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Comparing deliantra/server/common/living.C (file contents):
Revision 1.91 by root, Thu Dec 4 01:07:34 2008 UTC vs.
Revision 1.110 by root, Sun Mar 28 16:17:27 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;
808 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 813 move_type = arch->move_type;
812 814
813 chosen_skill = 0; 815 object *chosen_skill = 0;
814 816
815 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
816 * archetype clone 818 * archetype clone
817 */ 819 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
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. */
896 * up, etc. 895 * up, etc.
897 */ 896 */
898 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 901 {
904 if (type == PLAYER) 902 if (type == PLAYER)
905 { 903 {
906 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
907 905
911 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
913 continue; 911 continue;
914 912
915 for (int i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 914 stat_sum [i] += tmp->stats.stat (i);
917 915
918 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
919 { 917 {
920 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
938 936
939 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 939
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
999 added_speed += tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1000 } 997 }
1001 998
1002 switch (tmp->type) 999 switch (tmp->type)
1003 { 1000 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */ 1001 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */ 1002 /* for all skills and skill granting objects */
1015 case SKILL: 1003 case SKILL:
1016 { 1004 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1052 1040
1053 if (tmp->stats.ac) 1041 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 1042 ac -= tmp->stats.ac + tmp->magic;
1055 1043
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1045 contr->encumbrance += 3 * tmp->weight / 1000;
1058 } 1046 }
1059 1047
1060 break; 1048 break;
1061 1049
1062 case SHIELD: 1050 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1051 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1052 contr->encumbrance += tmp->weight / 2000;
1053 //FALLTHROUGH
1065 case RING: 1054 case RING:
1066 case AMULET: 1055 case AMULET:
1067 case GIRDLE: 1056 case GIRDLE:
1068 case HELMET: 1057 case HELMET:
1069 case BOOTS: 1058 case BOOTS:
1078 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1068 ac -= tmp->stats.ac + tmp->magic;
1080 1069
1081 break; 1070 break;
1082 1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1083 case BOW: 1080 case BOW:
1084 case WEAPON: 1081 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp) 1082 if (type != PLAYER || current_weapon == tmp)
1086 { 1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1087 wc -= tmp->stats.wc + tmp->magic; 1086 wc -= tmp->stats.wc + tmp->magic;
1088 1087
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1091 1090
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 */
1154 fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D 1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1155 1158
1156 /* We've gone through all the objects the player has equipped. For many things, we 1159 /* 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. 1160 * have generated intermediate values which we now need to assign.
1158 */ 1161 */
1159 1162
1173 1176
1174 if (type == PLAYER) 1177 if (type == PLAYER)
1175 { 1178 {
1176 // clamp various player stats 1179 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i) 1180 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1179 1184
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181 1186
1182 /* Figure out the players sp/mana/hp totals. */ 1187 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1188 int pl_level;
1184 1189
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! */ 1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1190 1191
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* 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. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1194 */
1194 stats.maxhp = 0; 1195 stats.maxhp = 0;
1329 1330
1330 speed = 1.f + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1331 1332
1332 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1334 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1335 } /* End if player */
1338 1336
1339 if (added_speed >= 0) 1337 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1360 speed *= speed_reduce_from_disease; 1358 speed *= speed_reduce_from_disease;
1361 1359
1362 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* 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. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1364 */ 1362 */
1365 if (speed < 0.04f && type == PLAYER) 1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1366 speed = 0.04f;
1367 1364
1368 if (speed != old_speed) 1365 if (speed != old_speed)
1369 set_speed (speed); 1366 set_speed (speed);
1370 1367
1371 if (type == PLAYER) 1368 if (type == PLAYER)
1406 if (move_type == 0) 1403 if (move_type == 0)
1407 move_type = MOVE_WALK; 1404 move_type = MOVE_WALK;
1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK; 1406 move_type &= ~MOVE_WALK;
1410 1407
1408 // now apply the new move_type
1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1411
1411 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1412 * so we will check that now. 1413 * so we will check that now.
1413 */ 1414 */
1414 if (type == PLAYER) 1415 if (is_player ())
1415 { 1416 contr->update_spells ();
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419 1417
1420 // update the mapspace, if we are on a map 1418 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map) 1419 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0; 1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1431 {
1432 env->update_stats ();
1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1436 }
1423} 1437}
1424 1438
1425/* 1439/*
1426 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1427 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1491/* 1505/*
1492 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1493 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1494 * or change the ability-focus. 1508 * or change the ability-focus.
1495 */ 1509 */
1496void 1510static void
1497dragon_level_gain (object *who) 1511dragon_level_gain (object *who)
1498{ 1512{
1499 object *abil = NULL; /* pointer to dragon ability force */ 1513 object *abil = NULL; /* pointer to dragon ability force */
1500 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1501 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1597 { 1611 {
1598 changed = true; 1612 changed = true;
1599 1613
1600 op->level++; 1614 op->level++;
1601 1615
1602 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1603 dragon_level_gain (who); 1617 dragon_level_gain (who);
1604 1618
1605 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1606 if (op == who && (who->level < 11) && who->type == PLAYER) 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1607 { 1621 {
1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1641 } 1655 }
1642 } 1656 }
1643 1657
1644 if (changed) 1658 if (changed)
1645 { 1659 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} 1660}
1652 1661
1653/* 1662/*
1654 * Returns how much experience is needed for a player to become 1663 * Returns how much experience is needed for a player to become
1655 * the given level. level should really never exceed max_level 1664 * the given level. level should really never exceed max_level
1770 player_lvl_adj (op, skill_obj); 1779 player_lvl_adj (op, skill_obj);
1771 } 1780 }
1772} 1781}
1773 1782
1774/* This function checks to make sure that object 'op' can 1783/* This function checks to make sure that object 'op' can
1775 * lost 'exp' experience. It returns the amount of exp 1784 * lose 'exp' experience. It returns the amount of exp
1776 * object 'op' can in fact lose - it basically makes 1785 * object 'op' can in fact lose - it basically makes
1777 * adjustments based on permanent exp and the like. 1786 * adjustments based on permanent exp and the like.
1778 * This function should always be used for losing experience - 1787 * This function should always be used for losing experience -
1779 * the 'exp' value passed should be positive - this is the 1788 * the 'exp' value passed should be positive - this is the
1780 * amount that should get subtract from the player. 1789 * amount that should get subtract from the player.
1781 */ 1790 */
1782sint64 1791static sint64
1783check_exp_loss (const object *op, sint64 exp) 1792check_exp_loss (const object *op, sint64 exp)
1784{ 1793{
1785 sint64 del_exp; 1794 sint64 del_exp;
1786 1795
1787 if (exp > op->stats.exp) 1796 if (exp > op->stats.exp)
1788 exp = op->stats.exp; 1797 exp = op->stats.exp;
1798
1789 if (settings.permanent_exp_ratio) 1799 if (settings.permanent_exp_ratio)
1790 { 1800 {
1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1802
1792 if (del_exp < 0) 1803 if (del_exp < 0)
1793 del_exp = 0; 1804 del_exp = 0;
1805
1794 if (exp > del_exp) 1806 if (exp > del_exp)
1795 exp = del_exp; 1807 exp = del_exp;
1796 } 1808 }
1809
1797 return exp; 1810 return exp;
1798} 1811}
1799 1812
1800sint64 1813sint64
1801check_exp_adjust (const object *op, sint64 exp) 1814check_exp_adjust (const object *op, sint64 exp)
1802{ 1815{
1803 if (exp < 0) 1816 if (exp < 0)
1804 return check_exp_loss (op, exp); 1817 return check_exp_loss (op, exp);
1805 else 1818 else
1806 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1819 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1807} 1820}
1808 1821
1809/* Subtracts experience from player. 1822/* Subtracts experience from player.
1810 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1811 * only subtract from the matching skill. Otherwise, 1824 * only subtract from the matching skill. Otherwise,
1924 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
1925 */ 1938 */
1926void 1939void
1927apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
1928{ 1941{
1929 object *tmp;
1930 sint64 loss; 1942 sint64 loss;
1931 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1943 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1932 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1944 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1933 1945
1934 for (tmp = op->inv; tmp; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->type == SKILL && tmp->stats.exp) 1947 if (tmp->type == SKILL && tmp->stats.exp)
1936 { 1948 {
1937
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1949 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)]; 1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1940 1951
1941 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
1943 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
1944 * tables is a lot harder. 1955 * tables is a lot harder.
1945 */ 1956 */
1946 if (level_loss < 0) 1957 if (level_loss < 0)
1947 level_loss = 0; 1958 level_loss = 0;
1948 1959
1949 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1950 1961
1951 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
1952 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
1953 } 1964 }
1954 1965
1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 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)]; 1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957 1968
1958 if (level_loss < 0) 1969 if (level_loss < 0)
1959 level_loss = 0; 1970 level_loss = 0;
1971
1960 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1972 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1961 1973
1962 op->stats.exp -= loss; 1974 op->stats.exp -= loss;
1963 player_lvl_adj (op, NULL); 1975 player_lvl_adj (op, NULL);
1964} 1976}
1965 1977

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