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Comparing deliantra/server/common/living.C (file contents):
Revision 1.92 by root, Thu Dec 4 03:48:19 2008 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 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. */
1137 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1139 } 1136 }
1140 1137
1141 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1143 1140
1144 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1146 1143
1147 if (ARMOUR_SPEED (tmp)) 1144 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
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 */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 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
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
1799sint64 1802sint64
1800check_exp_adjust (const object *op, sint64 exp) 1803check_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 */
1925void 1928void
1926apply_death_exp_penalty (object *op) 1929apply_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

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