; |
1948 | |
1953 | |
1949 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1954 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1950 | |
1955 | |
1951 | tmp->stats.exp -= loss; |
1956 | tmp->stats.exp -= loss; |
1952 | player_lvl_adj (op, tmp); |
1957 | player_lvl_adj (op, tmp); |
1953 | } |
1958 | } |
1954 | |
1959 | |
1955 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1960 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1956 | 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)]; |
1957 | |
1962 | |
1958 | if (level_loss < 0) |
1963 | if (level_loss < 0) |
1959 | level_loss = 0; |
1964 | level_loss = 0; |
|
|
1965 | |
1960 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1966 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1961 | |
1967 | |
1962 | op->stats.exp -= loss; |
1968 | op->stats.exp -= loss; |
1963 | player_lvl_adj (op, NULL); |
1969 | player_lvl_adj (op, NULL); |
1964 | } |
1970 | } |
1965 | |
1971 | |