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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 1.94 by root, Tue Dec 23 00:39:48 2008 UTC

858 * then calls this function. 858 * then calls this function.
859 */ 859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 861 continue;
862 862
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); 863 glow_radius += tmp->glow_radius;
867 864
868 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
870 { 867 {
871 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
1149 1146
1150 break; 1147 break;
1151 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1152 } /* item is equipped */ 1149 } /* item is equipped */
1153 } /* for loop of items */ 1150 } /* for loop of items */
1154 fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D 1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1155 1153
1156 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* 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. 1155 * have generated intermediate values which we now need to assign.
1158 */ 1156 */
1159 1157
1770 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1771 } 1769 }
1772} 1770}
1773 1771
1774/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1775 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1776 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1777 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1778 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1779 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1780 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1784{ 1782{
1785 sint64 del_exp; 1783 sint64 del_exp;
1786 1784
1787 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1788 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1789 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1790 { 1789 {
1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1792 if (del_exp < 0) 1792 if (del_exp < 0)
1793 del_exp = 0; 1793 del_exp = 0;
1794
1794 if (exp > del_exp) 1795 if (exp > del_exp)
1795 exp = del_exp; 1796 exp = del_exp;
1796 } 1797 }
1798
1797 return exp; 1799 return exp;
1798} 1800}
1799 1801
1800sint64 1802sint64
1801check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1802{ 1804{
1803 if (exp < 0) 1805 if (exp < 0)
1804 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1805 else 1807 else
1806 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1807} 1809}
1808 1810
1809/* Subtracts experience from player. 1811/* Subtracts experience from player.
1810 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1811 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1924 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1925 */ 1927 */
1926void 1928void
1927apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1928{ 1930{
1929 object *tmp;
1930 sint64 loss; 1931 sint64 loss;
1931 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1932 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1933 1934
1934 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1936 { 1937 {
1937
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 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)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1940 1940
1941 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1944 * tables is a lot harder. 1944 * tables is a lot harder.
1945 */ 1945 */
1946 if (level_loss < 0) 1946 if (level_loss < 0)
1947 level_loss = 0; 1947 level_loss = 0;
1948 1948
1949 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1950 1950
1951 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1952 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1953 } 1953 }
1954 1954
1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 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)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957 1957
1958 if (level_loss < 0) 1958 if (level_loss < 0)
1959 level_loss = 0; 1959 level_loss = 0;
1960
1960 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1961 1962
1962 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1963 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1964} 1965}
1965 1966

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