… | |
… | |
1769 | player_lvl_adj (op, skill_obj); |
1769 | player_lvl_adj (op, skill_obj); |
1770 | } |
1770 | } |
1771 | } |
1771 | } |
1772 | |
1772 | |
1773 | /* This function checks to make sure that object 'op' can |
1773 | /* This function checks to make sure that object 'op' can |
1774 | * lost 'exp' experience. It returns the amount of exp |
1774 | * lose 'exp' experience. It returns the amount of exp |
1775 | * object 'op' can in fact lose - it basically makes |
1775 | * object 'op' can in fact lose - it basically makes |
1776 | * adjustments based on permanent exp and the like. |
1776 | * adjustments based on permanent exp and the like. |
1777 | * This function should always be used for losing experience - |
1777 | * This function should always be used for losing experience - |
1778 | * the 'exp' value passed should be positive - this is the |
1778 | * the 'exp' value passed should be positive - this is the |
1779 | * amount that should get subtract from the player. |
1779 | * amount that should get subtract from the player. |
… | |
… | |
1783 | { |
1783 | { |
1784 | sint64 del_exp; |
1784 | sint64 del_exp; |
1785 | |
1785 | |
1786 | if (exp > op->stats.exp) |
1786 | if (exp > op->stats.exp) |
1787 | exp = op->stats.exp; |
1787 | exp = op->stats.exp; |
|
|
1788 | |
1788 | if (settings.permanent_exp_ratio) |
1789 | if (settings.permanent_exp_ratio) |
1789 | { |
1790 | { |
1790 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1791 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1792 | |
1791 | if (del_exp < 0) |
1793 | if (del_exp < 0) |
1792 | del_exp = 0; |
1794 | del_exp = 0; |
|
|
1795 | |
1793 | if (exp > del_exp) |
1796 | if (exp > del_exp) |
1794 | exp = del_exp; |
1797 | exp = del_exp; |
1795 | } |
1798 | } |
|
|
1799 | |
1796 | return exp; |
1800 | return exp; |
1797 | } |
1801 | } |
1798 | |
1802 | |
1799 | sint64 |
1803 | sint64 |
1800 | check_exp_adjust (const object *op, sint64 exp) |
1804 | check_exp_adjust (const object *op, sint64 exp) |
1801 | { |
1805 | { |
1802 | if (exp < 0) |
1806 | if (exp < 0) |
1803 | return check_exp_loss (op, exp); |
1807 | return check_exp_loss (op, exp); |
1804 | else |
1808 | else |
1805 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1809 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1806 | } |
1810 | } |
1807 | |
1811 | |
1808 | /* Subtracts experience from player. |
1812 | /* Subtracts experience from player. |
1809 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1813 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1810 | * only subtract from the matching skill. Otherwise, |
1814 | * only subtract from the matching skill. Otherwise, |
… | |
… | |
1923 | * amount of permenent experience, whichever gives the lowest loss. |
1927 | * amount of permenent experience, whichever gives the lowest loss. |
1924 | */ |
1928 | */ |
1925 | void |
1929 | void |
1926 | apply_death_exp_penalty (object *op) |
1930 | apply_death_exp_penalty (object *op) |
1927 | { |
1931 | { |
1928 | object *tmp; |
|
|
1929 | sint64 loss; |
1932 | sint64 loss; |
1930 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1933 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1931 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1934 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1932 | |
1935 | |
1933 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1936 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1934 | if (tmp->type == SKILL && tmp->stats.exp) |
1937 | if (tmp->type == SKILL && tmp->stats.exp) |
1935 | { |
1938 | { |
1936 | |
|
|
1937 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1939 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1940 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1939 | |
1941 | |
1940 | /* With the revised exp system, you can get cases where |
1942 | /* With the revised exp system, you can get cases where |
1941 | * losing several levels would still require that you have more |
1943 | * losing several levels would still require that you have more |
… | |
… | |
1943 | * tables is a lot harder. |
1945 | * tables is a lot harder. |
1944 | */ |
1946 | */ |
1945 | if (level_loss < 0) |
1947 | if (level_loss < 0) |
1946 | level_loss = 0; |
1948 | level_loss = 0; |
1947 | |
1949 | |
1948 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1950 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1949 | |
1951 | |
1950 | tmp->stats.exp -= loss; |
1952 | tmp->stats.exp -= loss; |
1951 | player_lvl_adj (op, tmp); |
1953 | player_lvl_adj (op, tmp); |
1952 | } |
1954 | } |
1953 | |
1955 | |
1954 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1956 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1957 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1956 | |
1958 | |
1957 | if (level_loss < 0) |
1959 | if (level_loss < 0) |
1958 | level_loss = 0; |
1960 | level_loss = 0; |
|
|
1961 | |
1959 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1962 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1960 | |
1963 | |
1961 | op->stats.exp -= loss; |
1964 | op->stats.exp -= loss; |
1962 | player_lvl_adj (op, NULL); |
1965 | player_lvl_adj (op, NULL); |
1963 | } |
1966 | } |
1964 | |
1967 | |