… | |
… | |
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. */ |
… | |
… | |
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 | |
1151 | |
|
|
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
|
|
1153 | |
1155 | /* 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 |
1156 | * have generated intermediate values which we now need to assign. |
1155 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1156 | */ |
1158 | |
1157 | |
1159 | /* 'total resistance = total protections - total vulnerabilities'. |
1158 | /* 'total resistance = total protections - total vulnerabilities'. |
… | |
… | |
1769 | player_lvl_adj (op, skill_obj); |
1768 | player_lvl_adj (op, skill_obj); |
1770 | } |
1769 | } |
1771 | } |
1770 | } |
1772 | |
1771 | |
1773 | /* This function checks to make sure that object 'op' can |
1772 | /* This function checks to make sure that object 'op' can |
1774 | * lost 'exp' experience. It returns the amount of exp |
1773 | * lose 'exp' experience. It returns the amount of exp |
1775 | * object 'op' can in fact lose - it basically makes |
1774 | * object 'op' can in fact lose - it basically makes |
1776 | * adjustments based on permanent exp and the like. |
1775 | * adjustments based on permanent exp and the like. |
1777 | * This function should always be used for losing experience - |
1776 | * This function should always be used for losing experience - |
1778 | * the 'exp' value passed should be positive - this is the |
1777 | * the 'exp' value passed should be positive - this is the |
1779 | * amount that should get subtract from the player. |
1778 | * amount that should get subtract from the player. |
… | |
… | |
1783 | { |
1782 | { |
1784 | sint64 del_exp; |
1783 | sint64 del_exp; |
1785 | |
1784 | |
1786 | if (exp > op->stats.exp) |
1785 | if (exp > op->stats.exp) |
1787 | exp = op->stats.exp; |
1786 | exp = op->stats.exp; |
|
|
1787 | |
1788 | if (settings.permanent_exp_ratio) |
1788 | if (settings.permanent_exp_ratio) |
1789 | { |
1789 | { |
1790 | 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 | |
1791 | if (del_exp < 0) |
1792 | if (del_exp < 0) |
1792 | del_exp = 0; |
1793 | del_exp = 0; |
|
|
1794 | |
1793 | if (exp > del_exp) |
1795 | if (exp > del_exp) |
1794 | exp = del_exp; |
1796 | exp = del_exp; |
1795 | } |
1797 | } |
|
|
1798 | |
1796 | return exp; |
1799 | return exp; |
1797 | } |
1800 | } |
1798 | |
1801 | |
1799 | sint64 |
1802 | sint64 |
1800 | check_exp_adjust (const object *op, sint64 exp) |
1803 | check_exp_adjust (const object *op, sint64 exp) |
1801 | { |
1804 | { |
1802 | if (exp < 0) |
1805 | if (exp < 0) |
1803 | return check_exp_loss (op, exp); |
1806 | return check_exp_loss (op, exp); |
1804 | else |
1807 | else |
1805 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1808 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1806 | } |
1809 | } |
1807 | |
1810 | |
1808 | /* Subtracts experience from player. |
1811 | /* Subtracts experience from player. |
1809 | * 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 |
1810 | * only subtract from the matching skill. Otherwise, |
1813 | * only subtract from the matching skill. Otherwise, |
… | |
… | |
1923 | * amount of permenent experience, whichever gives the lowest loss. |
1926 | * amount of permenent experience, whichever gives the lowest loss. |
1924 | */ |
1927 | */ |
1925 | void |
1928 | void |
1926 | apply_death_exp_penalty (object *op) |
1929 | apply_death_exp_penalty (object *op) |
1927 | { |
1930 | { |
1928 | object *tmp; |
|
|
1929 | sint64 loss; |
1931 | sint64 loss; |
1930 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1932 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1931 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1933 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1932 | |
1934 | |
1933 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1935 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1934 | if (tmp->type == SKILL && tmp->stats.exp) |
1936 | if (tmp->type == SKILL && tmp->stats.exp) |
1935 | { |
1937 | { |
1936 | |
|
|
1937 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | 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)]; |
1939 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1939 | |
1940 | |
1940 | /* With the revised exp system, you can get cases where |
1941 | /* With the revised exp system, you can get cases where |
1941 | * losing several levels would still require that you have more |
1942 | * losing several levels would still require that you have more |
… | |
… | |
1943 | * tables is a lot harder. |
1944 | * tables is a lot harder. |
1944 | */ |
1945 | */ |
1945 | if (level_loss < 0) |
1946 | if (level_loss < 0) |
1946 | level_loss = 0; |
1947 | level_loss = 0; |
1947 | |
1948 | |
1948 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1949 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1949 | |
1950 | |
1950 | tmp->stats.exp -= loss; |
1951 | tmp->stats.exp -= loss; |
1951 | player_lvl_adj (op, tmp); |
1952 | player_lvl_adj (op, tmp); |
1952 | } |
1953 | } |
1953 | |
1954 | |
1954 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | 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)]; |
1956 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1956 | |
1957 | |
1957 | if (level_loss < 0) |
1958 | if (level_loss < 0) |
1958 | level_loss = 0; |
1959 | level_loss = 0; |
|
|
1960 | |
1959 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1961 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1960 | |
1962 | |
1961 | op->stats.exp -= loss; |
1963 | op->stats.exp -= loss; |
1962 | player_lvl_adj (op, NULL); |
1964 | player_lvl_adj (op, NULL); |
1963 | } |
1965 | } |
1964 | |
1966 | |